FIXING The WORST Job in FFXIV! – MACHINIST [FFIXV 6.2]



The state the Machinist is in flat out makes me feel sad! Machinist is a job I have loved in Final Fantasy XIV for YEARS! Let’s talk about some realistic solutions to solve the current state of the WORST job in ALL of FFXIV! Machinist deserves better!!!!!

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Timestamps:
0:00 How to Fix the Machinist
1:01 How to NOT fix the machinist and maybe make it WORSE
4:26 Fix 1 – The boring option
5:04 Fix 2 – The SPICY option
8:40 Fix 3 – COMBAT PELOTON

Machinist is one of the jobs I think actually is in trouble right now. Patch 6.2 brought some slight changes to automaton queen that I wanted to sit on and see play out and now the numbers are in, machinist is not okay.

But out the gate I’ve had the pleasure to speak with many of the top machinists in the world and I think it’s important to state that in a game like final fantasy 14 what job you’re taking into content is only one, and I’d argue one significantly smaller one part of what it takes to prog and clear content. Obviously social games like an MMO being sociable, kind, polite and someone that people want to be around are all important! But beyond that obvious point, a well played machinist, or rather a skilled player who has chosen to play machinist, is invaluable and will outperform the average player 99 times out of 100 completely separate from the job they chose to play.

Just look at party finder pf groups.

Moving on from that point though cause that is an important baseline, machinist is in this exceptionally weird state. It is objectively factually the worst of the ranged physical DPS.

It does not provide utility of any form outside of the obvious baseline utility all ranged physical DPS bring. None.

It does not have any mobility abilities, against the jobs in the same class bard has an exceptionally strong backstep that was buffed recently to have a far larger range, I’ve used it exhaustively when I progged on bard last expansion. Now it’s even better.

Then dancer has 3 fantastic dashes making it ridiculously mobile and able to clean up mistakes. Tracer dashes in final fantasy 14 remains one of the dumbest and most amazing things I’ve seen added to this game.

Now the rebuttal to that, which I think is a fair one to some degree, is you factually don’t need mobility abilities to dodge mechanics. True you don’t, you also don’t need air conditioning in a car but it’s sure nice to have when needed. Like ninja technically doesn’t need it’s passive movement speed or shukuchi and raiton technically doesn’t need to be 20 yards range but I can guarantee you if we took those away that would rightfully so cause them to raise hell.

Now the utility portion cannot be denied either.

Take dancer, dancer has 4 core utilities that I personally find invaluable. Curing waltz, a 600 potency AOE heal that is easier than ever with a coordinated gameplay aka stand behind the boss and wail on it, and that’s up literally every minute.

Sage has the ability pneuma that is also a quoted 600 baseline potency on 2 minute cooldown. Obviously Sage has more of a kit for healing, let’s not go down that frankly ridiculous rabbit hole, but another comparison is white mage’s cure 3. Dancer every minute gets to do this at no cost and I can tell you as a healer I do feel this.

But there’s more like the dancer with improvisation is a 500 potency of healing over time to the party. Which can then be weaved after for an at minimum 5% and up to 10% barrier. All of this in AOE.

All of this costs them no damage.

Oh yeah and obviously baseline 10% party mitigation.

To be direct, I most certainly do not want to see dancer nerfed. I think it’s a gorgeous job with clearly valuable utility. But tell me how is machinist meant to keep up with that? It can’t, it has quite literally no extra utility. None. You can’t even argue to compare utility because it does not exist.

Now what I hear is that machinist is like black mage and it’s utility is damage. On every single fight this tier outside of P5S proto carbuncle machinist is dead last. Absolute dead last in the entire DPS category.

So no, machinist’s utility is not damage. Also while machinist is dead last left in the dirt dancer is way ahead of it.

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31 thoughts on “FIXING The WORST Job in FFXIV! – MACHINIST [FFIXV 6.2]”

  1. I LOVE the machinist and I genuinely hope that it's given some changes like the ones I bring up here to help it! It's a great job with a wonderful fantasy and I hate to see it like it is right now! HALP MACHINIST PLEASE D=

    Reply
  2. I can totally agree with machinist getting a new shield and speed buff ability and one more thing I think I'd like to see would be a kind of attack buff. For MCH specifically I think a Direct hit rate buff would work well and if the 2 you brought up are party wide buffs it could be a single target buff for it/a party member, that way I could see it pairing well with say Dragoons Eyes/ battle litany buffs.

    Reply
  3. i would love a skill on machinist that, once active, would give the party a shield that, when consumed, does an auto attack dmg to the boss

    like
    i use the skill and everyone gets a shield
    the shield breaks on everyone since a raidwide is applied
    after that the machinist gets 8 auto attacks at once calculated, or something for that matter
    something like a group tbn, but as damage counter

    Reply
  4. Please UNINSTALL THIS GAME if you absolutely don't know what the fuck UTILITY actually is.

    Btw, you only cleared Sage and only been up to P5S this tier. You really shouldn't be speaking out of your ass.

