A simple understanding of Final Fantasy and raiding will be needed here as a heads up.
Machinist at the moment is unplayable or lets word it as, a "fine" option in party finder due to players not performing at their best.
But looking at machinist from a General View as a longer term machinist player, we just do not get what we want whatsoever. Not just Serenaya tried reaching the understanding of SE but many more. And I think I speak for all Machinist players here.
Problem: To begin with the first issue, Machinist personal damage is not really what you would expect from a selfish dps, it's too low. Sure we may get a potency adjustment here and there, but the general fact will stay that machinist will never be a good dps unless its changed in some way and if its not good at it give it a raid tool.
Suggestion: My Idea for a **Possible** solution is a mini rework for dismantle in a way. Dismantle is a very under used skill in my opinion, yeah sure some may say "I use it this much, wah wah" but with tact being 90 seconds and having the whole team ready with mitigations most of the time it just doesn't show as much value. My Idea here is reworking it into a Dokumori like skill, giving the raid 5% more damage to the target for like 20 seconds or so.
Not only would it clear up some issues Machinist has with damage, but it would make it be somewhat on par with Dancer and Bard which outperform it completely at the moment.
Other issues being, Wildfire.
My idea for Wildfire would be tweaking the Potency numbers a bit and making a crit skill so it profits from skills like Battle Litany or Chain Stratagem. Which would again, result in machinist being able to keep up better with the other 2 ranged dps jobs.
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Besides that I still think machinist is a great and well designed job with its own ups and downs. Like any other job. The kit is fun and gameplay overall is very proactive.
Continue reading...
Machinist at the moment is unplayable or lets word it as, a "fine" option in party finder due to players not performing at their best.
But looking at machinist from a General View as a longer term machinist player, we just do not get what we want whatsoever. Not just Serenaya tried reaching the understanding of SE but many more. And I think I speak for all Machinist players here.
Problem: To begin with the first issue, Machinist personal damage is not really what you would expect from a selfish dps, it's too low. Sure we may get a potency adjustment here and there, but the general fact will stay that machinist will never be a good dps unless its changed in some way and if its not good at it give it a raid tool.
Suggestion: My Idea for a **Possible** solution is a mini rework for dismantle in a way. Dismantle is a very under used skill in my opinion, yeah sure some may say "I use it this much, wah wah" but with tact being 90 seconds and having the whole team ready with mitigations most of the time it just doesn't show as much value. My Idea here is reworking it into a Dokumori like skill, giving the raid 5% more damage to the target for like 20 seconds or so.
Not only would it clear up some issues Machinist has with damage, but it would make it be somewhat on par with Dancer and Bard which outperform it completely at the moment.
Other issues being, Wildfire.
My idea for Wildfire would be tweaking the Potency numbers a bit and making a crit skill so it profits from skills like Battle Litany or Chain Stratagem. Which would again, result in machinist being able to keep up better with the other 2 ranged dps jobs.
---
Besides that I still think machinist is a great and well designed job with its own ups and downs. Like any other job. The kit is fun and gameplay overall is very proactive.
Continue reading...