Machinist

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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 ballistas 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.

FinalFantasyXIV.com Machinist

Machinist (MCH) is a Disciple of War job introduced with the Heavensward (3.0) expansion and unlockable at level 50 with sufficient progression in the Main Scenario Quests. The job starts at level 30 once unlocked. It is a  Physical Ranged DPS job and does not have a base class.

General information

Guild

The Machinist's Guild is Skysteel Manufactory, located in Foundation (x8, y10.2). This job starts at level 30. The job trainer is Stephanivien.

Unlock

Equipment

The machinist is a disciple of war and wears armor and accessories "of Aiming." They use firearms as weapons.

Weapon Armor Accessories
Machinist's Arms Head
Body
Hands
Legs
Feet
Bracelets
Earrings
Necklace
Ring

Machinist Job Quests

Quest Type Level Quest Giver Unlocks Rewards
So You Want to Be a Machinist Feature Quasi quest 50 Stephanivien
Savior of Skysteel Job quest 50 Stephanivien Machinist
Machinist (Simple) Adventurer Plate
Machinist (Simple) Adventurer Plate
1   Soul of the Machinist
1   Steel-barreled Carbine
1   Toadskin Jacket
1   Toadskin Brais
Master of Marksmanship Job quest 30 Rostnsthal   Hypercharge
Always the Last Place You Look Job quest 35 Stephanivien   Heat Blast
Rook Before You Reap Job quest 40 Stephanivien   Rook Autoturret
Securing the Locks Job quest 40 Stephanivien
A Suppressive Strategy Job quest 45 Stephanivien
Blood on the Sands Job quest 45 Stephanivien
Rage against the Machinists Job quest 50 Stephanivien
The Power of a Tourney Job quest 50 Stephanivien   Ricochet
  I'm a Machinist, Not a Man I
Machinist - Part 1
Machinist - Part 1
1   Junior Machinist's Armor Coffer (IL 90)
A Joye-less Celebration Job quest 50 Stephanivien
Pushing the Brume Job quest 52 Stephanivien   Auto Crossbow
A Joye-ful Reunion Job quest 54 Stephanivien   Heated Split Shot
  Split Shot Mastery
Wheels of Justice Job quest 56 Stephanivien   Tactician
Taking the Fall Job quest 58 Stephanivien   Drill
Rusted Steel Job quest 58 Stephanivien
Rise of the Machinists Job quest 60 Stephanivien   Heated Slug Shot
  Slug Shot Mastery
  I'm a Machinist, Not a Man II
Machinist - Part 2
Machinist - Part 2
1   Machinist's Armor Coffer (IL 210)
The Machinists' Choice Job quest 60 Stephanivien
The Hrunting Heist Job quest 63 Hilda
Release the Hounds Job quest 65 Hilda
Snouts Down, Tails Up Job quest 68 Hilda
The Mongrel and the Knight Job quest 70 Hilda   Flamethrower
  I'm a Machinist, Not a Man III
Machinist - Part 3
Machinist - Part 3
1   Gunner's Attire Coffer (IL 290)
Machinists for the Morrow Sidequest 80 Stephanivien   I'm a Machinist, Not a Man IV
Machinist - Part 4
Machinist - Part 4
1   Heavens' Eye Materia VII
1   Savage Aim Materia VII
1   Savage Might Materia VII

Physical DPS Role Quests (Shadowbringers)

Quest Type Level Quest Giver Unlocks Rewards
No Greater Sport Role quest 70 Lue-Reeq
Vengeance in Defeat Role quest 72 Lue-Reeq
Freedom from Privilege Role quest 74 Lue-Reeq
The Hunter's Legacy Role quest 76 Lue-Reeq
Fellowship Restored Role quest 78 Olvara 1   Risotto al Nero
Courage Born of Fear Role quest 80 Lue-Reeq   Speaker for the Brave
Physical DPS Role Quests (Shadowbringers)
Physical DPS Role Quests (Shadowbringers)
1   Heavens' Eye Materia VII
1   Savage Aim Materia VII
1   Savage Might Materia VII

Physical Ranged DPS Role Quests (Endwalker)

Quest Type Level Quest Giver Unlocks
Seeds of Disquiet Role quest 85 Doman Delegate
When the Kami Answer Role quest 86 Yugiri
Home No Longer Role quest 87 Yugiri
The Devoted Daughter Role quest 88 Yugiri
A Singular Gift Role quest 89 Yugiri
Laid to Rest Role quest 90 Yugiri   More than Loneliness
Physical Ranged DPS Role Quests (Endwalker)
Physical Ranged DPS Role Quests (Endwalker)

