Quote Originally Posted by ty_taurus View Post
On my quest to level all jobs to 80, my next in line is MCH (which is currently sitting at level 77). For reference, I was almost exclusively a healer until Shadowbringers came out in which I immediately dropped healing for Dancer and have played Dancer almost exclusively in end game content (including Savage).

A part of my challenge in playing MCH correctly is undoubtably experience, but what I've noticed now that I essentially have all my tools is that the engagement factor seems to be managing all your cooldowns. I need to focus on using Drill/Bio Blaster, Anchor Shot, Wildfire, Reassemble, and Autoturret (later Automaton Queen) on cooldown while ensuring my Hypercharge phases aren't causing these cooldowns to clip. Before when Gauss Round and Ricochet only had 2 charges max, I also wanted to make sure that they weren't going to CD overflow when using Heat Blast, though that's become a lot more comfortable with the charges now increased to 3.

I find myself paying a lot of attention to all these CDs to try and make sure I'm using them correctly, but I assume this gets a lot easier with practice? If so, I can understand why it might seem more brain dead, but thus far I find it a lot to pay attention to.
in fact you get all ur tools to have a optimized 80 rotation by lv 50, 58 u get drill which is like fleche and only act as damage, and 66 with stabilizer and everything is is shallow "upgrades"

MCH 4.0 issues with progression is you get skills that dont make sense or useless way too early. While 5.0 busts its load at 50 and barely evolves at all through the 30 levels making it feel hella stale. Your rotation used to be in a single trait at lv 64 now stretched out awkwardly at lv54 lv 60 and lv 64 and i have no clue why they did this Drill could be moved to 60 and the whole rotation be at 64 like in 4.0...and man im digressing again. Yea the job doesnt evolve much from 50 most of its new tools are upgrades