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  1. #11
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by NorthernLadMSP View Post
    And once the enemy Purifies your Tri-bind, you have nothing left as a SMN. BLM also has their shields, their Lethargy, their teleport and their Nightwing (sleep), all of which are instant. I am not saying BLM doesn't have cast times. My point was illustrating that SMN has one trick up their sleeve to escape from an enemy(s), while BLM has many. All of this was to show why I do not think a SMN is OP - because they do have noticeable weaknesses.
    Are they purifying your tri-bind or your tri-disaster though (if we're speaking strictly on escapes, then this is an isolated scenario in PvP and while I'll conceded that BLM has a bit more options in that regard, its hardly ever applicible, especially when I'm on the end that any dps that gets caught with their pants down would be a dead man)? Is not the same once nightwing (which has a fairly long cooldown no less). Even with noticeable weaknesses as you put it, it's not all applicable, or at least glaring to the fact its incredibly detrimental to the SMN when it's in practice. The shields at best would delay your death unless there's a healer nearby (which would then be very circumstantial, and isn't too frequent.)



    SMN DPS really isn't sustained in PvP...dots get cleansed pretty quickly. Their dots between burst probably wont kill anyone, but they're great for fluffing numbers. BLMs have the same supplement for their DPS. Also BLMs heavy/sleep/bind can be used for many other strategic reasons. They're more useful than tri-bind because they apply to multiple targets. Another reason to use BLMs over SMNs, if SMN is nerfed in the way I posted. I could address more points, but whether I agree with your points or not, you basically want SMNs nerfed because their burst is the best out of the ranged? Am I understanding this correctly?
    Their DoT DPS is a lot more than what I can speak for un-sweetspotted MCH. It won't kill well enough, but it's still damage that ends up needing to be healed (whereas fluff numbers would be things like fire II or bishop turret) or finishing off someone that survived your initial burst (which again, is a lot more than I can speak for a BRD/MCH that has to turn off WM/GB and attack from less-than-ideal) Cleansing takes a GCD on any healer regardless of its cast time; GCD used on cleansing is GCD not used for healing. Also, tri-bind hits multiple targets in the same manner as nightwing, so I can't truly say that BLM has a one up over that (even if they do have two abilities that can do, whats the practical standpoint of that and does it actually mean anything in practice).

    A lot of things comes together that it's not just SMN's burst, but it's also the fact that the other ranged classes have burst and not much else beyond that. Alongside with that, SMN does not necessarily have that many meaningful weaknesses or downsides (since we are on the side of debating their survivability and escape, I hope I'm making myself clear that I really do not believe that SMN is any-more-or-less prone to dying than BLM, BRD or MCH in a given situation). You could say they have no escapes, but how often does that come into play? If you're with your alliance, no melee is realistically haphazardly jump/charge in, that's the equviliant of sticking their hands in a active blender.

    What I'd like to see is have meaningful physical/magic defense setup. The way it is right now, the casters and healers have better resistance toward magic, but they also have lower hp pools (accounting the same amount of fending accessories are being used for comparison). To that sense and from previous experience, the healers are not dying (if they die at all) to me any easier than they are dying to a SMN (or a turreting BLM for that matter)'s burst. While melee in general have a better resistance toward physical damage (and especially DRG, and tanks, who typically have higher hp pools and more resistance in regards to the latter) making SMN's burst more effective at killing melee and especially more effective on killing tanks (BH/BF warriors specifically). The current setup of fights allow for SMN's burst to be the most versitile while minimizing their weaknesses. I'm not disagreeing that they ahve less CC/escapes compared to the other classes, but I just don't think it's applicable for it to be meaningful. A direct damage nerf would only solve one end (SMN's being upmost strongest) while exasperating the other issues (healers/astros not dying and making warriors even more fierce)
    (2)
    Last edited by RiceisNice; 10-06-2015 at 09:58 AM.
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