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  1. #1
    Player
    RoschVeliess's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Rosch Veliess
    World
    Ultros
    Main Class
    Lancer Lv 32

    Couple interesting SMN videos

    Note these are not my videos.

    http://www.youtube.com/watch?v=VJ1BLokxOlU

    @12:34 - Discussing the differences and uses between Garuda and Ifrit.

    @19:43 - Talking about the validity in adding Thunder to your dot lineup. Main argument against it is that it isn't affected by Fester. Wondering if his observations here are accurate since a lot of SMNs seem to say to take it.

    http://www.youtube.com/watch?v=diROOR4VZKg

    Side-by-side comparison of Garuda to Ifrit. Seems Ifrit is way ahead of Garuda in terms of raw damage till you factor in enemy defenses then they're about even, though the ease of using and keeping Garuda alive makes her generally the winner.

    I found it interesting he found Ifrit to benefit from all melee debuff types (blunt, slashing, and piercing) so if you have a melee heavy party and the mob will be affected by multiple melee debuffs it could be better to use him assuming you can keep him alive.

    Thoughts?
    (1)

  2. #2
    Player
    Salem_Rain's Avatar
    Join Date
    Sep 2013
    Location
    Reach Haven
    Posts
    105
    Character
    Salem Rain
    World
    Balmung
    Main Class
    Marauder Lv 50
    I misread the title of this thread as:

    Couple interested in S&M videos

    :O
    (11)

  3. #3
    Player
    Rainsford's Avatar
    Join Date
    Sep 2013
    Posts
    140
    Character
    Snuggles Unicorn
    World
    Diabolos
    Main Class
    Arcanist Lv 50
    Some basic misinformation here:

    Thunder does 210 total potency for 212 MP (not including Raging Strikes/Contaigen). 3 casts of Rune will cost 237 MP and give you 240 damage while costing you 3 GCDs. Why on earth would you keep Thunder out of your rotation and instead spam a skill that gives the same damage/MP cost but significantly lower damage/GCD?

    Shadow Flare: The tooltip reads 25 potency, but after the first 2 ticks it starts doing damage equal to Bio II's 35 potency. Is it a bug? Maybe. But as it stands now, Shadow Flare does only slightly less damage than Bio II for slightly more MP, and should always be cast on Swift Cast cool downs. For it's cost, it's slightly more mana efficient than spamming Ruin (while again using less GCDs) based on the tooltip, it's significantly more powerful based on the actual damage it puts out.
    (3)

  4. #4
    Player
    Hoffburger's Avatar
    Join Date
    Sep 2013
    Posts
    12
    Character
    Arrya Stark
    World
    Ultros
    Main Class
    Thaumaturge Lv 16
    I like to use Thunder and Shadow Flare over Ruin. Another thing that makes Garuda better than Ifrit IMO is the fact that the +15s DoT extender works on both Thunder AND Miasma II (which makes Miasma II worth using). Basically you pop Raging Strikes, Bio II, Miasma, Thunder, Bio, Miasma II, and then use Garuda.
    (0)

  5. #5
    Player
    Marcusow86's Avatar
    Join Date
    Aug 2013
    Posts
    170
    Character
    Natsu Sousuke
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Hoffburger View Post
    I like to use Thunder and Shadow Flare over Ruin. Another thing that makes Garuda better than Ifrit IMO is the fact that the +15s DoT extender works on both Thunder AND Miasma II (which makes Miasma II worth using). Basically you pop Raging Strikes, Bio II, Miasma, Thunder, Bio, Miasma II, and then use Garuda.
    In any end game boss fight, MiasmaII is negligible as you wont be running close to any boss ever else risk getting cleave. But i do agree contagion is the main reason why every SMN should use Garuda in a boss fight.
    (0)

  6. #6
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Zelia Sarrasin
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Marcusow86 View Post
    In any end game boss fight, MiasmaII is negligible as you wont be running close to any boss ever else risk getting cleave. But i do agree contagion is the main reason why every SMN should use Garuda in a boss fight.
    Uh. cleaves are frontal.

    You can be in melee range of every endgame boss.

    Source: I'm on Turn 5.
    (0)

  7. #7
    Player
    savant07's Avatar
    Join Date
    Sep 2013
    Posts
    165
    Character
    Ashen Valanar
    World
    Lamia
    Main Class
    Archer Lv 50
    Not to mention you perform an auto attack too when in melee range...extra dps.
    (0)

  8. #8
    Player
    Marcusow86's Avatar
    Join Date
    Aug 2013
    Posts
    170
    Character
    Natsu Sousuke
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kevee View Post
    Uh. cleaves are frontal.

    You can be in melee range of every endgame boss.

    Source: I'm on Turn 5.
    My point is, you would not want to risk going too close to any boss due to unforeseen circumstances.

    Furthermore, i am usually busy with my rotation, i do not see any opening to cast miasmaII.
    (0)

  9. #9
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Zelia Sarrasin
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Marcusow86 View Post
    My point is, you would not want to risk going too close to any boss due to unforeseen circumstances.

    Furthermore, i am usually busy with my rotation, i do not see any opening to cast miasmaII.
    I guess melee don't want to risk getting too close, either..


    Do you cast Ruin/Ruin II?

    Yes?

    Then you have time for Miasma II before Contagion.
    (0)

  10. #10
    Player
    Marcusow86's Avatar
    Join Date
    Aug 2013
    Posts
    170
    Character
    Natsu Sousuke
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kevee View Post
    I guess melee don't want to risk getting too close, either..


    Do you cast Ruin/Ruin II?

    Yes?

    Then you have time for Miasma II before Contagion.
    melee DPS are at risk all the time and seems to take damage more times from bosses. As a range DPS and going to melee range just cause you can miasmaII and contagion is not something that should be encouraged.

    From a healer PoV: If a range DPS is in melee range of the boss, it better be due to boss mechanism and not because you would like your parser number to be on top. Just saying.
    (0)

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