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SMN PUP BST need loving, yeah. COR needs some more too.
but as long as no other job gets spell haste like BRD does, it could literally stay at whatever level the second march is and still be wanted because it will help DDs become three times as effective as they were before.
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SMN needs an entire update that only focuses on SMN.
The following things needs adjustment:
1) Mana cede. Paying a huge clump of MP for very little damage boost is ridiculous.
- Solution, make mana cede cost 0 MP.
2) Armor selection. Only armors outside of AF and JSE are MAB armors. SMN has no nukes. This is ridiculous.
- Solution. Give SMN nukes up to tier IV at level 90, or give SMN melee armors. SMN has same chance as PUP or BST to deal damage. Best would be hybrid armors with both pet enhancement (or -perp) and melee stats.
3) Perpetuation. Currently you can get all your level 90 armors and negate it. But why do you have to level to 90 and finish SMN endgame to enjoy the job? Again, ridiculous.
- Solution. Halve perpetuation cost. Sure you'll have too many -perpetuation gear, but there is this thing called "choose which slot to use for -perpetuation" and use other stats in the free slots. Just like a melee doesn't need +acc in every armor slot, SMN shouldn't need -perpetuation in every.
4) Spirits. Currently they take 30 seconds from assault to cast a random spell. This just doesn't work. The following is needed:
- No casting timer reset on assault
- New spells gained post level 75
- Casting time for spells should be 10 seconds, not 30. (OR) You should be allowed to choose spell every 30 seconds.
- Spirits needs higher macc and skill. (I actually nuke voidwatch NMs for 140 damage with spirits)
5) Summoning magic. Skill over cap is the dumbest idea ever. It means each time you level, you become weaker until you 200 minutes later have BPed enough to get it back.
- Solution: Bonuses should be applied based on which level the Blood Pact was aquired. A level 50 Blood Pact should be 30 skill over cap if you are level 60 and have capped skill.
6) Wards. Wards are a complete failure. They don't scale with level, they cost a fortune in MP, and they last a short amount of time. The following changes are required:
- Make Wards scale with level. Enthunder from Ramuh should for example deal same damage as the new enfire from Ifrit. Nocto Shield should give -35 damage taken minimum at 90, instead of the pitiful 15 it gives at all levels.
- Extend duration of wards. 15 minutes stoneskin and aerial armor makes sense. 15 minutes earthen armor should exist. 15 minutes glittering ruby etc also makes sense, compared to shell V. While this allows 15 ward pacts to be active, no pact is so strong that it would be an issue with balance. (Unless you think icespikes + protect + phalanx + stoneskin is unbalanced and RDM needs a nerf)
- Alternatively make them 5 minutes, but 0 MP cost, like cor rolls. Anything else than these two ideas and it is just another failure.
7) Favors. Right now it has a 25% damage reduction (ridiculous) and such a short aura range that you can't DD and aura buff your backline.
- Solution: Make auras 25 distance. Remove the damage penalty, the job is so weak nobody wants it, what is the big idea to make it weaker? And if someone asks "what is the penalty from using favors then?" the answer is that you are stuck with a single avatar and can't swap it out without losing the favor. Imagine being locked out of stun on BLM, or not having haste access on WHM. That is how playing SMN and using a single avatar works.
8) Debuffs. Sharing your debuff timers with BP:Rage damage pacts and BP:Ward support pacts is not working. I can tell you that in 10 years playing, I've never used Fenrirs dispel because it was more worth to use howls or growls. (I've used it just to see if it was worth it though, but apart from those tests I've never used it at any real moment)
- Solution. Split the pacts further. Level 70+ into BP:Rage, low level rage pacts into BP:Sabotage. BP:Sabotage is for the record 20 sec recasts as well, so you can do several blind+paralyze etc combos relatively fast.
9) Melee. The job has same amount of melee JAs as BST and PUP. And since SMN doesn't cast spells, it has more melee time available than DRK. It would only make sense to make use of this time.
- Solution: Apart from more melee armors and staff weapons, the job should get 3 levels of accuracy trait, and staff mastery to show that it is the staff DD job. A JA to transfer TP from or to avatars would also be ideal. MP generating WSes for low levels is also needed. Heavy Swing should be changed to give MP, and Full Swing should be a higher level MP generator.
10) AOE BP:Rages. The only pact that is AOE damage is thunderspark. Why? The job would benefit a lot from a couple more at around level 40, 60 and 80.
- Solution: Just add more AOE BP:Rages.
11) Avatar melee. It is just silly behind everything else. No haste, no DA, no crit, low base damage. It was tested to be 30 base damage on all avatars except Fenrir that had like 35. In a game with WARs wielding 120 damage axes, with 50% haste, it just puts you too far behind.
- Solution. Give all avatars the same stuff as primes. En-spells + DA. That would be enough to balance it all out.
Fix those 11 points, and there won't be any need for any new SMN updates ever. The job will be solid like a rock.