Coming here to chime in on the Bane nerf...I think Bane should be reverted at least partially. Especially for the sake of Scholars. It makes DoTs far too weak. According to the math, Painflare is almost always better.
Coming here to chime in on the Bane nerf...I think Bane should be reverted at least partially. Especially for the sake of Scholars. It makes DoTs far too weak. According to the math, Painflare is almost always better.

Painflare is always better unless it's something crazy like 7 or more adds that live long enough for the dots to tick.
Loss of a full dot AND increased damage reduction?
Painflare on three adds is 600 potency. Bane on three adds takes your dots on one of them and spreads it. So it's only really the damage on the other two. 80 and 64 potency ish per tick. Takes bane 12 seconds to do the same amount of damage. Better off just dotting adds individually and painflare.
I think they should make Shadowflare be up whenever you like. Take off the cooldown and put it back to a useable spell. Would help lessen the blow a little bit >.>
Only math about bane and painflare I saw is this reddit thread - https://www.reddit.com/r/ffxiv/comme..._vs_painflare/
And it shows that bane is actually better than painflare.
Also frankly I don't really feel aoe nerf in 70lvl dungeons. I still outdps almost every job on aoe pulls. Even most of BLMs.

The caveat to that is how long the adds live. I think it's something like 15 seconds or 5 dot ticks its stronger/equal then painflare.Only math about bane and painflare I saw is this reddit thread - https://www.reddit.com/r/ffxiv/comme..._vs_painflare/
And it shows that bane is actually better than painflare.
Also frankly I don't really feel aoe nerf in 70lvl dungeons. I still outdps almost every job on aoe pulls. Even most of BLMs.
All smn nerfs(1dot, SF, bane, r3 potency) are there for a reason - it being bahamut. Which is a lot of dps especially when your atherflow stacks are ready. So I don't see them boosting bane back even a little, especially after overall aoe nerfs.
The only way to make smn AOE more impactful and satisfying I see - is to rework the job from ground up, get rid of dots pets etc. and make job around summoning like they did with bahamut. Then we would be able to have high potency impactful skills. And while we have nonstop firing turret that does like 20% of damage it won't happen.
That's hilarious.

Pet feels more Summoner's auto attack to me. The nerfs feel to much for me tbh. Ninja's hellfrog is a flat 400 potency with no fall off, and Blm's 650 foul is up every 30 seconds. Maybe my opinion would change if Ahk Morn was actually 680 potency and not a Pet's 680 potency.All smn nerfs(1dot, SF, bane, r3 potency) are there for a reason - it being bahamut. Which is a lot of dps especially when your atherflow stacks are ready. So I don't see them boosting bane back even a little, especially after overall aoe nerfs.
The only way to make smn AOE more impactful and satisfying I see - is to rework the job from ground up, get rid of dots pets etc. and make job around summoning like they did with bahamut. Then we would be able to have high potency impactful skills. And while we have nonstop firing turret that does like 20% of damage it won't happen.
That's hilarious.
Talking raw potency is pretty meaningless with summoner cause of summons. Ninja can have all the 400 potency skills but no way in hell will outDPS me on actual pulls in dungeons. BLM will probably do a little more damage but it seems like what SE wants. You people seem never to consider how easy it is to make SMN super OP, unnerf ruin 3 and bane how they were and we'll have the most damage both on ST and AOE. With 2 utility buffs and resurrection. I want ahk morn to be actual 680 potency from my stats too lol But eh whatever. We'll see how smn performs in savage content soon.Pet feels more Summoner's auto attack to me. The nerfs feel to much for me tbh. Ninja's hellfrog is a flat 400 potency with no fall off, and Blm's 650 foul is up every 30 seconds. Maybe my opinion would change if Ahk Morn was actually 680 potency and not a Pet's 680 potency.

The actual dps gap between summoner and say red mage is pretty high... Not even sure that would be enough. I hope O2S is fun.Talking raw potency is pretty meaningless with summoner cause of summons. Ninja can have all the 400 potency skills but no way in hell will outDPS me on actual pulls in dungeons. BLM will probably do a little more damage but it seems like what SE wants. You people seem never to consider how easy it is to make SMN super OP, unnerf ruin 3 and bane how they were and we'll have the most damage both on ST and AOE. With 2 utility buffs and resurrection. I want ahk morn to be actual 680 potency from my stats too lol But eh whatever. We'll see how smn performs in savage content soon.

They(SE) practically did that with the PvP. You don't even have egis anymore, and they made it so you only need one aether rotation to summon bahamut.All smn nerfs(1dot, SF, bane, r3 potency) are there for a reason - it being bahamut. Which is a lot of dps especially when your atherflow stacks are ready. So I don't see them boosting bane back even a little, especially after overall aoe nerfs.
The only way to make smn AOE more impactful and satisfying I see - is to rework the job from ground up, get rid of dots pets etc. and make job around summoning like they did with bahamut. Then we would be able to have high potency impactful skills. And while we have nonstop firing turret that does like 20% of damage it won't happen.
That's hilarious.
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