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.
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.
Due to the machinist job being a recent invention in Eorzea, its soul crystal uniquely lacks memories for its user to draw from, with machinists' experiences and techniques being newly engraved into the stone.
Story[]
History[]
Through the centuries of lshgard's endless conflict with the Dravanians, the city-state's engineers have devised and improved upon myriad dragon-killing contrivances. This inspired the construction of the Skysteel Manufactory in the year 1483 of the Sixth Astral Era, where resident artisans to this day continue to invent weapons such as the ceruleum-propelled giant ballista, and the quad-barreled Bertha cannon. Many of these modern advances can be attributed to Stephanivien de Haillenarte, the manufactory's brilliant chief, who has welcomed the assistance of Garlond Ironworks with incorporating imperial magitek into traditional Ishgardian craftmanship.
Stephanivien's primary achievement has been the creation of the aetherotransformer- a device which converts the wearer's innate mana into the lightning-aspected energy suited for powering the chief's revolutionary inventions. In addition to instructing volunteers in the use of the transformer, Stephanivien has employed a master of marksmanship from Limsa Lominsa to train an ever-growing number of recruits. Armed with their signature firearms and a repertoire of technological marvels, these soldiers of a new age are known as machinists.
Heavensward[]
Stormblood[]
Shadowbringers[]
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 | |
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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[]
Job Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|---|
Split Shot |
1 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 140.
Upgrades to Heated Split Shot. | |||||||
Slug Shot |
2 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100.
Upgrades to Heated Slug Shot. | |||||||
Hot Shot |
4 | Weaponskill | Instant | 40s | — | 25y | — |
Delivers an attack with a potency of 240.
This weaponskill does not share a recast timer with any other actions. Upgrades to Air Anchor. | |||||||
Reassemble |
10 | Ability | Instant | 55s | — | — | — |
Guarantees that next weaponskill is a critical direct hit.
Increases damage dealt when under an effect that raises critical hit rate or direct hit rate. | |||||||
Gauss Round |
15 | Ability | Instant | 30s | — | 25y | — |
Delivers an attack with potency of 130.
Double-barrel Mastery Upgrades to Double Check. | |||||||
Spread Shot |
18 | Weaponskill | Instant | 2.5s | — | 12y | 12y cone |
Deliver an attack with a potency of 140 to all enemies in a cone before you.
Upgrades to Scattergun. | |||||||
Clean Shot |
26 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100.
Upgrades to Heated Clean Shot. | |||||||
Hypercharge |
30 | Ability | Instant | 10s | — | — | — |
Grants 5 stacks of Overheated, each stack allowing the execution of Heat Blast (Heat Blast Mastery Blazing Shot) or Auto Crossbow.
Overheated effect only applicable to machinist job actions. No Heat Gauge cost when under the effect of Hypercharged. | |||||||
Heat Blast |
35 | Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers an attack with a potency of 200.
Can only be executed when firearm is Overheated. Heat Blast Mastery Upgrades to Blazing Shot. | |||||||
Rook Autoturret |
40 | Ability | Instant | 6s | — | — | — |
Deploys a single-target battle turret which attacks using Volley Fire, dealing damage with a potency of 35. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 75.
Consumes Battery Gauge upon execution. Upgrades to Automaton Queen. | |||||||
Rook Overdrive |
40 | Ability | Instant | 15s | — | 25y | — |
Orders the rook autoturret to use Rook Overload.
Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 320.. Upgrades to Queen Overdrive. | |||||||
Rook Overload |
40 | Ability | Instant | — | — | 40y | — |
Delivers an attack with a potency of 160. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 320. 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 100 ( 240) for each of your own weaponskills you land prior to the end of the effect. Can be stacked up to 6 times.
| |||||||
Detonator |
45 | Ability | Instant | 1s | — | 25y | — |
Ends the effect of Wildfire, dealing damage to the target. Can only be executed while under the effect of Wildfire. ※This action cannot be assigned to a hotbar. ※Wildfire changes to Detonator when requirements for execution are met. | |||||||
Ricochet |
50 | Ability | Instant | 30s | — | 25y | 5y radius |
Deals damage to all nearby enemies with a potency of 130 for the first enemy, and 50% less for all remaining enemies.
