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Thread: Dear Bioblaster

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  1. #1
    Player
    GayRobot's Avatar
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    Jan 2022
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    44
    Character
    Dial-up Noises
    World
    Cactuar
    Main Class
    Machinist Lv 90
    I've started watching enemy MCHs for Bioblaster Ready; it's depressing how much you can restrict them just by being aware of the tool combo. Unless they can sneak out of objective fights for a duel, they've got to step up eventually, so all you have to do is keep one eye open and one finger on your CC...
    (1)

  2. #2
    Player
    AorusCorsair's Avatar
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    Apr 2020
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    13
    Character
    Aorus Corsair
    World
    Siren
    Main Class
    Alchemist Lv 80
    This wasn't a balancing decision.

    They literally just lifted the skill from old PVP without changing anything.

    I'm willing to bet they didn't even notice that they'd grouped a 12y skill into a rotation with 25y skills.

    They simply didn't think about the implications.
    (2)

  3. #3
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by AorusCorsair View Post
    This wasn't a balancing decision.

    They literally just lifted the skill from old PVP without changing anything.

    I'm willing to bet they didn't even notice that they'd grouped a 12y skill into a rotation with 25y skills.

    They simply didn't think about the implications.
    Pretty much this. It actually may be more accurate to consider it a purely aesthetic choice. Drill, Bioblaster, Air Anchor, and Chain Saw all utilize MCH's big "multitool" whereas their other actions don't. That's the only reason why those four actions were paired together. I don't think consideration was taken for how the inclusion of Bioblaster would negatively impact the flow of the job.
    (1)

  4. #4
    Player
    ReiganCross's Avatar
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    Mar 2021
    Posts
    240
    Character
    V'ox Bolt
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Blueyes View Post
    Pretty much this. It actually may be more accurate to consider it a purely aesthetic choice. Drill, Bioblaster, Air Anchor, and Chain Saw all utilize MCH's big "multitool" whereas their other actions don't. That's the only reason why those four actions were paired together. I don't think consideration was taken for how the inclusion of Bioblaster would negatively impact the flow of the job.
    I truly believe they knew Bioblaster would force MCH to get too close for comfort and therefore wouldn't spam his big multitool. To make sure that wasn't the case they even had them all share stacks.

    I do not think this was an oversight, this seems to be very much a conscious effort on their part. They made this on purpose and I think that is much worse than just wanting things to be pretty.
    (2)

  5. #5
    Player
    Tobias_Azuryon's Avatar
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    Jun 2017
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    204
    Character
    Tobias Azuryon
    World
    Maduin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ReiganCross View Post
    I truly believe they knew Bioblaster would force MCH to get too close for comfort and therefore wouldn't spam his big multitool. To make sure that wasn't the case they even had them all share stacks.
    I think analysis already compensates for that. Only having two stacks of Analysis means that to burst I want to drill but hten I have to move in, use bio, and then analysis either on that or air anchor to stun.

    Imo if they did Bio > Anchor > Chainsaw > Drill it would more accurately align the "flow" of the job. You put bio/turret, can cc with anchor, can aoe with chainsaw and secure the kill with Drill.

    With cooldowns being what they are (maybe I just suck at the job that's possible too) I often have analysis up without the skill I want to use it on or don't have analysis for Drill meaning I'm sitting on it waiting for my burst.

    If you keep the same cds but move the skils around you can still use analysis for bio/anchor but if you want to REALLY burst you have to analyze > saw > analyze > Drill which puts everything on cooldown for around the time it'll take to get back to that combo.
    (0)

  6. #6
    Player Ransu's Avatar
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    May 2014
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    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Ya the concept of bioblaster is perfectly fine. I just think it should be its own damn button.
    (2)

  7. #7
    Player
    Darkpaw's Avatar
    Join Date
    Apr 2018
    Location
    Ul Dah
    Posts
    470
    Character
    Akio Foxx
    World
    Siren
    Main Class
    Machinist Lv 100
    Just turn bioblaster into a gas grenade, thrown ground aoe on selected target. Same effective better range
    (0)

  8. #8
    Player Ransu's Avatar
    Join Date
    May 2014
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    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Darkpaw View Post
    Just turn bioblaster into a gas grenade, thrown ground aoe on selected target. Same effective better range
    That would be perfect honestly. It would be like the snipers poison grenade in swtor.
    (0)

  9. #9
    Player
    Caddo's Avatar
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    May 2022
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    109
    Character
    Caddo Valoryn
    World
    Malboro
    Main Class
    Dancer Lv 90
    I'd just pull Bioblaster out of the combo and toss it as it's own button, next to Scattergun, but also make Scattergun and Bioblaster share a cooldown with each. They could even take Analysis off Bioblaster and keep the damage/DoT and just give it a flat -25% movement/health recovery as the trade for not punting back, but being in melee. This is why I've been playing Bard strictly, especially in Frontlines, compared to MCH.
    (2)

  10. #10
    Player
    ReiganCross's Avatar
    Join Date
    Mar 2021
    Posts
    240
    Character
    V'ox Bolt
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Caddo View Post
    I'd just pull Bioblaster out of the combo and toss it as it's own button, next to Scattergun, but also make Scattergun and Bioblaster share a cooldown with each. They could even take Analysis off Bioblaster and keep the damage/DoT and just give it a flat -25% movement/health recovery as the trade for not punting back, but being in melee. This is why I've been playing Bard strictly, especially in Frontlines, compared to MCH.
    It would be kind of weird to pretty much never Scattergun because Bioblaster is that superior to it.

    You get 12k from Scatter Gun if you hit single-target, you get 12k from Bioblaster regardless of target numbers. So you'd be choosing instant-damage + knockback over DoT damage, which normally would mean instant wins but can you really risk having someone else ruining your Scatter Gun damage? I don't feel like that's a very good choice considering Bioblaster, even without ever being able to throw Analysis on it, would just be superior in almost every situation. Hell, if you just pick ONE second target, Bioblaster is double the damage output. And it's not even an obvious output, it's the kind of damage that creeps up on your target, killing him when he least expects it (Even inside of guard.)
    (0)

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