Quote Originally Posted by burgil View Post
Honestly I haven't been too upset with the changes to SMN. Initially I was really missing my extra dots and the extra bane damage, but I feel the blast damage they've changed us to build is a fairly satisfying replacement in the end. However the rotation is very unforgiving, and while the difficulty can be fun in its own right, it'd be nice to see it tweaked a little so it wasn't so harsh.

Specifically if you accidentally screw up on a stack of aetherflow, you're stuck there waiting until the cooldowns up again; and boy does that feel like the longest 45ish second wait...
You do realize that even with Miasma 3 and Bio 3 Summoner's dots went from around 135 potency per tick with all of them to 80 right?
Even Bahamut's Ahk Morn is hardly any increase blast damage.


Old Heavensward Summoner with Raging Strikes had their deathflare hit for around 528 potency total. Currently Ahk Morn and Wyrmwave are scaled down to your pet's potency. Ahk Morn is realistically 544 potency (Less than both Red Mages Verholy/flare and 106 potency less then Black Mage's foul. Black Mages foul is also on a 30 second cooldown)

If you played Summoner in Heavensward and saw what a Summoner could really do... Your opinion would change.

https://www.fflogs.com/reports/vCGkn...pe=damage-done

This is what old Summoner could do. Before the class lost 2 Damage increasing abilities, lost 50 potency on their strongest spell, lost the ability to do an advanced Mechanic where Summoners hold aetherflow to use it in Dreadwyrm trance so they get it buffed.

The class is a shadow of what it once was. And if what the live letter is 100% true, If Summoner receives no buffs the upcoming patch, Summoner will be the lowest dps class, with classes that can do everything Summoner does, But Better.