Oh thanks for clarifying!
And my mistake misreading your comment about ground AOEs
Flamethrower being a "capstone skill" is a joke. There are only a few instances where it has any value. Even in those corner cases where Flamethrower could find a home in a rotation (large trash pull) - you could position yourself near perfectly and still miss mobs because the range is so tiny.
Based on my own math I did a long while ago, Flamethrower is worth using on 4+ target if!
-Bio Blaster isn't coming back in the next 10 seconds
-Chain Saw isn't coming back in the next 10 seconds
-You have a low Heat gauge (0~10)
-You can't ensure a full duration of Hypercharge
If those conditions aren't filled, you're better just spamming Scattergun, especially if you a Reassemble ready for CS/Scattergun.
But remind yourself we're talking about ridiculous gain of potencies that might not even make you gain a second.
Flamethrower should be an instant AoE Air Anchor alternative that leaves a puddle of fire DoT on the floor like old Burning Arrow did.
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).
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.
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.
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.
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