how to become a machinist ffxiv
Machinist is a job in Final Fantasy XIV, introduced in the game's first expansion pack, Final Fantasy XIV: Heavensward. As with the other three Ishgard jobs, Machinist has no base class and begins at level 30.
Contents
- 1 Profile
- 2 Story
- 2.1 Heavensward
- 2.2 Stormblood
- 2.3 Shadowbringers
- 3 Equipment
- 4 Job Gauge
- 5 Abilities
- 5.1 Role Actions
- 5.2 Traits
- 5.3 PvP Actions
- 5.4 Common Actions
- 5.5 Additional PvP Actions
- 5.6 Removed
- 5.7 Ammunition and Heat Gauge
- 6 Limit Break
- 7 Other appearances
- 7.1 Final Fantasy Record Keeper
- 7.2 Final Fantasy Trading Card Game
- 8 Behind the scenes
- 9 Gallery
- 10 Trivia
Profile [ ]
The war with Dravania rages on. Brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistae now line the city walls, plucking dragons from the sky.
Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them ― the machinist.
Lodestone
The job is a mobile, ranged DPS class using guns as their main weapon. Machinists focus on dealing ranged damage using a combination of firearms enhanced with various attachments and can deploy mechanical turrets to help them on the battlefield.
Story [ ]
Heavensward [ ]
This section about a quest in Final Fantasy XIV: Heavensward is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Stormblood [ ]
This section about a quest in Final Fantasy XIV: Stormblood is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Shadowbringers [ ]
This section about a quest in Final Fantasy XIV: Shadowbringers is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Equipment [ ]
Machinists wield guns as their weapons. Their armor is primarily made up of "Aiming" gear, light armor with average defenses that they share with other ranged physical DPS classes.
The primary attribute for machinists is dexterity, which boosts their attack power, and should always be prioritized over other attributes. As a DPS discipline, they draw the most benefit from the critical hit, direct hit, skill speed, and determination secondary attributes, which all improve their damage dealing capabilities in some way.
Lists of machinist equipment | |
---|---|
Machinist's Arms | |
Head | Earrings |
Job Gauge [ ]
The Job Gauge was introduced to players in 4.0 Stormblood. Currently, the Machinist uses the Heat Gauge and the Battery Gauge.
The Heat Gauge─indicating a firearm's temperature─is displayed upon execution weaponskills. Using Hypercharge allows the use of additional skills at the cost of the Heat Gauge, requiring no cooldown or cast down.
In Shadowbringers 5.0, the Machinist was heavily reworked, removing the Overheat, Gauss Barrel and Ammunition mechanics entirely. The Split Shot combo becomes permanently heated after learning the corresponding traits. Now, the Battery Gauge fills up when completing the Split Shot combo and is used to summon the Rook and Bishop Autoturrets as well as the Automaton Queen learned at Level 80. They remain on the field until the gauge depletes.
Abilities [ ]
Ability | Level | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|---|
Split Shot | 1 | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 180. Additional Effect: Increases Heat Gauge by 5 | |||||||
Slug Shot | 2 | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 100. Combo Action: Split Shot or Heated Split Shot Combo Potency: 260 Additional Effect: Increases Heat Gauge by 5 | |||||||
Hot Shot | 4 | Weaponskill | Instant | 40s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 300. Additional Effect: Increases Battery Gauge by 20 This weaponskill does not share a recast timer with any other actions. | |||||||
Reassemble | 10 | Ability | Instant | 55s | — | — | — |
Guarantees that next weaponskill is a critical direct hit. Duration: 5s This action does not affect damage over time effects. | |||||||
Gauss Round | 15 | Ability | Instant | 30s | — | 25y | — |
Delivers an attack with potency of 150. Maximum Charges: 3 | |||||||
Spread Shot | 18 | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 12y | 12y cone |
Deliver an attack with a potency of 180 to all enemies in a cone before you. Additional Effect: Increases Heat Gauge by 5 | |||||||
