You think SMN = DRK and you claim I'm jumping to the wrong conclusion. I'd say they were designed with both in mind, if they were designed with just interchangablitiy in mind SE wouldn't be so interested in us keeping them out longer. Seeing as the ability to spam throwing avatars at a mob til it dies is the only thing of SMNs's that works completely I'd say it's fair to assume it was part of the design. Kiting isn't against the rules pinning is that's why they fixed it.
Resist slow is a pointless trait, But it's hardly a melee trait. Your logic applies to the frontlines too what SAM cares about slow when there's a WHM to erase it. the REsist slow is more than likely because under the wrong circumstances slow would be the death of a SMN just like paralyze and silence, also most jobs past the original 6 get a resist trait regardless of play design so that's still a poor arguement.
Auto-refresh is so we can keep our Avatar';s out longer pure and simple. All forms of MP regeneration were designed not to increase melee capacity, they were designed to help eliminate downtime. SMN has auto-refresh and clear mind because we hemorrhage MP with an avatar out barring refresh/perp gear. I think RDM make a fine light DD they got refresh to eliminate downtime for themselves and party memeber regardless of their other duties at that particular moment.
There's nothing in the job that speaks for frontline at all, they're really isn't we have less fior frontline than any other job the job was designed as a jack of all trades relying on the pet, but the pets need a massive fix. They made SMN as a half job because we are missing all the healing magic they usually have in other FFs(although we can add them via /whm, sch and rdm).



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