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  1. #1
    Player
    Jetto's Avatar
    Join Date
    Oct 2013
    Posts
    61
    Character
    Lavernius Jetto
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50

    End game Summoner "rotation"

    So I am leveling a summoner, I am level 20, but have been theory crafting as to what my rough rotation will look like for endgame. I know no rotation is set and its situational, but I want to have some kind of idea

    here is what i have come up with

    Shadowflare > Bio II > miasma > Bio > fester > ruin > REPEAT



    I left out thunder and think that this is pretty good, along with that other bubble skill that is situational.



    My question to you experienced and good summoners. is what i wrote down above a solid type of rotation and also, when do i use bane for those multi mob targets?
    (0)

  2. #2
    Player
    Yukonjack's Avatar
    Join Date
    May 2012
    Posts
    86
    Character
    Yukon Jack
    World
    Balmung
    Main Class
    Conjurer Lv 50
    You have the basics down, but you WILL want Thunder to slot in after Fester (or before depending on if you have RS up). You will also want to add in your Pet Boosts into rotation (Rouse and something else), using Enkindle for multiple mobs (if you are using Garuda).
    (0)

  3. #3
    Player
    Jetto's Avatar
    Join Date
    Oct 2013
    Posts
    61
    Character
    Lavernius Jetto
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Yukonjack View Post
    You have the basics down, but you WILL want Thunder to slot in after Fester (or before depending on if you have RS up). You will also want to add in your Pet Boosts into rotation (Rouse and something else), using Enkindle for multiple mobs (if you are using Garuda).
    what is RS?

    damn I forgot about my pet. once I get more pets i ll know what they can do since im clueless on how to use them right effectively right now
    (0)

  4. #4
    Player
    T0rin's Avatar
    Join Date
    Oct 2013
    Posts
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    RS = Raging Strikes (cross-class skill from Archer)

    There is no rotation, per se.

    People do Bio 2 -> Miasma -> Bio -> Fester because it allows you to get in a second Fester before RS ends and maximizes your DPS. Sometimes you just do Bio 2 -> Miasma -> Thunder -> Bio -> Fester, for ease of use, especially when RS is not up.

    Playing SMN is more about knowing what to use and when. Single Target (ST) fights are different from multi-mob fights where you employ AoE. What kind of AoE and how many DoT sets depend on the number of mobs, how long the fight will last, etc.

    Your goal is to create a scenario where you get the most damage out of your DoTs as possible, and not cast them if the potency you net from them is outweighed by doing something more direct/immediate like Ruin or Tri-Disaster.

    Sometimes your 'rotation' is dictated by the needs of the fight.. like you may need to lead with Shadow Flare (with Swiftcast is usually a good idea) to mitigate initial damage on the tank. May need to use Miasma 2 between DoT sets in order to mitigate healing. May be a good idea to multi-DoT with Thunder, many other times it is a waste of time and mana.

    A lot of SMN spells (mainly DoTs) can be a complete waste of time and mana if cast in the wrong situation. It's going to take a lot more than a simple rotation to explain all of that.
    (1)

  5. #5
    Player
    Madoka's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    561
    Character
    Ayukawa Madoka
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    I posted this elsewhere when someone asked

    Assuming you're starting with all CDs
    Raging strikes - Bio 2 - Miasma - Bio - Fester (make sure Bio is applied first, it takes a second) Thunder - Contagion - Ruin - Ruin - Fester (RS should still be up for this 2nd fester) - Ruin until it's time to reapply DoTs. Also dots cannot clip if they have RS up so don't bother casting bio2 until it's 1-2 seconds left, etc. This is your boss rotation, fit in Rouse, Spur and Enkindle whereever since they're off GCD and just need animation time. Shadow Flare in place of Ruins when needed. you can swiftcast it but I prefer keeping the swift ready for someone else fucking up and dying.

    For normal enemies Shiftcast shadow flare on them - Bio2 - Miasma (Use contagion when it's about halfway cast) - Bio (contagion should hit right after bio applies) - Bane - Tab Thunder on everything if you want, fester the rest of your Aether since the fight will probably take a minute depending on the other dps. Spur and Rouse Garuda whenever, you can enkindle if it's off CD.
    (0)

  6. #6
    Player
    Zer0mr's Avatar
    Join Date
    Nov 2013
    Location
    GA
    Posts
    80
    Character
    Zero West
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Just look at one of the other 1 million posts that have the optimal cast order for maximum damage for SMN. It's not definite and you can add your own flair to whatever part you want to.
    (0)

  7. #7
    Player
    Niltron's Avatar
    Join Date
    Sep 2013
    Posts
    19
    Character
    Sir Ohio
    World
    Behemoth
    Main Class
    Arcanist Lv 50
    people forget adding miasma 2 will increase fester damage if you can get all 4 dots on target, not too hard when bio and ruin 2 are instant casts to hit target while moving to and from
    (0)

  8. #8
    Player
    horaiyo's Avatar
    Join Date
    Oct 2013
    Posts
    133
    Character
    Horaiyo Shirou
    World
    Malboro
    Main Class
    Arcanist Lv 50
    It's not really forgetting, miasma 2 just doesn't increase fester damage. Not sure if you're confusing that with miasma II being worth the gcd if you're about to contagion a single target.
    (0)

  9. #9
    Player
    T0rin's Avatar
    Join Date
    Oct 2013
    Posts
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Niltron View Post
    people forget adding miasma 2 will increase fester damage if you can get all 4 dots on target, not too hard when bio and ruin 2 are instant casts to hit target while moving to and from
    Nooooope. Fester potency is only based on the presence of Bio, Bio II and Miasma. Not Miasma II.
    (0)