
Originally Posted by
Neela
Bahamut, Devotion and Bane are out of discussion since weeks...
After playing SMN for some weeks since 4.0 release and read a lot of threads about it, I got my own opinion. Bahamut, Devotion and Bane is a point any longer, but not the most important.
I really hate Bahamut, because of him I couldn't see every mechanics (like the cloud in Susano) and I wiped a party (yeah I wiped a party in Susano, because I saw the cloud too late, shame on me -_-). My problem at this point is: I have no chance to take him away, not so close to me and I'm really glad that they will add a function to reduce his size, I hope that solve the problem.
Devotion…what shall I say about Devotion? I cannot choose at the group list who should get the buff. I have to move my egi. Yeah…I’ll never move my egi again (if it’s not REALLY necessary). I tried it so many times and at the most tries some other player are moving and the buff never hit the person I wanted to get. It also needs a lot of time to place the egi. So they have two options to fix this: Let us choose the player at our group list or let Devotion be a group buff for everyone (with a higher cd or not so strong – if the developer think 5% at all is too strong).
Bane got a huge nerf, but at the moment we just need it in dungeons. So it will be fine, I think. Playing SMN in dungeons works. We can do enough damage to clear it fast. BLM has a better AOE damage, but that’s okay for me.
I want my pet heal back. They can delete Physick for that, this is a skill no one need it at SMN. I totally agree with Yoshi if he says: You wanna heal? Play RDM.
4.0 SMN feels like the developer team designed it for dungeon runs and maybe the 24 man raids – we will see it in the future. And I think they want that we cannot move very much with Bahamut at our side, to reduce the SMN movement.

Originally Posted by
Neela
the main problem is that with all the effort of being perfect just rewards you with avg. numbers compared to way easier dds. thats why people complain in the end. if it would be possible to deal 6k+ dmg on a perfect rotation or skilllevel (like the 5-6 top tier on fflogs at 4k atm) than nobody would question the cls-design and aetherflow mechanic. but as long as you have to be that focused to deal mid dmg without even the chance to deal with the big players - people should discuss about that.
I agree with you completely. The Aetherflow change yesterday is a step in the right direction. Good player will not see any difference, but for the others it is a big change. They didn’t need to wait a lot of time to get the stack back. Changes like this can reduce the cap between casuals and elite. That’s what SE want, right? But this change alone didn’t fix the class problems. In the last years SE told us that BRD and MCH have a lot of supporting skills, because of that they have not a big damage. We didn’t get a lot of supporting skills, so why is our damage worse?
If we didn’t have a lot of supporting skills and get a worse damage, the people see no reason to grab a SMN for raid. And this is a big problem. We all shall be able to use pf for raid, but a lot of players are not really enjoy a SMN in the party.

Originally Posted by
Neela
there are two official statements from SE both seem smn excluding...
1) All jobs rota should be easier to close the cap between casuals and elite (SB-Interview)
2) More effort in certain cls' should be rewarded higher than on other cls (Before the live-letter)
We cannot use Aetherflow abilities in trance, so it might be easier. I heard from SMN starters and ppl who didn’t play this class very often that they love the change, because the rotation feels more fluent and easier for them now.
SMN is very often declared as an easy job. I think that’s the problem here. The developers didn’t see that we have a higher effort to get good damage.