I hear it deals about 1300-1700 somewhere on KS99 Behemoth. Nothing amazing for 666 MP, but the highest damage you'll ever get out of a spell on SMN (that isn't a BP). I've personally not had time to hunt for my own cloak though. Also I believe it was either a SCH or a BLM doing it, so hard to say how much MAB was involved.Why should I have Impact? Is it that really useful to justify 1/3 my MP pool?(Honest question haven't heard that much about it)
I'd say I know everything but earthen armor, but I'm sure there is still something left that I don't know. For example I know WHY spirits casting timer reset on assault. They have two modes. Buff mode and Attack mode. But SE stripped all buffing spells of all but light elemental, so buff mode is very hard to notice. Buff mode is about 50% the recast of attack mode. Each time you use Assault, the spirit is set to attack mode AND have to start counting down from max recast. Every time you use Retreat, the spirit is set to buff mode AND have to start counting down from max recast. (Which is half of attack max recast). And that is just one thing I learned all on my own, since nobody had documented this or even talked about it online.Seriously? You're complaining about a job when you don't even bother to learn everything about it? I play SMN like once a month and even i make a habit to know the basics of it.
It is 100ish MP lasting 3 minutes, every 3 minutes you reappy it during 30 minutes will add up to 1000 MP. It is a realistic, but not factual number. You may disagree that any NM takes 30 min if you want, it was just an example after all.The SMN one is more potent, Lasts longer, and the best thing is they stack. Really it costs absolutely no where near 1000MP to do Earthern Armor, at least be realistic with your fake numbers.
I agree completely. A tiny fraction of the job functions and has its uses. I just wonder why the majority of it is left forgotten to rot. We've got a whole load of wards, that would be useful if they scaled. When you get them at low levels, you have too low skill to use them for any decent duration. When you have the skill, you are too high level to use these wards. The whole job is designed to be counter productive.The job has its uses. A lot of people use SMNs outside of Abyssea simply for Safe-DD, Their Avatars are disposeable, they do good Damage, and they (The Summoners) are technically ranged DD.
And in which way would boosting wards or spirits or SMN melee change this? Spirits would be the same as avatars, except "fast" magic DD. Melee SMN would be anti-safety, and not make us overpowered at all. Wards would make the job safe for everyone in the party. And I don't think SMN making MNKs live longer would be called overpowered.SE Probably figures the job is balanced because of its "Safety" Factor.
The only thing SE can't improve, is our DD abilities. And it is the only thing we don't need. (We want something new since level 70 physical pacts though, just because other jobs got new WSes. But we don't need them)
I disagree there. It is the only thing we don't need. We already deal slow and safe damage. It fits the job perfectly. What we can't do is buff, spirit and melee, even though the prospects for them are golden.We just need a Reduction in the BP Timer (Maybe lower cap from 45 to 30) and a bit more power behind our punches.

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