Quote Originally Posted by Slappah View Post
Sleep-invaluable CC for both soloing and group purposes. (Low level dungeons, PvP, non-instanced solo content)

Miasma 2-used all the time on single target with contagion, also used all the time on aoe

Tri-dastor-Summoners only form of CC besides garudas knockback.

You're wrong, so no, try again.

I seriously don't understand anyone who wants ANY ability removed in this game.
Every job in this game is already very simple due to the long GCD, we should be wanting more complex rotations, not even more simplified ones.
It's almost as if some of you in this thread don't even play this game
Well done on overstating these skills uses.

Sleep is not an "invaluable" CC. It has it's uses, but nothing is lost if it is never used. (it is quite OP in PVP tho)

Miasma 2 is net 70 potency (20 up front, 10/tick on DoT, 15s duration so 5 ticks). It is less efficient per GCD compared to Ruin/II (80 potency) unless
- Contagion, where it becomes 120 potency for that one application
- multiple enemies

No reason to use as your "while moving" spell on a single boss enemy. Use Ruin II instead. (and if have Miasma 1 up Miasma 2 doesnt really add anything for Fester)

Therefore on a single target, it is more effective to cast Ruin/Ruin 2 (80 potency) then Miasma II (70 total potency after 15s)

Tri-Dastor.. that spell every SMN wants to forget exists... and constantly complains about needing a major revamping or buff??? The high MP cost, with very low damage and using of an aetherflow charge are just not worth it and better used on fester and bane.

Again, I was never of the mind that "abilities" should be removed.. but simply that these specific abilities are very VERY situational and even then there are more efficient and better skills available to handle these very VERY rare situations.

TL;DR
Some skills are just not that viable... and dont contribute anything of significance to warrant being part of a standard/constant rotation.

So once again... nothing of value will be lost =D.