Ffxiv machinist rotation

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Our hands-on preview with an early build of Final Fantasy XIV: Endwalker gave us access to all the current and upcoming Jobs all the way up to the new level 90 cap. This means we got to see all the changes and additions coming to the expansion and patch 6.0. Here, we’ve gathered everything we learned about the Magic and Physical Ranged DPS Jobs: Summoner, Black Mage, Red Mage, Bard, Dancer, and Machinist.

As a recent convert to the current version of Summoner, the Job’s big Endwalker overhaul got me super hyped up! I enjoy playing Summoner now, but after fully understanding what this new version is going for, the Job is going to be a lot more active (and truly live up to its name). While adjustments and additions to the other Jobs aren’t as drastic, we see some sensible streamlining and new abilities that build on their complexities. We have the details below, including screenshots of the tooltips for all the necessary actions to get you prepared for Endwalker‘s launch.

But wait, there’s more! For more on gameplay changes, peep our breakdowns of what’s coming to Melee DPS Jobs, Tank Jobs, and Healer Jobs. And for something as insightful as it is fun, read our interview with director and producer Naoki Yoshida. If you enjoy our efforts here, we have some news for you: Fanbyte’s dedicated Final Fantasy XIV section, called The Linkshell, is coming soon. Stay tuned!

You can also check out the rest of our coverage of the media tour:

Please note that this article is based on playing an in-development build of Final Fantasy XIV: Endwalker, and content in the final version is subject to change.

Summoner (SMN)

Yoshida-san wasn’t lying when he said that Summoner is basically going to function like an all-new Job. We had a brief explanation and demonstration during the last Live Letter, but now we have a more detailed look at how it’ll play. There’s much to unpack, so we’ll focus on the major changes.

DoT spells have been removed entirely from the Job, meaning Bio and Miasma are gone. Fester is now a simple damage-dealing spell that otherwise functions the same. Tri-Disaster has been repurposed as an AoE spell that takes the place of Outburst once you reach level 74. It also serves as the AoE action that changes when Bahamut or Phoenix are summoned.

At early levels, you’ll use Aethercharge (Lv. 6)to grant yourself the three elements called Arcanum: Ruby (fire), Topaz (earth), and Emerald (wind). Then, you can call Ifrit (Lv. 30), Titan (Lv. 35), or Garuda (Lv. 45) one at a time — or the corresponding Carbuncles before you unlock these summons — to execute a limited number of attacks in a 30-second window. After you exhaust one summon, you can activate the next for another time window, and then the third; the order is up to you. During these phases, Gemshine (single-target) and Precious Brilliance (AoE) will turn into your main actions that change based on the active summon.

Aethercharge evolves into the new version of Dreadwyrm Trance (Lv. 58). While it’s active, Ruin III and Outburst/Tri-Disaster turn into Astral Impulse and Astral Flare, and you’ll still have the powerful Deathflare available. Once Dreadwyrm Trance wears off, you’ll have access to the three elemental Arcanum to cycle through your summons. Once you reach level 70, Summon Bahamut takes over Dreadwyrm Trance and retains all of its effects while activating Bahamut for 20 seconds. Bahamut functions the same as it currently does, then grants you the three elemental Arcanum for your other summons once it leaves the field.

Similar to the Job in its state before Endwalker, you unlock Summon Phoenix,which you can activate following a Summon Bahamut phase,at level 80. Phoenix functions similarly to its current version, granting all the perks and abilities while under Firebird Trance; but just like Bahamut, it gives you the three elemental Arcanum for your other summons once the phase is over. 

With the revamped Summoner, you’ll find yourself alternating between these different summoning phases at later levels. It goes something like this: Start with Dreadwyrm Trance (Summon Bahamut), then move on to summoning Ifrit/Titan/Garuda (in whichever order), then to Firebird Trance (Summon Phoenix), then to summoning Ifrit/Titan/Garuda again, and repeat. The three elemental summons have their own unique attacks and attributes, which leave you room to wield them in different ways and adapt to various combat situations. They continue to evolve all the way up to level 90, so there seems to be plenty of variation and growth throughout the Job.

Below are the tooltips for every single action and trait from the revamped Summoner, as well as the new in-game explanation for the Trance Gauge.

Summoner Actions (Level 1 to 26 – Carbuncle Summons)

Summoner Actions (Lv 30 to 62 - Ifrit, Titan, and Garuda Summons)

Summoner Actions (Lv 30 to 62 – Ifrit, Titan, and Garuda Summons)

Summoner Actions (Lv 30 to 62 - Ifrit, Titan, and Garuda Summons)

Summoner Actions (Lv 66 to 74 – Bahamut Phase)

Summoner Actions (Lv 66 to 74 - Bahamut Phase)

Summoner Actions (Level 80 – Phoenix Phase)

Summoner Actions (Level 80 - Phoenix Phase)

Summoner Actions (Level 82 to 90 – Ifrit, Titan, and Garuda Evolve)

Summoner Actions (Level 80 - Phoenix Phase)

All Summoner Traits

All Summoner Traits

New Trance Gauge

Black Mage (BLM)

The fact that Black Mage isn’t getting significant overhauls speaks to the current state of the Job. It’s a well-balanced damage dealer that packs a huge punch and contains a degree of complexity, all while remaining fun. However, Black Mage players will want to take note of a few changes coming their way.

With Enochian becoming a passive trait, you’ll have one less action to juggle while still reaping the benefits that come with it. Enochian activates when under Astral Fire and/or Umbral Ice, still boosts your damage as you level up, and grants one count of Polyglot if you can maintain it for 30 seconds. Convenient! Another change at lower levels is that the Enhanced Freeze trait unlocks at level 58 instead of 68 and makes Freeze grant three Umbral Hearts. There’s a slight potency reduction for Foul and Xenoglossy, but they function just the same.

