This is a feely change that will absolutely not get implemented, but I'd love it if they did something about Red Mage autoattacks and criticals or direct hits. There's definitely an eyeroll factor when you're doing your melee combo, and you see Scorch only do ~80k damage because it didn't get a DH or a crit, and then that number has a 97! excitedly jump in front of it...because the stupid puny no-strength mage autoattack took it instead.
Machinist (MCH)
I like the hypercharge gauge with the heat blast mechanic. It feels pretty nice to consistently fire attacks nonstop.
I like but also dislike Wildfire - as a Single Target skill under heat blast, it basically makes or breaks our damage.
Drill is nice, hits hard and has a low cooldown.
To be honest, I'm not a big fan of Air Anchor only giving a small amount of battery gauge. Sometimes, if there is a lot of enemies to AoE down, you wouldn't be using your 700 potency AoE attack, which also means you wouldn't be generating battery gauge either ... Perhaps changing Air Anchor to be a 700 potency attack with a splash damage at 50% on all the other surrounding enemies in addition to gaining battery would make it feel a lot better. Air Anchor looks like an AoE skill too rather than a single target skill in my opinion.
Flamethrower - change into a skill that does more damage under Bioblaster, kinda like a combo effect where a bioblaster DoT will cause Flamethrower to apply an extra DoT. As it is currently, Flamethrower doesn't get used for its full duration since it's slightly weaker than using our AoE (which also gets 5 points into our gauge), which is a shame considering how nice the animation looks. However, it also forces the character to remain at a standstill, which goes against what most people assume a ranged DPS would have - full mobility.
Monk (MNK):
Get a more fully developed chakra gauge - use different chi attacks based on the gauge, or have the gauge transition into enabling better chi attacks. As for chi attacks, we could have a couple of them, ranging from a melee DoT (Touch of Death revamped), regular ranged AoE, a big finisher ranged AoE, a Single target attack , a single target finisher attack
Anatman - I like the animation and the pose, but I don't see it being used outside of downtime - how about turning it into a channeling skill that gives multiple buffs to the monk instead, where the channeling effect acts similar to Collective Unconscious's channeling effect that it renews the existing buffs' original duration until you cancel it or until the duration of the channel expires? Afterward, the buff itself will start counting down naturally. That way, the skill can be used instantly during combat, but can also be used in downtime to activate the skill ahead of time. Anatman has a special meaning, and unlocking it at Lv 78 speaks volumes about what this skill was initially intended to do - pause the spread of light and keep the self stable / contained, transcending the self outside the constraints of the body. In more detail, the self would refer to the 3 souls and 7 spirits. I wanted Anatman to live up to its name since the current skill's effect doesn't do it true justice.
As for the buffs themselves, Anatman can give a 15 second buff that does the following:
1. Activates all 3 fist stances passive effects (Damage up, Defense up, Movement Speed up)
2. Increase damage and a regeneration buff to self
3. Remove the chakra consumption requirements for actions that use the chakra gauge [7 stacks] - Similar to Inner Release
I think a change like this to Anatman, coupled with a developed Chakra Gauge and chi skills other than just Enlightenment and Forbidden Chakra, would make this job very enjoyable.
Last edited by AnotherPerson; 07-01-2021 at 11:12 PM.
Air Anchor - Good idea, a lot of people want to have an AoE version of it when we can simply slap the both on a single button rather than waste a skill slot when MCH desperately needs buttons.
Flamethrower - Wouldn't work. Or at least it would in dungeon but if you want to make it a viable Single Target option.
When it comes to AoE, Flamethrower is already used like this. The DPS from MCH aoes comes like this: Bio Blaster > Auto Cross Bow > Flamethrower > Spread shot.
It's meant to be used when you don't have Bio Blaster ready or ACB available. Creating a synergy between Bio Blaster and Flamethrower would simply swap the priority between FT and ACB.
Current Flamethrower problem it's that it is a dungeon skill when it's supposed to be a core MCH ability. And staying immobile for 10 seconds is not a good idea no matter the content.
No button should be "Press and lift your hands off you keyboard for 10s". Flamethrower is just that.
I want Grenado back.
I believe I said new MCH mains have some of the worst ideas for MCH, and I still stand by this but the splash damage would be a fine idea somwhat. Among other ludicrous statements ,turrets don’t have a aoe option so making a aoe for a predominantly single-target mechanic is pointless for a already reductive job that doesn’t need more filler. There’s yet again, not interplay between aoeing with battery as theirs just awkward payoff to 1 target. But again this is assuming there’s no new turret
I’ll be damned if MCH only gets a aoe turret somthing they freaking removed in 5.0! It’s not a horrid addition just devious to remove a skill and add it back for “new skill points” and without Invul hypercharge or overload or promotion it’s a flashy replacement but ultimately is inferior to its past incarnations. I should Necro a few posts for MCH because the theirs a high chance it’ll stagnate in 6.0
Could you explain more what you mean about Wildfire making or breaking your damage? Are you talking about latency affecting how many abilities you get off?
Other than that, I like your suggestions a lot! Especially having flamethrower react with Bioblaster. Considering all of the targets would be poisoned, burning them for extra damage just makes a ton of sense.
I still like my idea about an AoE skill that is casted by the MCH on the Queen location.
But at worse, the Queen has the Bishop animation around it (at least in the job action), at some point SQEX probably intended to give the Queen AoE damage.
MCH is the job that needs to evolve the most and that does not need a rework. I still maintain the idea that the current iteration is the best and that HW popularity is mainly fueled by Nostalgia, unless you were playing for the rDPS part.
Overall, yes... Many have quirky ideas that I cannot understand the point or what it would add to the game. Not judging but asking for higher mobility or tools to move feels as useful as salting the sea.
It's especially frustrating when looking at the MCH that needs a lot of new things and a lot of reworked abilities (Wildfire/Flamethrower...) but an expansion won't be enough to finally have a complete MCH, maybe in 7.0 it will finally feel complete.
Wait, people who were attracted by hitting 1-2-3 and CD-on-refresh oGCD whack-a-mole in repetitive cycles aren't likely to create ideas for meaningfully engaging with or iterating on past avenues of depth for MCH. I am shocked. /s
As for the Bishop/Rook or similar turret distinctions, I feel that's more an issue of their mechanics having lacked any sort of crossover or ability for setup or capitalization.
For instance, imagine if Rook's primary passive mechanic were Tracer Fire, which increases the damage of the next two physical-damage shots (including that of the Rook's Tracer Fire itself) against enemies struck, by a flat potency bump (your potency in both cases -- no partial-value "pet potency" BS). The Rook itself ramps up attack speed over time with each consecutive shot against the same target.
Now, let's say Rook has a Full Fusillade (spitball name) ability, by which it fires at 5x speed, but in a tight cone centered on the target instead of guaranteeing hits against the target. Maybe it imitates a series of skillshots, or maybe it just has a %chance to miss, but in either case shots that do not strike the main target have a chance to hit enemies nearby. Voila, they're all affected by Tracer Fire, which you can meaningfully follow up on with Spread Shot.
Similarly, what if Wildfire were literally just your Bishop sacrifice skill, as it is, after all, coating your enemy in aetheric oil to be detonated. Make Wildfire's detonation at least 50% AoE also, sure, but something like that would give far more cross-play (more meaningful choices for either turret in both single- and multi-target situations).
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