Double-barrel Mastery Upgrades to Checkmate. | |||||||
Auto Crossbow |
52 | Weaponskill | Instant | 1.5s | — | 12y | 12y cone |
Delivers an attack with a potency of 140 (Marksman's Mastery II 160) to all enemies in a cone before you. Can only be executed when firearm is Overheated. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. | |||||||
Heated Split Shot |
54 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 180 ( 200, Marksman's Mastery II 220).
| |||||||
Tactician |
56 | Ability | Instant | 120s ( 90s) |
— | — | 30y radius |
Reduces damage taken by self and nearby party members by 10% (Enhanced Tactician II 15%).
Effect cannot be stacked with bard's Troubadour or dancer's Shield Samba. | |||||||
Drill |
58 | Weaponskill | Instant | 20s | — | 25y | — |
Delivers an attack with a potency of 600.
Shares a recast timer with Bioblaster. | |||||||
Heated Slug Shot |
60 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100 ( 120, Marksman's Mastery II 140).
| |||||||
Dismantle |
62 | Ability | Instant | 120s | — | 25y | — |
Lowers target's damage dealt by 10%.
| |||||||
Heated Clean Shot |
64 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100 ( 120, Marksman's Mastery II 160).
| |||||||
Barrel Stabilizer |
66 | Ability | Instant | 120s | — | — | — |
Grants Hypercharged.
Can only be executed while in combat. Enhanced Barrel Stabilizer Action optionally changes to Full Metal Field upon execution. | |||||||
Blazing Shot File:Blazing Shot from Final Fantasy XIV icon.png |
68 | Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers an attack with a potency of 220 (Marksman's Mastery II 240).
Can only be executed when firearm is Overheated. | |||||||
Flamethrower |
70 | Ability | Instant | 60s | — | — | 12y cone |
Delivers damage over time to all enemies in a cone before you.
Effect ends upon using another action or moving (including facing a different direction). Unlike other damage over time effects, Flamethrower deals damage every second (compared to once every three seconds), but ceases instantly should the player do anything else. | |||||||
Bioblaster |
72 | Weaponskill | Instant | 20s | — | 12y | 12y cone |
Delivers an attack with a potency of 50 to all enemies in a cone before you.
Shares a recast timer with Drill. | |||||||
Air Anchor |
76 | Weaponskill | Instant | 40s | — | 25y | — |
Delivers an attack with a potency of 600.
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. Potency of Automaton Queen actions increases as Battery Gauge exceeds required cost at time of deployment.
Consumes Battery Gauge upon execution. | |||||||
Queen Overdrive |
80 | Ability | Instant | 15s | — | 30y | — |
Orders the Automaton Queen to use Pile Bunker.
Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 680. | |||||||
Arm Punch |
80 | Weaponskill | Instant | 1.5s | — | 3y | — |
Delivers an attack with a potency of 120. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 240. ※This action cannot be assigned to a hotbar. | |||||||
Roller Dash |
80 | Weaponskill | Instant | 3s | — | 30y | — |
Rushes target and delivers an attack with a potency of 240. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 480. ※This action cannot be assigned to a hotbar. | |||||||
Pile Bunker |
80 | Ability | Instant | — | — | 3y | — |
Delivers an attack with a potency of 340. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 680. 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. | |||||||
Scattergun |
82 | Weaponskill | Instant | 2.5s | — | 12y | 12y cone |
Delivers an attack with a potency of 150 (Marksman's Mastery II 160) to all enemies in a cone before you.
| |||||||
Crowned Collider |
86 | Ability | Instant | — | — | 3y | — |
Delivers an attack with a potency of 390. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 780. 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. | |||||||
Chain Saw |
90 | Weaponskill | Instant | 60s | — | 25y | 25y line |
Delivers an attack to all enemies in a straight line before you with a potency of 600 for the first enemy, and 65% less for all remaining enemies.
This weaponskill does not share a recast timer with any other actions. Enhanced Multiweapon II Action changes to Excavator upon execution. | |||||||
Double Check File:Double Check from Final Fantasy XIV icon.png |
92 | Ability | Instant | 30s | — | 25y | 5y radius |
Delivers an attack to target and all enemies nearby it with a potency of 170 for the first enemy, and 50% less for all remaining enemies.
| |||||||
Checkmate File:Checkmate from Final Fantasy XIV icon.png |
92 | Ability | Instant | 30s | — | 25y | 5y radius |
Delivers an attack to target and all enemies nearby it with a potency of 170 for the first enemy, and 50% less for all remaining enemies.
| |||||||
Excavator File:Excavator from Final Fantasy XIV icon.png |
96 | Weaponskill | Instant | 2.5s | — | 25y | 5y radius |
Delivers an attack to target and all enemies nearby it with a potency of 600 for the first enemy, and 65% less for all remaining enemies.
