Popping in to ask a question on the opinions on mana shift. I feel it should be a refresh similar to goad but for mp.
Popping in to ask a question on the opinions on mana shift. I feel it should be a refresh similar to goad but for mp.



I think this is subjective. I started SMN in 2013 with 2.0 and enjoyed it as a Pet class with sustained DPS thru DoTs and ruin. I didn't like 3.0 because it shifted away from pets to nuke spell that the final boss used. I furthered that argument by stating they could have just had DWT be Demi-Bahamut. Regardless we have what we have and should focus on idea that make the current version better.I thought the HW Summoner was pretty good as far as how it played and what it was which was a DoT class with pets. It seems to me that with 4.0 SE lost the identity of what type of job they wanted the Summoner to be. Personally I don't care a whole lot whether it is a DoT, Pet or traditional Summoner class I would just like to see SE decide and make a smooth flowing, rational ability rotation job that I can enjoy like I did in HW. I think in that context there is a lot here from SE to draw on without restarting the Summoner from scratch but it is highly dependent on SE understanding what they expect of the Summoner and being able to implement it.
Meh, doesn't matter either way to me.
When I started SB, I thought, this isnt so bad...Its different, but not awful. However, now that more time has passed, I find myself constantly irritable with what was the only job/class I truely enjoyed playing.
I really miss my rotation freedom. I cant stand that now when dreadwyrm trance is ready, you are locked out of your aetherflow abilities. I feel like I run low on mana much more often than before, but aetherflows CD is 60 with a 50/50 chance of you being at a point where it would ruin your rotiation flow, and then lucid dreamings CD at 120. So inevitably you sometimes get stuck choosing between rotation flow or mana regen. I feel as if summoner has been changed from something unique into a poor excuse for a black mage. One who cant get as high of dps numbers or regen mana as efficiently.
Also, pets have had their utility destroyed. For me, the lack of sustain is huge; it makes the titan egi almost useless. Solo battles against something like a B rank hunt are now a struggle, especially if any other enemies join in. Your tank pet WILL die and resummoning of course is near useless as their enmity meter will be reset.
I understand summoner is in the end a dps class and abilities centered around balance and utility are not completely necessary, but this class doesnt feel nearly as fun without it.

I like the design behind our current SMN; dot mage building up resources for a big summon burst is a good concept and it's a nice callback to the roots of the job in Final Fantasy.
The problem is that the job feels very cluncky, has only caster friendly utility, is doomed to have useless ability slots due to being linked with SCH (like Phisick) and the egi situation is overall a big mess.
My personal view:
The first thing that I think should have been done long time ago is to detach SMN and SCH but I guess that can't happen anytime soon, sharing basic ACN abilities is bad for both and brings us to situations where we have useless skills on our bar (Phisick) which could be swapped for something useful (Sustain).
Bane is in a very bad spot right now, it's almost pointless on very big pulls and kind of defeats the entire point of it being our main AoE skill, it should be buffed back.
The Ruin family of skills is also kind of a mess, we are supposed to spam Ruin, a level 1 skill at level 70, because it's mana efficient...but we really don't want to since it's a big dps loss and forces SMNs to resort to hardcast Ruin III...which is supposed to be our "Use only under DWT" ability.
I suggest to have Ruin III entirely replace Ruin when it's unlocked (with Ruin mp cost) and have it upgrade to Ruin IV temporarly when under DWT.
This gives us a better spammable ability, moves away Ruin IV from the rng roulette and saves us a spot in our bar.
SMN utility is kind of bizarre: Magic vulnerability provided by Contagion is nice but forces us into a single egi and doesn't even last long enough for the entire Bahamuth summon.
Devotion is also not good in its current form: as it is now it's basically a choice between using it randomly and hope it doesn't go to the healer or move near someone else and lose personal dps...and also hope that person wont move away during that.
I think it should be either a party wide buff, mimicking the Balance card or at the very least turn it into a selectable ability so we have actual control on who gets it.
Demi-Bahamuth is a good idea and it's a great way to make FFXIV SMNs feel like an actual Summoner...however even that is very cluncky, like the entire job itself right now.
Making it smaller won't really change anything except forcing SMNs who want to keep it as it is now to be bullied by other people in the party.
I think the best idea would be to leave it as it is now but have it filtered out like any other spell effect in the configuration panel.
It should also not move at all (it's not like it has range issues) giving SMNs control on where to put it (and it's not like it stays out for long) and use Wyrmwaves as normal autoattacks: forcing SMN to use every instant spell (Addle included) to get more Wyrmwaves is not good design and takes most of the fun away from summoning Bahamuth (omg must spam everything before it goes away!!!).
A bit of a peeve of mine but I also think that Enkindle Bahamuth should make it Cast Mega Flare instead of Akh Morn. Having your level 70 ability cast...the very same spell you have been casting since level 60 is a bit boring and not that rewarding, Mega Flare is the classical Bahamuth signature ability in Final Fantasy and would make for a nicer spectacle (same damage, just a different graphical effect).
And then we get to the Egis.
Egis have always been a problem since the release of ARR, we were promised more of them but then the entire job philosophy changed with DWT (and Demi Bahamuth) and they are basically just there, stuck as relics form the past with no clear design.
Not to mention that we basically use the very same one (Garuda) since ARR aswell, with Ifrit being ok but not quite (say goodbye to Contagion!) and Titan being totally useless even for solo activities (not to mention that Bahamuth sends it away, showing incoherence into the entire design of the job).
If I may suggest something I'd say to just...scrap them and rework it so we only have one, making "Summon" a generic ranged egi built mostly around Garuda, removing the knockback ability and putting in Radiant Shield giving us more utility without having to choose between that and Contagion.
This would turn the Egi into our generic support pet and free Summon II and III ability slots which could become something more useful (Sustain? Passive Pet healing trait?)
Carbuncles, Ifrit, Titan etc can become glamour skins, this will also make everyone able to use their favourite pet whenever they want and SE may even add more of them in the future.
SMN has been my main job since 2.0, I still like it and I can see what the devs wanted the class to be and I'm not complaining about turning it into something totally different.
However the job still has major polishing issues and I really hope we'll have our fixes eventually, FFXIV never had that big class balance issues but the situation as of now is pretty dire, I hope to be able to keep on playing the class I like even in "serious" content.
Last edited by IlSire; 08-16-2017 at 11:05 PM.

