Do you actually update this over course of various servers? I haven't really found one of these for SMN and have been looking to contribute as well.I asked around on my server to confirm how some of the SMN's do in FCOB cause I don't really have names for people, outside of my server, who told me what/how they did and plus I can't remember every single numbers, only an estimate.
It's on the 2nd tab: http://goo.gl/kTliGH
Some of it is not complete cause I only asked their static but did not want to bother them to give me extensive data. But this is just proof of what a SMN can do in general and you can compare it to the BLM's in Puro Strider's DPS epeen chart.
I just recently started this today. If you want to add yours on the chart, I would really encourage it. I definitely wanna know how other SMN's are doing in different servers. Please email me; I have my email in that spreadsheet.
People talking about utility between blm and smn. Take into consideration that all hard hitting mechanics are magical, and so is all tank busters (do correct me if I'm wrong) what does smn have against magic dmg: Virus And e4e. What blm has against magic damage: Manaward (for self) apocastasis(-10% magic damage taken) for tank, e4e (With 60sec longer cd, but keep in mind, you still have 2 healers that can pop it during blm's down time, and just how many of all the summoners remembers to use it? I know that I don't, but remember to use it as sch)
and battle raise.. yeah.. smn's run out of mp in around 4 minutes if memory serves right (with no ED's). Battle raise costs I believe 785mp, that's more than 2 full sets of DoTs, so essentially if you have to raise, your mp lasts for 3 minutes of full dmg.
Summoner gets screwed over on utility because Scholar has priority when using Arcanist utility.
Most tank killers are physical, including Raven's Beak, Bahamut's Claw, Critical Rip, Resonance, Second Head, Revelation, and Flatten. In T13 there are two tank killers that are indeed magical, the breaths with P1 Flattens and Akh Morns.
In most MMO's, DoT-based classes, like WoW affliction warlocks, are usually the king of sustained single target damage. What would be the point of delivering your damage over time if you still do less damage than a class that does it up front?
The problem with SMN now is you have a class built on doing sustained damage over time, but fall short of all other DPS classes sans Bards (who bring much more utility). Because of the nature of DoT damage, SMN's also contribute much less to AOE or burst for adds. This is usually compensated by higher single target damage in most other games, but not here.
I don't mind having to Energy Drain here and there to sustain my DPS, as resource management should be a part of SMN gameplay. Prolonged fights and AOE/adds should be where BLM's excel over SMN's. But if SMN's can't bring superior single target damage or utility, then what exactly can they provide a raid that another DPS job can't do better?
That won't happen because of SE's stance on melee doing more damage than range and magic dps as well as Black Mage being the King of Mages. As long as SE is bent on maintaining that meta than DoT sustained damage jobs will never have superior single target and utility. I agree Summoner should have the highest sustained single target damage to balance them against other jobs because they don't do up front damage. Unless SE is willing to make the Summoner the King of Sustained Single Target Damage they should just Redesign the Summoner around Channeling Aether and Summoning.In most MMO's, DoT-based classes, like WoW affliction warlocks, are usually the king of sustained single target damage. What would be the point of delivering your damage over time if you still do less damage than a class that does it up front? The problem with SMN now is you have a class built on doing sustained damage over time, but fall short of all other DPS classes sans Bards (who bring much more utility). Because of the nature of DoT damage, SMN's also contribute much less to AOE or burst for adds. This is usually compensated by higher single target damage in most other games, but not here.
I don't mind having to Energy Drain here and there to sustain my DPS, as resource management should be a part of SMN gameplay. Prolonged fights and AOE/adds should be where BLM's excel over SMN's. But if SMN's can't bring superior single target damage or utility, then what exactly can they provide a raid that another DPS job can't do better?
Well, melee will be ignored in favor of ranged like the early stages of the game if rdps can do more damage. There would be much point to bringing mdps other than lb. I think that is why SE has mdps doing more damage than rdps. It's just that more groups have found ways to give mdps more uptime by making rdps handle certain mechanics that the mdps would loose far too much uptime trying to do the same.
I can possibly get behind smn getting a dps boost, but by how much? Blm will cry for buffs until they are back on top. Then we'll have a repeat of this situation.
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