
Fun fact - when SMN was released, Bane passed to all targets in range. They said SMN was too OP so they limited it to 3 and took away our ability to cross class thunder at the same time.


Yeah, I remember that. I didn't have bane at the time but I remember losing thunder as a cross-class ability.
I also agree that it is OP to bane to 10+ things and even if the SMN dies those dots keep on ticking... But most mobs are grouped in packs of 3 or 4 so the limit on bane doesn't hinder SMN for runs taking one pack at a time. Removing it would make SMN much more powerful outside of dungeons and in speed runs, but increasing the appeal of SMN for speed runs (which already seem to be discouraged by the design of the new dungeons) doesn't seem like something they would create a new trait for. I'm not saying it wouldn't be welcomed by the players, just that I think it unlikely that it is something the developers would want to (re)add.



You say that SCH is your main and by looking at this I can tell. You are bias toward it, only thinking of how to make it super amazeballs without thinking about the other classes that will be affected by your suggestions. I main SCH right now and all I can say is that these are bad ideas. SCHs don't need a new fairy. The fairies aren't there to be powerful healing bots, they are there to support a SCH, without them SCHs would be garbage. With them they are balanced. SCHs are also not suppose to step on the toes of WHMs, so giving them more heals (especially group wide, and powerful or DoHs) is bad.
And honestly if you find the fairy being "stupid" that may have something to do with you more than the AI. I have no problems with them and only control Eos (not embrace) and only have one macro set for her. Selene is great while on Sic, and Eos does what I need her too when I tell her too. If you have Embrace macro'd, remove it.
Last edited by VanilleFang; 04-24-2015 at 12:57 PM.

A) Summoners lost the ability to bane 3+ targets to discourage speed runs.... Back then if you couldnt speed run you got booted or tanks/heals would troll till you left. Do it, do it fast move on. which is why we have mechanics in place to break that up
B) come xpac we will benifit from spell speed, dots apply faster and tick faster, i already see nerfs coming on this one for being op....
C) Really in the end, playing since launch as smn, i dont see much too "add" or "fix" on summoner. Give us a slight better spammable and shorten initial gap so 2 shot mobs are worth us actualy paying attention to
D) can sume one explain this mana issue smn have? currently in not near bis i can hit around 375-400ish dps and never have mana issues... are you spamming ruin 2? ya are stop it.... 130 mana for a spam is a waste and the blind it gives is pointless, and it dosnt add anything, current gear ruin 1 cast time is = to gcd so not even losing that


This was recently discussed in another thread, but Bane never spread to more than three targets. Its tooltip suggested it did, which is the only thing that was actually changed. The changelog for 2.1 says "Bane - Now correctly states that Bio, Bio II, and Miasma are spread to a maximum of three targets". It even got its range buffed by three yards.![]()
That's strange to not allow smn to spread to unlimited target when the current strat for rushing dunjeon is especially to run with BLM ^^'
Anyway, regarding the damages from dots, i would find unlimited spread too op while used with miasma2 + flare + extra Ice


It is strange when you consider BLMs can hit whatever happens to be close to their target, but at the same time that whole discussion is only relevant for 4-man dungeon speedruns. Pretty much no endgame content has enough mobs in play at the same time for it to really matter.![]()
i think it would be cool if SMN had a combination of attacks to make this amazing attack. Example cast Shadow flare in a spot, cast black hole in the shadow flare to draw in targets. While they are taking damage from both attacks, Tri disaster will have like 40% chance to trigger an after effect called apocalyptic hit targets in the area with a 290 potency explosion.
40% rate for an almost-Fester AOE is clearly too much, that's even better than Fester itself lol
Fester hits as hard a Fire one with astral fire 3. I think that is fine for an AOE plus the cast time on Tri-disaster is dumb long.
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