Black Mages get a new perk at level 80 with Enhanced Foul, which turns Foul into an instant-cast spell once it’s ready. At level 82, Fire II and Blizzard II evolve into stronger versions called High Fire II (granting Enhanced Flare, too) and High Blizzard II. At level 84, Manafront‘s cooldown gets reduced to 120 seconds. At level 86, Enochian improves to a 20% damage buff. At this level, you also get Amplifier, a 120-second cooldown ability that gives you one free count of Polyglot. At level 88, Sharpcast becomes a two-charge action.

Lastly, reaching the level 90 cap as Black Mage unlocks a new attack spell called Paradox. It’s granted after swapping Astral Fire III to the opposite element, or by swapping Umbral Ice III (while having three Umbral Hearts) to the opposite element. You’ll get different perks depending on which element you switch to and from. If you end up on Astral Fire, you refresh its timer and get Firestarter’s 40% chance of a free, instant-cast Fire III. If you end up on Umbral Ice, it also refreshes its timer and makes casting Paradox MP-free.

New Black Mage Actions and Traits

Black Mage New Actions and Traits

Red Mage (RDM)

Red Mage players will mostly be treading familiar territory, even as they reach the level 90 cap. When looking at the existing skillset, we see some minor number scaling in terms of how spells accumulate Black and White Mana. However, the Mana cost for the Enchanted versions of Riposte, Zwerchhau, and Redoublement have been adjusted accordingly. This likely won’t affect the current pace of the Job.

The most notable change is called Mana Stack, a level 68 trait that tweaks how you end up casting Verflare and Verholy. You’ll gain one Mana Stack for each Enchanted weaponskill you land, maxing out at three Mana Stacks. Once you have three, Verthunder becomes Verflare and Veraero becomes Verholy. Another noteworthy change is that Verflare, Verholy, and Scorch now inflict AoE damage yet only have a very slight reduction in main-target potency.

Moving forward, Displacement and Engagement both share the same potency, while Engagement is now unlocked at level 40 instead of 72. Enhanced Contra Sixte is now called Red Magic Mastery (same effects) and unlocks at Level 74 instead of 78, swapping with Enhanced Manafication, which now unlocks at level 78. Manafication got tweaked and now grants 50 points to Black and White Mana instead of doubling your current count; it also has a maximum stack of six once you reach level 90.

Other new abilities include Verthunder III and Veraero III, which are stronger versions of the original Verthunder and Veraero spells; they’re unlocked at level 82. At level 84, Verthunder II, Veraero II, Jolt II, Verfire, Verstone, and Enchanted Reprise all get potency boosts. At level 86, you get an ability called Magick Barrier, which grants party-wide damage reduction and a buff to HP recovered from healing spells. Acceleration becomes a two-charge action at level 88.

As for the big, new level 90 spell, Red Mages get what’s called Resolution. It’s a powerful line-style AoE that becomes available after executing Scorch. Simple as that.

New Red Mage Actions and Traits

Red Mage Changes and New Actions

Bard (BRD)

Even more so than our two mages, Bard won’t play much differently. The Job does get some minor potency and timer adjustments, and a new party-wide damage buff and AoE weaponskill at later levels.

First off, Ranging Strikes gets a cooldown timer reduction to 60 seconds. When granted Straight Shot Ready, it’ll be available for 30 seconds instead of 10. What’s more notable is that Bard’s songs — Mage’s Ballad, Army’s Paeon, and Wanderer’s Minuet — now last a total of 45 seconds each, up from 30 seconds. Since the songs are still on an 80-second cooldown timer, I’m not sure how this will affect the current optimal Bard rotation, if at all. (More on the songs’ new feature in a bit.)

Approaching the new level cap, you get Ladonsbite, which is an evolution of Quick Nock, at level 82. Bloodletter and Rain of Death both become two-charge actions at level 84. The big new weaponskill Bard gets is called Blast Arrow — a powerful line-style AoE attack granted after executing Apex Arrow when the Soul Voice Gauge is at 80 or higher — at level 86. At level 88, Troubadour‘s cooldown is reduced to 90 seconds.

Once Bard hits level 90, songs feature an extra mechanic called Minstel’s Coda. Playing each song will grant a corresponding Coda:Mage’s Ballad grants Mage’s Coda, Army’s Paeon grants Army’s Coda, and Wanderer’s Minuet grants Wanderer’s Coda. Depending on the number of Coda accumulated, the new ability Radiant Finale will grant a party-wide damage buff: one Coda gives a 2% boost, two Coda give a 4% buff, and all three Coda give a 5% buff.

New Bard Actions and Traits

Bard New Actions and Traits

Dancer (DNC)

Dancing remains true to its current form, but one of the core changes for the Job is the streamlining of its procs. Instead of single-target and AoE weaponskills generating their own distinct procs for combos, specific ones will rely on the same effect that grants the proc-based combo action. 

For example, both Cascade (single-target) and Windmill (AoE) have a 50% chance of now granting what’s called Flourishing Symmetry, which then lets you execute Reverse Cascade (single-target) or Rising Windmill (AoE). The same goes for Fountain (single-target) and Bladeshower (AoE), which have a 50% chance of granting Flourishing Flow to then let you execute Fountainfall (single-target) or Bloodshower (AoE).

Improvisation has been tweaked and now grants Rising Rhythm, an effect that stacks every three seconds to a maximum of four stacks. When you’re ready, you’ll execute Improvised Finish, which gives you and nearby party members a damage-absorbing barrier. The damage this barrier absorbs increases depending on the number of stacks accumulated. At zero stacks, it will absorb 5% of maximum HP. This number increases by 1% increments with each stack — with four stacks topping off the damage absorbed at 10% of maximum HP. Additionally, there’s a party-wide heal-over-time effect.

At level 82, you get the new effect of Flourishing Finish after successfully hitting a Technical Finish. This will let you execute a new ability called Tillana, an AoE attack that grants the effects of Standard Finish and Espirit to yourself and your Dance Partner. At level 86, you get Fan Dance IV, a strong cone AoE attack. At that same level, Flourish will grant one stack of Fourfold Fan Dance. At level 88, Shield Samba gets its cooldown reduced to 90 seconds.

Dancer’s final ability is Starfall Dance, a powerful line-style AoE unlocked at level 90. It can only be executed while under the effect Flourishing Starfall, which is granted after executing Devilment.