Dear SE: Can we have the following changes?
1. Pets can now only be summoned while in combat.
2. To balance out the 4.06 potency increase the duration of your DoTs is cut in half.
3. Bahamut can now randomly use Terraflare! 999999 Damage to your own party.
4. Shadow Flame cast time doubled.
Screencap, this will be better than what SE will give you.
This unironicly sums up the grim view of SMN and the dev's ability to fix it.Dear SE: Can we have the following changes?
1. Pets can now only be summoned while in combat.
2. To balance out the 4.06 potency increase the duration of your DoTs is cut in half.
3. Bahamut can now randomly use Terraflare! 999999 Damage to your own party.
4. Shadow Flame cast time doubled.
Screencap, this will be better than what SE will give you.

Offtopic bump.
For the expert Summoners out there... Are you guys always able to have Aetherflow up during Bahamut phase? How do you guys manage that? Mine always seems to be on cooldown.
I keep Aetherflow on cooldown and it never aligns with Bahamut phase. Help! Any tips appreciated!
Not an expert but after your opener (where you generally get in and out of your first DWT asap), the 2 minute general SMN rotation is:Offtopic bump.
For the expert Summoners out there... Are you guys always able to have Aetherflow up during Bahamut phase? How do you guys manage that? Mine always seems to be on cooldown.
I keep Aetherflow on cooldown and it never aligns with Bahamut phase. Help! Any tips appreciated!
Aetherflow
15 seconds of festers
15 seconds in DWT
30 seconds spaming ruin
Aetherflow
20 seconbs of bahamut + Festers
25 seconds spamming ruin
15 seconds in DWT
The key is that Bahamut is actually available for 30 seconds after you leave DWT, but you hold it until your next Aetherflow is up. Doing that, everything actually lines up really nicely.
Last edited by pacifist0rz; 08-17-2017 at 05:49 PM.

silly me! yeah I never thou ght of holding on to bahamut to wait for aetherflow. I always use him as soon as the 2nd dwt is over.Not an expert but after your opener (where you generally get in and out of your first DWT asap), the 2 minute general SMN rotation is:
Aetherflow
15 seconds of festers
15 seconds in DWT
30 seconds spaming ruin
Aetherflow
20 seconbs of bahamut + Festers
25 seconds spamming ruin
15 seconds in DWT
The key is that Bahamut is actually available for 30 seconds after you leave DWT, but you hold it until your next Aetherflow is up. Doing that, everything actually lines up really nicely.
so is doing that more DPS then I assume?
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