Physical Ranged DPS Role Quests (Dawntrail)

Quest Type Level Quest Giver Unlocks Rewards
To Steal a Steelhog Role quest 90 Raholl Ja
Bandits Abound Role quest 92 Ceetol Ja
Take Me to Your Leader Role quest 94 Ceetol Ja
The Milk of Mamool Ja Kindness Role quest 96 Ceetol Ja
Ally in the Alley Role quest 98 Ceetol Ja 1   Driftwood Catfish Pie
The Mightiest Shield Role quest 100 Ceetol Ja   Some Shields Are Made to Be Broken
Physical Ranged DPS Role Quests (Dawntrail)
Physical Ranged DPS Role Quests (Dawntrail)
2   Savage Aim Materia XI
2   Savage Might Materia XI
2   Heavens' Eye Materia XI

PvE actions

Action Acquired Quest requirement Level Type MP Casting Recast Range
Radius
Description
  Split Shot  MCH 1 Weaponskill Instant 2.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 140.
Additional Effect: Increases Heat Gauge by 5
  Slug Shot  MCH 2 Weaponskill Instant 2.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 100.
Combo Action: Split Shot or Heated Split Shot
Combo Potency: 210
Combo Bonus: Increases Heat Gauge by 5
  Hot Shot  MCH 4 Weaponskill Instant 40s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 240.
Additional Effect: Increases Battery Gauge by 20
This weaponskill does not share a recast timer with any other actions.
  Reassemble  MCH 10 Ability Instant 55s 0y
Single Target or AoE not yet specified 0y
Guarantees that next weaponskill is a critical direct hit.
Duration: 5s
This action does not affect damage over time effects.
Maximum Charges: 2
  Gauss Round  MCH 15 Ability Instant 30s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 130.
Maximum Charges: 3
  Spread Shot  MCH 18 Weaponskill Instant 2.5s 12y
Conal AoE in front of the user 12y
Delivers an attack with a potency of 110 to all enemies in a cone before you.
Additional Effect: Increases Heat Gauge by 5
  Clean Shot  MCH 26 Weaponskill Instant 2.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 100.
Combo Action: Slug Shot or Heated Slug Shot
Combo Potency: 270
Combo Bonus: Increases Heat Gauge by 5
Combo Bonus: Increases Battery Gauge by 10
  Hypercharge  MCH 1Quest: Master of Marksmanship 30 Ability Instant 10s 0y
Single Target or AoE not yet specified 0y
Grants 5 stacks of Overheated, each stack allowing the execution of Blazing Shot or Auto Crossbow.
Duration: 10s
Overheated Effect: Increases the potency of single-target weaponskills by 20
Heat Gauge Cost: 50

Overheated effect only applicable to machinist job actions.

