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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,369
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mikey_R View Post
    It's worth noting right off the bat there is a contradiction in your list. You initially stated that the tools would rotate like in PvP, so it starts Drill, on use it turns into Bio Blaster, which turns into Air Anchor then into Chainsaw before going back to drill, however, in point 6 where you give an 'ideal' burst, you start with Drill, oGCDs, then Air Anchor. By my reasoning, that cannot happen. Either that or there is something I am missing.

    As to the thing as a whole, you have basically made PvE MCH with the following changes (for ST):
    1. 4 step combo with no Battery Generation.
    2. Hypercharge generates Battery, presumably to replace the Battery lost from the combo.
    3. Rather than alternating Gauss Round and Ricochet, you mainly just use Gauss Round, though I assume Ricochet is still used, it just won't have its cooldown shortened by Heat Blast.
    4. Scattergun is now a high potency attack with 50% damage fall off (and a ridiculously strong effect of reducing Reassembles cooldown per enemy hit). I will also assume it has a cooldown since we are basing this off of the PvP kit and you didn't mention otherwise.
    5. 2 Turrets, one to debuff the enemy and one to do damage.

    I will assume you flubbed the opener when referring to tools and so will assume they work like PvP, with a 15 second cooldown (as you said you can do 1 full rotation a minute) with 2 charges. With Air Anchor being as crucial to burst as it is, I don't see it lining up without having to hold charges and wasting the cooldown. As for the comment on choices to make with the tool. If it is like PvP, you have no choice, you rotate through them getting to the one that gives the most damage when you need it (reassembled Air Anchor in Burst). if they are separate, then you have 2 for AoE and 2 for ST, unless those AoE tools have potencies which allow them to be used in ST, in which case, I now have 4 tools fighting foe the same spot, Air Anchor is Burst starter, Assuming Drill is highest potency, what use do the other 2 have?

    As for the Sniper Rifle, a 2 minute cooldown attack, thought people hated those? Even if you wanted to tie it to a resource, it is still a 2 minute cooldown.

    Now, regardless of all that. This whole thing was started as an exercise to adapt the PvP kit into a PvE environment. So, what makes your kit more suited to that environment compared to the current PvE set? Why is yours better?



    You will be in Black Shift 99% of the time, unless you need movement, making the whole mechanic seem almost pointless. Remember, damage is the aim. In parties, you have healers do do the healing and mitigating (along with Tanks), so that extra 'utility' in White Shift is pointless. In solo play, it might be more interesting, having to balance out White and Black in order to properly keep yourself alive.
    Good catch. Oops. You could reorder the list of tools. Also, you'd probably need to rework a little bio and chainsaw to make them stand out more in single target scenari since everything they do is tailored for AoE. After all, it's not like I spent 3 years designing this reply to smooth everything out, it was just musings at best.

    You basically missed the whole point behind, and perhaps I should have been less into the gritty details to prevent you to literally get lost in minutiae. I have not just "made pve MCH with the following changes" no. I have introduced a cycle of tools with charges that have to be used in order but can still be delayed or used to fit different situations. They can also be augmented with reassemble. Perhaps the reassemble effects could need some reworks, and tbh they're mostly examples of what I'd find flavorful. I like the idea that if my trash mob in dungeons is fresh out the oven and my bioblaster is coming up, I can reassemble it, help the tank with an AoE slow, and then use FT to capitalize on it. I like that when the pack of mobs is dying I can delay my tools a little and use Rea chainsaw to mow them down. I like that my tools like in pvp are dedicated for specific tasks, which is after all, the whole idea behind something called "tools". In pve, they are all the same flavor and do the same thing.

    The fact still remains that you have a limited amount of reassembles to use and you need to make choices into what you want to burn them. Alternatively you can even remove the cycle completely if you want full choice but that would also prove problematic since people would probably try to cram everything into the burst window and be left with literally nothing left to do in terms of multitool for the remaining 50s until next refresh. The cycle is here to keep some constraints and force a certain flow, but its charges also removes it to become incredibly rigid.

    Now, thinking about it more, since there is 2 AoE and 2 ST tools in my thing, and 3 reassemble per 120s, you'd rea almost every tool you want to use in both scenari. Perhaps i'd rework them to have Rea adjust some of them for AoE and some for ST. Perhaps Rea Drill becomes a Piercing Drill that gets through the first target and hits everything behind with decreasing damage. Perhaps Rea Anchor makes it AoE. Perhaps basic Bio blaster is worth it even in ST because the dot is short but very strong. Perhaps chainsaw is also worth it in ST because it's not too low potency and it makes the cycle go on. There is plenty of ideas to be worked around that concept, that's the whole core of pvp MCH tools.

    Sniper Rifle, you can remove if you want. It's just there because I honestly don't know what to do with it.

    I'm just a little frustrated that the only thing you're telling me is that "it's just pve with some changes". I literally made it on purpose to not throw away and discard the whole pve kit and now you complain that I'm not going wild enough?
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    Last edited by Valence; 05-26-2024 at 11:09 PM.