Close enough!
Different cast times? Bahamut Ruin, Phoenix Ruin and Titan Ruin is just a recolored old Ruin II/Ruin IV. Ifrit Ruin is just Ruin III. The only unique one is Garuda's Ruin because we never had a 1.5 recast skill.
Potencies don't mean much when they essentially fulfill the same purpose. It's your bread and butter spam spell. Bottom line is, they NEVER removed the Ruin spam people kept complaining about. How it's designed will make people think it adds variety but it really doesn't.
The favors are good though. Also people seem to forget that the old Egis gave variety to SMN but was held back in how they were designed, but the new favor mechanic essentially replaced that.
EDIT: Adding to this, Bahamut and Phoenix function essentially the same except for their Astral Flow. Back then Bahamut required you to go through Dreadwyrm Trance first and also save up Ruin IV stacks to use during his phase. Phoenix gave you a lot of mobility and you have a 1-2 combo.
Last edited by dinnertime; 01-11-2022 at 09:33 AM.
So here is basically what this redesign actually did.
- It removed Bio and Miasama along with Bane
- It removed Egi pets
- It removed FWT single target & AoE combo
- It moved Egi Assaults from the pet to the Summoner
- It moved Egi Enkindle from the pet to the Summoner
- It added a nice looking Primal for about 3 seconds
- It added Demi 1.5s Auto Attack
- It didn't add any new primal summons to the job
This redesign only served to fix common complaints from 5.0 yet it ignored what was actually good in 2.0, 3.0, 4.0 and 5.0. That is the crux of the problem.
Let's take the first issue, the removal of Aetherflow from the job (Sorry but Energy Drain isn't Aetherflow). In 3.0 and 4.0, Aetherflow served as the setup for your rotation. It allowed for AF abilities to charge your Trance which in turn charged your Demi. Aetherflow should be used to add Elemental Arcanum. Using all three in turn would charge up your Trance/Demi.
Let's talk about Egi pet removal. Was it really needed? Wouldn't people have been happier to summon Garuda Prime, have her stay and auto-attack in a manner similar to that of a Demi? You'll still be summoning one after another but they'll do a little extra damage while you go through your Elemental Ruins (Egi Assaults).
While on the subject of Egi Assault or more to the point, Pet Action Removal. In 2.0, 3.0, and 4.0; pets had 4 different abilities then 5.0 reduced that to just two. In 6.0 it's still just 2 which make it feel super light in terms or abilities and unique playstyle.
FFFXIV Battle Design has 3 basic sources of damage; Global Cooldown (GCD), off Global Cooldown (oGCD), and Damage over Time (DoT). Summoner offers two out of the three yet gives you three different Elemental Arcanum.... A better design would be one element to focus on GCD, one to take a oGCD weave design, and one use a DoT design. Now I mentioned earlier how pet actions went from 4 to 2 but I feel 3 would be a good fit in 6.0.
Trance/Demi also feels off now. In 4.0 Bahamut would attack when you used a GCD or a oGCD action. In 5.0 FWT was a 1 & 2 combo. Now both have been dumbed down to 1 Single and 1 AoE. Everlasting Flight/Rekindle are nice but require a rotation rather than on demand use. Making Demi auto attack did fix the problem of Demi's "ghosting" Enkindle but both need a unique playstyle. I've long said during the 5.XX cycle if Demi just Auto Attack, there should be a trait were any GCD or oGCD has a chance to change Bahamut next auto attack into something stronger. Also change Akh Morn to GigaFlare since it is his signature move and the fact that Deathflare is Akh Morn. Also DWT should go back to GCD spells.
Ruin and Tri-D are basically useless since you'll only be casting Arcanum Ruins. A better option might be oGCD. We could remove Fester and ED/ES then just have Ruin IV, Tri-D, and Painflare as oGCD with some kind of charge mechanic.
Speaking of mechanics, SMN needs some to make up for all that they lost. As I said eariler, AetherFlow > Arcanum (AC) > AC > AC > Trance/Demi is feel good but needs more. Plus we are still missing the summons we were promised for over 7 years now.
We need an Astral Cycle and Umbral Cycle. During the Astral Cycle Aetherflow you'll have access to Ifrit, Shiva, Garuda (Fire melts ice, ice block wind, wind blows out fire). When you cast the elements in the right order you'll do bonus damage. The Umbral Cycle will be Leviathan, Ramuh, Titan (Lightning strikes water, Water erode earth, Earth ground lightning). An other key fact is that you'll get access to use either Astral AF or Umbral AF (2 different Abilities) to build up 2 different Trance (2 different Abilities). This should help with death issues and complete lose of a rotation plus give the Summoner more flexibility on when to use said trance.
Another new addition would be complete both DWT and to unlock a new Summon that would be your quick 3 second Primal Enkindle Animation would be either Odin or Alexander that does are straight line attack, since that is SE flavor of the week for this Expansion.
As for Searing Light and Aegis, I'm not sure why SE can't just make it a Carbuncle Spell Animation but that is what it should be so you can cast it at anytime.
So to summarize the rotation would be:
(Astral AF > Fire, Ice, Wind > DWT/Bahamut) + (Umbral AF > Water, Thunder, Earth > FWT/Phoenix) = Straight Line Primal Enkindle (Odin or Alexander).
One GCD Arcanum (Fire & Water), one oGCD Arcanum (Earth & Ice), and one DoT Arcanum (Thunder & Wind).
Three charge oGCD (Ruin, Tri-D, and Painflare).
Searing Light and Aegis independent of pets.
Playing summoner in Savage makes me sad.
The wonkiness: Losing potency all the time on Ifrit when mechanics dont let me cast the strike after the jump, or when I cant jump to not jump into tethers... or when I cant even use Ifrit cause i need speedy dmg and I cannot waste time on casting..,
The boring: besides these things, the rotation is suuuper boooring. I am not having fun at all. But if you are, please dont take it as an offense. It is totally cool.
The dmg: much less dmg, much less added value. I feel that people don't understand that phoenix does not have a full team heal its a TARGETED heal... it heals 1 person. And if you choose anyone but yourself, it literally does not heal you. It does not heal the summoner itself it you target it on Tank... so not sure why people bring this up as a "super duper" added value to the FULL TEAM... eh it ain't. Especially on how I see all summoners use it only on themself for obvious reasons.
In addition, the biggest thing of this renovation was to have cool summons and I cannot use my summons in their full view cause then I cant see.
I personally don't think they will change this based on the announcements. So I am starting to learn new things. Cause I like to have fun.
This is my opinion. I know some people disagree. It is totally cool. I can adjust and do something else. Just wanted to share.
I actually like the sound of this. This looks like a combination of 4.x and 6.0 SMN which is really what I wanted.
I really never understood why they scrapped how old Aetherflow worked. It made a lot more sense for Demi summons to require some sort of buildup to be accessible and it gave summoner so much flexibility. Tying it with the RGY summons is the way to go.
Instead of asking for dots to be added back to Summoner, I would rather those requests go toward the next caster job like Time Mage, which could be a dot job that augments its spell effects and dot lengths with perception magic as well.
There are areas where the new Summoner could see improvements, like Elemental Mastery being introduced earlier than level 86 or possibly giving Phoenix a team-based ability, but I don’t think more dots are needed. Although in a technical sense, you do have a positional dot in the form of Slipstream; it’s not on the boss itself, but it can attack multiple enemies in dungeons since it’s placed.
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