I disagree. Aetherflow and Demi-Bahamut worked just fine in SB despite being interlocked. The problem there was Rouse and Devotion conflicting with Bahamut (a problem we still have) and Aetherflow locking out DWT and vice versa. The key is to have a -singular ability that isn’t directly tied to damage- act as a bridge through the rotation, then Merging Trance and Summon: Bahamut actually solves all of the problems with the current rotation being locked behind Trance. If Aetherflow always lets us ready the next Trance or Summon in the cycle and gives us stacks for Fester/Painflare while the use of Trance/Summon in of itself cycles our rotation, then we prevent most of the problems we currently have. Hell, I feel SE could even reintroduce Rouse and/or Spur as low level alternative versions of Trance to bring the overall concept down to ARR ‘s part of the curve again if they wanted.
In addition we can also merge Enkindle, Deathflare, and Enkindle Bahamut/Phoenix into one button. The only thing separating those three buttons in practice is the context of Trance/Egi/Demi to begin with, which we can reference when needed. The result is we have keyed the rotation to the same 20:40 split each minute, ensured everything cycles properly, and used a common thread of context sensitive buttons to eliminate a ton of bloat while streamlining things for the average player. And we’ve given SE more room to grow the rotation both at low -and- high levels. And apart from the lack of Aethertrail timers this is basically how SMN’s core rotation functioned back in HW, where I’d argue it was its most stable and engaging. The only other button in need of a change then is Tri-Disaster, which would work fine with a CD of 40s and two charges anyways.
To me, that’s SMN’s best case scenario for ensuring long term growth, but the overhaul that comes with it might be enough to kick out a new Demi-primal, hence why I’d prefer fleshing out what we have further.



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