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  1. #41
    Player
    TheLenrir's Avatar
    Join Date
    Nov 2013
    Posts
    21
    Character
    Irisu Kyouko
    World
    Hyperion
    Main Class
    Red Mage Lv 70
    As it stands a SMN ideally needs a fellow caster companion to make them good in raids. Seen a fair few SMN/RDM pairings and they actually fare pretty well with each other. Otherwise a lone caster comp spot is more ideal for BLM/RDM, probably RDM more so due to emergency raise.
    (0)

  2. #42
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    I mean, it should say something that Eirene Snow, the player who basically wrote the guide on how to play 4.0 SMN, chooses to raid as an RDM. Maybe personal preference? Sure, but somehow I doubt it.

    This only really affects serious groups pushing prog undergeared, though. If your group isn't going to see any serious phases on Neo until you're full 340 then I doubt it would matter as much as it does now.
    (0)

  3. #43
    Player
    prophecy4seen's Avatar
    Join Date
    Mar 2014
    Location
    Uldah
    Posts
    47
    Character
    Little Box
    World
    Odin
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by loreleidiangelo View Post
    I mean, it should say something that Eirene Snow, the player who basically wrote the guide on how to play 4.0 SMN, chooses to raid as an RDM. Maybe personal preference? Sure, but somehow I doubt it.
    It doesnt say much, fflogs basically proves that the class is playable in all content. And while the damage is lower than its other 2 counterparts, it isn't actually as under-powered as people make out.. Take a fight like Neo exdeath. the top 5 summoners have the damage of the top 15blm/rdm. This damage is still more than sufficient. I personally dont believe the SMN problem is the damage.. I would like it to play better, but i dont really have issue with the rotation either.. I think the biggest problem summoners face right now is Mana & recovery from death.

    There is a really simple change S.E. can make to resolve this, but this is not the place for that.
    (0)

  4. #44
    Player
    TheLenrir's Avatar
    Join Date
    Nov 2013
    Posts
    21
    Character
    Irisu Kyouko
    World
    Hyperion
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by prophecy4seen View Post
    Snip
    I always imagined the main problem with SMN is we have regressed in a way from being a DoT class to a ruin mage. Looking at the casts/damage done by the 'top' SMNS, it's mainly from RuinII/III spams.
    (0)

  5. #45
    Player
    Thela's Avatar
    Join Date
    Aug 2014
    Posts
    204
    Character
    Thela Ivora
    World
    Phoenix
    Main Class
    Paladin Lv 80
    SMN/MCH changes coming for 4.06 on next tuesday: https://www.reddit.com/r/ffxiv/comme...e_adjustments/
    (0)

  6. #46
    Player
    prophecy4seen's Avatar
    Join Date
    Mar 2014
    Location
    Uldah
    Posts
    47
    Character
    Little Box
    World
    Odin
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by TheLenrir View Post
    I always imagined the main problem with SMN is we have regressed in a way from being a DoT class to a ruin mage. Looking at the casts/damage done by the 'top' SMNS, it's mainly from RuinII/III spams.
    But this isnt actually a problem. Because there are mechanistic around the play-style. Which would you say mechanically is more difficult 3.x or 4.0?

    Its my opinion, but smn being a ruin mage.. or smn being a dot mage... neither of these matter, because ultimately they didnt do so well with the summoner class as a hole.. To my mind, Summoner was suppose to be a red mage (in terms of elemental damage spells). All these spells should be fillers building up whatever charge is needed to summon a primal which would then nuke for high damage. I dont believe in this 100% uptime pet/ghost/spirit/egi thing they currently have
    (0)

  7. #47
    Player
    TheLenrir's Avatar
    Join Date
    Nov 2013
    Posts
    21
    Character
    Irisu Kyouko
    World
    Hyperion
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by prophecy4seen View Post
    But this isnt actually a problem. Because there are mechanistic around the play-style. Which would you say mechanically is more difficult 3.x or 4.0?

    Its my opinion, but smn being a ruin mage.. or smn being a dot mage... neither of these matter, because ultimately they didnt do so well with the summoner class as a hole.. To my mind, Summoner was suppose to be a red mage (in terms of elemental damage spells). All these spells should be fillers building up whatever charge is needed to summon a primal which would then nuke for high damage. I dont believe in this 100% uptime pet/ghost/spirit/egi thing they currently have
    3.x personally, had to get your timings down to maximize Aetherflow/DWT optimisation, mainly since they were not on 24/7 like it is now.

    What you're asking for though is probably never going to happen though. As nice as it would be, I can't see it.
    (0)

  8. #48
    Player
    prophecy4seen's Avatar
    Join Date
    Mar 2014
    Location
    Uldah
    Posts
    47
    Character
    Little Box
    World
    Odin
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by TheLenrir View Post
    3.x personally, had to get your timings down to maximize Aetherflow/DWT optimisation, mainly since they were not on 24/7 like it is now.

    What you're asking for though is probably never going to happen though. As nice as it would be, I can't see it.
    That Aetherflow/DWT optimasation your talking about is now basically been shifted into Aetherflow-Bahumut optimization, it hasnt really been lost, just been pushed a bit further. DWT now is pretty simplistic. In terms of left to right.."fun to play to hard to play".. I'd say its probably around the 60% mark on a ruler.. We originally used contagion to extend dots so we could cast more ruins (ironic). Now we have longer dots and a resetting tri disaster. And contagion has been turned into more or less a magical trick attack. To my mind, these are improvements... Would you rather the lockout of aetherflow be removed so you can use it in DWT? This would then mean bahumut does 1-3 less attacks
    (0)

  9. #49
    Player
    TheLenrir's Avatar
    Join Date
    Nov 2013
    Posts
    21
    Character
    Irisu Kyouko
    World
    Hyperion
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by prophecy4seen View Post
    That Aetherflow/DWT optimasation your talking about is now basically been shifted into Aetherflow-Bahumut optimization, it hasnt really been lost, just been pushed a bit further. DWT now is pretty simplistic. In terms of left to right.."fun to play to hard to play".. I'd say its probably around the 60% mark on a ruler.. We originally used contagion to extend dots so we could cast more ruins (ironic). Now we have longer dots and a resetting tri disaster. And contagion has been turned into more or less a magical trick attack. To my mind, these are improvements... Would you rather the lockout of aetherflow be removed so you can use it in DWT? This would then mean bahumut does 1-3 less attacks
    Sure if Bahamut doesn't keep stalking me like a lost puppy. For a big, bad dragon with 100 Yalm range on all his attacks, he sure feels the need to keep a 10-20 yalm range with me as I adjust for positional's since 'mechanics'.
    (0)

  10. #50
    Player
    prophecy4seen's Avatar
    Join Date
    Mar 2014
    Location
    Uldah
    Posts
    47
    Character
    Little Box
    World
    Odin
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by TheLenrir View Post
    Sure if Bahamut doesn't keep stalking me like a lost puppy. For a big, bad dragon with 100 Yalm range on all his attacks, he sure feels the need to keep a 10-20 yalm range with me as I adjust for positional's since 'mechanics'.
    Well in terms of things that should be simple to do.. i guess. Remove aetherflow lockout in DWT. Fix Bahamut (this is difficult because its basically made to function like eos rather than garuda movement wise. WW is insta cast so it moves alot more). by making it do its own thing once its target is selected (basically wyrmwave would just auto cast like windblade)..

    Wyrm wave is stronger than windblade.. but if it was Queued the same way, the dragon wouldn't get as many attacks off during its up time.
    (0)

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