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  1. #11
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Sunako View Post
    I think using rouse + spur + enkindle with garuda instead ifrit probably already make you lose more damage than what you gain from rs + x pot + contagion. I would not say using garuda make any stronger opener.
    The extended buffed dots + extra Ruin casts adds about 500 Potency to the opener.
    This is greatly increased by time sensitive skills such as Battle Voice Foes and Trick attack, as well as doubling the damage of a Poison Pot with Contagion.

    How quick Garuda attacks at the start (ranged) + Foes offsets the Potency of Ifrits Enkindle/Extra damage.
    Once the pet buffs are off and the slash/blunt debuffs are up you definitely want Ifrit out though.
    (0)

  2. #12
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Sunako View Post
    I think using rouse + spur + enkindle with garuda instead ifrit probably already make you lose more damage than what you gain from rs + x pot + contagion. I would not say using garuda make any stronger opener.
    Honestly on speed runs I use garuda's enkindle because I honestly don't know the range of Ifrit Inferno vs Garuda. I can also follow up with R+S Aerial Slash right after. Also another tip is asking to use caster LB on speed run trash mobs. I'm finding this makes the run go a lot faster and smoother. But yes, on a boss fight i'll use Ifrit's Enkindle over Garuda because it's a little stronger.
    (0)

  3. #13
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Judge_Xero View Post
    The extended buffed dots + extra Ruin casts adds about 500 Potency to the opener.
    This is greatly increased by time sensitive skills such as Battle Voice Foes and Trick attack, as well as doubling the damage of a Poison Pot with Contagion.

    How quick Garuda attacks at the start (ranged) + Foes offsets the Potency of Ifrits Enkindle/Extra damage.
    Once the pet buffs are off and the slash/blunt debuffs are up you definitely want Ifrit out though.
    You will only gain 1 extra ruin because your swiftcast summon III + (delay after summon your pet may lose one attack as well) will burn one of your gcd. Ifrit enkindle is magical damage as well so it will get boosted too from foe. It is pretty hard calculate accurate dmg difference between ifrit and garuda in 20 second(during cooldowns are up) but I test myself today and after 1min dummy fight ifrit damage is around 60+ dps higher than garuda so cooldowns affect lot more for ifrit than garuda + i did not waste gcd for the contagion. 60 dps in 60 sec is 3600 more damage. Can contagion alone cover that damage? Without cooldowns, gap between ifrit and garuda is not so high anymore.
    (0)
    Last edited by Sunako; 03-09-2015 at 12:47 AM.

  4. #14
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Ifrit VS Garuda Enkindle is only 90 Potency while buffed.

    Contagion gives you 15s extra for Ruin casts. After M2 and SC Ifrit that's 4 Ruins. (320 Potency)

    Extended Potency on Buffed Dots
    About 272 Potency

    So giving an example of SMN @ i122

    SMN gains around 2400 Damage

    Pet loses around 1k using Garuda over Ifrit.

    Unbuffed
    I122 Garuda about 105 DPS 121 w/Foes
    I122 Ifrit about 128 DPS - Full Debuff 142 DPS

    Buffed
    Garuda 190 - 209 w/Foes
    Ifrit 230 + ~ 90% Full debuff damage 253 DPS

    So with Enkindle + 44 DPS for 20s about 1k damage

    Subtract the extra 500 Damage if you use a Contagioned PPP.

    1900+ Damage on the opener.

    If you are lazy like me though and don't use pots except for progression then Ifrit is the way to go on the opener.

    Use Crimson Cyclone like Shoulder Tackle
    (0)
    Last edited by Judge_Xero; 03-09-2015 at 04:18 AM.

  5. #15
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    No you can not calculate it that way 15 sec more time 2 cast ruins. 15 sec dot duration do not mean you directly gain 6 more ruins. Without contagion summoner use 3 globals for dots then he start casting ruin again and in that time player with contagion one gain 3 more ruins but after 15 sec once you need apply your dots again player with ifrit will catch up. You need calculate it the way how much are their duration % of overall dot duration like you get 50% worth from bio2 62.5% duration of miasma and 83.3% duration of bio that is overall 2 more ruins than normal. And you have 2 remember contagion burn one garuda attack and swift casting summon burn another one. I m not talking about enkindle alone but whole spur + rouse duration.
    (0)

  6. #16
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Oh yeah, that makes sense.
    So you're probably closer to only 1k-1.2k ahead including the PPP.
    (0)

  7. #17
    Player RaizeGraymalkin's Avatar
    Join Date
    Nov 2014
    Posts
    263
    Character
    Volta Fross
    World
    Lamia
    Main Class
    Archer Lv 61
    So I'm looking to mess around with Summoner again and I was used to Bio II, Miasma, Bio...but reading through this I'm seeing some different orders. What's the general consensus now or is it situational?

    Also in regards to auto attacks, SMN's only auto attack when up close or is that incorrect? So should I actually be fighting in melee range to get a DPS increase or am I misunderstanding that? I usually fought at range, but it's been a while.
    (0)

  8. #18
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by RaizeGraymalkin View Post
    So I'm looking to mess around with Summoner again and I was used to Bio II, Miasma, Bio...but reading through this I'm seeing some different orders. What's the general consensus now or is it situational?

    Also in regards to auto attacks, SMN's only auto attack when up close or is that incorrect? So should I actually be fighting in melee range to get a DPS increase or am I misunderstanding that? I usually fought at range, but it's been a while.
    Others may attest to it, but I have never had a better opener than starting with Bio II, Miasma, Bio order. I would still say that is the best order of things in regards to the opener.

    SMNs auto attack in melee range only. Yes you should be in melee range whenever you can for a solid DPS increase. You will auto attack per Instant Cast skill or whenever an auto attack lines up with the conclusion of casting a skill. When you have more then one melee, weave in and out of mechanics to stay in melee range as long as possible.

    SMN is a melee class at it's best. Don't let anyone tell you otherwise regardless of all the ranged skills.
    (1)

  9. #19
    Player Akiza's Avatar
    Join Date
    Oct 2013
    Posts
    1,377
    Character
    Rhel Eryut
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    You don't do Summoner DPS you simply switch to Black Mage it just feels better aesthetically.
    (0)

  10. #20
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RaizeGraymalkin View Post
    So I'm looking to mess around with Summoner again and I was used to Bio II, Miasma, Bio...but reading through this I'm seeing some different orders. What's the general consensus now or is it situational?
    For me it's situational depending on the pet I'm using. (at least for the opener, otherwise you just reapply as they fall off due to the different timers)

    Ifrit I do Bio - Miasma - Bio 2 - Because Raging Strikes is 20s and Bio is 18s this allows me to get two buffed Bio's. If I did Bio 2, Miasma, Bio, then Raging Strikes would fall off before I would reapply Bio again unless I clipped it at like 8 seconds.

    Garuda is different because I will only use Raging Strikes with Contagion, and with it being the ideal AOE pet, I will want Bio to have a lot of time left when I Bane it due to it being 40 Potency/tick VS 35 Potency/tick. So that's where the Bio2, Miasma, Bio order comes to play.

    -------------------------------------------------------------------

    The other thing I like about starting with Bio while using Ifrit is, since it's instant cast I don't have to click Obey like when casting a non-Instant Cast spell in order for Ifrit to start attacking, otherwise he would wait until the spell actually hit before going to attack whatever you are attacking.

    -------------------------------------------------------------------

    But in saying all that, if I have Ifrit out and I'm having to do some AOE damage that requires Bane, I will do Bio2, Miasma, Bio.
    (1)
    Last edited by Judge_Xero; 04-14-2015 at 10:58 PM.
    "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

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