  Heat Blast  MCH 1Quest: Always the Last Place You Look 35 Weaponskill Instant 1.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 200.
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  MCH 1Quest: Rook Before You Reap 40 Ability Instant 6s 0y
Single Target or AoE not yet specified 0y
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.
Battery Gauge Cost: 50
Duration: 9s
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  MCH 40 Ability Instant 15s 25y
Single Target or AoE not yet specified 0y
Orders the rook autoturret to use Rook Overload.
Rook Overload Potency: 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.
Shares a recast timer with Rook Autoturret.
  Rook Overload  MCH 40 Ability Instant Instant 40y
Single Target or AoE not yet specified 0y
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  MCH 45 Ability Instant 120s 25y
Single Target or AoE not yet specified 0y
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 240 for each of your own weaponskills you land prior to the end of the effect.
Can be stacked up to 6 times.
Duration: 10s
  Detonator  MCH 45 Ability Instant 1s 25y
Single Target or AoE not yet specified 0y
Ends the effect of Wildfire, dealing damage to the target.
※This action cannot be assigned to a hotbar.
  Ricochet  MCH 1Quest: The Power of a Tourney 50 Ability Instant 30s 25y
Circle AoE around the action target 5y
Deals damage to all nearby enemies with a potency of 130 for the first enemy, and 30% less for all remaining enemies.
Maximum Charges: 3
  Auto Crossbow  MCH 1Quest: Pushing the Brume 52 Weaponskill Instant 1.5s 12y
Conal AoE in front of the user 12y
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  MCH 1Quest: A Joye-ful Reunion 54 Weaponskill Instant 2.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 220.
Additional Effect: Increases Heat Gauge by 5
  Tactician  MCH 1Quest: Wheels of Justice 56 Ability Instant 90s 0y
Point Blank Circle around the user 30y
Reduces damage taken by self and nearby party members by 15%.
Duration: 15s
Effect cannot be stacked with bard's Troubadour or dancer's Shield Samba.
  Drill  MCH 1Quest: Taking the Fall 58 Weaponskill Instant 20s 20y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 620.
Maximum Charges: 2
Shares a recast timer with Bioblaster.
  Heated Slug Shot  MCH 1Quest: Rise of the Machinists 60 Weaponskill Instant 2.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 140.
Combo Action: Heated Split Shot
Combo Potency: 320
Combo Bonus: Increases Heat Gauge by 5
  Dismantle  MCH 62 Ability Instant 120s 25y
Single Target or AoE not yet specified 0y
Lowers target's damage dealt by 10%.
Duration: 10s
  Heated Clean Shot  MCH 64 Weaponskill Instant 2.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 160.
Combo Action: Heated Slug Shot
Combo Potency: 420
Combo Bonus: Increases Heat Gauge by 5
Combo Bonus: Increases Battery Gauge by 10
  Barrel Stabilizer  MCH 66 Ability Instant 120s 0y
Single Target or AoE not yet specified 0y
Grants Hypercharged.
Duration: 30s
Additional Effect: Grants Full Metal Machinist
Duration: 30s
Can only be executed while in combat.
  Blazing Shot  MCH 68 Weaponskill Instant 1.5s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 240.
Additional Effect: Reduces the recast time of both Double Check and Checkmate by 15s
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.
  Flamethrower  MCH 1Quest: The Mongrel and the Knight 70 Ability Instant 60s 0y
Conal AoE in front of the user 12y
Delivers damage over time to all enemies in a cone before you.
Potency: 120
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  MCH 72 Weaponskill Instant 20s 12y
Conal AoE in front of the user 12y
Delivers an attack with a potency of 50 to all enemies in a cone before you.
Additional Effect: Damage over time
Potency: 50
Duration: 15s
Maximum Charges: 2
Shares a recast timer with Drill.
  Air Anchor  MCH 76 Weaponskill Instant 40s 25y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 620.
Additional Effect: Increases Battery Gauge by 20
This action does not share a recast timer with any other actions.
  Automaton Queen  MCH 80 Ability Instant 6s 0y
Single Target or AoE not yet specified 0y
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.
Battery Gauge Cost: 50
Duration: 12s
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  MCH 80 Ability Instant 15s 30y
Single Target or AoE not yet specified 0y
Orders the Automaton Queen to use Pile Bunker.
Pile Bunker Potency: 650
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  MCH 80 Weaponskill Instant 1.5s 3y
Single Target or AoE not yet specified 0y
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  MCH 80 Weaponskill Instant 3s 30y
Single Target or AoE not yet specified 0y
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  MCH 80 Ability Instant Instant 3y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 680.
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.
  Scattergun  MCH 82 Weaponskill Instant 2.5s 12y
Conal AoE in front of the user 12y
Delivers an attack with a potency of 130 to all enemies in a cone before you.
Additional Effect: Increases Heat Gauge by 10
  Crowned Collider  MCH 86 Ability Instant Instant 3y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 780.
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.
  Chain Saw  MCH 90 Weaponskill Instant 60s 25y
Line AoE from the user to the action target 25y
Delivers an attack to all enemies in a straight line before you with a potency of 620 for the first enemy, and 25% less for all remaining enemies.
Additional Effect: Increases Battery Gauge by 20
Additional Effect: Grants Excavator Ready
Duration: 30s
This weaponskill does not share a recast timer with any other actions.
  Double Check  MCH 92 Ability Instant 30s 25y
Circle AoE around the action target 5y
Delivers an attack to target and all enemies nearby it with a potency of 180 for the first enemy, and 30% less for all remaining enemies.
Maximum Charges: 3
  Checkmate  MCH 92 Ability Instant 30s 25y
Circle AoE around the action target 5y
Delivers an attack to target and all enemies nearby it with a potency of 180 for the first enemy, and 30% less for all remaining enemies.
Maximum Charges: 3
  Excavator  MCH 96 Weaponskill Instant 2.5s 25y
Circle AoE around the action target 5y
Delivers an attack to target and all enemies nearby it with a potency of 620 for the first enemy, and 25% less for all remaining enemies.
Additional Effect: Increases Battery Gauge by 20
Can only be executed while under the effect of Excavator Ready.

