This is false, the duration of the debuffs (and this is a reported bug) DOES NOT INCREASE FOR bane-shared debuffs!!! Contagion only increase the duration on first target, if you then use bane, they won't be shared with increased duration.Greetings,
I just wanted to let you know a bit about "Bane" and that we are planning to make adjustments to the action help text.
“Bane” can spread to up to three enemies. We balanced it in this way due to the fact that the action from the Garuda egi extends effect durations to the point where you can maintain close to a 30 second DoT, arcanists can utilize other magic, and pets deal their own damage.
Compared to black mage’s “Fire II,” it’s somewhat inferior as burst damage, but depending on the situation “Bane” can deal more damage, so consider that fact that different situations lend themselves to different jobs.
We apologize that the number of enemies “Bane” spreads to is not written clearly and we will be adjusting this in patch 2.1.
Wait a sec after using Contagion, then pop Bane. Similar to how you can Fester before Bio fully lands, you can Bane before Contagion lands.
No, the problem/bug is that Bane's 15% chance of resetting a DoTs timer, to the original duration, also resets if the timer is higher.
If you Bio II + Contagion -> Bane, it has a 15% chance of being reset down to 30s duration rather than 31-45s.
Summoner rotation is, indeed, the easiest one to perform. I'm not sure about Bard, but summoner is probably the easiest due to the fact that you can brain spamming 2 buttons every ~20 secondsBlack mage is one of the lowest dps classes?(lol?) You know what put your thoughts into the best dps topic and lets see where that gets you oh right but your the only one who knows how to play summoner right?
Oh you know your rotation? I do that too the rotation for summoner is incredibly easy try playing a monk now thats a technical rotation. Summoner is not a difficult class to play.
Every class can do that if you want to.
Every single one.
When you seek to perfect the job, SMN is very intricate. Whereas DRG, the most complicated class, has more of a priority-based rotation, SMN has a timing and judgement based rotation.
SMN is easy? 4 separate dots, with different cooldowns and reapplication times, and aetherflow management makes SMN fairly difficult imo (on top of unintuitive pet management)
Regardless of difficulty, I still think SMN (and frankly, the other "zero RNG" based classes as well) should have some sort of reactive ability or short term buff/cooldown to use to spice things up.
Rotations set in stone generally just get extremely technical and unfun after a while, I'd prefer to have a bit more say in what I should be doing.
Granted dot prioritization is fun, and so is moving pet around, but I would still love to have some sort of resource (say, to empower the next DoT, or like Thunder procs to do all DoT damage upfront) or proc to deal with.
Yes but your timing judgement is based over 15-20 seconds (quite long). Not only that, if you fail to recast Bio/Bio II/Miasma at the right moment, you at most loose A BIT of your dps.
Not to mention the fact that the micro-optimization to reach max DPS is not that important because during a fight you have much more things to do (avoid things and such) that keeping your rotation up to get a hit, is always a bad idea.
"Time judgement" over 20 seconds is long, you have 20 seconds to choose what to do... is really long, easy.
I played BLM and dragoon on a friend computer and they are much more difficult than the summoner, which is my main character.
Even play a SCH is much more difficult than a SMN because you do (almost) the same thing a SMN do + you have to heal (yea you don't have fester, that's the difference, you replace thunder with aero).
And sorry, 4 separate dots => Easy instantly, dots with long duration are the easiest thing to handle, expecially when only one has more or less different duration over the others (bio II), the others can be easily recasted in sequence.
What dot management? I just need to recast them before they expire. My biggest decision is to cast thunder (and SF) or not because of mana usage.
Yea, managing pet is interesting that's true, but at least that is what I expected from a summoner. Considering I feel the same while playing a scholar (oh and my scholar pet has 4 useful abilities instead of 1), I still feel bad when playing summoner, it's so stupidly easy.
If you take a BLM that have never played the class and same for SMN, the SMN will do more damage because the class is pretty straightforward.
In case he has problem with pet management, just take out ifrit and eventually heal him every now and them, he is more resistant.
Summoners should summon the miniature version of the primals with all the their abilities similar to how Lightning summons Odin during the wonder and Lightning fate.
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