Quote Originally Posted by AnotherPerson View Post
I feel a couple of changes that could make MCH feel better would probably be:

Wildfire does an exploding hit on the target marked for wildfire, and a 50% AoE splash damage on all targets in the vicinity. Make it really feel "explosive" since the damage doesn't compare as much to Drill or Air Anchor at a lower cooldown.

Air Anchor - also does its flat 700 potency damage, but also 50% to all enemies nearby, so it doesn't feel like you can't use a 700 potency attack and build battery gauge when you have a lot enemies to AoE.

Flamethrower - changing this ability to be more of a ground cone AoE kind of ability, set up a gun that shoots flames in an area for 10 seconds. Tagging a mob with Flamethrower gives a debuff to the enemy "On Fire" for 10 seconds.

Detonating wildfire on an enemy who has the debuff "On Fire" will double wildfire's damage.

Using Bioblaster on an enemy who has the debuff "On Fire" will immediately remove the Bioblaster DoT debuff and the "On Fire" debuff, but will do 1.5 times full damage over time of Bioblaster (maybe lv 80+ trait).

This way, Machinist's Lv 70 Capstone skill becomes cohesive with the kit rather than stand and wait until you finish burning everything down. I say 10 seconds for the debuff is a good amount of time since you would be able to setup a Flamethrower and immediately go into Wildfire, and for trash mobs, the debuff technically lasts for 20 seconds since Flamethrower will continually be refreshing the debuff on enemies as long as it's channeling (like AST's Collective Unconscious refreshing the Wheel of Fortune buff during channel). Ideally, you would want to use Bioblaster as it comes off cooldown during mobs to fit in a second Bioblaster in Flamethrower's duration.
Y'know, I especially love those because it turns the MCH into a sort of DoT Interacting class, where the whole deal becomes about applying a DoT that increases a skill that then applies a different DoT that detonates another skill. Maybe, like, making Bio Blaster's DoT a sort of a flammable slime, so enemies that are under Bioblast gets hit really hard by Fire. Then have fire make people more vulnerable to your drill because they are softer due to heat dilation. And you can go further, like maybe Air Anchor is electric and deals a sort of mangetic DoT, that increases Ricochet and Gauss round damage for a while, so that is the window you'll want to throw your OGCDs...

So essentially take SMN's thing of having DoT to increase Fester and make it into a big part of MCH play, since he was a debuffer before, so might as well turn all of that into interesting ways of dealing lots of damage. And I would really like if MCH would just become "Cowboy Gunner that does lots of damage" instead of being shoe-horned into some form of team player, I was just suggesting it become a team player if they aren't going to give him big boy damage anyways.