my primary reasoning for the Auto Direct Crit is to create increased synergy between Stats/Kit as well as the nice visual feedback of "hey, you pulled off the hardest part of your kit correctly!"
my primary reasoning for the Auto Direct Crit is to create increased synergy between Stats/Kit as well as the nice visual feedback of "hey, you pulled off the hardest part of your kit correctly!"



IMO, the aoe battery spender would've been fine if the Queen finisher was AoE.
The problem with gauge spender/shared cooldown is that they are meaningless choice.
3+ target? Press red button. 1 Target? Press blue button. In raiding situation, it makes a button useless. Bio Blaster is set to CTRL + 2 in my case, that shortcut is never pressed when I'm raiding.
In other words, it's button bloat.
You can make it AoE per default, look at Chain saws. No one asks for a single target version of chain saws.
No one asks for a single target version of Double Down, because they works very well on both multi and single targets.
As for "hardest part of your kit correctly"... Wildfire is by far the least difficult part of the job. Respecting Drill and Air Anchor are where the difficulty relies, the more you manage to fit, the bigger the reward.
Wildfire on the other hand is just an empowered Hypercharge phase. You press it, then you follow by one Hypercharge phase like many other you do during the rotation, except you need to press wildfire before. What a gameplay.
Out of interest looked at FF logs.
Noticed highest ranked MCH with 98.3% avg. parse. And his/her top parses are around 7.6k - 7.7k.
Top parses for bosses are around 8.9k - 9.1k. Now tell me that isn't way too large of a gap.
Had a random idea what if flamethrower would work like bio-blaster but instead of dot it applies vulnerability to targets around 5-10% for 10 sec.



So I was think more about Flamethrower while leveling up DNC. I liken it to Improvisation and while there isn't anything wrong with an ability that requires you to stand still up build something up, the payoff must weighed with the risk/time.
For example, what if Flamethrower built up stacks of damage taken debuff, 1 stack every 2.5s for a total of 4.



Flamethrower should just become a bioblaster clone but its a heat spender and we just get a single target heat spender thats like a rocket launcher
I've finished the tier as MCH and I can safely say that it simply is not doing anywhere near enough damage right now.
The Wildfire buff mentioned in the OP is a good start but it will probably take more than that to fix things.
The reality is MCH is currently doing about 10% less dps than Reaper -- now while it can be argued there can be some difference there 10% is just way way too much.
I would say the safest way to buff MCH is significantly increase the potency of their 123 combo and Wildfire. (Burst DPS is already ok so that probably does not need to be buffed and it may be difficult to manage interactions with other classes if they did that).



They will probably buff heatblast/1 2 3.
That savage tier is definitely a mercy for MCH.
No Queen during add phase, no bothersome delay due to downtime.
Hopefully next Ultimate stays with that formula or 6.1 comes with big QoL about AQ.
Hi everyone, I’m pretty new to FFXIV and it’s balancing but my understanding so far is that jobs that bring extra utility do a little less than the “selfish” jobs like BLM and such. Then ranged classes that can move and complete their rotation are taxed again.
So my question is this… why is MCH taxed for utility? We have one slight defensive buff
I feel like MCH should be more middle of the pack for this reason. Is my logic flawed here?
That has been their general philosophy for a while. Its another discussion but I think the "ranged tax" is outdated personally and as you say MCH doesn't bring any utility or raid buff.
The problem right now is that even within the ranged tax + utility tax philosophy MCH damage should be maybe a few percent lower, not 10% lower.
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