Summoner has received a massive, and in my opinion, amazing change in Heavensward. I would like to compile information in one place because the English tooltips have not been updated; and even when they are, new information will still surface. This is not a guide, or new rotations kind of thread. For that, see this on going work in progress guide >>here<< by Avalen Koma of Gilgamesh server. This is all about new 3.0 data and observations. Feel free to chime in!
Stats:
-Spell Speed now effects DoT damage.
By how much? Stat weights? Unknown.
-Pets have base Accuracy increased and now use rear instead of flank Accuracy.
Rear for frontal hits as well? Now we stack less Accuracy stats and more damage stats.
-Pets now deal Elemental damage on all skills including auto attacks in order to benefit from new SS.
So MNK's Dragon Kick, a WAR's Storm's Eye, and NIN's Dancing Edge no longer increases Ifrit's DPS (was a blunt/slashing damage buff), however he benefits from BRD's Foe Requiem better.
-Pets are now effected by food buffs.
Yay more health and damage!
-Pets are now effected by Xpots.
Pet Skills:
-Ifrit-
Flaming Crush AOE attack had it's radius increased dramatically.
Radiant Shield now extends to nearby party members meaning additional damage output every time physical damage is suffered.
-Titan-
No changes visible, perhaps enmity increased on all skills? Damage type of his auto attack?
-Garuda-
No changes visible besides stats above. Still no auto attack.
Pre 3.0 Skills:
-Old Tri-Disaster renamed Tri-Bind.
-Bane now has no target limit (max 3 before), but on the 4th mob and on, the potency of DoTs are halved.
-Enkindle went from a 300 second cooldown (5 min) to 180 seconds (3 min).
3.0 skills:
Painflare: 200 potency AOE that uses 1 stack of Aetherflow, 10 second cooldown.
In my observations, it's an awesome skill. The fact that SMN has a legit AOE attack is fascinating. Combined with Bane and Shadowflare, our AOE potential increased dramatically. However I crit for the same amount a normal Fester does. Flare hit really hard pre 3.0; I have gotten 4k crits outside Echo. Perhaps the potency can be increased a bit more? Flare's is 260 for comparison (468 under Astral Fire 3). I may be just asking for too much, but perhaps it's better to compare a BLM's Flare with a SMN's Deathflare.
Ruin III: 120 potency, 2.5s cast, 1060 MP cost normally, 176 MP while in Dreadwyrm Trance.
This ability is flashy, and satisfying to see. However, the potency is extremely low for the cost. I use it when mobs have low HP or the first seconds of a pull when my MP is full or nearly full. For comparison, a SCH's new Broil attack cost 530 MP, almost half and hits for 170 potency, and a BLM's Fire I has 180 base potency NOT under any Astral Fire buff. I get that it's supposed to be used under Dreadwyrm Trance, but even a 10% damage buff for 15 seconds without worrying about MP is meh. Perhaps I get proven wrong. If I am not, I hope the potency is increased. A reason I think of, why the potency is low, is SMN overall damage would be incredibly OP when you factor in our dots + pet damage. If that is the case then okay I can take it.
Tri-Disaster: Off-gcd ability applies Bio II, Miasma, and Bio for their full durations instantly. 60s CD, no other cost.
This move is a godsend. It adds an insane about of AOE burst because you cut 2 GCD's and immediately go into a Bane or Fester if single target (After a Ruin II weave). I am finding myself using Quelling Strikes substantially more than pre expansion. The cooldown is good as well and doesn't require Aetherflow! This skill also saves you time and keeps DPS more sustained when dealing with mechanics or having to move frequently instead of stopping to reapply dots, or potentially have one fall off. This is a skill I wished I had since I started Summoner, nothing more to say.
Dreadwyrm Trance: 15s buff that gives 10% magic damage buff, 30s recast, consumes 3 stacks of Aethertrail Attunement to use. When you successfully use Fester, Energy Drain, Bane, or Painflare, you get a stack of Aethertrail Attunement which last for 30s, which can be stacked up to 3. You can still gain stacks and use Aetherflow while in Dreadwyrm Trance.
This skill adds another level of depth to SMN. I find myself holding on to Raging Strikes, and Aetherflow stacks even more. This makes you think numerous steps ahead of what SMN already does. So you have to keep track of dot timers, Aetherflow stacks, pet cooldowns, skills cooldowns, Aethertrail timer, and game mechanics all at the same time. This will make or break those who want to maximize DPS as a SMN. Personally, I love it! Even as a career SMN it's proving to be very challenging. I think the timer should be extended, perhaps to 18 seconds because fitting in dots, and trying to get free Ruin III's when Tri-Disaster is on cool down is extremely hard. You have to pay really close attention. With time, we will get used to proper management and rotations.
Deathflare: 400 potency, 5y radius, off-gcd ability. Requires Dreadwyrm Trance to use and consumes the buff upon use. Since it can only be used in Dreadwyrm Trance, its potency is effectively 440. Does not have reduced damage based on number of targets like Bane, Flare, and Holy.
Finishing move when Dreadwyrm Trance is at 3 seconds or less. Hits hard, looks good, feels good. Not much to say about this except I feel like a God! Now this, this will let your party know you are playing with a Summoner.
Credit for additional data:
Shinryu Reikishi of Ultros Server.
Judge Zero of Hyperion Server.