I love that the gold standard for SMN healing is cure potency capped and Cure 4, which requires /WHM. What's the fast cast on this loser of a setup?
I don't know, but both RDM and SCH can easily beat a SMN in curing speed. And they don't need a subjob to give them their cures.
It's interesting that anyone would bother wearing cure potency as SMN. Did they just macro swap OUT their -perp gear? Not only do they have the slowest Cure 4 in existence, they paid 10-20 MP more for their avatar to cast Cure 4. That's not something I'd brag about either.
Don't worry, you'll be able to cast Cure IV with RDM sub at level 96 for all of your curing needs.
I like you you argue logically. I've always seen the opposite meleeing on a job that has support functions means you still have to pick. I watched a RDM/NIN meleeing in a party on full MP let my SAM brother 3 because he refused to help heals because "he was there to melee". there's really no room for my style of SMN and melee SMN at the same time I'm too busy lol just as SMN melee would keep you. I get 20 secs free time a minute which I'll use on anything that seems useful throwing out a regen or cure, remove a debuff etc. when you add in the fact I nigh constantly switch staffs TP becomes and issue. I've said it before if you like melee go for it it CAN add to a party, I just feel support SMN is more bebeficial and safer lol. I do think outside the box. I played my SMN as a great main heal at 75 my avatars were an integral part of my role here(so I wasn't jsut a gimp whm) not because I was forced to but because my friends were trying to PT and there was no healer's available, but then I also started leveling WHM after this for next time.
Pet Damage is independant from SMN melee though and SCH got some nice toys for melee/nuking since 75. WE don't need to add more to our DoT either we add enough to a party without it. for everyone who waants to melee go for it theres lots of cases where an job is play counter to it's design and it can work, but try not to be like certain players and ignore SMNs's designed function and what it can excell at.
Summoner [suhm-uhn-er]
1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
2. Not a melee
Don't worry, I'm with you on your argument, but I have melee'd a couple of times when I'm soloing as SMN in Abyssea, only to get blue procs and then gtfo. But I was able to keep the damage up from blood pacts constantly. Did that lower my TP gain rate? Yes. And I switch staves for BPs also, so I had to keep my BP staff in satchel while I was meleeing.
But Al's method of keeping avatars out isn't unrealistic, its plausible, abet more dangerous for him to do. And there are still some NMs I wouldn't melee at all, even if I wanted blue. His method only works for group settings, and most people don't like seeing a SMN melee at all.
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |