I think you are quite mistaken. Dallas is the one who is gripping to his idea that melee-mage SMN is the right way to play and that everyone else is doing it wrong. Clearly, we know this has always been incorrect, and SE's vision here is an affirmation of what we as a community know to be true about our job - the main source of whatever a SMN is capable of doing is always the avatar.
And thus, this manifesto validates my assertion that SMN is a job which is process oriented, not function.
Now, do understand that this being a manifesto, represents what SE wants, and not necessarily what we already have - and this shows quite clearly in their vision for certain jobs that doesn't match their current state, but definitely not with SMN.
I wouldn't be one to take their wording too literally. To "sit back and enjoy the show" to me is where I can do as I please as a master to my avatar - it doesn't necessarily mean doing nothing entirely, but you could be casting magic on allies, debuffing or even meleeing if the situation permits. It's not like anyone really runs back and /sits either.
Point is, you don't have to do anything in between to do your job well - anything of that sort is dessert and not the main course.
This seems to me like it will be a stance instead of a one-time effect, and is something that myself and a bunch of other SMNs I know have theorized to imagine if it would work out well.
The underlying issue such a JA would be addressing is that SMN is a slow job - constantly being locked into slow-burn mode. Unlike other jobs, it really can't force out its actions in a pressing situation to speed things up - and this is its greatest weakness.
With a 'speed stance', it'd at least give us the option to do something of that sort, but at a cost we're willing to bear.
Even if MP cost for BPs were doubled, but timers reduced to like 20s (and further reduced to 5s by eq), being able to crap out 4-5 BPs in a short period of time would be well worth the trade-off and opens SMN up to a whole different set of strategies.
As for MP to cope with the increased BP cost, a Hvergelmir doing Myrkr is but one solution to the issue. But players without it won't exactly not be able to cope. Same goes for /RDM and Convert and popping ethers to keep you going.
And on the flipside, even if you had these tools, you won't necessarily be able to cope either.
What will happen is that SMNs will now have an option to throw out a lot more damage in a short time at the risk of having to spend time recovering their MP after the fact - which hopefully opens SMN up to being more zerg friendly. If the situation doesn't require full speed on BPing, practising restraint would likely be enough to help you last the battle without additional sources of MP.
Thats what managing MP is about.
Once again, not true, because in this case you are assuming that Myrkr is the only decent way to regain MP for SMN. A ton of options exist that can be used effectively alone or in a party. Also, unless you've got yourself some serious Regain or Wings going you'd also have to assume that you're able to melee the mob, which also isn't the case on end-game level mobs.
On easy stuff you can solo, I'd agree the Myrkr would in fact be the best option, however, you probably don't need to use that stance either.
Not quite. The vision encompasses all aspects of the job, even the parts that are already included now. Two new avatars that function in a totally different way wouldn't, and from past record (with Odin and Alexander), hasn't changed any of that.
For that to happen, they'd need to overhaul the existing mechanics of the job, which is something that has never happened in the 9 year history of FFXI. One would believe not only would it be a stupid thing to do at this point in the games life, its also too much of a hassle to even bother.


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