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  1. #31
    Player
    xardus's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Xardus Xarstealth
    World
    Moogle
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by faris View Post
    I can't get on blm now to check, but the MP cost of blizzard II at 50 without umbral ice is pretty hefty. Combined with the fact we will have to ruinspam now, it's really not looking good for our longterm MP stock, aetherflow or not. Personally, as well, I'd be wary about doing something like that around stuff when most things in this game spam their own aoes like noones business.
    well without thunder we gain 212 mp at every dot refresh...not a big advantage but better than nothing,allow to cast 2x ruin2 but still dsnt worth the lost
    mana can be a problem,but on most boss u cant go under him to cast miasma2or blizzard2 so its pretty unusefull,its good only in t4 for just 1 wave...bah i dont understand whats the point in this changes,maybe they just didnt think that smn is nerfed with this changes,noone of theme is plaing it
    (0)

  2. #32
    Player
    Sargent's Avatar
    Join Date
    Nov 2012
    Posts
    43
    Character
    Cuore Mist
    World
    Odin
    Main Class
    Arcanist Lv 90
    I'm hoping they fix Aero so SMN does get access to it. That wouldn't be so bad since it's still an additional DoT to use.

    Also with the Obey adjustment, I'm hoping it's just a toggle to switch between Sic/Obey.
    (0)

  3. #33
    Player
    jars's Avatar
    Join Date
    Aug 2013
    Posts
    389
    Character
    Juni Esura
    World
    Sargatanas
    Main Class
    Astrologian Lv 70
    thunder costs a ton of mana, more than any of our dots. replacing it with a ruin instead increases our mana efficiency not decreases it. but without thunder they could easily drop enkindle to a 1 minute cooldown and we'd still lose dps. I would certainly be more interested if that happened.

    the bane thing I can see too because on something like garudas feathers which are currently really hard to get with that would be really overpowered. not sure 3 yards is quite enough though.
    (0)

  4. #34
    Player
    xardus's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Xardus Xarstealth
    World
    Moogle
    Main Class
    Arcanist Lv 50
    range increase is pretty good,sometime u miss it because think mobs are near enough but they are not hehehhe
    and good the fix about reset duration if just used contagion
    (0)

  5. #35
    Player
    Phai's Avatar
    Join Date
    Sep 2013
    Posts
    187
    Character
    Phai Mui
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    They nerfed all ranged, so ppl now will take melee and stop stacking randed. Its not about class Balance, its about casual player Balance, those who know the class they playing cant understand the adjustments at all. Good mnks laugh at theire boost's, ranged just go wtf? and drg's got a well deserve adjustment. Its BS, but still it will make the fate grinding crying mofo happy, and keep playing..
    (0)

  6. #36
    Player
    xardus's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Xardus Xarstealth
    World
    Moogle
    Main Class
    Arcanist Lv 50
    nerf all ranged,yes they did but not in same measure as for smn,they adjusted ur skills (and fixed other) we now have a whole skill that disappear! isnt a half point reduction , is 100% nerf ! smn has lower hp,lower mana,lower burts dmg,his only stron side is long term fights but is very very difficult to play,much more than blm and quiet more than bard
    smn has nothing to help in raid like stun silence,blm has sleep (not very usefull i know but better than nothing),nerfed Virus,so if u have 2 smn and 1 sch there will be some misses
    so..wanted to nerf ranged...but why? melee has higher armor and resists,mages are weak and now has lower dps than melee? its a nonsense
    (1)

  7. #37
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    but hey look at this way, we basically got a close ranged binding aoe that does bit more damage than our existing one!
    oh wait... it's not like I used the already extremely situational tri disaster on garudas plumes to die on a slow shadow flare death >_<;
    Also dat hidden Bane nerf! Extended dots was our huge surprise proc weapon. It seems we're not allowed to have great procs since BLM is the job for that...
    The thunder drop is somewhat annoying but I could have lived with that but not in trade-off with a cheap Tri-Disaster clone!

    I really don't know why they hurt Summoners this badly while they finally recovered by the bad dps stigma, they just get a new one from all the qq threads in the forums.
    Our reputation will fall through the floor! ( which wasn't that high to begin with)
    (1)

  8. #38
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    So this is, while it seems to be a mana gain, actually a mana nerf.

    I haven't been ingame for a while, but a while back it was shown that thunder does more potency/mana than ruin.

    So now, having only ruin to fill the gaps, we are losing dps, and losing mana efficiency.

    heeeeheeeeeeee.

    Gonna go play my monk now bye!
    (3)

  9. #39
    Player
    Amira's Avatar
    Join Date
    Nov 2013
    Posts
    17
    Character
    Amira Debourgne
    World
    Gilgamesh
    Main Class
    Arcanist Lv 70
    Rage mode sorta died down after a few hours processing the Patch Notes.

    Thunder being removed doesn't make sense since we have to be 15 THM to become summoners ANYWAY, so why? I can get over losing 30 potency dot, since Thunder is more of a luxury in my rotation and only if I have enough time to cast my other dots. Sucks but dealable.

    AI on pets? Good Summoners micro manage their pets already, those who keep them on sic aren't efficient or smart to begin with so whatever. This affects only those who don't already mm.

    Bane range? Was that a buff? Increasing range to 8 yalms is only useful for, again, bad summoners. Even an added +1 target wouldn't be game breaking considering that all other AOES don't have a cap on affected targets. True our dots hit like a truck and is more efficient in regards to resource management and we can cast them faster than other classes, but still, this almost feels like a negligible change. Even if missed dots = no dps, it didn't have to change.
    (0)

  10. #40
    Player
    Amira's Avatar
    Join Date
    Nov 2013
    Posts
    17
    Character
    Amira Debourgne
    World
    Gilgamesh
    Main Class
    Arcanist Lv 70
    The thing that I cannot get over though, is the Allagan Boots of Casting. It's a huge dps loss. HUGE. To both SMN and BLM who's only other options are Accuracy or Determination (except for BLM who have the same stats on their myth boots). Spell speed really? Can we as Summoners (who cast faster than blm) really get a lot more dps from spell speed? I'm hitting the soft cap for Crit Chance but the loss of 20+ CC hurts my dps more than the removal of Thunder or the AI change on pets. My ACC is capped so an additional 21 from my myth boots means that I'm over gearing for accuracy? I could remove my Heaven's Eye materia from Vanya gear, but it won't add more CC to my character sheet since those pieces of equipment have a hard cap on CC.
    (1)

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