- Machinist Best In Slot Ffxiv Guide
- Ffxiv Best In Slot Gear Machinist
- Machinist Best In Slot Ffxiv Quest
- Machinist Best In Slot Ffxiv Wiki
FFXIV Machinist Guide by Cascadi
- Best Gear to use; To get us started, here is a bit more information on the Dragoon itself. What is the FFXIV Dragoon? The Dragoon resembles a fierce combatant, who uses a combination of aerial attacks and dynamic precision to take down their enemies. The Dragoon is described as a 'disciple of war' sporting plat armor and polearms.
- I think Machinist stands as Square-Enix's best attempt at a pet class in Final Fantasy XIV. Let it be know that it wasn't always that way. At launch, Machinist probably would have placed lower on the list. These days, the job has really begun to come into its own.
- While the Best-in-Slot (BiS) equipment for your combat jobs will be a mix of Tomestone pieces and Savage raid loot, these are time-gated and require a decent amount of effort to build up. You may be looking to catch up after being away from the game, or gear up an alternate role than what you normally play.
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
Machinist is a fast-paced ranged DPS that specializes in abusing raid buffs with flexible burst timings and maintaining uninterrupted DPS through most mechanics thanks to their mobility. This is a guide summarizing how each ability should be used, how the basic rotation is structured and how to optimize the class in raid settings.
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
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- 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.
Time slot meaning in spanish. 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:
- Hot Shot – (120 Potency) Keep up your 5% increased physical damage.
- Lead Shot – (490 Total Potency) The highest total potency weaponskill in the Machinist's arsenal.
- 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:
- Gauss Round (used together with Gauss Barrel)
- Heartbreak
- Blank (unless the target can get knocked back)
- Ricochet (used together with Gauss Barrel)
- 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 Rivers casino blackjack payout.
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.
Allow me to start this off with an apology. I'm sorry that I didn't pick your favorite class as the best one ever. There, on to more important matters. I've been playing a lot of FFXIV lately, and unlike my first few years playing the game where I only played Dragoon, I've diversified quite a bit this time around. And in my ongoing quest to alienate just about everyone who follows me, I've decided to create a ranked list of all of the Final Fantasy XIV classes. The criteria are simple. Is it fun? Is it effective? Does it feel like its own job? Here we go!
18. Blue Mage
Yes, this feels like a bit of a cop out. Does FFXIV's attempt at Blue Mage play like a Blue Mage of old? Kind of. You do learn abilities from enemies, kinda. You do customize yourself to suit the situation, kinda. And Blue Mage is a for realsies job in FFXIV, kinda. Being Square Enix's first attempt at a so-called limited job, the class feels more like an afterthought than anything else. If you want to try something kinda cheesy, give it a go, but in general you can skip Blue Mage.
17. Astrologian
Woof, where to start with Astrologian. Obviously, power levels of classes rise and fall with the patch, so I'm trying not to use their strength as a big judge of where they rank. That said, Astrologian is not in a great place right now and that might be influencing my perception a bit. Astrologian was Square-Enix's first attempt at introducing a new healer, and it probably explains why we haven't gotten another one since. There's only so many interesting ways to flavor 'restore HP to allies.' The divination theme is nice, but it ends up just being a lot of prep work before each fight to accomplish the same thing White Mages do.
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16. Summoner
Summoner checks in at number 16 not because it's weak. In fact, it's one of the stronger DPS in the game right now. The problem with Summoner is what it always has been. It really doesn't feel like a Summoner. Going all the way back to Final Fantasy III, Summoner (called Sages and Evokers back then) has had a pretty simple concept. Summon a big beefy dude to deal a bunch of damage to your opponents. Flavor wise, it's technically not a big leap from Black Mage. Expend lots of MP to deal lots of damage. Early days Summoner in FFXIV was awful, and while adding in Bahamut has definitely helped with the feel, the class still feels more akin to a Beastmaster.
15. Paladin
The first tank on our list is Paladin. I like that it can throw a heal every now and then with Clemency. I like the Shelltron ability, even though it always makes me feel like they just wasted the limit break for a moment. My problem with Paladin is that it feels dull, but to be fair, so does Paladin in most games. It's a meat-shield that can do some light curing. And that's what it is in XIV as well. Effective, what I expect, but not fun.
Machinist is a fast-paced ranged DPS that specializes in abusing raid buffs with flexible burst timings and maintaining uninterrupted DPS through most mechanics thanks to their mobility. This is a guide summarizing how each ability should be used, how the basic rotation is structured and how to optimize the class in raid settings.
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
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- 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.
