Yah it also depends your group overall dps. Faster those adds die, more you are there without doing anything. Also if you have enough dps you can kill that third add during dive phase like in this video. https://www.youtube.com/watch?v=ENuPPULQocY


Yah it also depends your group overall dps. Faster those adds die, more you are there without doing anything. Also if you have enough dps you can kill that third add during dive phase like in this video. https://www.youtube.com/watch?v=ENuPPULQocY



Yeah, I like that solo tank T13 vid. Funny to watch the BLM help soak Ahk Morn with Manaward and a Vit Pot. A little more salt in the wounds of Summoners everywhere.Yah it also depends your group overall dps. Faster those adds die, more you are there without doing anything. Also if you have enough dps you can kill that third add during dive phase like in this video. https://www.youtube.com/watch?v=ENuPPULQocY
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Now you have me thinking that I have never added in what Garuda does during the add phase. I'm using Rainbow Mage and it doesn't include when I do pet swaps.You can still be around 480-490 DPS with other very strong DPS in the party. Use Ifrit till the Storm shows up, then use Garuda till Terraflare. Make sure you Enkindle off the Storm. Figure out where the bulk of the party damage is going and adjust your Banes accordingly.
Sounds like you are right and I haven't been as gimp as it seemed.


This is pretty much my smn rotatio if you find something difference from your rotatio.I only Ruin 2, when Fester / Aetherflow is about to come up or before Rouse or Spur is to be applied, which is technically the "optimal" way of playing ? iirc
I'm doing all you just said, nothing is accounting for that much of a difference lol
Are you using Ruin I instead when you're about to use Fester? Because outside of that I can't see anything else. Some people occasionally do that.
The answer to this I would agree is definitely Ruin 2, but just not sure what should be done different that's still "optimal" I suppose.
RS - > bio2 -> miasma -> bio -> swiftcast -> wait until bio register -> fester -> shadow flare -> spur - > rouse - > ruin2 -> enkindle -> ruin - > ruin2 -> fester -> ruin - > bio -> miasma -> ruin2 -> fester -> aetherflow -> bio2 -> ruin -> ruin -> shadow flare - > bio -> fester -> ruin -> ruin -> miasma -> ruin -> ruin -> ruin -> bio -> fester -> bio2 -> ruin -> ruin -> shadow flare -> miasma -> bio -> rouse -> fester -> ruin-> ruin -> ruin -> ruin -> ruin -> bio2 -> bio -> atherflow -> fester -> miasma -> shadow flare -> ruin -> ruin -> ruin - > bio - > fester -> miasma -> bio2 -> ruin -> ruin -> bio -> swiftcast -> fester -> shadow flare -> spur -> ruin2 -> rouse ->ruin



Looking at your opener, I think this is where I take the slight MP hit I was discussing with Sunako, I use no Ruin I's in my opener. My stance on SMN opening is that you first burst as high as possible within those first three Aetherflow stacks because you start ticking down after that 3rd Fester. This means expanded usage on instant cast skills and Ruin II during the opener to get more auto-attacks in which is a noticeable boost I found out about in T9 originally. To me it just looks like your missing out on a lot of auto attacks in that opener.
My Opener. Ifrit Placed next to the Dummy in a position where I don't turn away when using pet buffs)
Shadow Flare (activate AA near the end of the cast)
RS, B, Rouse/Spur, M (Crimson Cyclone), B2 (Flaming Crush), R2 + Fester + Enkindle, Ruin, Ruin, Ruin, B + Fester (waiting for ~1/2 before Fester so that Bio registers), Ruin, Ruin, Ruin, SC SF (fester + Aether Flow), M, B2
That's about it.
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Edited
Tried Opening with RS, B2, M, B, SC SF but the most I could get was 345 (SMN Only) just over 3 minutes.
So from what I can tell, you are largely not firing off Fester when it comes off cd (which requires the use of Ruin II), but instead holding it till when you have to reapply Bio, every 18 or so seconds which fits in with the Aetherflow timer. The real difference between what you are doing then and what I am besides just the MP, is that in a fight where MP isn't an issue, I'm just getting more auto-attacks.This is pretty much my smn rotatio if you find something difference from your rotatio.
RS - > bio2 -> miasma -> bio -> swiftcast -> wait until bio register -> fester -> shadow flare -> spur - > rouse - > ruin2 -> enkindle -> ruin - > ruin2 -> fester -> ruin - > bio -> miasma -> ruin2 -> fester -> aetherflow -> bio2 -> ruin -> ruin -> shadow flare - > bio -> fester -> ruin -> ruin -> miasma -> ruin -> ruin -> ruin -> bio -> fester -> bio2 -> ruin -> ruin -> shadow flare -> miasma -> bio -> rouse -> fester -> ruin-> ruin -> ruin -> ruin -> ruin -> bio2 -> bio -> atherflow -> fester -> miasma -> shadow flare -> ruin -> ruin -> ruin - > bio - > fester -> miasma -> bio2 -> ruin -> ruin -> bio -> swiftcast -> fester -> shadow flare -> spur -> ruin2 -> rouse ->ruin
However, fights where movements are required, how do you handle a recast of Bio2 or Miasma when swiftcast isn't an option? Do you ruin II if its badly timed with your consistent casting then try to cast your DoT? or if you were about to Ruin I do you interrupt that cast with a Ruin II? That's the only issue I see doing what you currently do , since you don't have that oGCD per 10 seconds to handle mechanics that require movement or just to reposition yourself for optimal circumstances. T11, I would use as an example here.
A lot of mechanics I find, line up well with SMN skill usage per 10 seconds, so curious about how you handle those situations that doesn't impact your DPS negatively.
Last edited by Havenchild; 04-22-2015 at 10:27 AM.