※This action cannot be assigned to a hotbar.
Chain Saw changes to Excavator when requirements for execution are met.
  Full Metal Field  MCH 100 Weaponskill Instant 2.5s 25y
Circle AoE around the action target 5y
Delivers a critical direct hit to target and all enemies nearby it with a potency of 900 for the first enemy, and 25% 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.

Limit Breaks (PvE)

See also: Limit Break
Action Acquired Level Type MP Casting Recast Range
Radius
Description
  Big Shot  Physical Ranged DPS 1 Limit Break Level 1 2s Instant 25y
Line AoE from the user to the action target 30y
Delivers an attack that deals 54% the damage of Braver to all targets in a straight line.
  Desperado  Physical Ranged DPS 1 Limit Break Level 2 3s Instant 25y
Line AoE from the user to the action target 30y
Delivers an attack that deals 117% the damage of Braver to all targets in a straight line.
  Satellite Beam  MCH 1 Limit Break Level 3 4.5s Instant 25y
Line AoE from the user to the action target 30y
Delivers an attack that deals 189% the damage of Braver to all targets in a straight line.

Physical Ranged DPS role actions (PvE)

See also: Role actions
Action Acquired Level Type MP Casting Recast Range
Radius
Description
  Leg Graze  Physical Ranged DPS 6 Ability Instant 30s 0y
Single Target or AoE not yet specified 0y
Inflicts target with Heavy +40%.
Duration: 10s
  Second Wind  Melee DPS
 Physical Ranged DPS
8 Ability Instant 120s 0y
Single Target or AoE not yet specified 0y
Instantly restores own HP.
Cure Potency: 800
  Foot Graze  Physical Ranged DPS 10 Ability Instant 30s 0y
Single Target or AoE not yet specified 0y
Binds target.
Duration: 10s
Cancels auto-attack upon execution.
Target unbound if damage taken.
  Peloton  Physical Ranged DPS 20 Ability Instant 5s 0y
Single Target or AoE not yet specified 30y
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  Physical Ranged DPS 24 Ability Instant 30s 25y
Single Target or AoE not yet specified 0y
Interrupts the use of a target's action.
  Arm's Length  Melee DPS
 Physical Ranged DPS
 Tank
32 Ability Instant 120s 0y
Single Target or AoE not yet specified 0y
Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: When you are struck by a physical attack, the striker will be afflicted with Slow +20%
Duration: 15s

