Quote Originally Posted by Jason_Ashford View Post
Being a selfish DPS is fine, if Machinist wasn't on the very bottom of the DPS totem pole. The whole idea of Physical Ranged doing less damage because they have no cast time or resource cost is kinda outdated, especially since they gave Black Mage a second charge on Triple Cast, bringing their total number of instants up to 7, which is an entire Astral Fire rotation or their opening rotation.

The way I see it, instead of turning them into a rubberstamp utility Physical Ranged like Dancer and Bard, lean into the Crit+Direct Hit by giving them new traits that boost their crit and direct hit damage which would synergize with Reassemble and give them some real burst.

I also want to point out that the change to queen was not a nerf or a buff, it was to make it so the entire rotation fit neatly inside the burst window. It still does the same amount of damage that it did before, just in 12 seconds instead of 20.

Wildfire could be used to play into Crit/Direct Hit by making it a Direct Crit if you land 5 or more weaponskills during its uptime.


Flamethrower needs a major rework. functionally it is completely useless when using the Auto Crossbow can achieve the same damage, but without being a forced channel.

My idea is that it should be an Off Global that does 1 large hit (essentially an AOE version of drill, or Air Anchor) that adds 2 stacks of damage if used on a target with Wildfire (meaning it adds 440 potency, or counts as 2 weaponskill hits during that window). This would not only make it an effective AOE hit for large groups, but it'd also give you a reason to weave it into your Wildfire burst window.
I understand that queen didnt get nerfed i just think the summon time before it attacks and it using 6 seconds of ur battery gauge is kinda stupid? its not even attacking why is it using resources. if u summon it and the boss walks away and it has to roller dash ur basically losing 9 out of 12 seconds of uptime it's super weird to get max 6 seconds of uptime and then it does its finisher and disappears. it also delays damage by 6 seconds to u have to awkwardly plan 6 seconds ahead of buff windows to put it down. i never really noticed it with the 20 second timer but its super noticable with it being 12s and you having to optimize those 12s. im sure this isnt an issue for everyone and maybe im just thinking about it too much.