Not sure do I understand your question but I just try position myself every 18 sec during I apply bio. If I need extra movements, I will replace one of my ruin casts for the ruin2. I also save my mana depends on fight. In final coil i put more effort into it since mana control was pretty important at the begin of 2.4. Now you can do pretty much what ever you want.



Yeah I guess I should use more R2 during my opener since RS is also giving my AA damage a hefty boost.
Maybe I'll even coordinate that with any time I have RS up in fights. Gotta make the most of it lol.
So I have a question, I have been slowly lurking this thread, as I leveled and geared up SMN, but, are these last estimations on the openings include food buffs and pots?
I gotta admit, after playing MNK as a main since release, for raiding and what not, and decided I might want a change of play for Heavensward and wanted to opt for SMN in the hopes it might get improved in their downsides, but SMN's rotations are more... complicated, and more atention required than MNK, or DRG (lol), NIN, can't really comment on BLM because I haven't played it, but yeah, I find SMN a bit overwhelming rotation wise, easy to get a huge drop on DPS on a few mistakes.
Last edited by Evtrai; 04-22-2015 at 01:51 PM.
What? You virtually just keep all your dots on a target alongside shadowflare and fester with every dot reapplication cycle. Use Spur and Rouse on cd unless you know you're gonna need tthem coupled with an enkindle to burst something down. Bane to AoE.So I have a question, I have been slowly lurking this thread, as I leveled and geared up SMN, but, are these last estimations on the openings include food buffs and pots?
I gotta admit, after playing MNK as a main since release, for raiding and what not, and decided I might want a change of play for Heavensward and wanted to opt for SMN in the hopes it might get improved in their downsides, but SMN's rotations are more... complicated, and more atention required than MNK, or DRG (lol), NIN, can't really comment on BLM because I haven't played it, but yeah, I find SMN a bit overwhelming rotation wise, easy to get a huge drop on DPS on a few mistakes.
How is that any more difficult than cycling 2 skillsets on a monk (dragon kick, fangs, demolish>bootshine>true strike>sucker punch plus managing touch of death, several of those combos have discordant positions so you continually have to change degrees around the mob and hope the tank doesn't jerk them around to your detriment), and an aoe rotation that's gated by stances unless you blow perfect balance? Maybe I don't play monk as much, but BLM and SMN seem far easier rotation wise than a class where you need to time your stances properly because unlike a summoner where you can apply your dots at will, if you erroneously use sucker punch instead of demolish and demolish falls off, you have to wait 2 globals to even apply demolish.
The only real challenge I ever saw with summoner as a class is babysitting the Ifrit egi. Summoner is basically a simpler WoW affliction warlock for the most part. It seems like there's far less room to butcher your dps with a mistake akin to botching up the mudra or using the wrong skill of a stance or using a skill without the proper positional requirement.
Last edited by Crescent_Dusk; 04-22-2015 at 02:19 PM.
Well, honestly, i've tried all DPS classes, and i can easily say that personnally, Monk AND Summoner are the two hardest class to play. Cause in one hand, for those classes, you can easily have a correct DPS (even if you are doing shit like using one wrong skill of a stance or using Ruin1 instead of Ruin2, you DPS will not drop that much). In the other hand, if you aim to maximise your DPS with those two classes, things are way much harder.
Loosing too many ticks of your DoTs during the fight (or re-applying your DoTs too early) and yes your DPS will drop, struggling too much to use your pet and its DPS will drop, don't use an optimal rotation while you're moving and it will drops even harder....
I don't diss any classes, but it's a fact that being a really good SMN or MNK is harder that being a really good DRG, NIN, BRD, BLM. It's only my opinion though![]()
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