I'll admit when I'm wrong. I will note however the large variances in total parses between the different jobs as a possibility for variance.
It's almost as if this is what I said RDM's chief advantage over Summoner was. What a surprise, thank you for enlightening me.As A summoner "Oh no. Both healers are dead. It's a wipe."
If a summoner wants two raise both healers. Guess what. It's still 50% of the Summoner's Mana. As you so eloquently put, The minimum amount of time A red Mage can rez both healers could be right around 4 seconds. The Minimum amount of time a summoner could do it is around 9 seconds. Swiftcast > raise >wait for Gcd hard cast raise. By the time the Summoner gets both healers up, the tanks are most likely dead and nothing can save the run. Never mind that Summoner spent half their mana and 9 seconds doing nothing. During that 9 seconds, the Summoner is lucky if they do 180 potency per tick if they have their dots up. The Red Mage just goes back to attacking. A red mage can go any stone sky sea dummy and beat the dummy without using a single mana cooldown. Summoner's are encouraged to use as much as their mana as possible to increase dps. The dps loss hurts summoner more as it means they can no longer use their strongest spell.
IDK, seems stupid to me to waste 7x mana cost for a 50 potency increase. Like I said in my earlier post, the nerf to ruin 3 was dumb, and disingenuous when they put its former potency on ruin 4--a false upgrade that is annoying among other things. Though again, a loss of 50 potency between the spells you mentioned equates to a third of spell damage? I'm sorry if that's the case.Do you use ruin for 120 potency and 240 Mana, or ruin 3 for 170 potency and 1440 mana? (Under tri disaster buff) You use way more mana, But it's a dps gain. Alternatively, Summoner can play more passively, using ruin 1 and ruin 2 to save on mana, but lose a large amount of damage. (Oh only about a third of their spell damage)
Thanks. I'll keep that in mind next time I do Susano EX again. Should put me even farther above your total damage in the fight. So you're saying I *should* Fleche and Contra Sixte on cooldown? You sure I shouldn't needlessly hold them?Some other Red Mage tips? Sure. You can use all your Ogcds after you dualcast Veraero. You can fit in Ogcd's cleanly as there is a delay when Jolt 2 and Veraero cast before the Global cooldown resets. This is an improved Version of Summoner casting ruin 2 instead of ruin 3 so they can fit in a Ogcd without setting their rotation back.
Dunno what to say without context here. Gonna assume you mean they both were nondirect noncrit attacks? Sounds like something Square should look into either way.Something quite interesting I noticed playing both Red Mage and Summoner. Ahk morn has 680 potency. Verflare/Holy is 550. Unbuffed (No embolden) on a training dummy at the same Ilvl Verholy does 11,830 damage. Ahk Morn did 10,992 damage. I find it odd that a 680 potency Ahk morn is out damaged by an unbuffed 550 potency.