PvP actions

Action Acquired Quest requirement Level Type MP Casting Recast Range
Radius
Description
  Blast Charge (PvP)  MCH 30 Weaponskill 1.44s 2.4s 25y
Single Target or AoE not yet specified 0y
Delivers a ranged attack with a potency of 6,000.
Additional Effect: Grants a stack of Heat, up to a maximum of 3.
Duration: 15s
At maximum stacks, grants Overheated and increases movement speed by 25%.
Duration: 5s
Requires casting time to execute. However, it is possible to walk while casting.
※Action changes to Blazing Shot while under the effect of Overheated.
  Scattergun (PvP)  MCH 30 Weaponskill Instant 16s 12y
Conal AoE in front of the user 12y
Delivers an attack with a potency of 8,000 to all enemies in a cone before you. Strikes twice when hitting only a single target.
Additional Effect: 10-yalm knockback.
This weaponskill does not share a recast timer with any other actions.
  Drill (PvP)  MCH 30 Weaponskill Instant 10s 25y
Single Target or AoE not yet specified 0y
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.
Additional Effect: Grants Bioblaster Primed
Maximum Charges: 2
Can only be executed while under the effect of Drill Primed.
This weaponskill does not share a recast timer with any other actions.
※Action changes to Bioblaster while under the effect of Bioblaster Primed.
  Full Metal Field (PvP)  MCH 30 Weaponskill Instant 30s 25y
Circle AoE around the action target 5y
Delivers an attack with a potency of 10,000 to target and all enemies nearby it.
Strikes the first target twice, but its potency will be halved for the second strike.
Additional Effect: Grants Overheated
Duration: 5s
Overheated Effect: Increases movement speed by 25%
Extends Overheated duration by 5s to a maximum of 10s.
This weaponskill does not share a recast timer with any other actions.
※Blast Charge changes to Blazing Shot while under the effect of Overheated.
  Wildfire (PvP)  MCH 30 Ability Instant 24s 25y
Single Target or AoE not yet specified 0y
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.
Duration: 8s
Potency is increased by 4,500 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 (PvP)  MCH 30 Ability Instant 30s 25y
Point Blank Circle around the user 5y
Deploys an area of effect battle turret which will deliver auto-attacks to enemies within range with a potency of 7,500.
Duration: 10s
Additional Effect: Creates a barrier that absorbs damage equivalent to a heal of 7,500 potency.
Duration: 6s
  Analysis (PvP)  MCH 30 Ability Instant 20s 0y
Single Target or AoE not yet specified 0y
Grants additional effects to Drill, Bioblaster, Air Anchor, and Chain Saw when these weaponskills are executed.
Duration: 10s
Drill Additional Effect: Potency is increased to 200%
Bioblaster Additional Effect: Attack potency and damage over time potency is increased by 50%
Air Anchor Additional Effect: Potency is increased by 50% and the Bind effect becomes Stun.
Chain Saw Additional Effect: Increases target's damage taken
Maximum Charges: 2
  Blazing Shot (PvP)  MCH 30 Weaponskill Instant 1.5s 25y
Single Target or AoE not yet specified 0y
Delivers a ranged attack with a potency of 8,000.
Can only be executed while under the effect of Overheated.
This weaponskill does not share a recast timer with any other actions.
※This action cannot be assigned to a hotbar.
  Bioblaster (PvP)  MCH 30 Weaponskill Instant 10s 12y
Conal AoE in front of the user 12y
Delivers an attack with a potency of 4,000 to all enemies in a cone before you.
Additional Effect: Damage over time.
Potency: 4,000
Duration: 12s
Increases attack potency and damage over time potency by 50% while under the effect of Analysis
Additional Effect: Grants Air Anchor Primed
Maximum Charges: 2
Can only be executed while under the effect of Bioblaster Primed.
This weaponskill does not share a recast timer with any other actions.
※Action changes to Air Anchor while under the effect of Air Anchor Primed.
※This action cannot be assigned to a hotbar.
  Air Anchor (PvP)  MCH 30 Weaponskill Instant 10s 25y
Single Target or AoE not yet specified 0y
Delivers a ranged attack with a potency of 8,000.
Additional Effect: Bind
Duration: 3s
Additional Effect: Potency is increased by 50%, and the Bind effect becomes Stun while under the effect of Analysis.
Duration: 3s
Additional Effect: Grants Chain Saw Primed
Maximum Charges: 2
Can only be executed while under the effect of Air Anchor Primed.
This weaponskill does not share a recast timer with any other actions.
※Action changes to Chain Saw while under the effect of Chain Saw Primed.
※This action cannot be assigned to a hotbar.
  Chain Saw (PvP)  MCH 30 Weaponskill Instant 10s 25y
Line AoE from the user to the action target 25y
Delivers an attack with a potency of 12,000 to all enemies in a straight line before you.
Additional Effect: Increases target's damage taken by 20% while under the effect of Analysis
Duration: 6s
Additional Effect: Grants Drill Primed
Maximum Charges: 2
Can only be executed while under the effect of Chain Saw Primed
This weaponskill does not share a recast timer with any other actions.
※Action changes to Drill while under the effect of Drill Primed.
※This action cannot be assigned to a hotbar.
  Detonator (PvP)  MCH 30 Ability Instant 1s 0y
Single Target or AoE not yet specified 0y
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 (PvP)  MCH 30 Ability 1s 1s 0y
Point Blank Circle around the user 5y
Deals unaspected damage with a potency of 7,500 to all nearby enemies.
Additional Effect: Creates a barrier that absorbs damage equivalent to a heal of 7,500 potency
Duration: 6s
※This action cannot be assigned to a hotbar.

Limit Break (PvP)

Action Acquired Level Type MP Casting Recast Range
Radius
Description
  Marksman's Spite (PvP)  MCH 30 Limit Break Instant 10s 50y
Single Target or AoE not yet specified 0y
Delivers a ranged attack with a potency of 40,000.
Can only be executed when the limit gauge is full.
Gauge Charge Time: 90s

Physical Ranged DPS role actions (PvP)

Action Acquired Level Type MP Casting Recast Range
Radius
Description
  Dervish (PvP)  Physical Ranged DPS 30 Ability Instant 45s 0y
Point Blank Circle around the user 15y
Reduces cast time and recast time of spells and weaponskills by 10%, and increases movement speed by 33% for self and nearby party members.
Duration: 12s
  Bravery (PvP)  Physical Ranged DPS 30 Ability Instant 30s 30y
Single Target or AoE not yet specified 0y
Increases damage dealt by 25%, and reduces damage taken by 25%.
Duration: 15s
  Eagle Eye Shot (PvP)  Physical Ranged DPS 30 Ability Instant 15s 40y
Single Target or AoE not yet specified 0y
Delivers an attack with a potency of 12,000.
Ignores the effects of Guard when dealing damage.

