
Originally Posted by
Osmond
Well since I got my SMN to 80 and did some EX trials, I can say this. Energy drain/siphon requires a target doesn't feels frustrating. In a way once you get used to it, it's much better now that it has a 30sec CD. Trance timings...it does felt weird in these new changes. Yet, stormblood's SMN, from using your DWT to summon bahamut, there was a wait time in process in order to keep your DPS high. Made it into a strict rotation because if you mess that up, you lose DPS overall. In time it becomes annoying so I can see why they abolished that design. Forced drop DoTs....what? I don't understand that. Playing since ARR, why now that's a requirement for SMNs? APM issue....well I already thought that it was a job that make you busy overall so it wasn't much of a problem for me. The ghost action, yeah I see that as a problem, but i'm sure it would take time for the team to adjust that. Bahamut doesn't feel awkward once you understand that it doesn't attack if you use an ability hotbar...that's all it is. Have to remove that in your brain that it can't wyrmwave using abilities. Energy siphon...free dmg, don't mind it. Everlasting flight is amazing as a utility, helps healers in the longterm..although you have to group up around your party to get the effect.. Slipstream...if the tank moves via AoEs, nothing you can do about it as long you get a ruin 4 stack, that's what matters. Difficulty curve...I don't think so. If you play SMN in stormblood, just take off a few things, add in a few things and nothing really changed..adjust your brain.
Overall, I like the change for 5.X SMN. Doesn't feel restricted to know when to use your bahamut. No lockdown on your aetherflow stacks during DWT. Can DoT/Bane much easier now. CC does more dmg than 4.X version SMN. Hmm, 1 thing I can say to buff SMN is the garuda egi potencies on their assaults.