Machinist DPS Rotation, Openers, and Abilities — Dawntrail 7.1
On this page, you will learn how to optimise your opener and rotation in both single-target and multi-target situations. We also cover the use of your cooldowns, to ensure you can achieve the best use of them every time as a Machinist DPS in Final Fantasy XIV: Dawntrail (Patch 7.1).
Machinist Rotation Guide
This page covers the endgame rotation for Machinist. The base of the rotation
consists of powerful tool weaponskills with long recast timers and combo
actions that build resources. The resources can then be spent on burst phases
utilizing Wildfire,
Hypercharge, and
Automaton Queen.
Weaponskill Rotation
The most important weaponskills Machinist has are Drill,
Air Anchor, and
Chain Saw. They should be used as first
priority and as often as possible.
Reassemble should be
used on one of these weaponskills for the greatest gains. The two charges on
Reassemble and
Drill also make the abilities quite flexible, and one of
the charges can often be used during raid buffs windows.
The space between the long tool recasts should be filled with combo actions
Heated Split Shot,
Heated Slug Shot, and
Heated Clean Shot. The combo timer is 30 seconds and breaks only
if the timer is exceeded or if
Scattergun is used.
The alignment of the three tools depends largely on the situation and encounter. Good general purpose alignments are as follows:
Air Anchor
Drill
Barrel Stabilizer
Chain Saw
Excavator
Full Metal Field
This gets all of the tools on cooldown as fast as possible and allows very
flexible windows for Hypercharge, as all the tools will be
cast back-to-back each time.
Burst Phases
Machinist burst consists of Hypercharge windows, which can
be further enhanced by using
Wildfire every two minutes,
in addition to
Automaton Queen.
Barrel Stabilizer
grants us access to
Full Metal Field and allows us to use a
Hypercharge free of charge every two minutes, allowing Machinist to use
Wildfire in the opener and double
Hypercharge every two minutes.
When do I use Hypercharge?
Hypercharge costs 50 heat and takes 7.5 seconds to
execute. It enables the use of
Blazing Shot, which can be used
five times during the window. Each cast of
Blazing Shot also
restores
Double Check and
Checkmate
recast timers by 15 seconds. The following prerequisites should be met before you
decide to Hypercharge:
Drill,
Air Anchor, and
Chain Saw all have longer than eight seconds left on their cooldown.
- Your combo will not be broken. As of 6.0, the combo lasts 30 seconds, so
this only becomes an issue if you attempt three
Hypercharge windows in succession without combo actions between them.
- You have less than two
Double Check or
Checkmate charges stored. If either stack is at two when you start
Hypercharge, you will have a forced overcap.
- Using
Hypercharge still allows you to use
Wildfire on cooldown. You want a minimum of 50 Heat or the free usage from
Barrel Stabilizer going into a Wildfire window.
Every two minutes, one Hypercharge can be paired with
Wildfire, which increases in potency for every weaponskill
the Machinist executes on the afflicted target up to a maximum of six hits.
Wildfire can be used either one GCD before or after the
Hypercharge to get six weaponskills under the duration,
but double weaving it with the
Hypercharge offers the most
lenient timing margin. Example setups below:
-
Wildfire > GCD >
Hypercharge >
Blazing Shot x5
-
Hypercharge >
Wildfire >
Blazing Shot x5 > GCD
-
Hypercharge >
Blazing Shot >
Wildfire >
Blazing Shot x4 > GCD > GCD
-
Hypercharge > AoE GCD >
Wildfire >
Heat Blast x5 > GCD
Since Hypercharge stacks only get consumed when you use single target GCDs, you can use AoE GCDs such
as
Full Metal Field,
Chain Saw, and
Excavator after a late weaved
Hypercharge and still have enough time for 5
Blazing Shots.
How does Wildfire snapshot raid buffs?
Wildfire functions the same as other DoTs in the game, meaning it will snapshot raid buffs upon being placed on an enemy, not when the explosion happens.
