
Originally Posted by
BaroLlyonesse
This being a high damage combo is not up for debate, but not really something that should be worked around. There are a lot of threads on it, but I think for the most part people would be happy if either a.) fall damage didn't apply, a/o b.) the pusher didn't get bar for it. Although even with that, you'd think that being hit by a shotgun would knock you back as far as getting kicked in the stomach. >.>
The problem isn't my playstyle; I'm not bad at MCH. I absolutely fire Bishop in the same way, and while I snipe the same way on healers, 50y isn't accurate since you'd have to be within 25y to use Drill/AA. It's still really good for retreat kills. I am still willing to argue that An+CS isn't the most OP (12k+3%) since BRD's Apex->Blast is also 12k, provides two utility buffs in AOE, and recharges faster than CS.
It's more there's no core concept for it. High damage is proposed to be offset by low mobility and fragility, but it is on par with other classes while not gaining any of the benefits of it. It feels like some tweaks would bring it closer to concept. If a BRD and DNC both have buffs and higher mobility, and they don't want to give MCH those traits (makes sense as 'lone sniper' although that's not RL accurate), then they should probably switch some things up.
Consider: A BRD should do decent damage and buff the party. A MCH should deal more damage if it has no party utility. Then why does a BRD basic attack deal more damage at range and provide a buff, but MCH gets 'wait 19s before getting to the same damage the BRD has'? And then, OH only lasts 5s and Blast has 1.5s recast. That should be the other way around, or make Heat stacks gain haste until OH triggers.