Common actions (PvP)

Action Acquired Level Type MP Casting Recast Range
Radius
Description
  Standard-issue Elixir (PvP)  ANY 30 Ability 4.5s 5s 0y
Single Target or AoE not yet specified 0y
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken.
  Recuperate (PvP)  ANY 30 Ability 2,000 Instant 1s 0y
Single Target or AoE not yet specified 0y
Restores own HP.
Cure Potency: 15,000
  Purify (PvP)  ANY 30 Ability 2,000 Instant 4s 0y
Single Target or AoE not yet specified 0y
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature.
Additional Effect: Grants Resilience
Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects
Duration: 2s
Can be used even when under the effect of certain status afflictions.
  Guard (PvP)  ANY 30 Ability Instant 30s 0y
Single Target or AoE not yet specified 0y
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Duration: 4s
Movement speed is reduced by 33% for the duration of this effect.
Effect ends upon reuse, using another action, or when the effect duration expires.
  Sprint (PvP)  ANY 30 Ability Instant 1.5s 0y
Single Target or AoE not yet specified 0y
Increases movement speed. Effect ends upon reuse or execution of another action.

PvE traits

Trait Acquired Quest requirement Level Effect
  Increased Action Damage  MCH 20 Increases base action damage and autoturret damage by 10%.
  Increased Action Damage II  MCH 40 Increases base action damage and autoturret damage by 20%.
  Split Shot Mastery  MCH 1Quest: A Joye-ful Reunion 54 Upgrades Split Shot to Heated Split Shot.
  Slug Shot Mastery  MCH 1Quest: Rise of the Machinists 60 Upgrades Slug Shot to Heated Slug Shot.
  Clean Shot Mastery  MCH 64 Upgrades Clean Shot to Heated Clean Shot.
  Heat Blast Mastery  MCH 68 Upgrades Heat Blast to Blazing Shot.
  Charged Action Mastery  MCH 74 Allows a third charge of Gauss Round and Ricochet.
  Hot Shot Mastery  MCH 76 Upgrades Hot Shot to Air Anchor.
  Enhanced Wildfire  MCH 78 Improves Wildfire's potency increase for landing weaponskills to 240.
  Promotion  MCH 80 Upgrades Rook Autoturret and Rook Overdrive to Automaton Queen and Queen Overdrive respectively.
  Spread Shot Mastery  MCH 82 Upgrades Spread Shot to Scattergun.
  Enhanced Reassemble  MCH 84 Allows the accumulation of charges for consecutive uses of Reassemble.
Maximum Charges: 2
  Marksman's Mastery  MCH 84 Increases the potency of Heated Split Shot to 200, Heated Slug Shot to 120, and Heated Clean Shot to 120.
  Queen's Gambit  MCH 86 After executing Pile Bunker, the Automaton Queen will also execute Crowned Collider.
  Enhanced Tactician  MCH 88 Reduces Tactician recast time to 90 seconds.
  Double-barrel Mastery  MCH 92 Upgrades Gauss Round to Double Check and Ricochet to Checkmate.
  Enhanced Multiweapon  MCH 94 Allows the accumulation of charges for consecutive uses of Drill and Bioblaster.
Maximum Charges: 2
  Marksman's Mastery II  MCH 94 Increases the potency of Auto Crossbow to 180, Heated Split Shot to 220, Heated Slug Shot to 140, Heated Clean Shot to 160, and Blazing Shot to 240.
  Enhanced Second Wind  Melee DPS
 Physical Ranged DPS
94 Increases the healing potency of Second Wind to 800.
  Enhanced Multiweapon II  MCH 96 Grants Excavator Ready upon executing Chain Saw.
Duration: 30s
Chain Saw changes to Excavator while under the effect of Excavator Ready.
  Enhanced Tactician II  MCH 98 Improves Tactician's damage reduction effect to 15%.
  Enhanced Barrel Stabilizer  MCH 100 Grants Full Metal Machinist upon executing Barrel Stabilizer.
Duration: 30s

Combos

Performing actions in a certain order increases potency and applies combo bonuses.

     
Increases the Heat Gauge and Battery Gauge.

Job mechanics

Official Lodestone Job Guide (Always up-to-date)

Heat Gauge is Machinist's Job Gauge.

Heat Gauge

Upon learning the action   Hypercharge, the Heat Gauge will be displayed.

