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  1. #1
    Player
    WalksIntoMordor's Avatar
    Join Date
    May 2022
    Posts
    16
    Character
    Cereza Hoid
    World
    Brynhildr
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Espon View Post
    These changes don't seem to fix anything and just makes things worse. Summoner's main issue is that it really doesn't change much between between level 30 and 90 as most skills are just upgrades with higher potencies.

    I rather not not lose Resurrection in exchange for two crappy abilities I'd never use over Fester and Painflare because they got a tiny heal attached to them.
    Yeah... Summoner can use a bit more stuff, to change it up earlier on, but Res isn't the issue. If anything the idea that they want to dump it as it is annoys me, because it's a useful ability to have. Physic IS useless, but only because it doesn't scale to the main stat. If it did, it'd still see LITTLE use, but have edge case scenarios where it could be helpful (i.e. I accidentally got stuck away from the healers by a barrier AOE, and need to heal a bit to get through the next raidwide).

    The idea that you don't have to think about which Summon you're using is LUDICROUS, because they ALL need to be used to optimize damage and the use case for each can change in different situations. Perfectly executed, I'm using all three and all charges of Gemshine and my Ruin IV before the next Phoenix Bahamut comes up, and keep repeating. I run the new Alliance raid on Summoner and believe me when I say that I give a lot (relatively speaking) of thought to which summon I used based on where we are in the fights of the first half, and even in the later fights it still matters a lot when you choose to use Garuda and Ifrit (because of the Slipstream and Ruby Rite cast times - even with Swiftcast, you have two others to figure out). The first boss' arena changes and the gaps in the design of the second can very much make using Ifrit's dash in dangerous at times, so you need to be ready to negotiate those obstacles. And long cast times on Ruby and Slipstream also mean I could have to interrupt my own casts to move if I started before a directional AOE was shown.

    Summoner needs a bit more to weave in in various places, and have that spread through lower levels. But what it HAS doesn't need to change - it needs stuff ADDED to it (save the flavoring on Fester, that needs to change please and thank you).
    (1)

  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 WalksIntoMordor View Post
    The idea that you don't have to think about which Summon you're using is LUDICROUS, because they ALL need to be used to optimize damage and the use case for each can change in different situations. Perfectly executed, I'm using all three and all charges of Gemshine and my Ruin IV before the next Phoenix Bahamut comes up, and keep repeating. I run the new Alliance raid on Summoner and believe me when I say that I give a lot (relatively speaking) of thought to which summon I used based on where we are in the fights of the first half, and even in the later fights it still matters a lot when you choose to use Garuda and Ifrit (because of the Slipstream and Ruby Rite cast times - even with Swiftcast, you have two others to figure out). The first boss' arena changes and the gaps in the design of the second can very much make using Ifrit's dash in dangerous at times, so you need to be ready to negotiate those obstacles. And long cast times on Ruby and Slipstream also mean I could have to interrupt my own casts to move if I started before a directional AOE was shown.
    It's not ludicrous, here's why:

    1) Optimizing Damage - Look at your party's raidbuffs. Are there enough 15s raidbuffs to make Slipstream snapshotting worth it over Titan first? Congrats 1/6 gem summons decided.

    2) Being Able to Move - You will need to cast for 3s in Garuda (if you're not Slipstream snapshotting in buffs), and 3s*2 in Ifrit. For Garuda you have 4*1.5s of swiftcasting to buffer, for Ifrit you have 2*2.5s of swiftcasting to buffer, and for both you have a Ruin 4 and a slide-cast Ruin 3. This is enough movement for 99.9% of mechanics in the game.

    3) Boss Movement - If you know the boss will move in the next 15s don't cast Slipstream.

    1 is a binary and simple decision, not worth considering.
    2 is extremely easily reacted to, and effortless if you know what the boss will do ahead of time.
    3 is a binary and simple decision.

