Quote Originally Posted by skooma_dealer View Post
I did Extremes on my smn and since I already know mechanics in savage raids (in first two at least), I'm pretty sure what to expect there on smn. It maybe not that hard to play current summoner, but saying "use whatever is available without consequence" is just not true. Also did you check other players in this thread on savage progress?
Unlikely. They checked your progress because you brought it up.

Delaying or pushing abilities isn't exactly SMN specific. Correct me if I'm wrong but, the way you said that gives off the impression that only people that make savage prog can know if a job is interesting. Beyond ST or AOE and Ifrit movement considerations there isn't much. Movement with mechanics is kind of one of those things every job deals with, some better than others. As is, it's really not a big deal for SMN since you have the option of doing a different one during that time (Which is one of the good things about this iteration). In the weird situation that you do get stuck with Ifrit's combo you just lose GCDs and it sucks, because Ruin 2 is gone now, which was the on demand "I messed up" or "I need to move here" button.

Anyway, I'd like to see more meaningful reason to chose summons in situations, not just "Ifrit gonna do me dirty here". Right now we are locked with Fire Wind and Earth attunement on our job gauge, so either those are placeholders, or this is all we are getting. Had the job mechanics approached the way in which you summon these three differently and they had more reason beyond movement to summon, I would be more hopeful for the future of the job.

I mean, we shall see, it could become great at some far off distant future or it could just you know... stay as it is. As of right now though it's kind of stale and unfulfilling in my opinion. Especially coming off of Shadowbringers iteration, which despite some people hating, was actually very satisfying, at least to me, when you got around it's quirks and got better at wielding it.