New Dancer Actions And Traits

Dancer New Actions and Traits

Machinist (MCH)

Lastly, we have Machinist for the folks who prefer to shoot first and ask questions last (and call in a robot buddy to do the fighting). Of all the DPS Jobs, it features the fewest changes outside of some potency adjustments — but that doesn’t mean you won’t get some cool new toys to mess with.

At level 82, Spreadshot evolves into Scattergun and functions the same. At level 84, Reassemble becomes a two-charge action. Once you hit level 86, Automaton Queen gets a new and powerful finishing attack called Crowned Collider, which acts as a follow-up to Pile Bunker. When its timer runs out, or when it’s ordered with Queen Overdrive, Automaton Queen will execute Pile Bunker (as usual) then automatically use Crowned Collider for a big two-hit combo.

Tactician‘s cooldown gets reduced to 90 seconds at level 88. And for Machinist’s last ability, we have Chain Saw at level 90. It’s a strong line-style AoE oGCD weaponskill on a 60-second cooldown that also grants 20 points to the Battery Gauge. It’s also another one of Machinist’s nods to the Tools in Final Fantasy VI. Shouts out to Edgar.

New Machinist Actions and Traits

Machinst New Actions and Traits

Sours: https://www.fanbyte.com/features/ffxiv-endwalker-summoner-blackmage-redmage-bard-dancer-machinist-changes/
FFXIV Classes & Jobs

FFXIV: Best DPS class tier list - Patch 5.35

Updated By bxakid

If you are new to Final Fantasy XIV or just want to know which DPS is made for you, this is the right place! In this guide, we will cover the basics of each DPS and how good they are currently with a tier list for Patch 5.35 of FF14 on PC and PS4.

In Final Fantasy XIV ten DPS classes (sorry not sorry blue mages) are available now with very different range of spells and playstyles. If you feel lost on which is currently the best for daily use, or simply just the best for you this guide is what you need.

Our ranking will be based on personal experience from the writer (that's me) of:

  • Daily and casual usage
  • How hard is the class to play as a beginner
  • Fun

If you want to unlock one of these jobs, here is our guide on how to unlock every class in FFXIV.

Hey Listen!

This tier list will not be based on usage during new raids and savage content as we might write a dedicated endgame tier list in the future!

DPS Tier List for FFXIV 5.35

Tier 1 — Samurai

You look cool and hit hard

Samurai is a melee dps working around two gauges: the Sen and the Kenki. The Sen is a three-part gauge filled by using specific combos and will allow you to unleash special attacks according to which Sen you have. Samurai is quite easy to pick-up as the rotation is quite clear and the animations are really great.

A very good class to start playing as a dps with a lot of glamour options and a few positionals to keep things interesting.

Tier 2 — Summoner

You can have a Bahamut too

I didn't plan on putting Summoner so high in the Tier List, but there's a significant point: the level of your Summoner and Scholar is shared, meaning if you level up your scholar to lvl 60 and then want to become a DPS, hey, your Summoner is 60 too.

The rotation of Summoner is quite long and can be difficult to remember or execute correctly while dodging two hundred AOEs and resurrecting your dead Dragoon. The class is rewarding, mobile and deals a lot of damage so it's quite satisfying if you can execute correctly, training makes perfect Iguess!

Tier 3 — Black Mage

Explosions! You can't move tho.

Black Mage is focused on managing your mana the best you can to unleash devastating spells at the cost of mobility. Perfect class to shout "Healer Adjust" to your party, you'll need to stay put to cast your long spells. Your ice spells will give you mana back while your fire spells will cost a lot of it but will be very effective.

Overall Black Mage is a very fun job to play, the explosions are as satisfying as powerful and you have different options to chose from in dungeons and trials.

Tier 4 — Dancer

Support your allies in style

Dancer is what you could call a "Support DPS" just like Bard.

You have access to spells that can buff your party and dances that will provide damage upgrades to your dance partner.

This doesn't mean that you don't deal damage at all, Dancer has two types of rotations, on close-range and one long-range. Your dps is not really in the highest tier, but if get procs you can manage to deals surprising high damage.

Dancer is a very good job to start dpsing and even more if you're used to playing healer as you will have quite a lot of utility spells.

Tier 5 — Machinist

Guns, Turrets and a lot of damage.

Machinist is a more classic ranged dps. You'll have access to a large number of attacks and even if your first AOEs are acquired after a while the job is just great. The animation looks very fluid, you can shoot and walk at the same time and some hard-hitting spells like the Drill are just way too fun.

Overall Machinist is a more common dps but that feels really great in FFXIV. Once you get your big robot and few last spells the rotation get even better. It's just a very nice and chill job.

Tier 6 — Bard

Bard also is quite a support dps, meaning that on top dealing damage you'll be able to help your team deal more damage. Bard has three songs that you can use applying differents buffs to your team and granting you access to powerful attacks. You can move while attacking, boost the team speed just like Dancer and Machinist as well as use instruments to play music in capital cities of the game.

While Bard damage can feel a bit frustrating it is still a very accessible job that will let you relax and help your team.

Tier 7 — Dragoon

That's a cool armor you got there

Dragoon is a job using jumps to deal a lot of damage or reposition during a fight. The main problem of the job is not its damage at all, as it is quite high it's that you can be killed during a jump. You might as well jump off the arena, directly in an AOE, or just not being able to jump at all. In fact, you obtain your first jump at level 30, and the more you level-up the more jumps you get. Dragoon really comes online around level 80 meaning that when you get into a low-level dungeon in your roulettes you'll be stuck with a lot less funny class.

On the other hand, when playing lvl 70 and higher dungeons or content in general, Dragoon is a really fun class that deals a lot of damage but needs a bit of practice to get the jumps right.

Tier 8 — Monk

Monk is not that low in the Tier List because of its damage or because it is not a fun job, but because it can be quite hard to start playing it before being used to FFXIV mechanics. Monk deals a lot of damage, feels really good to play when you get to know how the combo works as the class focus on striking fast and hard. You'll be able to fill a gauge that augments your attack speed making you go lightning fast before you can start firing energy beams.