    Reply
  5. Honestly they just need to tune mch damage output a bit, and if they do give them any raid utility it should be the smallest of the range DPS to fall on the opposite side of dnc.

    MCH: Highest aDPS + Lowest rDPS
    BRD: Medium aDPS + Medium rDPS
    DNC: Lowest aDPS + Highest rDPS
    Tuning for this would be the perfect set of options for anyone looking to play range dps.

    On another note tho, no ones simping or simping for DNC/BRD because they have party buffs, what a stupid comment.
    In honesty tho week to week the average players gear level and skill at these raids will rise, the buffs wont be the difference between clears or not and youll get more action on your jobs and all these panic job videos about war/pld/mch will be forgotten.

    Reply
  6. Until SE moves away from focusing their high end game raids around dps checks…..

    Dmg buff (proper buff to within melee/Blm ballpark), is the main thing.

    After that some QoL, like Heat Blast being taken off a timer and just being given stacks (like Blood Weapon change earlier this year).

    Reply
  7. I don’t play the other ranged physical, but would it be unique enough to give machinist a buff that reduces a party members cast and recast times? Originally I rly wanted mch to be able to give a party member hypercharge, but as cool and jank as that’d be, it wouldn’t work. So that’s my terrible alternative

    Reply
  8. I'd love to see if the cd buttons would do more, let's say drill giving the MCH extra damage for the next two combo skills (like adding 50 potency or something, drill is low cooldown so it would have to be tuned), then maybe Air Anchor could apply a DoT, then Chainsaw could be a vuln up on the target for like 7 seconds or something. Love the idea of a shield on the Queen. And pls, make Wildfire feel impactful, for the damage it provides (around a drill damage or so, is it?) the cd is too high, or keep the cd but make it a direct crit, something.

    Reply
  9. the issue with flat out increasing damage potency on the main GCDs is they risk destroying the balance in older Ultimate's.

    HOWEVER, why not simply do this via a trait at level 84 like some tanks/melee DPS get melee mastery at 84 which buffs damage of their combo skills, this buffs the damage in 90 content but keeps it balanced for old ultimates.

    Reply
  10. I think two basic things they should fix is Flamethrower and Wildfire. For flamethrower make it so you can move around and not root it. PLD has a rooted skill which makes since but not flamethrower and I don't want to get punished for just a random aoe to target me or if I moved an inch by mistake. Flamethrower is a fashion accessory it feels like right now (If you get the joke). Wildfire should have increase time but once you shoot 6 times it goes off. This helps those with bad connections. Since they also like to gamble and if they don't want to add Crit to the skill, make the 7th shot a chance although this could mess things up. As another post said it should go for debuffs. By going the debuff route it won't overlap other buff skills.

    Reply
  11. Machinist..from their job quest it seems like they are the guy with a variety of gadgets for different situation. I totally agree with giving them some sort of raid dps debuff on the boss as well as a raid wide speed up, but there are also an existing skill in pvp actions that could be brought over. In pvp, MCH has a guardian turret that put a dome over an area protecting allies in it.

    Reply
  12. I think Machinist should actually have some sort of MP stacks that it can give to any one and it would fit the lore as magical batteries that get recharged through heat actions and also gives a small buff as well something like dancers partner maybe

    Reply
  13. The only thing I'd hate is if i had to go back to manually throwing out my turret. if it just applied in a large area when it dropped i'd be good. I hated placing turrets so much.

    Reply
  14. My hot take, I wanna split MCH into 2 jobs. I want a job like Gunslinger, heavy emphasis on guns, ammo, reload, and big dmg, able to play with the big boy melees and BLM. And for MCH to head in a support direction focused on gadgets and machines. Deployable shield generators, deployable turrets, wildfire applying a dmg vuln, and mecha suit King with more guns, rockets, and fists that we directly control.

    Reply
  15. I personally would like them see a way to utilize the gadgets to do things. What if we kept reassemble as it is and made it activate a secondary affect of drill, chain saw and air anchor. Obviously only for the next hit. It makes the job more interesting, gives you options and adds a bit more skill cap to the job. Maybe Drill adds a 10s damage buff, Air Anchor gives double the battery gage, and chain saw does a sixty second bleed. That's if they just keep the greedy DPS identity. Not that I am opposed to utility but I would like to see it retain the selfish dps identity personally.

    Reply
  16. Hmmm… why not just leave it to be that "selfish dps" and "just" tune their dmg? I mean, the devs obviously have a certain idea for the job and it doesnt include buffs of any sort – Bard and Dancer have you covered already. I agree that Machinist needs some more weight to make it viable in a raid setting, on the other hand… fans of the job will play it, and play it well, soooo… yeah, meta be damned. Meta be damned in general.

    Reply
  17. Thank you I've gone so far as to search, and I can't find anyone discussing RDM, we have a rez so sure we shouldn't be top, but that rez in itself becomes a dps loss once it's used and I think that's something that needs to be taken into account

    Reply

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