The debuff from Rain of Death should never be needed. One Ilm Punch is less potency than your other two options, for as much TP as your AOE moves, and for an effect that doesn't work on anything you want it to work on. They're both useless.



Rain of Death is extremely helpful for those people who are already capped on accuracy.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community
Rain of Death looks pretty...only if you don't cancel the animation with another instant cast (which bards have plenty of) and wait out the entire animation (which is longer than your default 2.5 GCD). Both Wide Volley and RoD are inefficent when it comes to TP; quick notch is simply more reliable unless you can't hit them all in a cone (which really isn't that hard considering your effective range).
One Ilm Punch is good for those stone-skin happy FATE mobs... but that's about it really. It has no place otherwise since the damage is lower than that of twin snakes (which comes with a damage buff no less).
Eh. . .that's pretty much the only place I can think of it's useful, and you'd still be better off silencing or stunning the cast instead. Correct me if I'm wrong, but the damage gets absorbed by Stoneskin before the debuff gets removed, right?
I question why the thread became about all these other job skills and not about SMN's skills. "It's all about me", huh?
I no longer play MNK or BRD, actually. >_>
But no, it's more like "Okay, everyone seems to agree that Enkindle and Tri-Disaster really need work, but someone's trying to claim that One Ilm Punch and Rain of Death are fine when they aren't." Not gonna let that go unchallenged, even if it derails a topic. >_>
That hasn't been true since 2.0. Originally Summoner had the highest single target damage with a wider AoE radius then the Black Mage. But after 2.1 Summoners single target damage got reduced by 20% with the removal of thunder and another AoE in a nerfed Blizzard 2 resulting in the Black Mage and Summoner being roughly equal in single target while the Black Mage had higher AoE bursts and the Summoner having solid singe target damage with decent AoE. Melee meta changed so their Single Target DPS will always be 20% higher than a caster which should've automatically changed the role of the Summoner. Statics went from having a melee and 2 casters to 2 melee and a caster forcing casters to compete for a spot in raids. In 2.25 the Black Mage Single Target Damage got buffed to 12% higher than the Summoner while retaining their AoE damage causing the Summoner to fall behind. 2.4 the arrival of the Ninja which had higher single target and bursts then the Monk which started the rapid decline of the Summoner because statics would force Summoners to either switch to Black Mages or be excluded form endgame raiding. The combination of game design, SE's stance in the Meta and the Players have forced the Summoner to either be changed or die out. It's simple evolution if something doesn't change and adapt to their environment they perish. SE hasn't adapted the Summoner to the current game design and meta so the player base has decided the Summoner doesn't have a place in groups so the population of the Summoner rapidly deteriorated.BLM is and should always be the ultimate AoE job. SMN could need some better AoE against higher amounts of enemies, but they shouldn't reach BLM's level.
SMN should have slightly higher single target DPS than BLM though... and I don't know why you want them to completely change the whole concept around.
The Summoner is never going to be the Single Target King it was in 2.0 again the Summoner needs a new role. The classic image of the Summoner is a hybrid Summoner/Elementalist specializing in Massive AoE Bursts with Solid Single Target Damage.
Last edited by Akiza; 03-28-2015 at 02:42 AM.



Burst potential =/= overall DPS (just ask BRDs). SMN simply is not a very bursty Job at the moment.
If I wanted to explain the Enkindle problem to a DRG, I'd do so as follows:
How would you feel if they doubled Dragonfire Dive's cooldown - and then added an extra 60 seconds just for fun?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




