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  1. #21
    Player
    ZeTrystan's Avatar
    Join Date
    Oct 2022
    Posts
    11
    Character
    Achilles Magnus
    World
    Balmung
    Main Class
    Machinist Lv 82
    Quote Originally Posted by Derio View Post
    Honestly hoping next expansion they will let us fuse or get inside the robot
    You're not the first to say that! Saw a lot of people on Reddit going for the same idea!
    (0)

  2. #22
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Derio View Post
    Honestly hoping next expansion they will let us fuse or get inside the robot
    That would make a lot of sense considering all of MCH's tools. Where do they even keep them?
    (0)

  3. #23
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by CKNovel View Post
    Other than that, I'm mostly wondering how a Flare Gun would help dealing more damage but BRD sings and DNC just dances so... Maybe not that much of a stretch.
    Music can be morale boosting and motivating. Watching someone dance can be morale boosting. A signal flare can be adrenaline boosting. You see a signal flare in the distance, and depending on your circumstance, the adrenaline is going to start pumping.
    (0)

  4. #24
    Player

    Join Date
    May 2022
    Posts
    172
    Quote Originally Posted by Raikai View Post
    Idk why they would react that badly, when both RDM and SMN's raises come at the expense of potency. Mostly 1 GCD worth of potency.
    I would assume they most likely were talking design wise, if a class has useful party support they are not considered a selfish dps and because of this their damage is TUNED to be lower than of selfish dps classes, considering the machinists is meant to be the "selfish dps" of p.ranged it makes completely sense to not want it to get support which could hurt its dps from a design standpoint, if anything the class needs some more complexity
    (0)
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

  5. #25
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,423
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Ralphe2449 View Post
    I would assume they most likely were talking design wise, if a class has useful party support they are not considered a selfish dps and because of this their damage is TUNED to be lower than of selfish dps classes, considering the machinists is meant to be the "selfish dps" of p.ranged it makes completely sense to not want it to get support which could hurt its dps from a design standpoint, if anything the class needs some more complexity
    I disagree with that notion. Complexity =/= Damage. AT. ALL. MCH's optimal rotation is complex as is having to fit everything in Burst, but even then MCH struggles because they literally don't let it be a selfish DPS while keeping it Ranged. I'd actually prefer for them to do something about MCH's skills in general and make Hypercharge actually not ping-related. Either bring the job in line and give it support that was stripped from it after Shadowbringers launch, or make it actually do damage to where it's close to but under SAM/MNK.
    (0)

  6. #26
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by ZeTrystan View Post
    Hi everyone! I posted this on the FF14 Reddit, and apparently lots of people enjoyed it (at least partly), with someone telling me I could share it in this forum!

    I sketched some skills I would want Machinists to have in Final Fantasy XIV! (Nothing too serious of course, but I love that job, and have hope that one day it will be given more love and be a cool and useful job!)





    Defibrillator as a revive (that makes you lose some damage burst, but can help in a pinch if the healer died). Someone even recommended having a new token when reaching 100 battery that can be used for that, without losing battery charges.

    Sniper as a cool but slow skill, to force you to take advantage of your speed (run to a safe place, shoot, then flee).

    Rocket Launcher for EXPLOSIONS. Initially I wanted it to replace Auto Crossbow, but then many people told me it was part of the core machinist lore inspiration. So now I imagine it as a stronger and rarer AoE attack.

    And Flare Signal to finally give machinists a team support. Help everyone with their burst of damage, or with avoiding attack mechanics! But you need to get close to everyone to give them that (so you run closer, then leave).


    Do yall like some of these? Do you have cool inspiration in your mind as well?
    Everthing but the sniper I would like MCH to be big guns and unorthodox style of weapons
    sniper just doesn't fit that for me
    (0)
    Free the Glam!, Duel Pistols (Gunner)?

  7. #27
    Player
    Zero-ELEC's Avatar
    Join Date
    Mar 2019
    Location
    The outskirts
    Posts
    262
    Character
    Shining Evenfall
    World
    Malboro
    Main Class
    Paladin Lv 100
    Fantastic sketches! Really fun ideas.
    Quote Originally Posted by CKNovel View Post
    Defibrillator wouldn't be used
    If a healer died, it would be up to the other healer to res.
    If both healers died, then you'll most likely wipe anyway.

    I'm also bothered as a res would fit DNC/BRD much better than MCH.

    Other than that, I'm mostly wondering how a Flare Gun would help dealing more damage but BRD sings and DNC just dances so... Maybe not that much of a stretch.

    Something I would like of MCH would be a rotation between tools such as Flamethrower and Chainsaw, replacing the basic 1 2 3 for Flamethrower GCDs or Chainsaw GCDs.
    A bit like reaper but instead of a scary avatar, you get scary big guns.

    One thing I would also love would be the return of turrets but on the support side. Bishop could shield, Rook could heal.

    Oh and upgrade Automaton Queen to ARK and gives it interactions.
    If both healers die to a raid-wide or failing to resolve mechanics, tanks can still pull their invuln and aggressively cooldown/sustain, giving enough time for a DPS to raise the healers. If working on an alliance raid, it could even be used to help other alliances that are in trouble to get them back up to their feet. It certainly would be situational, but saying it wouldn't be used at all is balderdash.
    (1)

  8. #28
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    MCH is likely the one physranged on which a raise makes perfect sense to me, it would obviously have a hefty cost since it's ressources for you etc but in a pinch it's useful, plus the visual idea is just very good.
    (0)

  9. #29
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Zero-ELEC View Post
    If both healers die to a raid-wide or failing to resolve mechanics, tanks can still pull their invuln and aggressively cooldown/sustain, giving enough time for a DPS to raise the healers. If working on an alliance raid, it could even be used to help other alliances that are in trouble to get them back up to their feet. It certainly would be situational, but saying it wouldn't be used at all is balderdash.
    Allow me to explain: both healers will get res debuff which will reduces their healing output and shielding capabilities.
    On top of that, both healers will play on a low mana pool.

    In 24 man alliance a tank can heal the party
    The healing needed is so low both healers can throw their oGCD regen and it will be enough.
    In raid such as savage/ultimate, there's little chance two healers with res debuff can keep the party up unless there's little raidwide going on.
    Usually tank invuln are mapped for a specific situation (see P6S&P7S for example).

    In comparison, 10 battery is:
    -24 potency on each arm punch
    -48 potency on roller dash
    -68 potency on pile bunker
    -78 potency on crown collider

    Even for 10 battery, the cost piles up very fast.
    And consider this is a resource you spend on burst window, increasing the loss.
    (1)

  10. #30
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    The raise idea is pretty novel. Devs could make it a severe penalty in exchange for something only healers and RDM/SMN can do by forcing a cast time AND proximity of just a few yalms. The "cost" of a MCH using raise would be so steep, it would likely only be used as a last resort. Besides, MCH aren't likely to hold their battery gauge at 100 waiting to raise someone. It would be a while to build up that gauge and in that timeframe, a mage might have switfcast available.

    I think those penalties mentioned might be a fair balance.
    (0)

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