Time slot meaning in spanish. 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:
- Hot Shot – (120 Potency) Keep up your 5% increased physical damage.
- Lead Shot – (490 Total Potency) The highest total potency weaponskill in the Machinist's arsenal.
- 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:
- Gauss Round (used together with Gauss Barrel)
- Heartbreak
- Blank (unless the target can get knocked back)
- Ricochet (used together with Gauss Barrel)
- 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 Rivers casino blackjack payout.
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.
Allow me to start this off with an apology. I'm sorry that I didn't pick your favorite class as the best one ever. There, on to more important matters. I've been playing a lot of FFXIV lately, and unlike my first few years playing the game where I only played Dragoon, I've diversified quite a bit this time around. And in my ongoing quest to alienate just about everyone who follows me, I've decided to create a ranked list of all of the Final Fantasy XIV classes. The criteria are simple. Is it fun? Is it effective? Does it feel like its own job? Here we go!
18. Blue Mage
Yes, this feels like a bit of a cop out. Does FFXIV's attempt at Blue Mage play like a Blue Mage of old? Kind of. You do learn abilities from enemies, kinda. You do customize yourself to suit the situation, kinda. And Blue Mage is a for realsies job in FFXIV, kinda. Being Square Enix's first attempt at a so-called limited job, the class feels more like an afterthought than anything else. If you want to try something kinda cheesy, give it a go, but in general you can skip Blue Mage.
17. Astrologian
Woof, where to start with Astrologian. Obviously, power levels of classes rise and fall with the patch, so I'm trying not to use their strength as a big judge of where they rank. That said, Astrologian is not in a great place right now and that might be influencing my perception a bit. Astrologian was Square-Enix's first attempt at introducing a new healer, and it probably explains why we haven't gotten another one since. There's only so many interesting ways to flavor 'restore HP to allies.' The divination theme is nice, but it ends up just being a lot of prep work before each fight to accomplish the same thing White Mages do.
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16. Summoner
Summoner checks in at number 16 not because it's weak. In fact, it's one of the stronger DPS in the game right now. The problem with Summoner is what it always has been. It really doesn't feel like a Summoner. Going all the way back to Final Fantasy III, Summoner (called Sages and Evokers back then) has had a pretty simple concept. Summon a big beefy dude to deal a bunch of damage to your opponents. Flavor wise, it's technically not a big leap from Black Mage. Expend lots of MP to deal lots of damage. Early days Summoner in FFXIV was awful, and while adding in Bahamut has definitely helped with the feel, the class still feels more akin to a Beastmaster.
15. Paladin
The first tank on our list is Paladin. I like that it can throw a heal every now and then with Clemency. I like the Shelltron ability, even though it always makes me feel like they just wasted the limit break for a moment. My problem with Paladin is that it feels dull, but to be fair, so does Paladin in most games. It's a meat-shield that can do some light curing. And that's what it is in XIV as well. Effective, what I expect, but not fun.
14. Bard
Just… what? Bard was the first true victim of the holy trinity. Bard has been a pure support class in just about every Final Fantasy game it appeared in. So what do you do with it in a game that requires all jobs to be Healers, DPS, or Tanks? Spoiler: You don't make it a freakin DPS. When I think about playing a Bard, I don't think about archery. I picture singing songs to inspire my team forward.
13. Warrior
This might be some of my personal bias here, but I hate Warrior. I hated it in XI, and I hate it in XIV. It's dull. It's bland. And it's all the minutiae of Paladin without being able to toss the occasional cure. They've had eras of being incredibly powerful with Fell Cleave, and in fact, there was a time when 6 Warriors and 2 healers was a pretty broken combination. Maybe I've still got bad memories of that era. Sorry Warrior, you're a great class in the game, but #13 on my list.
12. Ninja
So as we move out of the lower third, we're now squarely in the classes that are acceptable. And when I think of Ninja, that's what springs to mind. If you want to live out your Naruto fantasies, Ninja is the class you're looking for. It's a difficult job to learn, and you're rewarded with good, but not great damage. They have decent utility, and can be fun to play. Overall though, I still rank them pretty low as far as the DPS classes go.
11. Monk
Monk is a job that SE understands in theory, but can never seem to get right. They certainly didn't benefit from being the ‘star' of Stormblood like Dragoon did from Heavensward. Monk has always felt a little off-balance, which is ironic given the theme of the job. The good thing Monk has going for it is when you're playing it right, the constant flow of punches and kicks makes you feel powerful. There's very little downtime in the class, and that feels good.
10. Scholar
Scholar is fine.