Automaton Queen
Automaton Queen can be used with the battery gauge whenever
it is above 50. As of patch 6.2, for each 10 battery, Queen gains extra potency on all of her attacks, including
Arm Punch,
Roller Dash,
Pile Bunker and
Crowned Collider. This means that the most
effective way to turn battery into potency is to avoid overcapping the battery
gauge and summon
Automaton Queen right before raid buff
windows. As the weaponskill rotation generates roughly 200-210 battery for
every two-minute cycle, the most effective practice is to summon queen between burst windows at 50 and 60 gauge while
keeping a queen of 100 battery for each 2 minute burst window. Listed below is a table of all Battery levels and how they effect
Battery usage.
Battery Amount | Potency Per Battery | Pile Bunker Potency | Crowned Collider Potency | Total Normalized Pet Potency |
---|---|---|---|---|
50 | 26.6 | 340 | 390 | 1184 |
60 | 26.6 | 408 | 468 | 1422 |
70 | 26.6 | 476 | 546 | 1658 |
80 | 26.6 | 544 | 624 | 1894 |
90 | 26.6 | 612 | 702 | 2131 |
100 | 26.6 | 680 | 780 | 2368 |
Do I have to manually trigger Pile Bunker using Queen Overdrive?
No, Automaton Queen automatically casts
Pile Bunker followed by
Crowned Collider at the
end of her sequence. The only time you will press
Queen Overdrive
is when the enemy is about to die or downtime is about to happen.
Do Queen attacks affect the damage compiled by Wildfire?
No, only GCDs used by your character do.
Raid Opener and Alignment
Given everything that we've gone over previously, this is what your opener would look like in a raid scenario.
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Our highest DPS actions are our tools actions and the Blazing Shot burst, with
Blazing Shot
being slightly ahead of the tool actions. This is why it's key to put our tool's on cooldown as quickly as possible and to delay our
Blazing Shots to fit inside the raid buffs from our fellow party members.
A full burst inside of raid buffs post-opener would look like this:
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The nice thing about Dawntrail Machinist is the we can have a static burst window. The image above displays how
our burst can look at every single 2 minute burst in full uptime encounters. The things that can change between burst
windows are the combo GCDs as we will not always enter the burst with the same GCDs. It is also worth noting that you
will have to save one charge of Drill to have only high damage actions inside of raid buffs. This
does mean that there is a long time between your combo GCD that is placed between
Air Anchor and
Chain Saw. If your combo falls off before you can use the next combo action after the full burst
then consider swapping the drill inbetween the combo GCD between
Air Anchor and
Chain Saw
with the
Drill between the two
Hypercharge windows.
For further optimization, if we use a tincture on our first 2 minute burst, we can utilize the advanced Machinist technique
of 10xHB. This allows us to put more potency into the tincture. The reason why this is only possible on the first 2 minute burst
is because we enter the burst by using a Heated Clean Shot meaning we do not have to worry about upkeeping the
combo GCD timer. The window would end up looking like this:
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This window works due to the fact that Hypercharge does not consume stacks when you use
AoE GCDs such as
Full Metal Field. This does make the
Hypercharge window
fairly tight and thus this optimization can only be executed by those with low latency.
Drifting Multi-Tool Actions
While learning a fight and drifting your short cooldown actions or, in the
worst-case scenario, you have just died, you will be dealing with something
called drift. Specifically with Drill,
Air Anchor,
and
Chain Saw, small amounts of drift on this skill can result
in major discrepencies in your rotation. A single GCD of drift on any of
these changes where we can
Hypercharge and also hinders our
ability to burst in two-minute windows. If drift does happen due to tunneling on a fight your best course of action will be to delay
the entire rotation by a singular GCD, which means inserting a filler combo
action into your two-minute rotation. This will push your Wildfire back as well,
but will still land it within raid buffs and ensure you are able to burst
properly and maintain your Heat mapping.
Heat Overcap
In the case where you have accidentally overcapped on Heat, it is important
to note how much you have overcapped by. Whatever you overcap on is the amount
you will not have going into your next burst window. If this happens, it may be
wise to store a Hypercharge window you would normally use
earlier to ensure you are able to burst inside of raid buffs. This will be
determined by how much the overcap was and what amount of Heat you would
normally have going into the next burst window.
