Machinist (FFXIV)

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Index Characters Equipment Races Disciplines Bestiary
Machinist (MCH)
Machinist.png
Guild Skysteel Manufactory
Role DPS DPSIcon.png
Weapon Guns
Unlock Quest Savior of Skysteel
Machinist is a DPS class that appears in Final Fantasy XIV: A Realm Reborn. It can be unlocked during the 3.0 Final Fantasy XIV: Heavensward patch by completing the side quest "Savior of Skysteel".

[edit] Information

"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."

[edit] Class Jobs

Lv. Ability Type Description Affinity
1 Split Shot Weaponskill Delivers an attack with a potency of 140. MCH
1 Satellite Beam MCH
2 Slug Shot Weaponskill Delivers an attack with a potency of 100. MCH
4 Reload Ability Loads firearm with five rounds of special ammunition. One round of ammunition is used each time a weaponskill is executed, increasing 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 at one time. MCH
6 Lead Shot Weaponskill Delivers an attack with a potency of 40 MCH
8 Heartbreak Ability Delivers an attack with a potency of 180.

Can only be executed when target's HP is below 20%
MCH
10 Leg Graze Ability Inflicts target with Heavy +40%.
Shares a recast timer with Foot Graze.
MCH
12 Reassemble Ability 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. MCH
15 Blank Ability Deals damage with a potency of 100. MCH
18 Spread Shot Ability Delivers an attack with a potency of 100 to all enemies in a cone before you. MCH
22 Foot Graze Ability Binds target.
Cancels auto-attack upon execution. Shares a recast timer with Leg Graze.
MCH
26 Quick Reload Ability Replenishes your ammunition by 1 and restores 50 TP. MCH
30 Rapid Fire Ability Reduces weaponskill recast time to 1.5 seconds. MCH
30 Hotshot * Weaponskill Delivers an attack with a potency of 120. MCH
34 Head Graze Ability Delivers an attack with a potency of 100.

Shares a recast timer with Suppressive Fire.
MCH
35 Clean Shot * Weaponskill Delivers an attack with a potency of 100.
Slug Shot Bonus Potency: 200
MCH
38 Wildfire Ability 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. MCH
40 Turret Retrieval Ability Removes an autoturret from the battlefield. MCH
40 Rook Autoturret * Ability 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.
MCH
42 Promotion Ability 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: Regneration potency is doubled.
  • Attack mode is reactivated upon reuse.
MCH
45 Suppressive Fire * Ability Delivers an attack with a potency of 100

Shares a recast timer with Head Graze. || MCH

46 Grenado Shot Ability Delivers an attack with a potency of 120 to target and enemies near it. MCH
50 Bishop Autoturret Ability 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.
MCH
50 Dismantle * Ability Lowers target's physical damage dealt by 5%. Shares a recast timer with Rend Mind. MCH
52 Gauss Barrel * Ability Equips your current firearm with a gauss barrel, increasing damage dealt by 30%. While barrel is equipped, auto-attack will stop and all weaponskills will require casting time.



Effect ends upon reuse.

MCH
54 Gauss Round * Ability Delivers an attack with a potency of 180. Can only be executed with a Gauss Barrel attached. MCH
56 Rend Mind * Ability Lowers targ et's magic damage dealt by 5%.



Shares a recast timer with Dismantle.

MCH
58 Hypercharge * Ability Overcharges your autoturret, increasing its effectiveness.

Can only be executed when a turret is deployed.

MCH
60 Ricochet * Ability Delivers an attack with a potency of 100 to target and 200 distributed among all nearby targets. Can only be executed with a Gauss Barrel attached. MCH

* Denotes requirement to fulfil Job Quest to achieve action.

Last edited by Dragoon on 4 August 2015 at 05:38
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