Bane hits a limited number of targets and has a cooldown...
T13 has movement everyandMegaflareseems to hate me as a BLM. Sure, it might not be sustained movement, but there is many gaps. T11 has much movement as well, though you can largely mitigate much of it without a huge DPS loss.Earthshaker
As for OP, what many complaining SMNs don't realize is, they aren't in the position that DRGs were in. You aren't a liability. You guys rock (if you know your class) and I'm never against seeing one in my party. For Final Coil, I'm still in favor of SMNs fixing to the fights demands, and not wanting to become a BLM with SMN spells. (sustain and power).
Wouldn't be against having SMNs having more MP, but I'll say again that they shouldn't have infinite resources.
Perhaps, adding Piety on some casting gear would help them without literally changing their skills... but I can see how BLMs would benefit.
I dont think dps matter so much anymore since everybody have already that much gear. Our bard dced yesterday middle of the add phase(turn11) and was out from the game like 3 - 5 min and we still killed the boss before we meet the enrage timer. And yes I played with SMN.
Right, but it's a question of progression. Everyone knew that once DRG got more gear it would be fine, but they still got buffed because they were a liability in progression content.
The first one you don't have to move everytime, actually you can get away with using Aetherial Manipulation to scale down the movement a lot.
The second one you can easily move cast inbetween puddles.
There isn't a lot of movement for BLM to be worried about in T13.
Even T11 doesn't have a lot of movement, or movement where you can't movecast.
Summoner's are a liability in progression groups because they can't make DPS checks and hold back the static. Unless Summoner's play perfectly and make no mistakes at all their DPS will be garbage even against a shitty Black Mage. SE should just reduce the cool down on Enkindle which will add 18-25 DPS to the Summoner closing the gap with the Black Mage.T13 has movement everyandMegaflareseems to hate me as a BLM. Sure, it might not be sustained movement, but there is many gaps. T11 has much movement as well, though you can largely mitigate much of it without a huge DPS loss. As for OP, what many complaining SMNs don't realize is, they aren't in the position that DRGs were in. You aren't a liability. You guys rock (if you know your class) and I'm never against seeing one in my party. For Final Coil, I'm still in favor of SMNs fixing to the fights demands, and not wanting to become a BLM with SMN spells. (sustain and power).Earthshaker
Wouldn't be against having SMNs having more MP, but I'll say again that they shouldn't have infinite resources.
Perhaps, adding Piety on some casting gear would help them without literally changing their skills... but I can see how BLMs would benefit.
Unless I read you wrong, which I didn't, you're lying about how much DPS a SMN can do. if "Unless Summoner's play perfectly and make no mistakes at all their DPS will be garbage even against a shitty Black Mage," then I'm pretty sure the "18-25" DPS gain from buffing enkindle wouldn't help for shit.Summoner's are a liability in progression groups because they can't make DPS checks and hold back the static. Unless Summoner's play perfectly and make no mistakes at all their DPS will be garbage even against a shitty Black Mage. SE should just reduce the cool down on Enkindle which will add 18-25 DPS to the Summoner closing the gap with the Black Mage.
No. The real problem with SMN right now is that their MP runs out too soon in current-tier raids compared to the amount of DPS they do. SMN should not get infinite MP, the only infinite sustain class/job is THM/BLM and it should stay that way.
To throw in my suggestion for how to at least fix the MP problem (since adjusting DPS is more than just "add 10 potency to all dots") would be something like a small refresh effect for using either Bane or Fester (make it one or the other). If you were to put it on Bane, have it scale up depending on how many targets you spread dots to. My thinking is that the times you're going to be using Bane the most are going to be your times of heavy MP useage, like T10 adds (RIP MP).
If you were to put it onto fester, make it a long-duration refresh, right at 20s (1/3 of an aetherflow CD, the effective CD of Fester). Give it the same MP gain as ED. So now you get to choose: do I sacrifice bursting harder to kill my target faster (killing fast adds) or do I hold back and recover more MP? The long duration of the refresh allows ED to still be useful for what its really meant for: quickly regaining MP. With ED you can still recover more than 600 mp in 9 seconds, compared to the full minute you would need from festers. ED would be a better choice at very low amounts of MP.
If you think that 266 MP is not a lot of MP to regain, you must be playing a different game. Its actually probably too much MP recovery but if the devs were to implement something like this then they would obviously fine-tune the numbers for what they want to accomplish. If you don't believe me: at 3000 MP using aetherflow gives you 600 MP back. You would gain more MP back from this refresh effect (if you spaced out your Festers) than you would from aetherflow by 66%.
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