Clean Shot | 26 | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 100. Combo Action: Slug Shot or Heated Slug Shot Combo Potency: 340 Combo Bonus: Increases Heat Gauge by 5 Combo Bonus: Increases Battery Gauge by 10 | |||||||
Hypercharge | 30 (Complete the quest "Master of Markmanship") | Ability | Instant | 10s | — | — | — |
Releases the energy building in your firearm, causing it to become Overheated, increasing the potency of single-target weaponskills by 20. Duration: 8s Heat Gauge Cost: 50 Overheated effect only applicable to machinist job actions. | |||||||
Heat Blast | 35 (Complete the quest "Always the Last Place You Look") | Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers an attack with a potency of 220. Additional Effect: Reduces the recast time of both Gauss Round and Ricochet by 15s Can only be executed when firearm is Overheated. Recast timer cannot be affected by status effects or gear attributes. | |||||||
Rook Autoturret | 40 (Complete the quest "Rook Before You Reap") | Ability | Instant | 6s | — | — | — |
Deploys a single-target battle turret which attacks using Volley Fire, dealing damage with a potency of 80. Battery Gauge Cost: 50 Duration increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 15 seconds. Consumes Battery Gauge upon execution. Shuts down when time expires or upon execution of Rook Overdrive. Shares a recast timer with Rook Overdrive. | |||||||
Rook Overdrive | 40 | Ability | Instant | 15s | — | 25y | — |
Orders the rook autoturret to use Rook Overload. Rook Overload Potency: 400 Potency increases as Battery Gauge exceeds required cost at time of deployment. The rook autoturret shuts down after execution. If this action is not used manually while the rook autoturret is active, it will be triggered automatically immediately before shutting down. Shares a recast timer with Rook Autoturret. | |||||||
Rook Overload | 40 | Ability | Instant | — | — | 40y | — |
Delivers an attack with a potency of 400. Potency increases as Battery Gauge exceeds required cost at time of deployment. The rook autoturret shuts down after execution. If this action is not used manually while the rook autoturret is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | |||||||
Wildfire | 45 | Ability | Instant | 120s | — | 25y | — |
Covers target's body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage when time expires or upon executing Detonator. Potency is increased by 200 for each of your own weaponskills you land prior to the end of the effect. Duration: 10s | |||||||
Detonator | 45 | Ability | Instant | 1s | — | 25y | — |
Ends the effect of Wildfire, dealing damage to the target. ※This action cannot be assigned to a hotbar. | |||||||
Ricochet | 50 (Complete the quest "The Power of a Tourney") | Ability | Instant | 30s | — | 25y | 5y circle |
Deals damage to all nearby enemies with a potency of 150 for the first enemy, and 50% less for all remaining enemies. Maximum Charges: 3 | |||||||
Auto Crossbow | 52 (Complete the quest "Pushing the Brume") | Weaponskill | Instant | 1.5s | — | 12y | 12y cone |
Delivers an attack with a potency of 180 to all enemies in a cone before you. Can only be executed when firearm is Overheated. Recast timer cannot be affected by status effects or gear attributes. | |||||||
Heated Split Shot | 54 (Complete the quest "A Joye-ful Reunion") | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 220. Additional Effect: Increases Heat Gauge by 5 | |||||||
Tactician | 56 (Complete the quest "Wheels of Justice") | Ability | Instant | 120s | — | — | 20y circle |
Reduces damage taken by self and nearby party members by 10%. Duration: 15s Effect cannot be stacked with bard's Troubadour or dancer's Shield Samba. | |||||||
Drill | 58 (Complete the quest "Taking the Fall") | Weaponskill | Instant | 20s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 700. Shares a recast timer with Bioblaster. | |||||||
Heated Slug Shot | 60 (Complete the quest "Rise of the Machinists") | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 100. Combo Action: Heated Split Shot Combo Potency: 330 Combo Bonus: Increases Heat Gauge by 5 | |||||||
