I know i'm gonna contradict with what i said to no longer care about SMN but i will do one more attempt.
1. Keep old pet mechanics, same with SCH. Pets take damage and you can boost their mobility and sustain
2. While the egi is out, you gain avatar's favor. This favor passively increases. Keeping the egi out passively drains MP over time
3. Ordering the egi to do attacks speeds up the favor gathering and costs some MP.
4. Once it reaches 100, enkindle lights up, and you transform the egi to their full primal form, do their signature attack, dissipates, then puts the egi in an extended cooldown.
5. Doing all the summoning, powersup greater primal summoning.
6. Should it reach a certain point, you have the option to either summon Bahamut or Phoenix.
7. DoTs makes a comeback to SMN so damage is ticking while you order your pets, sustain them and gain favors faster.
8. Carbuncle is the filler summon
9. oGCDs solely interacting with the dots
Last edited by rawker; 05-04-2024 at 05:31 AM.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
Having played 6.x SMN for quite awhile, I feel what current smn needs is a way to refill gem (Ruby Arcanum, Topaz Arcanum or Emerald Arcanum) so that we can delay using bahamut/phoenix when necessary
From what I recall SMN had the largest rotation, even if BLM had a higher skillcap. It also doesn't impact the thrust of what I'm saying at all. If SMN was the 2nd or 3rd most complex, the devs still took something richer and flattened it into cardboard.
It was a 2min long cycle, but ultimately it was just a Baha burst, followed by ruin/egi assault fillers, followed by a phoenix burst (very braindead), followed by the same ruin/egi filler. 3 of the 4 dot refreshes were just a tri-disaster. It was really, really not complex, just long, and only because the 2 bursts were different a little.
But yeah, it definitely had some skill to have, like when to use your ruin IV procs, working around cast times, and managing your dot application properly, especially during bahamut which still had full cast times.
I think we're talking past each other. It was a very long rotation that really punished the player for dying, and optimization was tricky. Then you throw mechanics on top. Compare to current summoner, which is baby's first DPS job.
My thoughts exactly. The real issue with current SMN is not that it's bad as much as it just feels incomplete. At level 90 it feels like a level 70 job. Maybe they will round out the job with more details and maybe they won't, but there really isn't anything specifically wrong with the framework they've created. Is it a simple and straightforward job? Sure, and chances are it will stay that way. But I'm not sure what's is wrong with SMN or any other job being simple and straightforward. There's, what, 20 combat jobs in the game come DawnTrail. If you don't like SMN then there's 19 others for you to play.
Maybe you don't like the new version. Maybe you loved the old version. Admittedly and agreeably that sucks for you.. but that old version of the job isn't ever coming back and I highly doubt we'll ever get anything even close to it again. So, really, the ball is in your court. Either play SMN as it is and will be, find another job to play, or just don't play at all. There's really not much more to say than that.
So that's it? After bringing in players who love the original pet job that it used to just accept it? Surely, there's some line you're drawing and are off limits and should they change it, you'd be pissed.
Can we stop already with the arguments that there is X other jobs to play if we don't like something? I'm not a SMN main, but as a MCH main I'm sick of hearing that fallacy. Even without talking about how bad different job difficulties are for the game, if they want to introduce braindead simplistic jobs, could they at least do it with the newer ones instead of alienating the already existing ones?
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