A really rewarding class if you get to master it, but you'll need to sit and give it time, as it is not really an easy job for a beginner. A lot of your attacks need to be used in very specific angles and that means, knowing what the boss will do to avoid attacks.

Tier 9 — Ninja

Ninja focus on using Mudras to cast Ninjutsu. The large panel of Ninjutsu be it damage, AOEs, defense break or team utility is what makes Ninja kind of difficult job to master or even to get to understand. as a beginner Ninja can be very confusing as you need to be in melee range, manage your mudras while moving around, and keep attacking as well as doing mechanics if the boss has any. It is still a very cool and fun class as long as you put some time into it, it's just that as a beginner you could easily be lost playing it.

Tier 10 — Red Mage

While most of Red Mage's attacks look cool the class can be very frustrating at times. The job is using a sequence of long and instant casts before entering a melee phase. The goal is to keep your black and white magic gauges filled correctly to cast powerful spells. Red Mage is also called "Res mage" because of its ability to resurrect players using its instant casts, meaning that when your team is dying, they might expect you to be resurrecting people, taking time on your rotation and therefore getting lost or losing damage.

Now that you might have a better understanding of who does what, it's important to note that every DPS and class in this game are viable and as long as you have fun playing it, you're doing it right!

We will gladly listen to any comment or question you could have in the comment section below and would love to see you again on our brand new Final Fantasy XIV portal where we publish all our guides and news about Eorzea!

Sours: https://us.millenium.gg/guide/19675.html
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Descargar Musica Ffxiv How To Machinist 30 80 Leveling Rotation Guide Gratis.

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  • `
    Sours: http://mx.pzcdordrecht.nl//sugihbareng/ffxiv-how-to-machinist-30-80-leveling-rotation-guide.xhtml
    Patch 5.4 Machinist/MCH Power Test - Ilvl 510 (Giga Drill Break !)

    Thread: FFXIV the worst game I've tried in a while

    I just took a look at my Feral druid and here is my breakdown of my keybound abilities (e.g I do not include random flavor abilities, which I click) and how often I use things. An asterisk will indicate an ability I will use in nearly every encounter.


    DPS (13)
    Shred* - Main rotation
    Rake* - Main rotation
    Swipe* - AoE rotation
    Thrash* - Main rotation (empowers bites)
    Ferocious Bite* - Main rotation
    Rip* - Main rotation
    Primal Wrath - AoE Rotation
    Wrath - Rarely, only when I cannot reach an enemy
    Moonfire - Rarely, only when I cannot reach an enemy
    Starsurge - Rarely, only when I cannot reach an enemy
    Starfire - Rarely, only when I cannot reach an enemy
    Sunfire - Rarely, only when I cannot reach an enemy

    Cooldowns (4)
    Convoke the Spirits* - used on cooldown
    Berserk* - used on cooldown
    Tiger's Lust* - used on cooldown
    Berserking* - used on cooldown

    Defensive (2)
    Survival Instincts - often, when needed
    Barkskin - often, when needed

    Utility (20)
    Wild Charge* - often, gap closer
    Dash - often, gap closer
    Stampeding Roar - often, group-wide gap closer
    Entangling Roots - when crowd control needed
    Hibernate - rarely in PvE, a little bit more often in PvP
    Cyclone - when crowd control needed, very often in PvP
    Mighty Bash - often
    Maim - rarely in PvE, often in PvP
    Skull Bash - often
    Typhoon - often
    Prowl* - often
    Soothe - rarely, very situational, requires specific enemies
    Soulshape - often, gap closer
    Trinket 1* - often
    Trinket 2* - often
    Bear Form - used defensively, somewhat often
    Moonkin Form - current Feral uses this with convoke in certain situations, maybe 1-2 uses per encounter
    Travel Form - often
    Flap - situational, saves from fall damage
    Growl - situational, but not often

    Healing (3)
    Regrowth* - very often (Feral gets these for free so I always toss one out when I get one)
    Remove Corruption - situational
    Rebirth - situational

    That is 42 abilities that I absolutely need keybinds for. Druid is an interesting class...

    Sours: https://www.mmo-champion.com/

    Rotation ffxiv machinist

    FFXIV Machinist Guide

    FFXIV Machinist Guide by Cascadi

    Contents
    1. Machinist: An Overview
    2. Gauss Barrel, Ammo, and Turrets
    3. Actions
    4. The Opener
    5. The Rotation
    6. Turrets
    7. Stat Weights and BiS
    8. User Tips + Tricks

    1 – Machinist: An Overview

    Machinists are a new class introduced in the Heavensward expansion that work as a support DPS job. It shares some similarities with the Bard, however, instead of being based on DoTs, Machinists are based off of chaining shots depending on the procs they receive, and using ammunition to force these procs. Like the Bard, a lot of their damage comes from their procs, so high awareness is essential to doing high amounts of damage.

    2 – Gauss Barrel, Ammo, and Turrets

    The Machinist has 3 major concepts that it utilizes: the Gauss Barrel, usage of Ammunition, and the supportive toggled abilities of the autoturrets.

    Like the Bard’s Wanderer’s Minuet, Machinists get access to Gauss Barrel, an ability that puts a cast time on weaponskills and stops all auto-attacks. However, unlike the Bard, once a proc is triggered for Split Shot or Slug Shot, the following Slug or Clean Shot has no cast time. Some skills are also only usable while the Gauss Barrel is equipped, however, Gauss Barrel is pretty much useless outside of AoE pulls.

    Ammunition, unlike the Gauss Barrel, is introduced at the start of the class with the 2 skills Quick Reload and Reload. A round of ammunition adds 20 potency, but the increase in potency isn’t the benefit of ammunition. Ammunition and Reassemble does not apply on Lead Shot DoT, only its initial hit. If ammunition is stocked, the 50/50 chance of chaining a Split Shot into a Slug Shot and a Slug Shot into a Clean Shot becomes reality, increasing the burst damage you can put out.

