I'm going to put my replies in a spoiler tag (or at least attempt to) just to keep from making an enormous post blocking people from scrolling through.

Originally Posted by
CasterSvarog
Sorry for not making this clear enough, but it's more closer to previous expansions, you pick one Egi to summon at the start and build from there. As for the Dots, I personally just like them, it helps set up a basic skill floor in the early levels as something to work on during the early rotations. But true, there is a bit of a disconnect, perhaps introducing some sort of proc system, or a new machanic tying in dots and summons.
Also, i'll fix that mistake with Ruby charges, that was a dumb error.
Edit: Actually, how about having buffed Festers give a stack of Ifrit/Titan/Garuda Favor. Would help tie in the dot/Aetherflow system together.
That may work, but then you're running the risk of pushing Fester out of the raid burst window if the upgrade to Fire Ruins is too large over normal DWT-buffed Ruins, since you would be effectively losing a stack for every Fester you use in your Trances. If you had a sort of intermediary buff that converted to elemental stacks when you use the Egi ability, that could get around feeling like you're 'losing out' on Festers during raid buffs.
As for abilities to tie DoTs into the job, you have a lot of options. Old Garuda had Contagion, which was very flavorful +15s extension to your buffs. You can use this to get more ticks out of your raid buff DoTs, although a 15s extension might make reapplication a little weird in the rotation if you end up 'cutting' 15s off. I'd have to make a full timeline to see if it would work well as an option for flat 30s duration dots.
Procs are a good way to make DoTs have an impact on your rotation, although then you're at the mercy of RNG if you don't have a way to force the proc. Procs also open up interesting ways to interact with your own abilities. You could have Ruin IV procs as a baseline, or something like a separate Gemshine button that are augmented by procs so you can bank up something different in case you need to adjust your gameplay. I would also suggest looking at how other games do DoT jobs, as you might find new ideas or mechanics that can used to strengthen your concept. One example is in games where reapplication is easy (similar to old SMN with Tri-Disaster resets) there are abilities to consume your DoT effects on a target to do upfront damage. Even without it being a core mechanic, it could be a niche ability to use for boss jumping. Try and think of ways to get them really into the kit working together and tying all the mechanics together.

Originally Posted by
CasterSvarog
This one was the toughest part to figure out, hence having no auto attacks on the Egi's, being set to Stay by default when they are attacking, and having their attacks, assaults and enkindles be ranged, preventing the Ai from going "I need to be moving then attacking", instead going straight to "I'm attacking now". So in a hypothetical opener it would work like:
Ruin 3 [Aetherflow/egi attacks] -> Egi assault 1 [Devotion/egi assaults] [Disaster] -> Egi assault II [Shadowflare/egi assaults II] [Astral Flow] -> Enkindle [Egi Enkindles] -> Ruin 3 [Dreadwyrm trance]
Though thinking about, Dreadwyrm trance could also be turned into a Gcd to help with this problem, but i'm not 100% sure if that's a good idea for not.
The problem with this is that the pet AI can't even handle standing still sometimes. Currently Carbuncle does absolutely nothing and there is still a noticeable amount of delay between your buttons being pushed and the action being executed, even if you're standing completely still. As long as this delay exists, demi summoning will continue to cause ghosting problems because it acts as a hard cut in the pets ability to perform those actions. I've said this since Stormblood, but Demi summoning was a mistake that is incompatible with the way the job is designed. Visually flashy? Certainly, but it turns pet action delay into hard failure points since the game is (evidently) designed to only be able to support one pet active at a time. Demi AI is also still broken and can refuse to lock on if you're moving when the summon action is pressed, which means you lose autos unless you stop moving long enough for them to reacquire a lock (not feasible in all content, since mechanics will overlap your 60s windows, or you're kiting in solo modes) or you force them to acquire a lock with an instance of damage (in my experience oGCD damage on the summon GCD results in a lock 100% of the time).
The fact that this still hasn't been fixed may indicate that is a systematic problem with the way the engine handles the pet spawning in. Maybe having damage tied to the summon itself could fix it, but that's such a blatantly obvious solution I can't imagine the team not at least trying it. I would like to finish my thoughts on this by saying it's your design. If you really want to keep Demi summoning that is entirely you're decision. I'm just trying to explain the problems inherent to the actions design that have persisted ever since they gave us the mechanic, albeit in a biased way. I am aware of how much I detest this mechanic for what it did to HW Summoner, so my negative perspective is something to keep in mind when reading this feedback.
As for Demi summoning being on the GCD, that honestly depends on how your oGCD spread is. Like I said before, an oGCD being used can force them to lock on to a target regardless of your movement, and having an oGCD thats available on the summon GCD can help to prevent the action from being stale. This is a big reason why I detest Gem summons in new-SMN, because it's literally an empty GCD you have nothing to do in. Currently you can Deathflare or Rekindle on your GCD, although if you have a slow gcd this space is probably being taken by at least Energy Drain. Since you have Aetherflow and not Energy Drain/Siphon, You might have to consider using the demi GCD to allow a damage spell in order to force their AI to lock on.
Since your example opener should be at least three GCDS into the fight you may already have raidbuffs up, which would allow you to immediately Deathflare as your damage option. This would force bahamut to attack regardless of your positioning and circumvent the AI problem, but you may have to do something else for phoenix. Since you can Aetherflow prior to the summon you might have to hold on to a Fester for that GCD to accomplish the same thing, since Rekindle doesn't do any damage and won't allow you to force a lock.

Originally Posted by
CasterSvarog
The idea behind Shadowflare was an attempt to help cut back on oGcds during the 2 minute reopener by swapping out 2 Festers for a lone Shadowflare, thought taking a look at a hypothetical opener, Shadowflare isn't even needed. I was, however, not aware that too many ground effects can cause those kinds of issues, If that's the case then a lot of puddles will be removed and added to the potency. As for Titans Enkindle, I failed to fix where the puddle was supposed to appear, it was gonna be done at the target not the caster themselves.
The problem with cutting back (imo) is that you're not really doing anything with these GCDs, especially in the Trance cycle where everything is instant anyways. Having more stuff to weave helps prevent the phase from going stale and being reduced to just a 1 button spamfest. I would argue this is a big part of the problem with new Summoner is that you just don't have to pay attention to your supposedly 'big' phase: everything is instant and unless you have a lot of Spell Speed its way to easy to doubleweave and then you're just left with nothing to manage aside from pressing either solo button or aoe button until the Trance ends.
As for Titan, I still feel like the puddle may be at odds with where you would want to use it. Unless the DPS variance between Titan and Ifrit is very tight then you wouldn't want to use Titan unless you don't have a tank (for instance odd comps in Exploratory content or soloing), and in that case the enemy is just going to walk straight out of the puddle and towards you. You could give it a very potent Heavy effect, but you'd still lose out on most of the effect. If you want it to focus on group play value, one suggestion would be to have it function similar to Sage ult in PVP, where standing in the puddle gives you damage reduction or perhaps a small regenerating shield so that other players can take advantage of it. If you want it to be more viable to solo/lowman content, I would suggest something like a single hit with a Stun or some other enfeeble attached to it. This would allow you to get the maximum value out of it in content where the Summoner may be alone without running the risk of making it too good in group content (since nearly every boss is immune to enfeebles).