Heated Clean Shot | 64 | Weaponskill | Instant | 2.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 100. Combo Action: Heated Slug Shot Combo Potency: 440 Combo Bonus: Increases Heat Gauge by 5 Combo Bonus: Increases Battery Gauge by 10 | |||||||
Barrel Stabilizer | 66 | Ability | Instant | 120s | — | — | — |
Increases Heat Gauge by 50. Can only be executed while in combat. | |||||||
Flamethrower | 70 (Complete the quest "The Mongrel and the Knight") | Ability | Instant | 60s | — | — | 8y cone |
Delivers damage over time to all enemies in a cone before you. Potency: 100 Duration: 10s Effect ends upon using another action or moving (including facing a different direction). Cancels auto-attack upon execution. Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills. | |||||||
Bioblaster | 72 | Weaponskill | Instant | 20s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 12y | 12y cone |
Delivers an attack with a potency of 60 to all enemies in a cone before you. Additional Effect: Damage over time Potency: 60 Duration: 15s Shares a recast timer with Drill. | |||||||
Air Anchor | 76 | Weaponskill | Instant | 40s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 25y | — |
Delivers an attack with a potency of 700. Additional Effect: Increases Battery Gauge by 20 This action does not share a recast timer with any other actions. | |||||||
Automaton Queen | 80 | Ability | Instant | 6s | — | — | — |
Deploys an Automaton Queen to fight at your side. Battery Gauge Cost: 50 Duration increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 20 seconds. Consumes Battery Gauge upon execution. Shuts down when time expires or upon execution of Queen Overdrive. Shares a recast timer with Queen Overdrive. | |||||||
Queen Overdrive | 80 | Ability | Instant | 15s | — | — | — |
Orders the Automaton Queen to use Pile Bunker. Pile Bunker Potency: 800 Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. Shares a recast timer with Automaton Queen. | |||||||
Arm Punch | 80 | Weaponskill | Instant | 1.5s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 3y | — |
Delivers an attack with a potency of 150. ※This action cannot be assigned to a hotbar. | |||||||
Roller Dash | 80 | Weaponskill | Instant | 3s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) | — | 30y | — |
Rushes target and delivers an attack with a potency of 300. ※This action cannot be assigned to a hotbar. | |||||||
Pile Bunker | 80 | Ability | Instant | — | — | 3y | — |
Delivers an attack with a potency of 800. Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. |
Role Actions [ ]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area | Role Affinity |
---|---|---|---|---|---|---|---|---|
Leg Graze | 6 | Ability | Instant | 30s | — | 25y | — | |
Inflicts target with Heavy +40%. Duration: 10s | ||||||||
Second Wind | 8 | Ability | Instant | 120s | — | — | — | |
Instantly restores own HP. Cure Potency: 500 | ||||||||
Foot Graze | 10 | Ability | Instant | 30s | — | 25y | — | |
Binds target. Duration: 10s Cancels auto-attack upon execution. Target unbound if damage taken. | ||||||||
Peloton | 20 | Ability | Instant | 5s | — | — | 20y radius | |
Increases movement speed of self and nearby party members as long as they remain within distance. Duration: 30s Effect ends when enmity is generated. Cannot be used in battle. | ||||||||
Head Graze | 24 | Ability | Instant | 30s | 25y | — | — | |
Interrupts the use of a target's action. | ||||||||
Arm's Length | 32 | Ability | Instant | 120s | — | — | — | |
Creates a barrier nullifying most knockback and draw-in effects. Duration: 6s Additional Effect: Slow +20% when barrier is struck Duration: 15s |
Traits [ ]
Name | Level | Description |
---|---|---|
Increased Action Damage | 20 | Increases base action damage and autoturret damage by 10%. |
Increased Action Damage II | 40 | Increases base action damage and autoturret damage by 20%. |
Split Shot Mastery | 54 (Complete the quest "A Joye-ful Reunion") | Upgrades Split Shot to Heated Split Shot. |
Slug Shot Mastery | 60 (Complete the quest "Rise of the Machinists") | Upgrades Slug Shot to Heated Slug Shot. |
Clean Shot Mastery | 64 | Upgrades Clean Shot to Heated Clean Shot. |
Charged Action Mastery | 74 | Allows a third charge of Gauss Round and Ricochet. |
