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  1. #1
    Player
    Chiraisu's Avatar
    Join Date
    Aug 2013
    Posts
    99
    Character
    Chiraisu Saika
    World
    Jenova
    Main Class
    Ninja Lv 80

    My smn is running out of mp. Is this a fix?

    Okay so! From what I have noticed, When I put up all my dots and keep them up as often as possible (casting it once the buff reaches 2-1 seconds of duration left), I find myself running out of mp! In fights like Titan that are very long, I have trouble keeping it up.

    I use thunder, which is arguably the most expensive dot smn have access to. But! instead of not using it anymore, I've started to go into "low mana mode" where I start using ruin 1 instead of ruin 2. Is this a good idea? Do any other smn at 50 still use ruin 1?
    (0)

  2. #2
    Player
    Sapphidia's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Sapphidia Wulfhaven
    World
    Balmung
    Main Class
    Warrior Lv 90
    ALL summoners at 50 should be using Ruin 1.

    Ruin 1 and Ruin 2 do identical damage for identical time, but the difference in mana cost is gigantic. The fact that Ruin 2 is instant cast is sort of misleading. Sure you can cast it on the move, but it still invokes the same GCD that Ruin 1 does. There's really only three times you should use Ruin 2:

    1 - You need to DPS whilst having to move from damage, so you fire off a Ruin 2 whilst moving.
    2 - You have a Warrior Tank and you need to Blind the boss during a nasty damage spike moment.
    3 - You have an Off-GCD ability like Spur or Rouse that you need to apply (you can pop it during the 2.5 sec GCD after Ruin 2).

    In ALL other situations, you should be spamming Ruin 1 instead of Ruin 2. It does the same damage at half the cost. If you're spamming Ruin 2 as your filler then that's pretty much the sole reason you're going heavily OOM.
    (7)

  3. #3
    Player
    Chiraisu's Avatar
    Join Date
    Aug 2013
    Posts
    99
    Character
    Chiraisu Saika
    World
    Jenova
    Main Class
    Ninja Lv 80
    Thanks! That's what I was thinking. I've started to only use ruin 2 when I know I'm going to have to move cause of plumes now.
    (0)

  4. #4
    Player
    NightWrath's Avatar
    Join Date
    Aug 2013
    Posts
    92
    Character
    Night Wrath
    World
    Behemoth
    Main Class
    Archer Lv 50
    I agree 100% with Sapphidia, ruin 2 should only be use when needed, on titan i only use it to buff garuda during gcd or on ppl who got rocked to increase a little dmg output, since our burst is the worse.

    Out of mana, i only get in speedrun, since our bane can only spread to 3 nearest enemy, witch makes me have to cast bio2-miasma-bio1-bane two times in a row
    (0)

  5. #5
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    You will still run out of mana using Thunder.

    Here are the abilities you should remove from your rotation, in the order that you need:

    Miasma II (stop using this if you were using it with contagion, for AoE, it is still OK)
    Ruin II (yes, even for off GCDs. If you need to move, just DON'T CAST)
    Thunder (yeap)
    Shadowflare (at 2+ targets, keep it up still)
    Fester (use energy drain instead)
    (0)

  6. #6
    Player
    Coraliine's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    21
    Character
    Cora Naxin
    World
    Moogle
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by pandabearcat View Post
    You will still run out of mana using Thunder.

    Here are the abilities you should remove from your rotation, in the order that you need:

    Miasma II (stop using this if you were using it with contagion, for AoE, it is still OK)
    Ruin II (yes, even for off GCDs. If you need to move, just DON'T CAST)
    Thunder (yeap)
    Shadowflare (at 2+ targets, keep it up still)
    Fester (use energy drain instead)
    Yup. Miasma II is a complete waste unless you have mana to spare if it's a single target, imo. The time spent running in, and the GCD aren't really worth it if you're tight on mana. However I've never had mana issues when using Thunder.
    (0)

  7. #7
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Coraliine View Post
    However I've never had mana issues when using Thunder.
    You'll run into problems when you have to thunder adds.

    Ruin II is probably one of the biggest mana drains, as it costs you ~65 more mp to save you ~40 (half a ruin) potency worth of attacks, netting you 0.61 potency/mp.

    Thunder costs ~228 mp, and gives ~240 potency, netting you 0.95 potency/mp.

    Shadowflare costs...ugh, I can't remember, I think 200? mp, nets you ~375 potency, giving you close to 1.875 potency/mp per target, but only if the target is stationary.

    Each fester is 300 potency for 0 mp. However, the opportunity cost is energy drain for 150 pp and ~240 mp. 240 mp is 4 ruins, =470 potency.

    By dropping fester you gain 170 potency. This is your LAST resort, and generally should never be the case, unless you have ZERO mana and NEED to put up a DoT.
    (0)

  8. #8
    Player
    NightWrath's Avatar
    Join Date
    Aug 2013
    Posts
    92
    Character
    Night Wrath
    World
    Behemoth
    Main Class
    Archer Lv 50
    changing fester for drain, never, if u run of mp using faster u doing something incredible wrong. i never use drain with my smn, and i rly mean never...

    spread thunder on many mob is wast of dps, just bio2-miasma1-bio1-bane, or if ur garuda has her skill up, put her on manual, them use bio2-miasma1-bio1-thunder-increase all dots time(including thunder) with garuda them bane... thunder wont spread, but aim on the strong mob so he will take more dps.

    shadowflame aways, even on single target i use shiftcast.

    Thunder on single target, always.

    ruin 2, only to cast virus, spur, rouse and enkindle, if u have to move, just move and ruin 1 again.

    I never go out of mana this way.

    --------------------------------------------------
    spreading thunder on many mobs is a DPS gain not a waste, its also more mana efficient
    Bane is only affecting the 3 nearest enemies, so in a real mob u will be rotation dots+bane more them once, unless u call 2~3 moster a mob, i cant thing of much places i go with only this to kill
    (0)
    Last edited by NightWrath; 10-24-2013 at 03:43 AM.

  9. #9
    Player
    Swick's Avatar
    Join Date
    Aug 2013
    Posts
    44
    Character
    Viole Grace
    World
    Adamantoise
    Main Class
    Archer Lv 50
    Quote Originally Posted by NightWrath View Post
    changing fester for drain, never, if u run of mp using faster u doing something incredible wrong. i never use drain with my smn, and i rly mean never...

    spread thunder on many mob is wast of dps, just bio2-miasma1-bio1-bane, or if ur garuda has her skill up, put her on manual, them use bio2-miasma1-bio1-thunder-increase all dots time(including thunder) with garuda them bane... thunder wont spread, but aim on the strong mob so he will take more dps.

    shadowflame aways, even on single target i use shiftcast.

    Thunder on single target, always.

    ruin 2, only to cast virus, spur, rouse and enkindle, if u have to move, just move and ruin 1 again.

    I never go out of mana this way.
    spreading thunder on many mobs is a DPS gain not a waste, its also more mana efficient.
    (0)

  10. #10
    Player
    Gotcha's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Gotcha Covered
    World
    Malboro
    Main Class
    Arcanist Lv 50
    I only use thunder on the primary mob. I feel like the time wasted casting and recasting thunder onto secondary mobs is a waste of dps. By using bane and staying focused on the primary mob you will be down to a single mob and fester and make up for any increase that thunder would have caused, as well as save on mp without losing a fester/bane in rotation
    (0)

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