    Turrets serve as a mix of the Bard’s songs and the Summoner pets. They take reduced damage from AoE, and have a static amount of HP. They will be withdrawn from the battlefield if their HP hits 0. The amount of damage a turret does is around 15% of the Machinist’s DPS.

    3 – Actions

    Weaponskills (Global Cooldown Actions)

    • Hot Shot – Delivers an attack with a potency of 120. Additional Effect: Increases physical damage dealt by 5%. Duration: 30s
    • Lead Shot – Delivers an attack with a potency of 40. Places a DoT with a potency of 45 for 30s.
    • Split Shot – Delivers an attack with a potency of 140. Additional Effect: 50% chance of increasing next Slug Shot potency by 80. Gauss Barrel Effect: Next Slug Shot will have no cast time. Duration: 10s. Ammunition Effect: 100% chance of increasing next Slug Shot potency.
    • Slug Shot – Delivers an attack with a potency of 100. Split Shot Bonus Potency: 180. Additional Effect: 50% chance of increasing next Clean Shot potency by 100. Gauss Barrel Effect: Next Clean Shot will have no cast time. Duration: 10s. Ammunition Effect: 100% chance of increasing next Clean Shot potency.
    • Clean Shot – Delivers an attack with a potency of 100. Slug Shot Bonus Potency: 200
    • Spread Shot – Deliver an attack with a potency of 100 to all enemies in a cone before you.
    • Grenado Shot – Delivers an attack with a potency of 120 to target and enemies near it.

    Abilities (off-Global Cooldown Actions)

    Skills

    • Gauss Round – Delivers an attack with potency of 200. Can only be executed with a Gauss Barrel attached. Recast Time: 20s
    • Ricochet – Delivers an attack with a potency of 100 to target and 300 distributed among all nearby targets. Can only be executed with a Gauss Barrel attached. Recast Time: 60s
    • Wildfire – Covers target’s body in a slow-burning pitch. For the next 15 seconds, 25% of most damage you inflict upon the target is compiled, then dealt at the end of the effect’s duration. Recast Time: 90s
    • Suppressive Fire – Delivers an attack with a potency of 100. Additional Effect: Stun Duration 2s. Shares a recast timer with Head Graze. Recast Time: 25s
    • Head Graze – Delivers an attack with a potency of 100. Additional Effect: Silence Duration: 2s. Share a recast timer with Suppressive Fire. Recast Time: 25s
    • Blank – Deals damage with a potency of 100. Additional Effect: 15-yalm knockback. Recast Time: 30s
    • Heartbreak – Delivers an attack with a potency of 180. Can only be executed when target’s HP is below 20%. Recast Time: 30s

    Buffs and Utility

    • Gauss Barrel – Equips your current firearm with a gauss barrel, increasing damage dealt by 20%. While barrel is equipped, all auto-attack will stop and all weaponskills will require casting time. Effect ends upon reuse. Cast Time: 3s, Recast Time: 5s
    • Reassemble – Next weaponskill will result in a critical hit. If the next action is an area of effect attack, only the first enemy hit will be ensured critical damage. Duration: 20s, Recast Time: 60s
    • Rapid Fire – Reduces weaponskill recast timer to 1.5s. Gauss Barrel Effect: Weaponskills will have no cast time. Effect ends upon using 3 weaponskills. Duration: 15s, Recast Time: 90s
    • Rook Autoturret – Deploys a single-target battle turret which will deliver auto-attacks with a potency of 80 to its master’s target. Using a weaponskill will cause turret to change targets. Hypercharge Potency: 160. Hypercharge Effect: Increases target’s physical damage taken by 5%. Duration: 10s. Shares a recast timer with Bishop Autoturret. Recast Time: 10s
    • Bishop Autoturret – Deploys an area of effect battle turret which will deliver auto-attacks with a potency of 60 to all nearby enemies. Hypercharge Potency: 120. Hypercharge Effect: Increases target’s magic damage taken by 5% Duration: 10s. Shares a recast timer with Rook Autoturret. Recast Time: 10s
    • Promotion – Disables a turret’s attack mode. Rooks will instead create a 20-yalm radius TP regeneration field. Bishops will create an MP regeneration field. Caster MP is slowly drained while autoturret is promoted. Hypercharge Effect: Regeneration potency is doubled. Attack mode is reactivated upon reuse. Recast Time: 5s
    • Hypercharge – Overcharges your autoturret, increasing its effectiveness. Duration: 15s. Can only be executed when a turret is deployed. Recast Time: 120s
    • Turret Retrieval – Retrieves an autoturret from the battlefield. Recast Time: 5s
    • Reload – Loads firearm with five rounds of special ammunition. One round of ammunition is used each time a weaponskill is executed. Increase that weaponskill’s potency by 20. Ammunition use may also increase the rate at which a weaponskill’s additional effect is triggered. No more than five rounds can be loaded one at a time. Duration: 30s. Recast Time: 60s
    • Quick Reload – Replenishes your ammunition by 1 and restores 50 TP. Recast Time: 30s
    • Dismantle – Lowers target’s physical damage dealt by 5% Duration: 10s. Shares a recast timer with Rend Mind. Recast Time: 90s
    • Rend Mind – Lowers target’s magic damage dealt by 5%. Duration: 10s. Share a recast timer with Dismantle. Recast Time: 90s
    • Leg Graze – Inflicts target with Heavy +40%. Duration 12s. Shares a recast timer with Foot Graze. Recast Time: 20s.
    • Foot Graze – Binds target. Duration 12s. Cancels auto-attack upon execution. Shares a recast timer with Leg Graze. Recast Time: 20s.

