


3 problems with it:
-Ground targeting
-60s cooldown immobile aoe
-Would be a second glorified dot.
Remember popping Bishop+Hypercharge and the boss would... Move away?
Ask the Ninjas that absolutely love doton.
Last edited by CKNovel; 01-10-2022 at 05:13 AM.

The problem with a melee or immobile chainsaw is because Machinist's cooldown centric rotation makes them feel inflexible rather than novel. If you don't press it on cooldown, you're wasting it, and if a boss mechanic is forcing you away you feel bad for wasting it. Black mage gets away with this because half of their kit is actually about ignoring or breaking the rules to their set rotation. Summoner gets away with melee Ifrit and a long cast time spell on Garuda because it has wiggle room as to when to actually use those abilities.
In short, the only way Machinist can get fun abilities that vary the actions you perform without feeling bad is if it gets another rework. I would love to go all the way with a spinning chainsaw like Edgar, but it wouldn't work with what we have.
I think overall im more dissapointed that its a Chain of Saws, not Chainsaw![]()



And every other job with a Damage +% raid buff can use it whenever they wish. So your point?Isn't the point to learn the fight so you'll know when you need to press it? That is part of the game play. We are playing a video game, and you succeed by learning what to do. And hopefully have fun in the process. I like that a Summoner's abilities are locked behind different summons. It suits the theme and feel of the job. And I don't think that should be sacrificed for convenience. Not all abilities should be available at all times. I have a feeling that is their design philosophy, as well.
I wouldnt mind seeing more channeled abilities, but 10s like flamethrower woudl be WAY too long



You're forgetting the summoner who also has to be up there every 60 sec now too due to Ifrit phase.You don't want to be required to stand in melee range every 45s/60s/90s when there are already two melee DDs and a RDM in a trial or raid that requires splitting the melee and ranged DDs. Just ask any RDM who's ever ended up with two melee DDs in a trial or raid that requires splitting the melee and ranged DDs.


No other abilities lock you out of using them for 30 seconds if you don't use them at the right time. Normally, if you miss a button press the worst thing happens is you mess up a combo, or you hit the button between the next GCD, or you delay your GCD a little bit. If you, for some reason, do not hit Searing Light before hitting Dreadwyrm, then you're options are:Isn't the point to learn the fight so you'll know when you need to press it? That is part of the game play. We are playing a video game, and you succeed by learning what to do. And hopefully have fun in the process. I like that a Summoner's abilities are locked behind different summons. It suits the theme and feel of the job. And I don't think that should be sacrificed for convenience. Not all abilities should be available at all times. I have a feeling that is their design philosophy, as well.
1. Hold onto it for 2 minutes to line everything back up
2. Hold onto it for 1 minute and use it during Firebird trance
3. Hit it as soon as you're out and waste it and screw everything up
This isn't about holding onto it to shift burst windows in fights, this is about an ability that has a lot of very bad restrictions on it and it resulting in poor game play and punishing results for not hitting it. It's not difficult to make sure you hit it before you go into Dreadwyrm, but it shouldn't be as punishing as it is if you miss it. It's not like you would ever choose to use that buff except right before Dreadwyrm trance, so it's not like the fact that it's unavailable at certain times makes for interesting decision making.
Don't conflate "difficult" with "punishing" and/or "poorly designed"



If the community absolutely wants to keep channeled ability, may I suggest something akin to Suzaku's Phantom Flurry?
But on a 3 second top, standing immobile for 5 seconds is already quite long.





I am not.
/10char
Error 3102 Club, Order of the 52nd Hour

I actually like chainsaw. It feels real good when you get the timing down with your two minutes and even better when you nail the timing with your second pot. I think having another stand still ability like flamethrower is a bad idea though. I like flamethrower but I honestly only use it in dungeons which is probs the only place to get a full use of it and even then you might have to eat an AoE. Then there is the rare occasion of tick fishing for bosses that jump in Ex and Savage raids which is also quite rare. If they did away with it for something else, I wouldn't be mad.
I'm also not fond of turning chainsaw into a melee combo but i haven't tried it so I can't say for sure I won't like it.
Last edited by AC9Breaker; 01-11-2022 at 08:55 AM.
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