Oh, you're right... I forgot how they're strong at the level 70 tier. Hopefully 7.0 adjustments can make the pre- Elemental Mastery summoner a little less boring.The problem is that the level 70 summoner is extremely strong in old content like ultimates fight, so it's not possible to put the trait below lvl 70 without rebalancing overall lvl 50-70 spells potency.
that would be too much work, and it's better they spend it to change how work the summoner in 7.0 .




Some things I'd like to add for DNC to enhance earlier level gameplay:
1. Move Flourish down to level 54 from 72 to help facilitate more activity where the job otherwise feels quite slow at low levels. If Flourish is too strong at 54, it could also be given a 90 second cooldown that can later decrease via trait if need be.
2. Move Fan Dance IV down to level 72 from 86 to restore some of that lost gameplay component to Shadowbringers content from the EW Flourish change.
3. Move Saber Dance down to level 50 from level 76 and potentially decrease the potency at that level, bringing it back to 480 at level 76 via trait.
These changes might require additional potency rebalancing at lower levels, perhaps lowering base rotation potencies and then updating them via trait at an appropriate threshold, but they would make synched content as well as older ultimates more enjoyable as DNC. This doesn't get talked about much cause there's not really much wrong with DNC, but I just feel it's too back loaded in terms of gameplay elements.
What I would like buffed/changed on MCH, in roughly order of priority.
1. Base potency increases: Simple, boring maybe, but necessary. MCH already has a decent burst phase, so I think it should get a potency buff to the core combo skills.
Heated Split Shot: 200 > 220
Heated Slug Shot: 280 > 300
Heated Clean Shot: 360 > 380
This would still be below the potencies of Ninja’s core combo, which is a ‘utility dps’, so as a ‘selfish ranged dps’ I don’t feel this is pushing MCH up too far.
2. Wildfire: This desperately needs something to make it feel more impactful. A decent explosion animation would be a nice touch, but an additional affect
Either a similar potency buff…
220 x 5 = 1100 > 240 x 5 = 1200
OR
Target takes 5% more damage.
Basically, this would be half of the value of Ninja’s Mug debuff and would serve to inject a little raid dps buff into the job. Balancing issues are obviously whether it should stack with Mug’s debuff, giving 10% more damage for 10s? Or if not offsetting the debuffs which would affect the 2 min burst window and potentially make NIN/MCH incompatible.
Alternatively, it could draw from Trick Attack instead, and inflict 10% more damage by just you. This would effectively be similar to the flat potency buff, but applied to Heated Shot/Gauss Round/Ricochet instead of the single Wildfire dump at the end.
3. Bishop Autoturret: Bring this back in its new PVP iteration to provide a small damage increase along with defensive utility.
Ground targeted placement. Range: 10y, Duration 15s, Recast: 90s.
Delivers Autoattacks to targets in range with a potency of 50. (basically, a second Bioblaster that you can use in a single target context as well)
Additional Effect: Creates a barrier that absorbs damage equivalent to a heal of 300 potency, every 3 seconds. Duration: 6s
This barrier is functionally similar to SGE’s Haima/Panhaima, but obviously weaker, with no reimbursement for unused shielding, and only if the party members remain within the area of effect. Effectively MCH’s answer to DNC’s Improvised Finish.
4. Flamethrower: Everyone wants something done to Flamethrower and everyone has different ideas, so I’m not expecting this to be the end all solution, but my idea would be this.
Flamethrower gets a potency buff to 120 for the first 5 ticks then down to 80 for the last 5 ticks, plus it shares a cooldown with Air Anchor, and generates 10 Battery Gauge after 5 ticks have completed.
It sucks that you’re forced to use Air Anchor in a dungeon pull to generate Battery, when you ideally want to be damaging all mobs at once so not to rip aggro off the tank. This makes Flamethrower the AoE alternative to Air Anchor and the potency buff makes it more worth using. It also reduces the time you ‘need’ to channel it to 5s. You can still continue to 10s if literally everything else is on cooldown, but if you get your Bioblaster back or something, then you can drop it after 5s.





Paladin is in less danger of this being a problem because after a high enough level they have a spellcasting phase and would be assigned to the magically vulnerable target option anyway; but generally speaking you have to be careful with changing physical jobs' actions' damage type to magical because it can have the side effect of reflecting or negating the attack entirely on some fights. While I can't think of any current encounters off the top of my head, there do exist past encounters where this matters (Leviathan, Void Ark, Coils) so it is a possible consideration for the future.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