    Recommended Cross-Class Abilities

    • Raging Strikes (BRD) – Increases damage dealt by 20% for 20s. Recast Time: 180s
    • Hawk’s Eye (BRD) – Increases Dexterity by 15% and guarantees that all attacks land. Recast Time: 90s
    • Quelling Strikes (BRD) – Reduces enmity generated by each attack for 15s. Recast Time: 120s
    • Invigorate (DRG) – Instantly restores 400 TP. Recast Time: 120s
    • Blood for Blood (DRG) – Increases damage dealt by 10% and damage suffered by 25% for 20s. Recast Time: 80s

    4 – The Opener

    Tentative Opener (open to suggestions/discussion)

    50 sec Pre-Pull

    -Reload

    20 sec Pre-Pull

    -Quick Reload

    8 sec Pre-Pull

    -Rook Autoturret (if more Physical DPS than Magical DPS, if otherwise, Bishop Autoturret)
    -Gauss Barrel (on)

    3 sec Pre-Pull

    -Quelling Strikes

    2 sec Pre-Pull

    -Hawk’s Eye

    1 sec Pre-Pull

    -Raging Strikes
    -Hypercharge

    Pull

    -Rapid Fire
    Hot Shot
    -Blood for Blood
    -Dexterity Potion

    Lead Shot
    -Wildfire
    Split Shot
    -Gauss Round
    -Ricochet

    Slug Shot
    -Reassemble
    Clean Shot
    -Reload
    -Gauss Barrel (off)

    Split Shot
    -Blank
    Slug Shot
    -Head Graze
    Lead Shot (clip the DoT while Raging Strikes + Dexterity Potion + Blood for Blood + Hawk’s Eye is active)
    Split Shot
    Clean Shot
    -Quick Reload
    Slug Shot
    Clean Shot

    If Bishop Autoturret was used, trade out for Rook Autoturret here as the 5% magical vulnerability is gone.

    Proceed into rotation, using Invigorate when at 560~580 TP and Quick Reload on cooldown.

    5 – The Rotation

    Single-Target
    Machinists work off a Priority System rather than a set rotation due to the unpredictability of the Shot skills. It goes like this:

    1. Hot Shot – (120 Potency) Keep up your 5% increased physical damage.
    2. Lead Shot – (490 Total Potency) The highest total potency weaponskill in the Machinist’s arsenal.
    3. Split Shot – (140 Potency) Did it proc Slug Shot? Proceed to use Slug Shot. Did Slug Shot proc Clean Shot? Proceed to use Clean Shot. Did nothing proc? Repeat Split Shot while keeping up 1 + 2.

    When to use Ammunition? Use Ammunition from Reload when Hot Shot and Lead Shot have a comfortable duration remaining, and use Ammunition from Quick Reload whenever it is available spending it on Split/Slug Shot. Using Lead/Hot Shot while a Slug Shot/Clean Shot proc is up will not remove the proc so time Ammunition appropriately. The first Reload can be timed with Reassemble to guarantee a Critical Hit with Clean Shot.

    When to use Reassemble? Reassemble should always be saved for Clean Shot with Ammo, as a Critical Hit increases the potency by 1.5x? (needs testing if changed in Heavensward), allowing Clean Shot to deal 330 potency.

    Gauss Barrel or not? From parses all around, it seems that Gauss Barrel not a DPS increase at all for single targets pre-60. It is best used in conjunction with buffs + Wildfire and casted with Rapid Fire.
    More data is required before judging how useful Gauss Barrel will be at level 60 with Ricochet + Gauss Rounds compared to Auto Attacks.
    However, it is useful in the opener and when AoEing, it is best to keep Gauss Barrel on. Here’s the math behind it: https://docs.google.com/spreadsheets…it?usp=sharing

    Keeping Procs? Holding onto a proc is only advisable if burst is required within the next 6 seconds or if you screwed up your procs; there is no difference in total potency otherwise.

    Holding Proc
    Split Shot (Slug Shot Proc, 4 Ammo) – Slug Shot (Clean Shot Proc, 3 Ammo) – Split Shot (Slug Shot Proc, 2 Ammo) – Clean Shot (1 Ammo) – Slug Shot (Clean Shot Proc, No Ammo) – Clean Shot
    140 + 180 + 140 + 200 + 180 + 200 = 1040

    Not Holding Proc
    Split Shot (Slug Shot Proc, 4 Ammo) – Slug Shot (Clean Shot Proc, 3 Ammo) – Clean Shot (2 Ammo) – Split Shot (Slug Shot Proc, 1 Ammo) – Slug Shot (Clean Shot Proc, No Ammo) – Clean Shot
    140 + 180 + 200 + 140 + 180 + 200 = 1040

    These abilities should always be on cooldown:

    1. Gauss Round (used together with Gauss Barrel)
    2. Heartbreak
    3. Blank (unless the target can get knocked back)
    4. Ricochet (used together with Gauss Barrel)
    5. Head Graze/Suppressive Fire (unless Silence/Stun required for fight)

    Cooldown Alignment
    Like Bard, Blood for Blood benefits from being delayed after the opener.
    Blood for Blood should always be lined up with Hawk’s Eye + Wildfire + Rapid Fire.
    Here is a google doc that shows when cooldowns can be lined up: https://docs.google.com/spreadsheets…it?usp=sharing

    AoE
    First, keep up Hot Shot + Gauss Barrel + Bishop Autoturret. Then decide depending on the number of targets as well as the encounter length.
    If the targets will live for less than 30 seconds, use Grenado Shot.
    If the targets will live more than 30 seconds, use Spread Shot.

    Case 1: Hot Shot into Grenado Shot
    Let’s set the GCD for Machinist to be around 2.4 seconds.
    The TP use for Hot Shot isn’t included as we start at 1000 TP; Grenado Shot costs 160 TP so,
    TP: 80-240-560-720-880-1040-1200
    60 TP per 3 seconds regen, 6 GCDs (6 * 2.4/3 = 4.8 rounded down to 4 * 60 = 240) 240 TP regen means 1 more Grenado Shot can be fit in.
    TP: 1200-1360
    Invigorate happens as well as Reload so +450 TP along with 60 TP regen and 40 TP remaining means we can fit in 3 more Grenado Shot.
    TP: 1360-1520-1680-1840
    Converted into Potency this is: 120 + 151* 10 (10 Grenado Shot) = 1630 Total Potency without factoring in the mobs. With the mobs factored, it becomes:
    3 Mobs = 120 + 1510 * 3 = 4650 in 10 GCDs = 10 * 2.4 = 24s, 4650/24s = 194 potency per second
    4 Mobs = 120 + 1510 * 4 = 6160 = 257 potency per second
    5 Mobs = 120 + 1510 * 5 = 7670 = 320 potency per second
    6 Mobs = 120 + 1510 * 6 = 9180 = 383 potency per second
    7 Mobs = 120 + 1510 * 7 = 10690 = 445 potency per second

