


I am sorry but you either have no idea what you're talking about or you are pushing very very average DPS. SMN is by far the most complicated class to maximize on at current. Anyone who says just keep DoTs up, is definitely from the outside looking in and is not a SMN main, much less a sub. You need to know a fight as much as a healer would imo to maximize.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.
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.
They were attempts without Food, Party or Potions. Things like Raging Strikes used of course. As a SMN, throughout the entire fight you are in a decline after your opener, with the only way to move back up are when more mobs are added into the mix. Because of this every decision is pivotal to staying high, from managing your Aetherflow stacks (usage between Fester, Mana Drain and Bane), to clipping your DoTs at the appropriate times, managing your pet skills and positioning either yourself or the pet and getting in auto attacks as many times as possible. Any of these things will impact your DPS by noticeable amounts if preformed inefficiently. Every little thing counts so much more on this SMN class then any other. Think of holding up a ceiling that's slowly closing in on you.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 Havenchild; 04-22-2015 at 09:47 PM.
Whoever says that any of the melee classes is harder to play than SMN is terribly wrong, the only with some kind of crippling dificulty being MNK that can get severely punished by mechanics until you find the right timings of the fight to manage your grease lightning.
Thanks for the reply, if you don't mind me asking further questions, any information regarding SMN is pretty scarce or outdated since they revolve around the time where SMN still had thunder. What would be SMN's stat prioritization or balances? Here's what I achieved so far over the last week:
http://na.finalfantasyxiv.com/lodest...racter/161493/
What's missing on that planned gear is ironwork hands and ironwork body, but to be honest I'm not sure if that's BiS, ignoring the existence of relic.
sometime ago I let my pets beat up on the dummy i think for 11 minutes each. I got two ekindles off. Titan had about 112 dps garuda had 127 and ifrtit had 139. I used all there skill too.
Thanks for your input, that doesn't seem a bad modification of my current build, will give it a shot at your suggested build.
Havenchild's advices are pretty accurate --> something important is to never forget DET.
If it can help you, this is my main gear set : http://ffxiv.ariyala.com/QH3P .
I change some pieces depending of the fight i.e If i need to move a lot i prefer having the more Crit as possible (yes DoT's can crit too)
It's not really BiS cause I need to switch the gloves for T13 to be over acc cap though... and still need the earrings too...
How many INT do we need to compensate 1 Matk from a weapon ?
How many DET do we need to compensate 1 INT ?
What is the value of CRIT and is ACC more important than other stats ?
Here I see that Demon's Robe seems better than Augmented Ironworks Robe.
Are we sure that +31 DET is better than +5 INT ? We also lose some 16 CRIT.
Also, acc cap would be hard to get without the deadwyrm robe
What is the truth behind this ? Is a 120 item a better BiS than a 130 ?


Please note you can also melee the boss while casting instantcasts.
Our autoattack isn't actually that bad!



Oh, isnt rear acc for T13 515? @ 100%No do not do this either. The rear may be lower for the pet then the flank but you will legitimately miss from everywhere with the pet at that accuracy. One below cap is as far as I would go. What I have noticed fiddling with ariyala is that SE makes a lot of gear that produces results that always find yourself at acc 1 single ploint below ACC cap for pet.
I figured 99.34% would be good enough to mess around with.
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