Using certain weaponskills will generate heat. When you have generated enough, Hypercharge can be activated, overheating your firearm. This allows the execution of certain weaponskills such as   Heat Blast (acquired at level 35) and   Auto Crossbow (acquired at level 52).

Upon learning the action   Rook Autoturret, the Battery Gauge will be displayed.

The Battery Gauge accumulates when certain actions are performed and allows the placement of a   Rook Autoturret, which will attack your target. It also allows the deployment of an   Automaton Queen (acquired at level 80) to fight alongside you.

Simple Mode

Heat Gauge

Battery Gauge

Overheated

  Automaton Queen

Achievements

This job is associated with the following achievements:

Name Points Task Reward Patch
  Mean Machine I 5 Achieve machinist level 30. - 3.0
  Mean Machine II 5 Achieve machinist level 40. - 3.0
  Mean Machine III 5 Achieve machinist level 50. - 3.0
  Mean Machine IV 5 Achieve machinist level 60. - 3.0
  Mean Machine V 5 Achieve machinist level 70. - 4.0
  Mean Machine VI 5 Achieve machinist level 80. - 5.0
  Mean Machine VII 5 Achieve machinist level 90. - 6.0
  Mean Machine VIII 5 Achieve machinist level 100. - 7.0
  I'm a Machinist, Not a Man I 5 Complete the machinist job quest “The Power of a Tourney.” - 3.0
  I'm a Machinist, Not a Man II 5 Complete the machinist job quest “Rise of the Machinists.” Liberator 3.0
  I'm a Machinist, Not a Man III 5 Complete the machinist job quest "The Mongrel and the Knight." The Howler 4.0
  I'm a Machinist, Not a Man IV 5 Complete the machinist job quest "Machinists for the Morrow." The Shot Heard Across Worlds 5.0

Notable Machinists

Lore

Following the example of Cid Garlond, who had time and again demonstrated the potency of magitek, the Skysteel Manufactory began their tireless work on the development of advanced armaments. As new and devastating weapons were brought to the fray, a new class of champion arose to wield them—the machinist.

History

Handed down through the centuries of Ishgard’s endless conflict with the Dravanians, the city-state’s engineers have devised and improved upon myriad dragon-killing contrivances. Their successes 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 enthusiastically welcomed the assistance of Garlond Ironworks with incorporating imperial magitek into traditional Ishgardian craftsmanship. Rather than simply adapt this technology for existing purposes, however, Stephanivien has combined magitek with aetherology to develop an entirely new form of weaponry. His 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.”

Equipment

Machinist’s Attire

Based on a proposal made by Stephanivien, the design of this garb prioritizes ease of movement over the heavy protection favored by close-quarter combatants. Its most distinguishing feature is the side-apron tool pouch, used to store a machinist’s transformer, ammunition, and various other devices employed in the machinistry profession.

Ferdinand

This double-barreled firearm features a unique form of propulsion that relies on a wind crystal-pressurized cartridge rather than the explosiveness of firesand. A lack of confidence in this overly ambitious design led to the weapon being falsely peddled at market as an invaluable antique to recoup the costs of its construction.

Pre-Imperial Garlean Revolver

This antique firearm was the first of its kind to feature a cylindrical magazine, allowing a marksman to fire multiple shots before reloading. The design was still popular when the imperial army came into formation, and exquisitely decorated revolvers were commonly issued to officers whose rank afforded them the title of “tol” or better. It is not known by what route it came to the hinterlands, but the Sharlayans were said to keep a pristine model of the weapon in the Great Gubal Library as part of their efforts to catalog the history and knowledge of the known world.

Peacemaker

Excavated from the Allagan ruins at Silvertear Falls, this firearm appears at first glance to possess multiple barrels. Closer inspection of its irregular mechanisms, however, reveal the weapon capable of firing only single shots, with the motion of the central cylinder intended to spin the bullet and stabilize its trajectory. The lightning crystals embedded in its frame are assumed to serve the function of increasing a shot’s initial velocity.

Tricks of the Trade

  • Satellite Beam: Floating contraption? Oh, the satellite! Aye, the blast was even more impressive than I expected! The crystal drive unit's emission was positively blinding. That burning smell, though...”

Machinist discussing the aftermath of a battle.

  • Slug Shot: Swapping out standard bullets for an oversized slug, this shot impacts the target with shuddering force. In this fashion, a trained machinist employs various techniques to take advantage of a multitude of custom ammunition.
  • Gauss Barrel: An attachment for machinist weapons. By infusing the barrel with the aetherotransformer’s accumulated energy, the velocity and penetrating power of subsequent shots are substantially increased.
  • Ricochet: After casting out a number of Ishgardian steel reflectors, the machinist fires a single bullet that bounces between each metal plate. This technique can hit multiple targets with its deadly and unpredictable trajectory.

