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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    1,067
    Quote Originally Posted by Greatguardian View Post
    You're oblivious. You don't deal 4 times the damage of a BP/release Summoner ever. You don't deal 2.5x the damage of a BP/release Summoner unless you're rocking Haste Samba, dual Marches, Haste, and Red Curry buns.

    You don't even eat food, as far as I can tell from your posts. The damage you, personally, add is laughable.
    BP/release SMN gets no benefit from Haste and approximately a quarter the avatar melee since they are busy aligning their Wards and Rages. Melee SMN is well over 50% of the damage unbuffed. Of course, you have to take my word on that. Crits + Aftermath = 900 damage. Avatar crits = 200 damage. More haste, better gear. I've taken melee SMN so far, I've established it can't be min/maxed without fixing avatar hate.

    I only humor your calculations because it's easier to manipulate BG than fix BG. In order to address a real situation, you have to add in that 90% of the playerbase is NOT a Ukon WAR. I have unlimited mp, I cure, I buff, I proc, and deal more damage than any pickup DD. You don't care about these people, but they exist by the thousands.

    What SMN does better than ANY other job is switch roles at the drop of a hat. If you don't know what you need, or think you could use everything just to be safe, a SMN will fill the role better than any other job.

    Some 10 random perks of SMN that you will never see in your calculations:
    1) SMN can never be slept if it leaves avatars out: Sacrifice torque (with the exception of the Diabolos fight)
    2) SMN with Myrkr cannot be silenced.
    3) SMN damage/heals/buffs is immune to silence anyway. It can easily be ignored.
    4) SMN tanking does not use shadows. Ducal Guard plug here.
    5) BP/release SMN can step out of range of Amnesia. Melee SMN can keep doing what it was doing.
    6) Each avatar is nearly immune to one status effect and is likewise highly resistant to that element.
    7) SMN has all 8 elements in spiked damage as well as physical. The avatar strong to an element defensively is also strong offensively.
    8) Melee SMN hate is split between a pet and the SMN. It's easy to keep hate under that of an evasion tank. My melee SMN runs around in -38% enmity just because I've broken the job. That sacrifices almost no melee potential.
    9) A trick for the cool SMN: SMN is the only job that can cure itself of petrification. I've successfully done it a dozen times meleeing Kukulkan.
    10) Avatars are unaffected by weakness. SMN is the job to save a pt.

    The benefit of having ME around can't be measured with a number.
    (0)

  2. #2
    Player Azagthoth's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Character
    Azagthothe
    World
    Bismarck
    Main Class
    MNK Lv 99
    Quote Originally Posted by Dallas View Post
    Some 10 random perks of SMN that you will never see in your calculations:
    1) SMN can never be slept if it leaves avatars out: Sacrifice torque (with the exception of the Diabolos fight)
    2) SMN with Myrkr cannot be silenced.
    3) SMN damage/heals/buffs is immune to silence anyway. It can easily be ignored.
    4) SMN tanking does not use shadows. Ducal Guard plug here.
    5) BP/release SMN can step out of range of Amnesia. Melee SMN can keep doing what it was doing.
    6) Each avatar is nearly immune to one status effect and is likewise highly resistant to that element.
    7) SMN has all 8 elements in spiked damage as well as physical. The avatar strong to an element defensively is also strong offensively.
    8) Melee SMN hate is split between a pet and the SMN. It's easy to keep hate under that of an evasion tank. My melee SMN runs around in -38% enmity just because I've broken the job. That sacrifices almost no melee potential.
    9) A trick for the cool SMN: SMN is the only job that can cure itself of petrification. I've successfully done it a dozen times meleeing Kukulkan.
    10) Avatars are unaffected by weakness. SMN is the job to save a pt.

    The benefit of having ME around can't be measured with a number.
    1. Frenzy Sallet and Berserker's Torque say hi.
    2. It's only better than Echo Drops if you're paralyzed and Echo Drops don't require TP.
    3. What was the point of saying point 2 then?
    4. If you have a decent healer most jobs don't require shadows either, in Abyssea.
    5. How does a melee SMN getting hit by Amnesia benefit them?
    6. Yes, nobody is arguing that SMN isn't situationally a good choice.
    7. This can be clumped together with 6.
    8. What's your point? Nobody is worried about a melee SMN taking hate off of a tank.
    9. That's why we have WHMs, RDMs, BRDs, etc. Kukulkan's Petrification counts down from 20, which is why you have time to prepare for it.
    10. Nobody is saying SMNs aren't nice to hold mobs, in the event of a wipe, or the tank/s going down.

    The benefit of not having a moron around can't be quantified either since it varies person-to-person.
    (0)

  3. #3
    Player
    Join Date
    Mar 2011
    Posts
    1,067
    Quote Originally Posted by Azagthoth View Post
    Nobody is saying SMNs aren't nice to [action]
    They have been saying for 1000 posts that there's no reason to have a SMN for [action] when everyone should have [bandwagon job].
    (0)

  4. #4
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Dallas View Post
    They have been saying for 1000 posts that there's no reason to have a SMN for [action] when everyone should have [bandwagon job].
    There are reasons to have them, but they don't justify actually inviting a SMN, at least not in Abyssea.
    (1)