Kind of depends on the month but generally speaking ambuscade is one of the worst things it can tank at. In terms of just durability and how much support it needs it's often better than other tanks. One of it's biggest flaws is it can't get hate on multiple targets nor has aoe hate moves which makes it basically usable at least as the sole tank for a lot of ambuscade or all the various mobs that spawn adds that aggro the master. But against a single boss it's pretty amazing. Also really heavy dots kind of hurt it since all that dt doesn't matter and you can't really cure it
Here's the thing. The only SMN who can do the AC spam and kill the mob in 3 min on ??? level are literally The Best Geared and job pointed SMNs in the game. You can actually do the same thing with a geared and job pointed BLM too, does BLM need to be nerfed as well?
As a fix without nerfing the ability itself, same duration but you have to alternate between Rage / Wards, so you can't spam Rages. Which is what everyone else is crying about
Another alternate fix is to make mobs immune to certain avatars, so it's trying to find the one that works (with only Garuda and Leviathan the only avatars that can heal themselves this would bring a certain strategy and timing if you have to use any of the other avatars)
Last edited by Teraniku; 07-03-2017 at 08:19 PM.
OK my Bad but what do you all propose to fix it?
-Nerf Damage output while Astral Conduit is in Effect?
-Shorten the length of Astral Conduit or lessen it's Full mp when used Capabilities?
- Negate or alter the effects of GEO auras on Avatars?
-Lower the Blood Pact Damage enhancement on Gear?
What do you propose to Fix it?
I wouldn't be so sure about this. The biggest reason is that SMN is mostly burst damage, while most melees rely more on damage over time, and few have the means to output large burst damage.
The reason this is important, is because burst is almost always more preferred than DOT. For one main reason, if both forms can kill a mob in the same time frame, burst wins because it is often safer. As an example, consider a long cast time spell like Freeze vs a melee, if the melee can't kill the mob significantly faster than freeze casts, freeze will be preferred due to being able to negate the threat of the mob during the cast time due to crowd control like sleep or even better the mob still un-agroed.
Now for Teraniku's question about how to bring smn more in line with other jobs. I am perfectly fine with smn having its excellent burst damage, as it is pretty rare that you hear much about smn doing great without the use of a 1hr ability. So really the question should be more about what can be done to endgame content so that stacking smns and burst killing is not the solution.
I don't want to see burst damage become irrelevant, just used more appropriately. And one main idea that comes to mind deal with this is giving mobs greatly increased resistance/evasion to burst abilities during specific phases. So for example, a mob that won't take much damage from a smn until it is at under 2/3rds hp or is doing a specific action.
Much beyond that idea, either ends up drastically nerfing burst classes such as smn, or over buffing the DOT classes. The only other thing I can think of is adding a new agroing mechanic to mobs to detect the preparation of high burst skills and begin attacking before the skill finishes, front load them with significant hate generation and instantly adding any party members within a certain distance to all agroed mobs hate list.
I dunno which would be easier for the devs at this point, reworking the whole agro system, or adding in ways to make it impractical for end game mobs to be just be burst killed in short order without just giving them absurd amounts of hp.
I don't think I like your options. :x Most current endgame mobs already have absurd amounts of HP if you bring too many people (due to the scaling factor,) and enmity adjustments probably wouldn't do much to curb the tactic.. One of the SMN would just pop Perfect Defense before going on offense, and given that the speed of SMN burn kills is the main complaint, odds are good they can burn it down before PD wears anyway. Any enmity changes would be more likely to just hurt everyone else and do very little to discourage the tactic.
Perhaps some sort of innate damage taken cap for a specific time frame like 2-3min? Basically, for the first few minutes, being capped to say, 30k per source, might be enough to remove the speed advantage that smn-burns have. A 30k cap would also only affect the highest end melees, so the great majority of the playerbase would be unlikely to be affected. Think of it as an inverse rage phase. XD
Last edited by Nyarlko; 07-11-2017 at 01:19 PM.
“That is not dead which can eternal lie, And with strange aeons even death may die.”
Interestingly enough, out of all the options I mentioned this mirrors my preferred solution. Giving the mobs phases where astral burn just does not work either due to increased defenses or triggers attacks that have enough range and strength to potentially wipe the whole battlefield. The key is in having that aspect of the phase unable to be bypassed by coordinating multiples landing at the same time like how modus veritas was used. Though a different class, like say multiple samurai could burn through that phase with their 1hrs.
For the agro changes, going to use freeze as an example again. What I would be in favor for here is a decent ammount of aggro being generated at the start of casting on the targeted mob and others on the parties hate list in addition to the what the damage portion generates. Now for something like astral call and conduit, we would be talking along the lines of hate that invincible and benediction generate on use as well as some spill over from the damage applied to both the smn and avatar. It would need some tweaking, but the goal would be to make smn's large burst not be so hate free.
Lol there is no way blms are doing anything near the level of AC zerging
SE: if you're not going to nerf SMN, can beastmasters get their 20 yalms back?
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