Hot Shot Mastery | 76 | Upgrades Hot Shot to Air Anchor. |
Enhanced Wildfire | 78 | Improves Wildfire's potency increase for landing weaponskills to 200. |
Promotion | 80 | Upgrades Rook Autoturret and Rook Overdrive to Automaton Queen and Queen Overdrive respectively. |
PvP Actions [ ]
Ability | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|
Heated Split Shot | Weaponskill | Instant | 2.4s | — | 25y | — |
Delivers an attack with a potency of 1,000. Additional Effect: Increases Heat Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Heated Slug Shot | Weaponskill | Instant | 2.4s | — | 25y | — |
Delivers an attack to target. Combo Action: Heated Split Shot Combo Potency: 1,200 Additional Effect: Increases Heat Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Heated Clean Shot | Weaponskill | Instant | 2.4s | — | 25y | — |
Delivers an attack to target. Combo Action: Heated Slug Shot Combo Potency: 1,400 Additional Effect: Increases Heat Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Spread Shot | Weaponskill | Instant | 2.4s | — | 12y | 12y cone |
Delivers an attack with a potency of 800 to all enemies in a cone before you. Additional Effect: Increases Heat Gauge by 5 for each enemy hit ※Action changes to Auto Crossbow when firearm is Overheated. | ||||||
Drill | Weaponskill | Instant | 15s | — | 25y | — |
Delivers an attack with a potency of 2,000. This action does not share a recast timer with any other actions. | ||||||
Air Anchor | Weaponskill | Instant | 30s | — | 25y | — |
Delivers an attack with a potency of 2,000. Additional Effect: Increases Heat Gauge by 20 This action does not share a recast timer with any other actions. | ||||||
Bioblaster | Weaponskill | Instant | 45s | — | 12y | 12y cone |
Delivers an attack with a potency of 1,600 to all enemies in a cone before you. Additional Effect: Increases target's damage taken by 10% Duration: 10s This action does not share a recast timer with any other actions. | ||||||
Gauss Round | Ability | Instant | 15s | — | 25y | — |
Delivers an attack with a potency of 1,000. Maximum Charges: 3 | ||||||
Ricochet | Ability | Instant | 15s | — | 25y | 5y circle |
Delivers an attack with a potency of 800 to target and all enemies nearby it. Maximum Charges: 3 | ||||||
Wildfire | Ability | Instant | 30s | — | 25y | — |
Covers target's body in a slow-burning pitch. For the next 6 seconds, 33% of most damage you inflict upon the target is compiled, then dealt at the end of the effect's duration. | ||||||
Blank | Ability | Instant | 30s | — | 5y | — |
Delivers an attack with a potency of 800. Additional Effect: If target is suffering from a Wildfire effect inflicted by you, Blank potency is tripled Additional Effect: 15-yalm knockback | ||||||
Hypercharge | Ability | Instant | 1s | — | — | — |
Release the energy building in your firearm, causing it to Overheat. Duration: 5s Extends Overheat duration by 5s to a maximum of 10s. Heat Gauge Cost: 50 | ||||||
Tactician | Ability | Instant | 45s | — | — | 20y circle |
Reduces damage taken by self and nearby party members by 10%. Duration: 15s | ||||||
Heat Blast | Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers an attack with a potency of 1,200. Additional Effect: Reduces the recast time of both Gauss Round and Ricochet by 7.5s Can only be executed when firearm is Overheated. ※This action cannot be assigned to a hotbar. | ||||||
Auto Crossbow | Weaponskill | Instant | 1.5s | — | 12y | 12y cone |
Delivers an attack with a potency of 1,600 to all enemies in a cone before you. Can only be executed when firearm is Overheated. This action does not share a recast timer with any other actions. |
Common Actions [ ]
Common Actions have no cost
Action | Type | Cast | Recast | Range | Radius |
---|---|---|---|---|---|
Head Graze | Ability | Instant | 30s | 25y | — |
Silences target. Duration: 2s | |||||
Bolt | Ability | Instant | 30s | — | — |
Movement speed is increased. Duration: 10s | |||||
Medical Kit | Ability | Instant | 15s | — | — |
Restores own HP. Cure Potency: 3,000 Potency increases up to 6,000 as HP decreases. Maximum Charges: 3 |
Additional PvP Actions [ ]
Players are restricted to equipping two Additional PvP Actions at once. These actions have no cost.