Can only be executed while under the effect of Excavator Ready. | |||||||
Full Metal Field File:Full Metal Field from Final Fantasy XIV icon.png |
100 | Weaponskill | Instant | 2.5s | — | 25y | 5y radius |
Delivers a critical direct hit to target and all enemies nearby it with a potency of 900 for the first enemy, and 50% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate. This action is not affected by Reassemble. Can only be executed while under the effect of Full Metal Machinist. |
Role Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Leg Graze |
6 | Ability | Instant | 30s | — | 25y | — |
Inflicts target with Heavy +40%.
| |||||||
Second Wind |
8 | Ability | Instant | 120s | — | — | — |
Instantly restores own HP.
| |||||||
Foot Graze |
10 | Ability | Instant | 30s | — | 25y | — |
Binds target.
Cancels auto-attack upon execution. | |||||||
Peloton |
20 | Ability | Instant | 5s | — | — | 30y radius |
Increases movement speed of self and nearby party members as long as they remain within distance.
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.
|
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 | Upgrades Split Shot to Heated Split Shot. |
Slug Shot Mastery |
60 | Upgrades Slug Shot to Heated Slug Shot. |
Clean Shot Mastery |
64 | Upgrades Clean Shot to Heated Clean Shot. |
Heat Blast Mastery File:Heat Blast Mastery from Final Fantasy XIV icon.png |
68 | Upgrades Heat Blast to Blazing 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 220. |
Promotion |
80 | Upgrades Rook Autoturret and Rook Overdrive to Automaton Queen and Queen Overdrive respectively. |
Spread Shot Mastery |
82 | Upgrades Spread Shot to Scattergun. |
Enhanced Reassemble |
84 | Allows the accumulation of charges for consecutive uses of Reassemble.
|
Marksman's Mastery |
84 | Increases the potency of Heated Split Shot to 200, Heated Slug Shot to 120, and Heated Clean Shot to 120. |
Queen's Gambit |
86 | After executing Pile Bunker, the Automaton Queen will also execute Crowned Collider. |
Enhanced Tactician |
88 | Reduces Tactician recast time to 90 seconds. |
Double-barrel Mastery File:Double-barrel Mastery from Final Fantasy XIV icon.png |
92 | Upgrades Gauss Round to Double Check and Ricochet to Checkmate. |
Enhanced Multiweapon File:Enhanced Multiweapon from Final Fantasy XIV icon.png |
94 | Allows the accumulation of charges for consecutive uses of Drill and Bioblaster.
|
Marksman's Mastery II File:Marksman's Mastery II from Final Fantasy XIV icon.png |
94 | Increases the potency of Auto Crossbow to 160, Heated Split Shot to 220, Heated Slug Shot to 140, Heated Clean Shot to 160, Blazing Shot to 240, and Scattergun to 160. |
Enhanced Multiweapon II File:Enhanced Multiweapon II from Final Fantasy XIV icon.png |
96 | Grants Excavator Ready upon executing Chain Saw.
Chain Saw changes to Excavator while under the effect of Excavator Ready. |
Enhanced Tactician II File:Enhanced Tactician II from Final Fantasy XIV icon.png |
98 | Improves Tactician's damage reduction effect to 15%. |
Enhanced Barrel Stabilizer File:Enhanced Barrel Stabilizer from Final Fantasy XIV icon.png |
100 | Grants Full Metal Machinist upon executing Barrel Stabilizer.
|
Role Traits[]
Name | Level | Description |
---|---|---|
Enhanced Second Wind File:Enhanced Second Wind from Final Fantasy XIV icon.png |
94 | Increases the healing potency of Second Wind to 800. |
PvP Actions[]
Action | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|
Blast Charge |
Weaponskill | 1.44s | 2.4s | — | 25y | — |
Delivers a ranged attack with a potency of 6,000.
At maximum stacks, grants Overheated and increases movement speed by 25%.
Requires casting time to execute. However, it is possible to walk while casting. | ||||||
Scattergun |
Weaponskill | Instant | 16s | — | 12y | 12y cone |
Delivers an attack with a potency of 6,000 to all enemies in a cone before you. Strikes twice when hitting only a single target.
