No I mean, since the first aetherflow is done in ~20-30 seconds in the opener, depending on your ruin II usage the majority of it is going to regen the mana cost of summoning.
Otherwise, you may end up not using all the mana from that aetherflow.
No I mean, since the first aetherflow is done in ~20-30 seconds in the opener, depending on your ruin II usage the majority of it is going to regen the mana cost of summoning.
Otherwise, you may end up not using all the mana from that aetherflow.
Garuda Opener -
Pros
- +5 Ticks @ ~35% Increased Damage with RS + XPOT (+192 Potency over Having to Recast Dots at the normal Potency)
- Extended PPP (1000 Damage?)
- 2 Extra Ruins
- Extended Miasma II (40 Potency over Ruin)
Cons
- Missed Pet Damage using Contagion
- Lower Pet Damage using Garuda
- Missed Pet Damage when Re-Summon Ifrit
- Less AA Damage due to higher MP usage and less Ruin II casts.
- Expensive Opener
-----------------------------------------
With everything working properly your bonus Damage using the Garuda opener is like 2000 Damage.
But then you start weighing in what you lose.
Less Ruin II for guaranteed AA damage @ ~80 Per hit (532 MP is like 20 Ruin II's over the use of Ruin, so on average 2/3 extra AA hits VS normal casts/AA clipping.)
So there is 1000 Damage
Considering Ifrits Damage VS Garuda Damage even with Foe Requiem up.
Garuda 125VS Ifrit 140 (No Rouse/Spur) 15 DPS Difference
Then you add in the duration of Rouse/Spur Ifrit has 27DPS higher potential without Enkindle.
Over the duration of that buff you have an additional 540 or 900 if you have slash/blunt debuffs.
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So you can see how Ifrit catches up pretty fast.
Last edited by Judge_Xero; 05-30-2015 at 03:07 AM.
You didn't even factor in what the 532 MP is worth in an encounter yet if you will inevitably go OOM and how that 532 MP relates to forcing you to use an Energy Drain to stay afloat over a Fester for pure damage.
Assuming you are not using AF stacks for anything else / or reason and purely going for Festers, it takes you 30 seconds.
How many Ruin II's you use is mostly irrelevant in this case. Just because you got MP in the beginning to counter balance the SMN switch, that does not take away from the fact you lost MP to use later on.
What is the difference If I didn't make the switch? I just have an extra 532 MP to use now towards general casting and DoT upkeep. That's why I say, in a fight you will inevitably hit OOM when maximizing your rotation for DPS (all of FCOB), that 532 MP becomes way more valuable to keeping your DPS up.
Last edited by Havenchild; 05-29-2015 at 11:40 PM.
Oh, I was using it as "you can use more Ruin II for AA damage" instead of summoning Ifrit after the Garuda Opener. Except I used the Raise MP value instead of the Pet Summoner MP value lol.
Ruin 79 MP VS Ruin II 106? Haven't even looked in a while. 20 Casts of Ruin II for more AA damage VS Summoning pet.
What is interesting now with the MP changes of Ruin and Ruin II is that you can get a Fester's worth of damage from Pure AA when spamming Ruin II, which requires 2 Energy Drains worth of MP recovery compared to using Ruin.
Fester + Energy Drain X 2 + Ruin II (AA) = Fester X 3
-----------------
Maybe that'll be a way we can dump our Aetherflow to get into Trance faster if required.
Last edited by Judge_Xero; 05-30-2015 at 03:35 AM.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community
The new tri disaster sounds wonderful for pvp/frontlines though! Pesky opponents always try to run out of range before dot them all up... No more energy drain/ ruin 2 spamming to try to get that killing blow in FL!
Ruin Is 53 MP now at level 50. Incidentally by level 60, I think it's going to wind up to what it was before the MP change anyway.
Please you think to small. It's all about Co - Meteor + Ahk Morns!@!@! Tri-Disaster in PvP is going to clean up so much of the setup involved with SMN PvP.
Have multiple SMNs just Ahk Morn an alliance. lol....
Last edited by Havenchild; 05-30-2015 at 03:56 AM.
I don't understand what you're saying.
If, for instance, when you Aetherflow for the first time in combat you're only down 300 mana or whatever...then 300 mana or so is waste from Aetherflow regen.
So in this case, the summoning costs ~500 mana, so if you had summoned instead, you'd end up only 200 mana down, so that factors into whether its worth it or not.
This isn't too hard to understand.
Again I'm not disagreeing with your result (mostly because I'm fairly certain doing a normal rotation ends up down more than 300 or so mana per first aether) but your suggestion that mana for AF doesn't matter at all is odd.
With my current opener with no summon swap, which essentially only has Ruin IIs, by the time I hit the last Fester and use AF which gives me 599 MP, I am not hitting full MP, still under 300 at least from cap. Thus you are sacrificing raw damage. Even if you were to switch all the Ruin IIs with Ruin I in the opener, you're sacrificing AAs, and the MP saved is probably like 3 to 4 ruins so roughly 212 MP.
My point is the MP you gain from AF isn't higher then the MP you've used up til this point thus just costing you MP and damage no matter how you execute it. We haven't even factored in the MP required for this swap yet, which is still at the least 320 mp if we converted to Ruin I's.
Last edited by Havenchild; 05-30-2015 at 07:56 AM.
I'm looking forward to trying this out. Three or four SMNs: tri-disaster, bane, deathflare... so much pain.![]()
Frontlines will probably level 50 locked, right? At least till 3.1 that is
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