    To compare with Case 2, the time was extended to 31.2s, which gives 2 ticks of TP regen, 120 TP which is only enough for a Hot Shot.
    3 Mobs = 120 * 2 + 1510 * 3 = 4770 in 13 GCDs = 13 * 2.4 = 31.2s, 4770/31.2s = 152 potency per second
    4 Mobs = 120 * 2 + 1510 * 4 = 6280= 201 potency per second
    5 Mobs = 120 * 2 + 1510 * 5 = 7790 = 250 potency per second
    6 Mobs = 120 * 2 + 1510 * 6 = 9300 = 298 potency per second
    7 Mobs = 120 * 2 + 1510 * 7 = 10810 = 346 potency per second

    Case 2: Hot Shot into Spread Shot
    The TP use for Hot Shot isn’t included as we start at 1000 TP; Spread Shot costs 130 TP so,
    TP: 80-210-340-470-600-730-860-990
    60 TP per 3 seconds regen, 7 GCDs (7 * 2.4/3 = 5.6 rounded down to 5 * 60 = 300) 300 TP regen and 90 TP remaining means 3 more Spread Shot can be fit in.
    TP: 990-1120-1250-1380
    Invigorate happens as well as Reload so +450 TP along with 60 TP regen and 0 TP remaining means we can fit in 3 more Spread Shot.
    TP: 1380-1510-1640-1770
    Converted into Potency this is: 120 + 126 * 13 (13 Spread Shot) = 1485 Total Potency without factoring in the mobs. With the mobs factored, it becomes:
    3 Mobs = 120 + 1638 * 3 = 5034 in 13 GCDs = 13 * 2.4 = 31.2s, 5034/31.2s = 161 potency per second
    4 Mobs = 120 + 1638 * 4 = 6672 = 213 potency per second
    5 Mobs = 120 + 1638 * 5 = 8310 = 266 potency per second
    6 Mobs = 120 + 1638 * 6 = 9948 = 319 potency per second
    7 Mobs = 120 + 1638 * 6 = 11586 = 371 potency per second

    Dungeons
    In dungeons with pulls of 3 targets, the skill rotation is to buff yourself with Hot Shot then hit each one with Lead Shot, going into Spread Shot/Grenado Shot depending on how long the targets will be alive. When it comes down to 2 targets, AoEing while keeping up Lead Shot will still do more damage than the single target rotation, however, it is quite taxing on your TP, so hitting each one with Lead Shot and then going into your single target rotation is recommended. For bosses, perform your single target rotation.

    6 – Turrets

    Turrets are one of the aspects that differentiate the Machinist from other DPS jobs as a support. On the use of Promotion gained at level 42, they will change their effect depending on the turret sent out.

    To relate Bard Songs to Turret Promotions:
    Rook Autoturret <=> Army’s Paeon
    Bishop Autoturret <=> Mage’s Ballad

    However, unlike the Bard songs, turrets do not lower your damage while sent out. If placed in Promotion though to activate the TP/MP recovery, they will not commit any autoattacks, which lowers your total DPS by about 15%, as the turret deals approximately 15% of your DPS.

    The Machinist’s equivalent to Battle Voice is Hypercharge, with several additions.
    -Hypercharge while the turret is in Attack Mode will cause 5% physical/magical vulnerability (Rook/Bishop) on enemies for 10 seconds and increase the potency of the turret autoattacks.
    -Hypercharge while the turret is Promoted and its Attack Mode disabled will cause 2x the regeneration rate of TP/MP.

    7 – Stat Weights + BiS

    Stats
    Weapon Damage – The main modifier of weapon damage, always go for the highest weapon damage regardless of sub stats.
    Dexterity – Affects the amount of damage you inflict, as well as your parry.
    Accuracy – Affects the accuracy of your attacks. You should always look to get enough accuracy for the fight you are doing, and optimize for other stats.
    Critical Hit Rate – Affects the rate of your attacks dealing critical damage. Critical Hit modifier is not confirmed yet, requires more testing.
    Determination – Affects the amount of damage of your attacks.
    Skill Speed – Changed in Heavensward, it now affects the Potency of your DoTs for weaponskills. As in pre-Heavensward, it still affects the recast timer of your weaponskills.

    Stat Weights
    WD – ???
    Dexterity – 1.000
    Critical Hit Rate – ???
    Determination – ???
    Skill Speed – ???

    BiS
    TBA when Stat Weights are known.

    8 – User Recommendations

    -As a knockback ability, Blank will interrupt enemy channels and casts if they are misplaced. It can also be used to move away mobs and bind them when used together with Foot Graze in case of danger. However, on mobs that do not fulfill these conditions Blank should only be used as a killing oGCD or if the mobs are near a wall, as knocking back a target may cause extreme irritation to other players.

    -Turrets do not generate aggro when placed, so they may be placed ahead of time.

    – Gauss Barrel should be used in opener. then should be used every time you have “rapid fire” available. this will allow you to equip the barrel without the 3 second cast time.
    This is true when you hit 60 and have access to Ricochet, but once Gauss Round and Ricochet is used while Wildfire is up, Gauss Barrel should be disabled.

    – I wanted to add one thing to the tips section then. If the pull time has to be changed/reset for some reason (we all know that one guy that realizes he has to bio in the middle of the pull countdown) then spam Quick reload to make sure you keep those 5 ammo stacks alive.

    – 400 potency on a single target, split evenly on others i.e 100 potency to 4 targets.