This weaponskill does not share a recast timer with any other actions. | ||||||
Drill |
Weaponskill | Instant | 10s | — | 25y | — |
Delivers a ranged attack with a potency of 9,000. Potency is increased to 18,000 while under the effect of Analysis. Ignores the effects of Guard when dealing damage.
Can only be executed while under the effect of Drill Primed. | ||||||
Full Metal Field File:Full Metal Field PvP from Final Fantasy XIV icon.png |
Weaponskill | Instant | 32s | — | 25y | 5y radius |
Delivers an attack with a potency of 8,000 to target and all enemies nearby it. Strikes the first target twice, but its potency will be halved for the second strike.
Extends Overheated duration by 5s to a maximum of 10s. | ||||||
Wildfire |
Ability | Instant | 24s | — | 25y | — |
Covers target's body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage to target and all enemies within 5 yalms when time expires or upon executing Detonator.
Potency is increased by 4,000 for each of your own attack actions you land prior to the end of the effect. Landing 4 attack actions will cause the slow-burning pitch to detonate immediately. | ||||||
Bishop Autoturret |
Ability | Instant | 30s | — | 25y | 5y radius |
Deploys an area of effect battle turret which will deliver auto-attacks to enemies within range with a potency of 6,000.
| ||||||
Analysis |
Ability | Instant | 20s | — | — | — |
Grants additional effects to Drill, Bioblaster, Air Anchor, and Chain Saw when these weaponskills are executed.
| ||||||
Blazing Shot File:Blazing Shot PvP from Final Fantasy XIV icon.png |
Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers a ranged attack with a potency of 8,000. Can only be executed when firearm is Overheated. This weaponskill does not share a recast timer with any other actions. ※This action cannot be assigned to a hotbar. | ||||||
Bioblaster |
Weaponskill | Instant | 10s | — | 12y | 12y cone |
Delivers an attack with a potency of 4,000 to all enemies in a cone before you.
Can only be executed while under the effect of Bioblaster Primed. | ||||||
Air Anchor |
Weaponskill | Instant | 10s | — | 25y | — |
Delivers a ranged attack with a potency of 8,000.
Can only be executed while under the effect of Air Anchor Primed. | ||||||
Chain Saw |
Weaponskill | Instant | 10s | — | 25y | 25y line |
Delivers an attack with a potency of 12,000 to all enemies in a straight line before you.
Can only be executed while under the effect of Chain Saw Primed. | ||||||
Detonator File:Detonator PvP from Final Fantasy XIV icon.png |
Ability | Instant | 1s | — | — | — |
Ends the effect of Wildfire, dealing damage to the target. Can only be executed while under the effect of Wildfire. ※This action cannot be assigned to a hotbar. | ||||||
Aether Mortar |
Ability | 1s | 1s | — | — | 5y radius |
Deals unaspected damage with a potency of 6,000 to all nearby enemies.
※This action cannot be assigned to a hotbar. | ||||||
Marksman's Spite |
Limit Break | Instant | 10s | — | 50y | — |
Delivers a ranged attack with a potency of 36,000. Can only be executed when the limit gauge is full.
| ||||||
Standard-issue Elixir |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
| ||||||
Purify |
Ability | Instant | 24s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed actions[]
The following actions are no longer usable. Removed actions will still appear on a hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Reload |
4 | Ability | Instant | 30s | — | — | — |
Loads firearm with three rounds of special ammunition. One round of ammunition is used each time a weaponskill is executed, increasing that weaponskill's potency. Ammunition use may also increase the rate at which a weaponskill's additional effect is triggered as well as lower the accompanying Heat Gauge increase. No more than three rounds can be loaded at one time.
Removed in patch 5.0. | |||||||
Lead Shot |
6 | Ability | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 40. Places a DoT with a potency of 45 for 30s.
Removed in patch 5.0. | |||||||
Heartbreak |
6 | Ability | Instant | 30s | — | 25y | — |
Delivers an attack with a potency of 240. Can only be executed when target's HP is below 20%. Removed in patch 5.0. | |||||||
Blank |
15 | Ability | Instant | 30s | — | 5y | — |
Deals a 15-yalm knockback.
Removed in patch 5.0. | |||||||
Quick Reload |
26 | Ability | Instant | 15s | — | — | — |
Replenishes your ammunition by 1.