Dealing With Downtime
Machinist handles downtime incredibly well. We have no buff to upkeep and all of our cooldown actions are higher piority over our main combo actions, so any downtime allows the timers on our big abilities to continue ticking. The main thing to worry about when coming back from downtime phases is ensuring you have no or minimal overcap on resources and getting your big damage actions on cooldown with their proper alignment.
Recovering From Death
This is going to be the most common issue players have to deal with,
Machinist or not, and is sometimes unavoidable. Machinist will lose all gauge
resource when they die. Depending on where you are at in your rotation, this can
either be thousands of potency lost or just a few hundred. The most important
thing to do when you are raised is to get Drill,
Air Anchor, and
Chain Saw back on cooldown.
If you want to add the filler correctly between them you can do so, but it
does not matter as much as your entire Heat mapping will be off from normal.
You may have to delay
Wildfire a bit to build back Heat, and
you should be prioritizing your multi-tool skills over Wildfire in the case
their cooldown timers collide.
Barrel Stabilizer may need to
be placed after your Wildfire usage. If this happens, you will need to store
enough Heat for successive Wildfire usage later in the fight as you will not be
able to press it before your next Wildfire.
Multi-Target Rotation
The multi-target rotation works very much the same way as the single target one, but some abilities can be switched to a multi-target variant.
Two Targets
-
Reassemble:
Chain Saw >
Excavator >
Air Anchor
-
Use
Bioblaster is equal in potency to
Drill, use whichever fits the situation
Hypercharge:
Blazing Shot
- Filler: Combo
Three or Four Targets
-
Reassemble:
Chain Saw >
Excavator >
Air Anchor
-
Use
Bioblaster instead of
Drill
-
Use
Flamethrower when all tools GCDs are on cooldown
Hypercharge:
Blazing Shot
- Filler:
Scattergun
Five Targets
-
Reassemble:
Chain Saw >
Excavator >
Air Anchor
-
Use
Bioblaster instead of
Drill
-
Use
Flamethrower when all tools GCDs are on cooldown
Hypercharge:
Auto Crossbow
- Filler:
Scattergun
Six or More Targets
-
Reassemble:
Chain Saw >
Excavator >
Scattergun >
Auto Crossbow
-
Use
Bioblaster instead of
Drill
-
Use
Flamethrower when all tools GCDs are on cooldown
Hypercharge:
Auto Crossbow
- Filler:
Scattergun
- Delay
Air Anchor as it is no longer worth using
Is Flamethrower useful?
Flamethrower potency looks low. However, this is because it does damage each second. On three targets flamethrower is a minor potency gain.
this gain then becomes more pronounced as the amount of enemies increases.
Why does Machinist feel bad on high ping and what can I do about it?
Machinist is quite often forced into a 1.5s GCD speed while under
Hypercharge. This leaves a lot less room to weave than a
standard GCD speed of 2.5s. If you clip while weaving
Double Check and
Checkmate between each
Blazing Shot, you will still
get off all five
Blazing Shot, but you will drift every other aspect of your rotation
and it will make things really hard to line up and cost you GCDs during the encounter. The job will
still be playable, but high-end content may be a problem. If you are having
issues with this, you can opt to remove a couple weaves from between Heat Blasts
or use a gaming VPN to reduce your ping.
Changelog
- 12 Nov. 2024: Updated for Patch 7.1.
- 13 Oct. 2024: Infographic update.
- 05 Jul. 2024: Infographic update.
- 26 Jun. 2024: Initial Dawntrail update.
- 17 Jan. 2024: Updated for Patch 6.55.
- 05 Oct. 2023: Updated for Patch 6.5.
- 23 May 2023: Verified for Patch 6.4.
- 09 Jan. 2023: Updated for Patch 6.3.
- 24 Aug. 2022: Updated for Patch 6.2.
- 20 Apr. 2022: Updated for Patch 6.1.
- 05 Jan. 2022: Page updated.
- 06 Dec. 2021: Guide added.
Guides from Other Classes
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Juliacare has been playing FFXIV since Heavensward focusing solely on casters, until Shadowbringers when they decided to add physical ranged into their line up. Since then they have been aiding in theorycrafting for physical ranged and Summoner, becoming a Machinist Mentor in The Balance Discord and uploading video job guides to their Youtube Channel.
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