    Sours: https://guidescroll.com/2015/06/ffxiv-machinist-guide/
    FFXIV - Machinist/MCH - 13k DPS rotation - New Format (Patch 5.18 - Ilvl 453)
    Ok, so i recently started leveling MCH and I hit 35 and did the job quest to unlock Heat Blast.
    Which of course is only enabled during Overheating.
    When I do Hyperhcharge, am I supposed to just spam Heat Blast and Gauss Round, or do I alternate with my combo? It is a very small window to do things.
    And another question:
    Should I use Reassembled before Hot Shot or Clean Shot?
    I have been doing it before Clean Shot, because it has the higher potency and using Hot Shot as it pops.
    I have managed to get to 38 doing Levequests and FATES.

    Your rotation isn't going to be set until much later (around 58). I used Reassemble for Clean Shot for the same reasons you did (in terms of higher potency) while leveling. Later on though, it only gets used for 2 skills, Drill and one of which is what Hot Shot will turn into, i.e. Air Anchor. Probably a case to be made about using it, despite the DPS loss, on Hot Shot since you may be using it on Air Anchor and might be good to set that habit early.

    Even later on, you will be spamming Heat Blast and alternating Gauss Round/Richochet.

    Your goal is to get 5 Heat Blasts during the window and making sure you don't overcap on Gauss Round early on, so you will be spending Gauss Round down before going into your Hypercharge window. Never go into your Hypercharge window with 8 seconds or less on Hot Shot (this will be important for later and is better to learn early on).

    To address the question directly, no, you do not do anything other than Heat Blast during your Hypercharge window other than Heat Blast and weaving Gauss Round/Ricochet inbetween.

    "Sir, this is a s***post forum." - Little Zardar

    Thanks for the info!
    I am fairly good at readjusting when needed as my jobs level. I will even completely change my hotbars for efficiency.

    MeanDragon posted...
    I am fairly good at readjusting when needed as my jobs level. I will even completely change my hotbars for efficiency.


    Be best to set everything on the hotbar now instead of when you get them so that way you have everything in a good place and not have to change muscle memory as you go along.

    I seek Knowledge. The most valuable resource of all.

    Yeah. The way i do that is at about 85% on the heat gauge if gauss or ricochet comes back I save one of them at 1 charge. Heat blast gauss heat blast ricochet heatblast gauss... Until heat blast is gone then start my normal rotation.

    Pretty much want to do this asap when you hit 100% the only time I hold is if Drill is 5 seconds or less from coming off cooldown. Since recast is 1.5 you wont be able to double weave. Not sure if that is "optimal" but its what I do.

    lightdragoon88 posted...

    Be best to set everything on the hotbar now instead of when you get them so that way you have everything in a good place and not have to change muscle memory as you go along.

    That is what I do. But sometimes I have to move things around. Just as an example with MCH, I had Gauss Round on my Right trigger because it is what I call a one-off. It isn't part of a combo and I would just use it as I had it.
    Now I moved it over to my Left Trigger, where Hypercharge and Heat Blast are so I can alternate them easier!

    Follow-up question as a noob MCH:
    is it just me or is it hard to weave Gauss/Ricochet during Heat Blast? The gcd is so short I always feel like I’m clipping when I try to weave them :/

    Grysmul posted...
    Follow-up question as a noob MCH:
    is it just me or is it hard to weave Gauss/Ricochet during Heat Blast? The gcd is so short I always feel like I’m clipping when I try to weave them :/
    The base CD of Heat Blast is 1.5 seconds and cannot be modified by stuff like SkS, whereas the normal GCD starts at 2.5, so it's going to feel a lot faster than normal.

    If, for some reason due to something like your own latency, you cannot weave without clipping no matter how hard you try, then just go into the Hypercharge window with no charges on Gauss/Ricochet. It's not ideal, since you will still likely overcap on at least one of them, but it's better than losing out on that 5th Heat Blast for the purposes of Wildfire.

    But, it should feel like it's almost clipping no matter what, because the base delay attached to all actions is something like .7 or .75, so you hit Heat Blast, it's .7 cd happens, then you hit Gauss/Ricochet and that .7 delay hits, so you're working with a .1 second buffer where all of that stuff is just barely missing each other on the clipping, meaning it's extra important to be queuing that button press up during that delay. So you hit Heat Blast and immediately start whamming on Gauss/Richochet even as the animation for Heat Blast is still going off. You do it right, you will get 5 Heat Blasts off and 5 of Gauss/Richochet (either 2 gauss and 3 ricochet or vice versa) and have just enough time to get a final weaponskill GCD in for your 6th stack on Wildfire before it pops.

    "Sir, this is a s***post forum." - Little Zardar

    Adding to above - not trying to make you overly concerned about the weaving and potential clipping. I mentioned a .1 second buffer on each of the heat blast + oGCD gauss/ricochet exchanges, but your window is at least 7.3 seconds long.

    I had mentioned in a previous post that GCDs/oGCDs have a built in .75 second delay, but a far more experienced raider mentioned it's .7 seconds, so we're going to operate under the logic that it's .7 seconds.

    That said, your Hypercharge window is technically 8 seconds long, however you have to consider that base delay is still a part of that, giving you a 7.3 second workable window.

    1.5 seconds per heat blast + the .7 seconds of getting off each of Gauss/Ricochet weaves, meaning 4 of these will eat at least 6 seconds, leaving you a 1.3 second window in vacuum of getting that final Heat Blast in and the 5th weaponskill for Wildfire).

    That's pretty generous, but it depends on how much you're lagging on each of the inputs, where even minor delays can really eat into that 1.3 seconds when it adds up.

    If you have to eat something in terms of overcapping, losing Ricochet on single target is the lesser evil than losing a charge of Gauss Round (since Ricochet is lower potency) if for some reason you have to sacrifice not weaving to make sure you get that 5th heat blast in.

    Just keep working at it and find the balance of what works out to be the higher damage output with your personal latency.

    "Sir, this is a s***post forum." - Little Zardar

    Thanks a lot! I just tried and I’m getting what you’re saying! Gonna work on it now :)

    Sours: https://gamefaqs.gamespot.com/boards/678050-final-fantasy-xiv-online-a-realm-reborn/78317809

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