



In terms of jank, the worst part of old summoner is still there, with Searing Light being tied to Carbuncle. Means you can still ghost it pretty easily. Not only that, it's also easy to drift the cooldown when you want to use it with bahamut.Frankly, I love the current theme and idea behind the SMN rework, and I think the flow is fantastic and offers great opportunities to add rotational abilities and more opportunities for skill expression, which it is currently lacking at the moment. I just hope they commit to this iteration and use it as a building block for the job, as it lends itself wonderfully to that with far less potential jank as more gets added to it.
I'd also say that its pretty janky that Summon G/I/T requires Summon B/P. That's just me however. I personally do not like the restrictiveness that comes that you absolutely have to open with Bahamut. Wish you could just have the option of Baha or Phoe and they both share the same recast time. Spice it up and gives a buff to the other one so you can work with variations. I think they completely missed the mark when the SMN community didn't want Devotion to be a pet action and restricted to Carbuncle because they added more. I know it was mention also but I'll also say it. Why is Carbuncle position not matter when you do any Summon? What's the point of the action Place. Really, what's the point? Because I put Carbuncle in the middle at the beginning to make sure Searing Light hits everyone but Carbuncle's position constantly moves. It's pretty silly if you ask me.
Not wanting to compare but after clearing the first 3 floors on SMN, I'm going RDM on the 4th fight. You know what SMN can't do that RDM can? When you prog blind and have 3 deaths and you still go full party on the next mechanics because you can cast 3 raises in 10 seconds. It's also great that I don't have to complain every 10 minutes about SMN in raid because RDM is just so much better in term of performances and gameplay.After playing through the MSQ, both EX trials, and a couple of savage floors on Summoner, I've come to the conclusion that while SMN feels good aesthetically and is fun to play in dungeons, I don't like the way it feels in high-end content. Again, this is just a personal opinion and not a fact. My main concerns are around the inflexible rotation, which leads to lockouts of abilities during certain phases, and the lack of opportunities to optimize. I don't want a total rework, but I do plan to shelve SMN for the remainder of the expansion wrt high-end content and just hope (but not expect) some changes to make it better.
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