AlI we really need is to have:
-The restriction on Bane removed.
-Get thunder back
-Have Energy drain/Aether flow give back more Mana
then we can go back to our true mission. Spreading DOOM...doom...doom...doom.
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AlI we really need is to have:
-The restriction on Bane removed.
-Get thunder back
-Have Energy drain/Aether flow give back more Mana
then we can go back to our true mission. Spreading DOOM...doom...doom...doom.
![]()
Energy drain slight damage buff(with a smn trait maybe so it doesn't affect the sch) AND a slight pet buff, not only through damage but through skills too
My theory is that I think machinist is going to play the way I think SMN should have been designed. Instead of having a pet full time, I think the turrets are going to essentially be long cooldown skills. You pop the turret and it does something for X amount of time and then it disappears. This would have fit perfectly for SMN as it would allow us to use all of our pets. Put them on a 2 minute cooldown. You summon garuda and she does some really awesome wind related abilities for 20-30 seconds, uses aerial blast and then she disappears. Next you summon ifrit and he uses some powerful fire/melee abilities, uses inferno and then disappears. This would be a good cross between old school summoners and summoners from the past few final fantasy games. Leviathan egi could do some powerful water abilties, and then at the end use tidal wave which would restore a small portion of MP for those standing in range.
I actually thought the same thing when I first heard about machinist. The only thing about each egi using powerful water/fire/whatever abilities is that there's no elemental affinity in this game, so how would Square distinguish one egi from another?My theory is that I think machinist is going to play the way I think SMN should have been designed. Instead of having a pet full time, I think the turrets are going to essentially be long cooldown skills...This would have fit perfectly for SMN as it would allow us to use all of our pets. Put them on a 2 minute cooldown. You summon garuda and she does some wind related abilities for 20-30 seconds, uses aerial blast and then she disappears. Next you summon ifrit and he uses some powerful fire/melee abilities, uses inferno and then disappears. This would be a good cross between old school summoners and summoners from the past few final fantasy games. Leviathan egi could do some powerful water abilties....
If only I could pick two.
I'd go for an energy drain buff and an increase to magic OR pet damage.
MP shouldn't altogether be infinite (as BLM) but should be something you manage, with energy drain being the slightly-less dps option over fester when you run low. That said I think it should provide enough MP, coupled with Aetherflow, to get you back on the high dps track for a while.
TL;DR Make Energy Drain situationally useful to help it compete with Fester.
SMNs need more DPS in the long run to stay close to BLM. Not much worried about sustain. Maybe they can buff Energy Drain only on SMNs that triple the recovery rather than double it that way it can keep their mana pool stable........just a lil bit maybe?
But if you think about it SMN lose around 10 dps from using energy drain. BLM can lose like 20 dps if they have bad luck with procs cause the class is bit rng. If SMN would do same damage as blm without that random generated option, would it be more safe go with SMN always and then nobody would choose BLM anymore? Around 20 dps behind from BLM is pretty much fine.
BLM can also gain a shit load of DPS is they are lucky with procs. Why don't you put that in your remark? For the Summoner is just goes downhill. The DPS is not sustained and it is by no means as high as the Black Mage. Summoner should have higher or equal ST damage. Dragoon, Monk and Ninja are also very close to each other with shitty AoE. I don't see why Summoner can't have that too in comparison to BLM. It's AoE is not that great as a Black Mage (in some situations it is better, though). So why not?
I hope dev reduce the CD for Enkindle skill to 120s instead of 300s. 300s is too long for skill that not give a higher damage or the CD still 300s but raise the skill potency to 500+ since its do higher damage. Then please cancel casting time to Bio 2 and Miasma 1 since that the only main dps skill that SMN has and it can distinguish the SMN from BLM in term of gameplay utilities since BLM is already have higher dps & good AOE skill. Besides, dev can remove the raise and psyhick skill since its mostly useless in raid/dungeon coz SMN have no time to use it because SMN usually tend to DPS rather than do healing/raise thing like SCH/WHM do. This 2 slot can be replace by damage buff/skill for SMN.
I also like the idea, that summoning pet will get permanent party buff like summon garuda will get 5% increase int & spell speed/skill speed etc. I also like the rework idea that, if summoning pet like garuda, SMN will get access to wind type spell and this elemental spell can replace with raise and physick spell. Last but not least, I really hope dev will rework the appearances of the egi's. At least create a true primal appearances in size of the player/minion and not the crystallize one. This will make SMN look like a true Final Fantasy summoner.
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