I see.... so you don't actually play a SMN like most of those in this thread...who only want to change to their version of a job and probably wouldn't play it anyway even if it was what they want to turn it into. you just want a new job. So you really DO actually just want a beastmaster style job... not an a SMN.
The base answer is NO it would not be easier to balance if its AoE were reigned in.
Well for the record I did play BLM and SMN in the same gear up the levels. At present BLM is 57 and SMN is obviously 60th and my actual main.
So the answer to your question is no... AoE damage is completely different from Single Target. They have different uses... for different situations.
REASON...
You only find large crowds of mobs as "Trash packs" or cannon fodder minions. This portion of the dungeon is where any AoE class... much like the Control Wizard of D&D thrives (Also known as the original D&D Magic User). Its in multi-target environments where he plies his skills. In other games this is what you would call Crowd Control... whether its by something like an AoE sleep or Mez or whether its a Huge Fireball that blows them all up... this is the "Controlling the Battlefield".
The Single Target Spellcaster is much more akin to the one on one mage, with the Huge Powerful one shot type mega spells that you see the BLM using. These are the Boss Mob battle guys (Fire IV). The AoE guy (much like the Summoner) clears the way for the Single Target damagers to step in and do their thing. Hence, this is where the BLM shines.
While the AoE damage is great to get you there... its a little weak in single target situations and doesn't do as much damage. This is evidenced when you see both the BLM and the SMN are standing side by side where the BLM.... can nuke his heart out.
I could go through the levels for you but I'll just stop short and give you a basic breakdown example of what I mean.
The SMN will be doing a 6000 maybe Crit for 10K damage spell in an AoE radius... but once he's done it he'll be expended. So that's the extent of his big whammy on the Boss mob... So he's done 6000-10,000 damage.
The BLM will then step in, kick in Enochian and do 4 spells at 7000 damage each, landing huge chunks out of the Boss Mob's health with each one. Hitting a couple for 12,000 damage... so he's done 7000 + 7000 + 12,000 + 12000...
Who was more valuable here in these shoes?
Now we reverse the shoes...
On the way to the Boss Mob... they run into 10 mobs at once.
The SMN kicks in Dreadwyrm and Deathflares for 6000 damage... on all 10... maybe critting for 10,000 on a couple of them. 7 x 6000 + 3 x 10,000
The BLM uses Fire II on 12 of them doing 2500 damage on all 10... maybe critting for 4000 damage here and there. 7 x 2500 + 3 x 4000
Who was more valuable in this situation?
That's the answer to your question.
They are different tools for different jobs. One excels in one portion of it... another excels in the other.
As I said... the SMN and BLM compliment and mirror each other as equal but opposite. Hence why they are very well balanced at this time.
This is all completely irrelevent once you understand what I posted above...This might be similar to the (albeit awkward) AoE tapering effect placed on Holy and Flare, or perhaps something new, such as doubling the duration of all diseases you've placed on the target or any enemy within 8 yalms of it and then spreading those diseases evenly (rounded to the nearest tick count) over all enemies within 8 yalms, extending the duration of all preexisting diseases up to their maximum duration. In the latter case, the dps would be similar, but more slightly Aetherflows would have to be spent and more DoTs cast over time in order to maintain a mass plague. In this way, AoE DPS is tapered slightly, even while made a bit more fluid (no wasted duration from refreshing DoTs via Bane).
They are used for different situations... so the BLM will come out on top in one situation... the SMN comes out on top in the other...
In reality they are closer than that in actual damage... but I needed you to understand where they differ... and why... you can't clip one and assume it fits the other.
One is stronger on one side, the other is stronger in the other. This is their balance point and how they are balanced against each other in the grand scheme of things. Remove that AoE damage from the SMN and you only gimp him... so now he has substandard AoE and no nich where he filled it perfectly before... and still allowed the BLM to flourish in his nich.
Aka... actual balance between the two Magical DPS Jobs in the game.
That is the serious mistake... because right now the two compliment each other. If you did that... the two would STEP on each other instead.I suppose we could also attempt to specifically increase SMN's single-target turret damage through a new mechanic.
Now you created a conflict in the game balance between the two DPS Jobs... where they operated in harmony with each other prior.
And screwed everything up.
No actually it has nothing to do with that at all. But I also realize you don't play any of these jobs you want to suddenly rework out of nowhere... and without good reason.To better balance the pair starting from its contender instead, giving BLM a traited half-CD Swiftcast (60s > 30s) would indeed allow for much greater usage of Flare and greater mobility in general. As far as simple fixes going a long way, your suggestion definitely seems to me as well like it'd have the most bang for the buck. In the end, the BLM is still most hampered by its long Convert CD in regards to Flare usage in combat, especially now that the low-cost Fire IV actually deals more potency than the all-consuming nuke (albeit at lower minimum mana cost, iirc), so this would primarily play into the occasional mobile F4 or AF-refreshing F1, or Flare only as an AoE.
The basic problem the BLM has in half the high level instances is that he LITERALLY CANT sit and do damage, there's too much movement. OTHER single target jobs and other melee single target damagers aren't as affected by it and can still play the game because their attacks are instant... and only have a recast timer... the BLM has a full blow cast time AND a recast timer... this is his balance point for doing such a large chunk of damage...
One problem... if he cannot ever plant himself TO do that damage... ALL that damage potential is for nothing...
So when it comes to high level instances that require a lot of movement it ends up being a situation where the BLM can't even participate...
Hence... the fix for the BLM has nothing to do with anything you're saying... He has to use Quickcast, Surecast, and Manawall and it needs to be much more effective than they are right now for the BLM Job.... if they are going to continue requiring THAT much in movement mechanics in Dungeons and Raids. Or you may as well just remove the Job entirely because NO amount of DPS you give him will ever be able to be used anyway.
Now you said SOOO much that I probably missed a few things. because the window you type in is tiny... and you made a mountain of a paragraph.
So if I missed something just bring it up again.



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