9. Samurai
My roommate is a Samurai main who described it as 'the weeaboo fantasy for idiots who can't figure out Ninja.' Now that said, Samurai is also the DPS power-trip fantasy. It lacks utility, but it has a simple rotation that puts big pretty numbers up on the screen. More importantly, it does feel like Samurai should feel. It's straightforward, and it bonks. What more could you want from your DPS?
8. Machinist
I think Machinist stands as Square-Enix's best attempt at a pet class in Final Fantasy XIV. Let it be know that it wasn't always that way. At launch, Machinist probably would have placed lower on the list. These days, the job has really begun to come into its own. Machinist was one of the first other DPS I tinkered around with, and I found myself really enjoying the rotation. Poker room near me. It also benefits from me not having a lot of context for what a Machinist should be in the Final Fantasy universe. It gets to create its own path forward.
7. Dancer
Coming off of Dancer's strange hybrid support/DPS role in FFXI, I had no idea what to expect from Dancer. I was certainly not expecting what I got. I'll be the first to tell you that after months of playing a DPS role, your rotation starts to become boring and repetitive. Dancer's almost mini-game like gameplay prevents you from just memorizing the best chain of abilities and instead forces you to be reactive. It's engaging, but also can get a bit annoying when you just want to get through your 8 millionth leveling roulette.
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6. Dark Knight
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Square-Enix's first new attempt at a tank went a lot better than their first new attempt at a healer. And color me surprised. Coming from a Final Fantasy XI background, I certainly did not expect Dark Knight to be a tank. I also struggled with how they were going to accomplish the ‘spend HP to deal damage' theming of Dark Knights. They settled on running a more high-risk, high-reward gameplay style. The bad news about Dark Knight is you're king of the edgelords. The good news about Dark Knight is you're king of the edgelords.
5. Gunbreaker
If you had told me in 2015 that Gunbreaker would be in the game eventually, I'd have called you a liar. I had no idea what to expect for how this class would play, but I love what I ended up getting. A tank that focuses less on buffs and more on chaining together DPS combos? Yes please. The class is only okay at level 60, but once you hit level 70 and get the Continuation ability, it really kicks into high gear. Fast paced and fun, Gunbreaker takes our first slot in the top 5.
4. Black Mage
When you think about Black Mage, you expect a magic based job that does big nukes and makes your opponents turn to dust. And by and large, that's what you get with Black Mage in FFXIV. The system focuses on switching between Astral Fire and Umbral Ice, one which deals the damage, and one which helps you restore MP quickly with which to do more damage. The Enochian ability is simultaneously what makes the job fun and challenging, but also endlessly frustrating. Still, you'll never be bored playing Black Mage.
3. Dragoon
Full disclosure, I'm a Dragoon main. I wouldn't main the job if I didn't think it deserved to be fairly high on this list. I had to long ago accept that Dragoon in XIV wasn't going to be like Dragoon in XI. Gone is the pet class, and here is a Dragoon that draws inspiration from its FF4 and FF5 counterparts. Jumps and lance tactics are the flavor of the day, with tons of Off-Global-Cooldown abilities to weave into your rotation. It never stops moving and jumping across the battlefield, and has kept me entertained for years.
2. White Mage
Ahh yes, White Mage. So to be clear, this list assumes you can find fun in all three roles. If you detest healing, obviously this class would be worse than number 2 for you. However, there is no greater example of a class being exactly what you expect it to be. I want my White Mage to be a healer, who can't do much damage and keeps my allies alive. And the White Mage delivers exactly that. The AoE stun with Holy is a welcome addition to any dungeon, and gives White Mage the edge over the other healers. Incidentally, I have no idea how they'll make Apothecary work if that is indeed what happens next.
1. Red Mage
I said no class is more representative of what it should be than White Mage, and that might be true except for Red Mage. Square-Enix had their work cut out for them with Red Mage. It needs to DPS, but also heal, and use a sword. But it also has to fit into the holy trinity. Somehow, they managed to pull it off. Red Mage can nuke, it can heal, it can toss a raise, and then it also dives into the front line and melees with its sword as well. Red Mage is often defined as a jack of all trades, and Square-Enix managed to make that concept work even here. Congrats Red Mage, you take the number 1 slot.
And there you have it. All of the Final Fantasy XIV classes ranked. I'm sure you'll have your own opinions, and I'm sure most people are going to absolutely hate this list. Which is fine! I invite you all to share your questions, comments, criticisms, critiques, qualms, queries, and conundrums with us over on Twitter.
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Lead Image courtesy of Square Enix