Was thinking more 0s, 1.5s, 3s casts, but yeah, pretty much.
Though not on shared charges. Instead, like Apex Arrow -> Burst Arrow, once you pop the first you just have a fixed amount of time (say, 6-10s) in which to use the rest (not refreshed on next skill's use). That way there's a bit more play (if also a bit more rope to hang yourself by).
With the appended universal change that skill-unlocks snapshot (cannot cancel your current cast when the unlock buff runs out) if using the lower unlock duration.
Last edited by Shurrikhan; 09-09-2023 at 01:17 PM.



I suppose my question is: What's the extra gimmick associated with these combos -- whether it be resource generation, buff/debuff management, positionals, etc.? Because while I'd take some modicum of mechanical complexity over what healers have now (and the variation in sfx and vfx), I'd still be left wanting for something to manage and be making decisions about, or even simply the illusion of such.
It's the extra gimmick that makes a combo what it is, and not just 1-1-1 split up into three buttons instead.
For example, MCH's combo builds battery gauge on the third step, and only the third step, and tank AoE combos provide something extra on the second step (Divine Might, Surging Tempest, Blood Gauge, cartridge).
Aye.
And... all of which can still be done with a single button each, as it's virtually always better even to waste the additional resource even on the off-chance it overcaps... than to repeat at lower potency. See the Gnashing Fang or Blade of ---- combos.
Unless there's a specific reason to use Button 1 without always following it with Button 2 and Button 3 (without which you have effectively a single action spread across 3 buttons), why take up 3 buttons on it, especially on a role that --especially if our relative healing output and the predictability of healing needs were ever increased-- we'd want to have especially responsive reach to its oGCDs, glut thereof though they be.




To bounce off your point...Aye.
And... all of which can still be done with a single button each, as it's virtually always better even to waste the additional resource even on the off-chance it overcaps... than to repeat at lower potency. See the Gnashing Fang or Blade of ---- combos.
Unless there's a specific reason to use Button 1 without always following it with Button 2 and Button 3 (without which you have effectively a single action spread across 3 buttons), why take up 3 buttons on it, especially on a role that --especially if our relative healing output and the predictability of healing needs were ever increased-- we'd want to have especially responsive reach to its oGCDs, glut thereof though they be.
What advantage, if any, is there to having Heated Split Shot, Heated Slug Shot, and Heated Clean Shot as separate actions? Imagine the following:
Heated Split Shot
- 290 potency
- Increases the Heat Gauge by 5
- Increases the Battery Gauge by 5
If we compare this 1:1 to Machinist's existing combo, you generate Battery Gauge more frequently, but the action has slightly less potency than the 293.333333 average potency across the current 1-2-3. Assuming those numbers balance out, is there any disadvantage to doing this instead? What if you were promised that in place of the removed Heated Slug Shot and Heated Clean Shot, you would get two new actions added to Machinist's rotation in some capacity? Do you think anything could outweigh the loss of the combo? Or can you only imagine a net negative from such a move?
As separate actions (even if all on one button)? Some, because it can cause very mild/infrequent sync concerns, especially with the Battery Gauge, if there is downtime or AoE (since it's more Heat-efficient but less Battery-efficient), beyond what you'd see from each GCD having equal payout.
As separate buttons? None, except to reward those who really like hitting separate buttons for the exact same decision.
Compared to just a consolidated combo, it seems wholly a net negative to also merge those 3 actions' effects into a single action, as having a little bit of spike and cycle does tend to make things a tiny bit more engaging, at least if they can an impact on sync/overcap concerns, which MCH's technically (barely) does. But not a huge loss, no.Do you think anything could outweigh the loss of the combo? Or can you only imagine a net negative from such a move?
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