SE released an official job guide today: https://store.jp.square-enix.com/cat...757563261.html
Here's an example of the MCH section: https://cdn.discordapp.com/attachmen...158336/MCH.jpg



If this is really how the devs expect us to play the job, it makes me very worried. The recommended rotations are starting Wildfires with a Hypercharge→Wildfire weave, which makes the Hypercharge buff window incredibly tight. But not only that, they are ending Wildfires with a Drill, an ability that registers its damage at least 0.30s slower than other shots (testing done about it here). This highlights the absolute disconnection of SE's internal play testing and the actual experience of the players outside Japan. The overseas community has long moved past those rotations and altered all of them to avoid alignments where Hypercharge is not weaved at the very end of the gcd or where Wildfire ends into a Drill or Anchor because it's simply very inconsistent. We've never even considered Hypercharge→Wildfire weave order to be valid because it makes Hypercharge extremely tight for no reason. Similarly, many people reported inconsistent results with Anchor and Drill within Wildfire, so we did testing on it and found that they actually register their damage much slower. Why on earth is this a thing?

Understandably, these things might not be as big of an issue in Japan, but this is a world wide game once upon a time claimed by Yoshi-P to be playable up to 200ms ping with no discernible difference. It's absolutely unacceptable that these things are not taken into account in the design process. Patch 5.1 better bring some changes for MCH latency issues because this is ridiculous if the devs can't even realize how their own game works. More effort needs to be placed into play testing in high ping environments, not just internal zero ping servers!