Action | Type | Cast | Recast | Range | Radius |
---|---|---|---|---|---|
Leg Graze | Ability | Instant | 30s | 25y | — |
Afflicts target with Heavy +50%. Duration: 5s | |||||
Foot Graze | Ability | Instant | 30s | 25y | — |
Binds target. Duration: 3s | |||||
Concentrate | Ability | Instant | 15s | — | — |
Increases potency of next weaponskill by 50%. Duration: 5s | |||||
Recuperate | Ability | Instant | 45s | — | — |
Restores own HP. Cure Potency: 3,000 Additional Effect: Removes Heavy, Bind, and Holmgang effects | |||||
Peloton | Ability | Instant | 60s | — | 20y circle |
Increases movement speed of self and nearby party members. Duration: 10s |
Removed [ ]
The following actions and information has been removed.
Ammunition and Heat Gauge [ ]
The Ammunition Gauge was introduced in Stormblood patch 4.0 and removed in Shadowbringers patch 5.0.
The Ammunition Gauge indicated the number of rounds of special ammunition currently loaded in a machinist's firearm. Special ammunition could be loaded to any firearm by executing the action Reload.
While the Heat Gauge remains in game after Shadowbringers patch 5.0, it has been heavily reworked from its previous incarnation. When the Heat Gauge reacheed 100, the firearm became overheated. While overheated, firearms would deal additional damage, but soon become too hot to use. At this time, the Gauss Barrel was automatically removed and could not until it cools.
Limit Break [ ]
Machinists' Limit Breaks focus dealing powerful damage to enemies in a straight line in front of the player. Machinist shares the same Level 1 and Level 2 limit breaks as Bard.
Ability | Level | Description | Image |
---|---|---|---|
Big Shot | 1 | Deals damage in a line to enemies in front of player. | |
Desperado | 2 | Deals damage in a line to enemies in front of player. | |
Satellite Beam | 3 | Deals damage in a line to enemies in front of player. |
Other appearances [ ]
Final Fantasy Record Keeper [ ]
Gauss Round.
This gallery is incomplete and requires Blank added. You can help the Final Fantasy Wiki by uploading images.
This section about an ability in Final Fantasy Record Keeper is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Final Fantasy Trading Card Game [ ]
Machinist appears in Final Fantasy Trading Card Game as an Earth-elemental Backup card.
Behind the scenes [ ]
Machinists may be a reimagining of the Musketeer class. Musketeer was a gun-wielding class planned in the early stages of the original game, but never made it past the alpha stage. Despite this, musketeers retain a presence in-game, particularly in Limsa Lominsa. The Musketeer's Guild shares its headquarters with the Yellowjackets and Marauder's Guild, and several gun using characters that are not strictly machinists appear throughout the game, using many of the same animations. It's possible that had the Musketeer class made it into the game that it would served as the base class to the Machinist job like the other original classes serve as bases to their respective jobs.
Gallery [ ]
Machinist render for Final Fantasy XIV: Heavensward.
Machinist Soul Crystal.
In-game render.
Machinist in the benchmark video.
Machinist in the benchmark video.
Machinist Sprite.
Victory pose.
- Arms and Gear sets
- Actions
Split Shot.
Reassemble.
Spread Shot.
Clean Shot.
Heat Blast.
Wildfire.
Detonator.
Ricochet.
Auto Crossbow.
Heated Split Shot.
Drill.
Heated Slug Shot.
Heated Clean Shot.
Barrel Stabilizer.
Flamethrower.
Bioblaster.
Air Anchor.
Automaton Queen.
Arm Punch.
Roller Dash.
Pile Bunker.
- Role Actions
Refresh.
- Removed Actions
Reload.
Quick Reload.
Gauss Barrel.
Bishop Autoturret.
This gallery is incomplete and requires screenshots of abilities added. You can help the Final Fantasy Wiki by uploading images.
Trivia [ ]
- Due to the Machinist profession being a recent invention in Eorzea, its Soul Crystal uniquely lacks memories for the Warrior of Light to draw from. Hence, the Warrior of Light is taught how to use a firearm and given several gadgets, and their experience and discoveries define the job from thereon.
how to become a machinist ffxiv
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