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  1. #1
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    523
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    Quote Originally Posted by tearagion View Post
    I'm not sure you played very much SMN, the rotation was very flexible outside of your Demi summons, of which Bahamut was only somewhat flexible.



    What is the point of this post? SE devs don't care, so don't bother voicing an opinion?
    Are you trying to tell me that there wasn’t an optimal rotation? Because there was, and it was way more rigid than black mage and red mage. Pre 6.0 Summoner was a priority job. Do you have your dots up? Do you have egi assaults to use?

    Can you be more specific with flexibility? Or maybe give your definition of flexibility? I remember quite a bit of ruin spamming with lots of oGCD weaving.

    Is 6.0 summoner perfect? Absolutely not. I think it’s a step in the right direction.
    (2)

  2. #2
    Player
    tearagion's Avatar
    Join Date
    Nov 2020
    Posts
    254
    Character
    Tearagi Eruzure
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Sequora View Post
    Are you trying to tell me that there wasn’t an optimal rotation? Because there was, and it was way more rigid than black mage and red mage. Pre 6.0 Summoner was a priority job. Do you have your dots up? Do you have egi assaults to use?

    Can you be more specific with flexibility? Or maybe give your definition of flexibility? I remember quite a bit of ruin spamming with lots of oGCD weaving.

    Is 6.0 summoner perfect? Absolutely not. I think it’s a step in the right direction.
    It was flexible because, as you say, it was a priority system and those priorities didn't dominate every GCD between burst phases. As long as you entered Bahamut with 4 Ruin IVs and, didn't drop your DoTs, didn't drift CDs like Egi-Assault and Energy Drain, you were 90% of the way there. The skills not important to your burst could be fairly freely shuffled around to optimize a specific fight's movement and windows.
    (5)