    "Perfectly executing" a SMN rotation is a joke, the whole job is a joke. Sprinkling in some oGCDs won't fix how thoughtless and garbage the core rotation is. It basically needs another rework to not be the job-for-lobotomy-patients.
    (10)

  3. #3
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by tearagion View Post
    "Perfectly executing" a SMN rotation is a joke, the whole job is a joke. Sprinkling in some oGCDs won't fix how thoughtless and garbage the core rotation is. It basically needs another rework to not be the job-for-lobotomy-patients.
    Yes but Also in shb smn Is not difficult at all: we had 4 instant spell + 4 ruin 4 (and an entire instant phase). Only "difficult" was the dot but we had tri-disaster for a instant reboot or the hated ghosting. Currently the smn Is ok, but is ok to be a class at 70. Smn needs more freedom (starting from releasing the carbuncle from transformations to releasing phoenix hot + heal have an effective commitment even to utilities without being brainless), add more ogcds to make the phases more busy, add benefit add actions that actually bring benefits to the rotation such as carbuncle actions that released ruin 4 and therefore force us to have more attention (currently except the 4 fester under buff there is nothing else that effectively benefits the rotation if not thinking if the boss moves or not) maybe one or two ogcds that allow after x stack to be able to unlock a spell that reduces the cast time by 2.5 seconds for x time but at the same time introduce cast time to titan and bahamuth ( first example that came to my mind) stupid example but its what I mean by benefits to rotation (in this case of movement) or literally introduce an old shb ruin 4 which is a dmg burst ogcd. however, all without having to upset a class that after all is not bad, it's just that it is 10 levels less than the others.
    (2)

  4. #4
    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 Ggwppino View Post
    Yes but Also in shb smn Is not difficult at all: we had 4 instant spell + 4 ruin 4 (and an entire instant phase). Only "difficult" was the dot but we had tri-disaster for a instant reboot or the hated ghosting. Currently the smn Is ok, but is ok to be a class at 70. Smn needs more freedom (starting from releasing the carbuncle from transformations to releasing phoenix hot + heal have an effective commitment even to utilities without being brainless), add more ogcds to make the phases more busy, add benefit add actions that actually bring benefits to the rotation such as carbuncle actions that released ruin 4 and therefore force us to have more attention (currently except the 4 fester under buff there is nothing else that effectively benefits the rotation if not thinking if the boss moves or not) maybe one or two ogcds that allow after x stack to be able to unlock a spell that reduces the cast time by 2.5 seconds for x time but at the same time introduce cast time to titan and bahamuth ( first example that came to my mind) stupid example but its what I mean by benefits to rotation (in this case of movement) or literally introduce an old shb ruin 4 which is a dmg burst ogcd. however, all without having to upset a class that after all is not bad, it's just that it is 10 levels less than the others.
    I guess I missed the part where I was talking about ShB SMN. SMN does need more 'freedom' but just adding in oGCDs won't accomplish that, it'll just extend your list of things to brainlessly mash in your free instant casts under Bahamut. The whole rotation is a vapid disaster that starts to feel like shit the second a boss is untargettable for more than 1 GCD, and feels boring otherwise. Adding cast times also wouldn't help as there are already 9x more spaces to weave than you need. It's garbage from the foundation.

    To not be too negative here are some things I like about new SMN: I like G, I, & T Astral Flow, and that you can theoretically hold the ability past the Arcanum duration. I like the idea behind Gemshine, it's cool to get your abilities buffed by your summon. I like that the raidbuff was moved from pet delay to just originating from the player character.

    ...The problem is you can't hold an Astral Flow because a new summon erases it, Gemshine is just Ruin 3.5 in 3 different equally boring flavours, and the raidbuff doesn't need the accuracy of timing properly because it lasts 30% longer than any other raidbuff. Every part works against the other parts of the kit, all while Summons are at their most boring (from a gameplay perspective) ever. It needs another rework. Seeing as everyone parades classic FF Summoner as a reason for the rework, why not full commit, classic Summoners had huge rosters of summons by comparison. If every FFXIV summon is going to be a reused asset just start dumping them in with different effects. Repurpose the Aetherflow gauge to be the summon resource instead of the 600 potency resource. Be creative with what effects the summons have and how much time you need to maximize that effect. The sky is the limit with a DPS class, so why is this SMN what they came up with.
    (5)
    Last edited by tearagion; 06-21-2022 at 06:06 AM.

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