Rostnsthal

  • Race (Clan): Roegadyn (Sea Wolf)
  • Gender: Male
  • Age: 55
  • Epithet: Rostnsthal the Reborn

Rostnsthal was once better known as Sthalmann Sthalmannsyn, the commodore of Limsa Lominsa’s Knights of the Barracuda. At the peak of his career, Sthalmann was responsible for ordering a self-serving and reckless operation that aimed to oust the current Admiral using the treasures of the fabled Seal Rock—a mission that succeeded in uncovering a ritual object for summoning primals. But the operation soon went awry. With many of his subordinates slaughtered, and the artifact taken, Sthalmann’s reputation was shattered beyond repair. Stripped of his rank, he took up the name “Rostnsthal,” (meaning “rusty steel” in the old Roegadyn tongue) and recruited his own crew of pirates in an ultimately unsuccessful bid to steal back the lost relic. The years following this failure were spent wallowing in cheap grog and misery, until an unexpected offer from distant Ishgard saw him accept the post of a marksmanship instructor.

Stephanivien de Haillenarte

  • Race (Clan): Elezen (Wildwood)
  • Gender: Male
  • Age: 30
  • Epithet: Stephanivien Brightsun

As a child Stephanivien often indulged his obsession with machinery by visiting the manufactory, his ready mind quickly absorbing whatever scraps of knowledge the engineers in his family’s employ would throw his way. His frequent association with lowborn artisans—unheard of amongst the haughty nobility of Ishgard—likely contributed to Stephanivien’s unusually enlightened attitude. After coming of age and unofficially assuming the position of manufactory chief, Stephanivien actively sought the cooperation of organizations outside of Ishgard, drafting a contract for technological exchange with Jessie Baler, the deputy president of Garlond Ironworks, and hiring a Limsa Lominsan to instruct his machinists in marksmanship. He is also a staunch believer in encouraging the martial independence of Ishgard’s commoners, reasoning that every machinist recruit can only strengthen the city-state’s defenses.

Aetherotransformer

This device converts the wearer's aether into lightning-aspected energy, which is in turn stored within the transformer’s crystal cores. The machinist then draws upon this accumulated energy to both power and enhance her unique repertoire of weapons, requiring her to master skills far beyond those trained by any mundane musketeer.

This auxiliary device is equipped at the waist and stores converted aether as lightning-aspected energy in its inbuilt crystal, allowing the machinist to power all manner of weaponry at will. It also holds a convenient supply of spare cartridges and mechanical tools.

Encyclopædia Eorzea Volume III, p. 248

Autoturret

These portable, self-firing cannons come in two variations: the rook, which fires upon a single target; and the bishop, which saturates the area with bursts of electrical energy. Stephanivien later improved the versatility of autoturrets, allowing a machinist to convert the cannons into tools that replenish mana and restore vigor. [1]

Machinist’s Panoply

Gunner's Goggles

Goggles with brown-tinted lenses not only protect the machinist's vision against damage from muzzle flashes and blast debris, but also enhance it by heightening visual contrast.

Gunner's Coat

In addition to the coattail and belt inherited from the original machinist’s armor, the gunner’s coat features convenient pockets on the sleeves.

Gunner's Thighboots

The length of these boots enables the machinist to comfortably fire when kneeling, while their rubber soles allow her to maintain a solid footing regardless of recoil.

Form & Function

Like the bard, the gun-wielding machinist keeps her enemies at a safe distance, and thus prefers lightweight and mobile defensive gear. In fact, she may even find the same garments worn by archers on the battlefield serviceable for her purposes. Still, the comparatively high-maintenance nature of machinist weapons has led to demand for specialized attire, which allows them to keep spare parts, maintenance tools, and the aetherotransformers that power their firearms and turrets close at hand.

The first full set of machinist’s armor (pictured at right) was developed by Lord Stephanivien of House Haillenarte, the father of modern machinistry. The design, featuring a single durable coattail for storage, quickly found favor. An upgraded version dubbed the “gunner’s armor” has since come to the fore, though it is in fact a mere prototype conceived during the development of uniform for Hilda’s Hounds. [2]

References

  1. Encyclopaedia Eorzea: Volume I, page 240-241
  2. Encyclopaedia Eorzea: Volume II, page 233