People say SMN deal less damage, for two main reasons: (as far as I can tell)
1) They don't factor in your pet
2) Parsers don't handle third person DoTs very well
I've done a lot of parsing of my DoTs. I've done a lot of comparing numbers with people in the same raid. I've found that however DoT damage is calculated, someone else calculating your DoT damage and you calculating your DoT damage, is never the same. They always see less than you do.
But, given the tools we have, it is the only way to judge someone. Even when anecdotal evidence (like Soldiers dying first) is not sufficient, and servers as a counter point. But one thing to consider, is on Soldiers, you are only usually half of the equation. I've carried poor DPS BLMs before, and may have even parsed to other people as being worse, but I know better.
How well are you geared?
This is usually how my Turn 4 goes:
Phase 1) Shadow Flare as the tank is gathering the spiders, Bio2->Miasma->Bio->Miasma2->Contagion->Bane->Tri-Disaster->(new un-DoT'd target)Bio2->Miasma->Bio->Bane->Spam Tri-Disaster until < 3 targets left, Ruin1 and re-position for Phase 2
Phase 2) (target first Soldier to die)Swiftcast->Shadowflare->Bio2->Miasma->Bio->Bane->Thunder->(target second Soldier to die)->Aetherflow->Bio2->Miasma->Bio->Bane->Thunder->(switch back to first Soldier)Spam Ruin1/Fester until Contagion comes off CD->(target second Soldier)Contagion->(target first Soldier)Spam Ruin1/Fester until dead->(target second Soldier)Spam Ruin1/Fester until dead
Phase 3) Shadow Flare where Juggernaut will be positioned->Aetherflow->Spur/Rouse/Quelling/Raging->Bio2->Miasma->Thunder->Bio1->Miasma2->Contagion->Spam Ruin1/Fester until dead (save 1 Aetherflow charge for Bane at the start of phase 4 if CD is not almost done)
Phase 4) Shadow Flare where MT will tank (middle for us)->(target a Rook)Bio2->Miasma->Bio->Miasma2->Contagion->Bane->Tri-Disaster->(new un-DoT'd target)Bio2->Miasma->Bio->Bane->Spam Tri-Disaster until < 3 targets left, Ruin1 until all spiders are dead (save 1 Aetherflow charge for Bane in Phase 5)
Phase 5) (target Soldier)Bio2->Miasma->Bio->Bane->Thunder->Spam Ruin1/Fester until dead->(target Juggernaut, save Swiftcast for Ress if things get hairy in turn 6)Spur/Rouse/Quelling/Raging as CDs allow->Bio2->Miasma->Thunder->Bio->Miasma2->Contagion->Spam Ruin1/Fester/Re-DoT'ing until dead (transition into phase 6 as Juggernaut is being DD'd, save 1 Aetherflow charge for Ruin in phase 6)
Phase 6) Finish first Juggernaut->(target Soldier)Bio2->Miasma->Thunder->Bio->Contagion->Bane->Spam Ruin1/Fester until dead->(target a bug)Spam Ruin1/Fester (save a charge for Bane)->Re-DoT as necessary, Bane if 2 bugs are up when you re-DoT, otherwise spam Ruin1/Fester until bugs are dead->(reposition and target final Juggernaut)Spur/Rouse/Quelling/Raging as CDs allow->Bio2->Miasma->Thunder->Bio->Miasma2->Contagion->Ruin1/Fester until dead
Edit: One thing I've noticed when re-reading through this, is that I say that I Thunder before Contagion->Bane sometimes, and to note, it is mainly because I expect the target to survive long enough to benefit from the Contagion'd Thunder. If that is not the case, you are better off doing Thunder after the Bane, as the extra DoT time on Bane'd targets will result in more damage. Usually though, I'm focused on getting my target out of the picture mostly quickly, and consider Bane damage a secondary benefit of playing an awesome class.
Edit2: Oh, and I usually save Enkindle for Phase 2/4 as necessary to clear the adds before the next phase spawns, and if that is not necessary, just blow it on the final Juggernaut.
Edit3: I also always Ruin2 before Fester unless I'm really close to running out of mana and am trying to avoid having to Energy Drain.

Reply With Quote



