At this point they're pretty much nerfed to the ground. Nerfed AoE damage with the pain/death/dot nerf (not that aoe is super important in FL) and nerfed burst. Now they can't even dps crystals. Remember that SMN has almost no reactionary defensive CC other than swift-bind, no big instant self heals like second wind/recuperate (physick gives like no hp), and no way to "cancel/lock" an enemy move (trying to cancel with laggy pet stuns/knockbacks is not a thing). They were always a glass cannon, but they've kinda nerfed away the cannon part. 1v1 with a good melee where both sides have full buffs, a SMN is basically screwed unless you have room to retreat and have your pet get a few hits off. It wouldn't be as bad if enkindle would actually not take like 2gcd to go off if at all so that I can actually time it with part of the burst.
And people say they are mobile. They are pretty good at chasing, but any job with a ranged slow/bind or a closer is good at chasing now especially with the sprint TP change. Only BLM would be weaker here. In running, SMN are pretty bad. Again, no reactionary CC other than swift bind which if you can use it on them then they are also close enough to use a closer and stun, and no big reactionary self heals/shields.
I say either miasma heavy should come back, or misty veil should put a heavy. That would give at least one more escape option in a 1v1. Either that or give a fetter ward like skill to SMN, allowing for some sort of stun protection while escaping.
Really the biggest thing going for SMN is the pet, which in a 1v1 can even the field by getting a few free hits off on the opponent while the SMN is safe far away. It puts pressure on the opponent to make a move.


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