I'm looking forward to being sad about mnk and deciding to play a class that gets improvements like DRG.

I'm looking forward to being sad about mnk and deciding to play a class that gets improvements like DRG.
I've been playing SMN again recently. It's not as bad as I remembered it to be but I still see the problems.
I'm still hoping that SMN becomes like the PvP version.
Ruin III being your main spell instead of Ruin (but not an instant cast) and upgrades to Ruin IV in Dreadwyrm Trance.
The biggest change I'd want would be Summon Bahamut costing 1 Dreadwyrm Aether instead of 2 while Akh Morn is only useable once for each duration. Potencies can be adjusted so it could work.
So far I heard Sustain is coming back which is okay I guess.
Last edited by dinnertime; 09-30-2017 at 01:26 PM. Reason: Typos. Oops!


I'd want a BLM damage buff. SMNs before the 4.1 buffs are already doing as much and more damage than BLMs with combat raise / utility. I don't know in what world that makes sense. Similarly, I don't know why BLM isn't exactly on par with SAM for damage given the mindset that gave SAM its high damage ("selfish DPS" without party buffs) since BLM fits that exact role but with cast times.
It would be nice if they did something for how MNK feels to play. The damage output is fine. It's just how it feels to play and the 4.0 skills they added...

Because they're ranged. Why would you pick a SAM if you could get a BLM that does the same amount of damage, from anywhere and have two ways to dump their emnity (Aka more DPS uptimes for tanks)?
That's something I think was poorly implemented since HW. BLM is in my opinion the only range dps who has the justification to be above the melees except SAM single target dps wise since BLMs greatly suffer from mechanics if they have to move...but look where DRG/NIN are in the list... Nearly any range outdps them when it comes to personal single target dps.
You can mantain a high uptime as melee but you are often dependend of how your other partymember react (tanks etc) and have to put extra effort in doing it while ranges don't have to care about that. There are even some mechanics that don't really affect ranges usually circle AOEs around the boss for example o3s the Icecast / o4s thunder.
MCH+BRD can do everything while moving yet MCH get's another buff while most people were asking for gameplay changes after the 4.06 buffs, same thing with SMN.
They are already really strong number wise even without counting their Utility. RDM is also super mobile thanks to dualcast. SMNs egi still attacks (aslong not bahamut) + their dots and instant so they also don't suffer much except during Bahamut while moving.
Ranges also don't have to care about positionals therefore they aren't really as dependant on other player to do their thing.
In case of SMN they become god themselves when it comes to multitarget fights so why is a Job very strong in Single target and god in Aoe/cleave while beeing a somewhat mobile range and has great utility?
Where are the trade offs for that power?
Tbh I believe the only reason why we don't see/have seen much of job stacking is the LB rule they brought as "fix" back in HW.
I somewhat liked it when ranges had the support/aoe/less afford role while melees brought the high single target dps.
Many dps jobs do still have design issues while their numbers are fine/good.
Another issue is raidbuff stacking, the interaction between them is too strong.... instead of reducing/changing them, they started handing them like candy to more jobs, making the situation worse.
Raid utility shouldn't be dmg in my opinion, everything in the game is only focused around that.
Healers don't focus to heal/protect the grp, they now care more about dps.... tanks don't focus on taking as less dmg as possible while holding hate, they care more about dps...
The issue here I think is that we don't really have a "Tank" gameplay, they practically are melee dds with high defensives/CDs without positionals and healers aren't challenged enough in regular content where they have to keep healing.
I also think that tank dmg is way to high single target wise in this game... I mean in which other mmo do tanks do 80% of the DPS dmg in single target situations?
Last edited by Sam26; 10-01-2017 at 06:28 AM.
Ninja does not need nerfing. I'll tell you what it does need, focus. I like the way they are going with SB. Eliminate 2 other melee combos and add ninjutsu.
For 5.0, this is what needs to be done. Expand on the ninjutsu and Maybe get rid of stuff like juggulate to free some hotbar space. There are 2 ways they can focus on ninjutsu.
1. The obvious one, expand on Ninki abilities.
1.a New abilities could include the coveted clone jutsu which can be an aoe attack that has clones up to 7 clones do single target damage to their 7 different targets for 10 seconds. If there are less than seven targets, clones will start stacking on enemies to do more damage. i.e 1 target = 7 clones attacking it. Potency on each clone should thus be 90.
1.b clone jutsu either does what I said in 1.a or it is a stationary jutsu-don't move- and the clones appear around you to copy your mudra and execute ninjutsu causing an aoe version of your ninjutsu .(obviously can not be used with tenchijin.)
Ability works with the following ninjutsu.
- raiton: It'll look like those Aoe raitons from the Job quest
-suiton: New aoe animation for the jutsu.
- doton: slightly larger and placeable like SMN lvl 50 skill
-katon: more intense fire explosion. + burning debuff.
-Hyoton: binds all enemies in a large circle of ice. + frost debuff
-Huton: doubles the huton length from 70 to 140 seconds
- fuma: All clones throw the fuma shuriken for double potency aoe line
2. The 4th mudra. Now, this mudra does not add any new ninjutsu. It uses the ninki gauge and is on a 50 second cooldown. The 4th mudra does what 1.b describes, minus the clones. So your ninki fills, you use the mudra for your jutsu, say, raiton. So ten-> chi -> 4th mudra = aoe raiton.
Last edited by Orpheus010; 10-12-2017 at 11:13 PM.
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