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  1. #1
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Cherub View Post
    In theory, the Ruin changes made SMN even harder to play. Ruin III is now the new Ruin (FINALLY we get rid of Ruin), while it did get lower potency it is now our filler spell and still 30 potency higher than normal ruin. This change itself will have you use Ruin III(Or Ruin if you will) over Ruin II. This becomes more of an apparent problem when you have CD's to use. If you use Ruin II, you effectively lose out on potency unless you weave CD's and they make up for those 30 potency lost.

    I don't get it. It was already the case. You spammed ruin 3 (150) unless you had to weave ruin II. Go watch fflogs reports to see how much ruin 3 was used over ruin I. Ruin 3 has been our filler spell since HS, only going back to ruin when the uptime was long and didn't have time to regen.

    on the contrary you lose now less when you have to use ruin II instead of ruin 3 to weave in some oGCD. In transe you don't have to revert to ruin II, you can weave with ruin 3. And mana management will be less of an issue.
    Plus now you can weave with ruin 4 when available, so can use it asap.

    I did a little study of the impact here : http://forum.square-enix.com/ffxiv/threads/346721-Live-Letter-4.1-SMN-Changes?p=4426504&viewfull=1#post4426504
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  2. #2
    Player
    Cherub's Avatar
    Join Date
    Aug 2013
    Location
    Floating City of Nym
    Posts
    392
    Character
    Miasma Eschaton
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Karshan View Post
    Snip
    That's not true, you weren't able to sustain Ruin III spam over a 10 minute fight no matter how you turn it. You could spam until low MP and inside trance but that's it. MP restoration is limited. Your to go spell was still Ruin II, which in Top parses sees about three times as much use as Ruin III. It's very simple, really. Now you have the ability to sustain Ruin III spam over the whole course of a 10 minute fight. No drawbacks attached beside a cast time.
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  3. #3
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Cherub View Post
    That's not true, you weren't able to sustain Ruin III spam over a 10 minute fight no matter how you turn it. You could spam until low MP and inside trance but that's it. MP restoration is limited. Your to go spell was still Ruin II, which in Top parses sees about three times as much use as Ruin III. It's very simple, really. Now you have the ability to sustain Ruin III spam over the whole course of a 10 minute fight. No drawbacks attached beside a cast time.
    Maybe I expressed myself wrong.

    Ruin II was the most used BECAUSE NEEDED to weave or move. The go to when nothing needed was Ruin 3 or Ruin 1 if low MP. Just see a rota on a dummy, sure you Ruin II a lot to weave, but when not needed you just never do so.
    Now it will be the same : Ruin II (or 4) when needed, Ruin 3 spam otherwise.
    So it doesn't change much really, except since new Ruin 3 is 130 we lose a bit in average (instead of a mix of 150 and 100), but we lose less to go Ruin II (we lose 30, we lost 50 before).

    As I said, I did the maths on an example from Eirene Snow and from an average SMN : http://forum.square-enix.com/ffxiv/t...=1#post4426504
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    Last edited by Karshan; 10-10-2017 at 03:11 PM.