Quote Originally Posted by MahthildisMMORPG View Post
[...]How does Smn have 27 if it's the easiest class? Does that 27 include pet abilities? Because when I tried counting the abilities, and removing the ones that are evolved into with level up and cant be put on hotbar, the max I counted was about 21 or less.
To put it simply, its because their 'peak rotation' is linear & very foolproof.

Can't Aethercharge/Summon Bahamut? "Oh, I need to have carby out... "
Can't use Legos? "Oh, I need to finish Aethercharge/Summon Bahamut phase first..."
Can't use Gemshine/Precious Brilliance & Astral Flow? "Oh I need to use Bahamut/Phoenix/Legos..."
Can't use Ruin IV & Festers? "Oh I need to use Energy Drain/Siphon..."
Ruin IV is timed exactly the same as its catalyst? "Oh so I need to expend it before using another..."
Then you realize there's an insane amount of potency shoehorned into Bahamut's phase? "Oh hmm Bahamy is yum yum op! Let's buff it with Searing Light!"

What else? Maybe super dumping 4 Festers into raidbuff window? Maybe learning where in the fight it's safe to standstill to cast during Ifrit phase (something that all spellcasters will naturally learn)? Maybe learning where in the fight it's safe enough to not murder yourself or your partymate with Crimson Cyclone? Maybe learning whether it's worthy to Swift a Slipstream cast to catch raidbuff window in a raidbuff heavy compo groups? Maybe saving it for Ruby Rites casts or combat raise? Not that SMN is lacking in instants at this point. They're memed for being a phys ranged dps in caster coat not without a reason.

It's hard to fail playing a SMN because the restriction it implore to player restrict player from failing for the most part.