Removed in patch 5.0. | |||||||
Rapid Fire |
30 | Ability | Instant | 60s | — | — | — |
Reduces weaponskill recast time to 1.5 seconds. Effect ends upon executing 3 weaponskills. Duration: 15s Removed in patch 5.0. | |||||||
Turret Retrieval |
40 | Ability | Instant | 5s | — | — | — |
Removes an autoturret from the battlefield.
Removed in patch 5.0. | |||||||
Promotion |
42 | Ability | Instant | 5s | — | — | — |
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. Removed in patch 5.0. | |||||||
Suppressive Fire |
45 | Ability | Instant | 25s | — | 5y | — |
Delivers an attack with a potency of 100. Additional Effect: Stun Duration 2s. Shares a recast timer with Head Graze. Removed in patch 5.0. | |||||||
Grenado Shot |
46 | Ability | Instant | 2.5s | — | 25y | 5y |
Delivers an attack with a potency of 120 to target and enemies near it.
Removed in patch 5.0. | |||||||
Bishop Autoturret |
50 | Ability | Instant | 10s | — | 25y | — |
Deploys an area of effect battle turret which will deliver auto-attacks to enemies within range with a potency of 60 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies. Hypercharge Potency: 90 Hypercharge Effect: Increases target's damage taken by 5% Duration: 10s Shares a recast timer with Rook Autoturret. Removed in patch 5.0. | |||||||
Gauss Barrel |
52 | Ability | Instant | 2s | — | — | — |
Equips your current firearm with a gauss barrel, increasing damage dealt by 5%. While barrel is equipped, your weapon's Heat Gauge will increase each time a weaponskill is executed. When the Heat Gauge reaches 100%, your weapon will become Overheated and damage dealt will be increased by 10%. Duration: 10s Gauss Barrel effect ends automatically once weapon is no longer Overheated and cannot be applied again for 10s. Removed in patch 5.0. | |||||||
Rend Mind |
56 | Ability | Instant | 60s | — | 25y | — |
Lowers target's magic damage dealt by 5%. Duration: 10s Shares a recast timer with Dismantle. Removed in patch 5.0. |
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 reached 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 on dealing powerful damage to enemies in a straight line in front of the player. They share the same Level 1 and Level 2 limit breaks as Bards and Dancers.
Action | Level | Description | Image |
---|---|---|---|
Big Shot | 1 | Delivers an attack to all enemies in a line, dealing 0.54x the damage of Braver. | |
Desperado | 2 | Delivers an attack to all enemies in a line, dealing 1.17x the damage of Braver. | |
Satellite Beam | 3 | Delivers an attack to all enemies in a line, dealing 1.89x the damage of Braver. |
Other appearances[]
Final Fantasy Record Keeper[]
Final Fantasy Trading Card Game[]
Machinist appears in Final Fantasy Trading Card Game as Earth-elemental Backup cards.
Behind the scenes[]
Like the other jobs released during the Heavensward expansion, the machinist was based on jobs that appeared in Final Fantasy Tactics, with its overall concept being based on Mustadio Bunansa's Machinist job, initially being designed as a debuffing support DPS. This inspiration is heavily alluded to in the job's original combat kit - Leg Graze and Arm Graze referencing the Leg Shot and Arm Shot abilities of Mustadio; and Rend Mind and Dismantle being based on the Knight job's Arts of War abilities, the attacks even sharing the same Japanese names. Several of the abilities were dropped at the launch of the Stormblood expansion, or were changed into shared role actions for ranged DPS.
The utilizing turrets also likely originates machinists of Tactics being able to control and repair ancient automata. The Rook/Bishop Autoturrets and the Automaton Queen, are also named after chess pieces, referencing the chess-inspired battles of Final Fantasy Tactics. Additionally, offensive and support roles of two turrets during Heavensward likely originates from the Puppetmaster's automations in Final Fantasy XI having similar functions. The Puppetmaster's Japanese name, Automation Master (からくり士, Karakurishi?), is the same as the recurring Gadgeteer/Tinker job from the Tactics Advance series of games. Like the recurring Machnist, the Tactics Advance jobs utilize machinery.
The machinist was revamped during the Shadowbringers expansion, with its inspiration changing from Mustadio to Edgar Roni Figaro from Final Fantasy VI, gaining access to several of his tools as job actions.
Machinists may be a re-imagining 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.
Gallery[]
- Arms and Gear sets
- PvE actions
- Role Actions
- PvP actions
- Removed actions