Flamethrower should be an instant AoE Air Anchor alternative that leaves a puddle of fire DoT on the floor like old Burning Arrow did.


Flamethrower should be an instant AoE Air Anchor alternative that leaves a puddle of fire DoT on the floor like old Burning Arrow did.



no thanks.... after playing summoner last tier, I'm really tired of ground-placed AOEs and would rather they eliminate slipstream, doton, and salted earth rather than expand them out. Tanks regularly pull mobs out of it, and for the first two, bosses tend to move around at the same time as you need to put them out.
I don't see an issue with it being a replacement for air anchor in AOE situations, just would rather that be it's own attack that hits all the enemies hard or maybe even applies pyretic on them for X seconds.




Rechecked the Balanced updated for EW, it seems to be more or less the same old song, even worse:
I see literally no gain using FT in the rotation unless the pack is going to die very fast (can be useful at the end of packs, but not before a boss).


Flamethrower has a cool animation, if it didn't feel like an emote.
Idk I think the numbers should be bigger with a bit more oomph, to feel like it actually is doing something.
I often watch it and wonder if it's actually doing any damage.
Maybe it's the lack of crit. Bioblaster animation, but it feels good because you can actually see the damage numbers and when it crits, it feels satisfying.
There's zero feedback.




Well there is the small orange numbers (like dot ticks) that actually crop up from it, but it's orange small little numbers... over an orange sea of flames. Probably designed by the same guy that designed Phoinix.


I think my previously posted suggestion, wherever it ended up being, was that FT should deal bonus damage to enemies that are suffering the BioBlaster DOT, a sort of 1-2 combo for AOE. I think by making it so FT consumes Bio, and applies a new DOT effect with higher potency, that is refreshed if the enemies stay in the Flamethrower (but you could do it for just one tick and it'd be good damage still). I don't remember the potencies exactly, but I remember making it (accidentally) so that Bio+FT weave was actually more damage even in single target than a regular non-reassembled Drill, so that was a nice side effect. Going from ReassembleDrill, Drill, Drill each minute to Bio+FT, Drill, Drill (and moving Reassemble to the Chainsaw or AA) would be akin to how NIN mixes up it's mudras by having a Suiton once a minute instead of constant Raitons, I guess
edit: found it, not quite the exact same as I just wrote but you get the point hopefully
I was thinking, what if they reduce Flamethrower to a 5s channel, and make it do double damage when BioBlaster is applied to the enemy? That way, it's a definite gain to use Bio > Flamethrower on 2, and even a gain to do one of your three drills as Bio > FT on one target (it'd be 300 from Bio, plus 160 x 5 ticks from FT, vs flat 600 from Drill). I guess it's kinda similar to how NIN subs out one Raiton out of 3 per 60s loop to do Suiton for Trick
Last edited by ForsakenRoe; 06-14-2023 at 10:30 AM.



2 problems with this idea:
Flamethrower by itself, ST and AOE, would remain a boring "don't move for X seconds and let the game plays for you."
This would be Stormblood all over again and the tick fishing will be back.
Remember being at 90/95 heat during Stormblood, using Flamethrower but not getting a tick and failing to enter Overheat for your burst window?
We could also have possible jank about the dot not refreshing correctly or missing a dot tick.
Even if SQEX keeps the Flamethrower on GCD we're going to suffer tick fishing again.
In short, the inherent problems to Flamethrower would remain and would possibly add one because of how Flamethrower and the dots are weirdly coded.




Easy solution is to not have it tick up heat, but dump 50 heat at the end of its duration. Which would also require you to not interrupt it early.2 problems with this idea:
Flamethrower by itself, ST and AOE, would remain a boring "don't move for X seconds and let the game plays for you."
This would be Stormblood all over again and the tick fishing will be back.
Remember being at 90/95 heat during Stormblood, using Flamethrower but not getting a tick and failing to enter Overheat for your burst window?
We could also have possible jank about the dot not refreshing correctly or missing a dot tick.
Even if SQEX keeps the Flamethrower on GCD we're going to suffer tick fishing again.
In short, the inherent problems to Flamethrower would remain and would possibly add one because of how Flamethrower and the dots are weirdly coded.
But SE seems allergic to risk:reward situations like that.
http://king.canadane.com




The idea that crossed my mind for Flamethrower since they don't seem to be willing to integrate it in the solo target rotations, was to also have it interact with Bioblaster in a similar fashion, and the game would also be to keep all the mobs on fire all the time. For example, you use flamethrower on mobs afflicted by bioblaster, the longer you keep it channeled, the more damage the new flaming dot will get. The dot will last 20ish seconds, and every time you re-use bioblaster, you add more fuel to the fire and it refreshes the flaming dot (like old Bane).
In order not to get a bloat of AoE dots, the flaming dot would replace the bioblaster basic dot.


Okay, then have Bioblaster's DOT be replaced by a stronger Flamethrower burning DOT on the first tick that FT hits a mob (which should be instant if FT is considered to be a 'ground effect', Collective Unconscious for AST works that way and is also a channel), and just don't refresh the DOT when enemies stay in the FT range, just deal 'damage over time' to them as it works now. For example numbers:
Bioblaster: 50, plus 5 ticks of 50 for total of 300
Flamethrower (oGCD, immediately weaved after Bioblaster): 200, plus (converting the Bio DOT into FT burn DOT) 5 ticks of 100 for total of 700
Enemies standing in the Flamethrower AOE continue to suffer an additional 100 potency per second they're in it, total duration of 5s if you fully channel it.
This still isn't high enough to make 'channel FT' worth it on single target, doubly so because it doesn't generate resources. But it does make it worth it to Bioblaster in singletarget, and weave FT right after to amplify the DOT effect. It doesn't have to be coded as a 'FT has to be channeled to do it's bonus damage to the Bio'd enemy', and we know the game can have skills do certain things based on if a DOT is present or not, as Iron Jaws does it. So instead of 'check if DOT is there, if so take it down and replace with a new instance of the same DOT', we can have 'check if DOT is there, if so take it down and replace with this other, stronger DOT'
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