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  1. #1
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23

    Small suggestion/request for SMN

    NOTICE: This is in the hopes that it won't be long before we see the job get an overhaul and is meant as a temporary band-aid

    tl;dr Reduce Ruin III's MP cost and give us a trait that replaces Ruin with it.

    Between the nerf to III's potency and the minor buff to I's, there's absolutely nothing justifying the absurd, inflated mp cost to Ruin III. Ruin IV makes it all the more absurd because that lovely skill has a drastically lesser mp cost too (even if, yes, I'm aware, it's locked behind a proc).

    Most SMNs I've seen spam Ruin III anyway just to try and make up for damage we lost elsewhere, but that means our MP drops because that skill wasn't meant to be spammed outside of Dreadwyrm Trance. Other than being an annoyance, it can also hinder our utility to help with raising, as well as serve as mana batteries. Admittedly that one's better left to the BLMs (only real utility they have an advantage in, I feel) but in a pinch, you do what you gotta do.
    (6)
    Last edited by BillyKaplan; 08-13-2017 at 02:29 AM.

  2. #2
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    I don't main smn but I admit that even at a glance the mana cost of Ruin III looks ridiculous considering it's not much more powerful than Ruin I. I think I'd feel better about it if they called it Ruin 1.5, because that's how it feels like.
    (1)

  3. #3
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Yea when SB first started and I jumped on SMN and I was like what's this crap lol
    (1)

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