I'd say the current SMN feels BETTER to play than it once did. But this is just framework, and can be made better. I'd rather them not return to the previous horrible role of DoT mage (the ShB version I mean, I had no issues with HW or SB SMN).




What a terrible framework it is then, because if you want SMN to get any meaningful new additions in 7.0 it's going to need another rework to the structure of its rotation.
More like additions to it. The base idea isn't bad, but needs some complexity thrown into there. Still better than what SMN was in ShB, an overly complicated mess.
Last edited by RyuDragnier; 03-24-2023 at 12:24 PM.
Genuinely curious what you think SE could do to its framework other than adding some ogcds to it and falling into the same pit that they did with drg. The summon phases take up almost the entire rotation and with everything built as it is it feels like there is no room to do anything to summoner beyond visual changes.



There's plenty to work within the current framework if Square decided to be creative. One of the biggest things that can be done is intermingling of the various egi abilities. Just to shoot off some random examples that came off my head:Genuinely curious what you think SE could do to its framework other than adding some ogcds to it and falling into the same pit that they did with drg. The summon phases take up almost the entire rotation and with everything built as it is it feels like there is no room to do anything to summoner beyond visual changes.
Crimson Strike: Applies a DoT: 'burning wounds'.
Slipstream: If the target is suffering from 'burning wounds', the duration will be frozen for as long as the target is within slipstream's effect.
Emerald Rite: Now applies 'hastening winds' to the user.
Hastening winds: Reduces the cast time of 'Ruby Rite' to 1.5s.
To create decision making between which Egis you want to use next that isn't just 'I have to move soon = no ifrit'. Or make side routes for the Egis:
-Summon bahamut/Phoenix: Grants the effect of 'Summon Ramuh ready'.
-Summon Ramuh: Can only be activated right after using a summon II action while under the status effect of 'Summon Ramuh ready', effect consumed upon activation. Dispels all charges of the current active Arcanum to summon Ramuh, temporarily locking your arcanum and granting you 4 charges of Shockstrike. Shockstrike: cast: 2.5s potency 750
Giving some decision making to the rotation that's malleable for fight design. Do you sacrifice Ifrit in order to keep your casting phase time in the same spot of your rotation for less potency gain, or do you slow and hinder your free movement down by sacrificing Titan &/or Garuda for bigger potency gains? (Also having to note of any sacrifices from certain skills lost from the egi and their interactions with other egi skills)
Either way, current SMN might be rigid, but there's plenty of avenues for expansion within its actual framework that aren't just basic recolors of their legos. Now would they get that creative is the $$$ question.
just add more summons that you spam charges away from with 1 button LOL
Ifrit, Titan, Garuda - now you get Shiva and your 1 turns into the same thing but with ice O: SO CREATIVE
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