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  1. #51
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    I would like :
    AF back and needed for trances again, but with a charge of 2 to eliminate this "gate" feeling
    Bahamut Trance and Bahamut merged to work like phoenix. That way you only have 2 steps to do in a minute : stacks expenditure, then 20 sec trance.

    That would streamline and remove some clunkyness, but it would indeed extend ruin spam time. Maybe put AF on 45 secs ?
    (1)

  2. #52
    Player
    Angry_Evil's Avatar
    Join Date
    Jul 2017
    Posts
    129
    Character
    Angry Evil
    World
    Cerberus
    Main Class
    Summoner Lv 80
    Judging by fflogs phoenix and bahamut are like 8-9% of SMN damage each... how about I dunno... take all that 70% of other damage and put it into demi-summons? Just a thought...
    Regarding aoe dps... It does feel weird when you think how SMN aoe works compared to other classes aoe... But personally I didn't see people out dpsing me in dungeons except BLMs
    Do we even know it's calculating proper damage for SMN?
    (0)

  3. #53
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    777
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Gallus View Post
    Yeah no, I don't care how they do it at this point, but they need to do two things with SMN asap:

    1 - Buff their damage (those numbers are atrocious and devotion doesn't make up for bs).

    2 - Make the class more simple and straightforward to play.
    If the devs want to keep egis, just straight up rip aetherflow out as a mechanic for Summoner and transfer all of that damage to the egis and egi assault, possibly taking some and throwing it into Ruin, and possibly give SMN a charge mechanic on Enkindle so it's easier to use it at the correct time in a rotation.

    We can keep a weirdtiming on boss fights with not being able to trance, just as long as it stops breaking the rest of the rotation. And the easiest way to do that is to delete aetherflow and merge the potency into the pets and summoner elsewhere.
    (1)

  4. #54
    Player
    CecMiller's Avatar
    Join Date
    Jun 2017
    Posts
    133
    Character
    Cecilia Miller
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Dyvid View Post
    Okay, then start digging into the numbers. Like I said, they buff all AoE in 5.0 so SMN isn't the king anymore. The jobs at the top have strong AoE skills now which is placing them higher. But putting all that aside, use this data to figure out what part of SMN is lacking and what needs to be buffed for 5.1
    You don't have to start looking too hard really.

    1) We cannot use Energy Drain without a target or outside of combat when we previously been able to before. If we instead had old aetherflow with 4 stacks, we would more readily be able to use 4 painflares for DPS without losing uses to dumb things like mobs dying or tanks taking too long between pulls.

    2) We are forced to delay our cycle between pulls to to the changes with to DWT/FBT now being the abilities which continue our cycle as you wouldn't use FBT as a pack of mobs were about to die or are dead. Previously, we could continue to "hold" FBT/DWT when Aetherflow was the only ability that decided our cycle.

    2) Painflare numbers were reduced by 30 potency. 180 -> 150. AOE nerf here.

    3) Deathflare was nerfed by 40 potency and changed to a flat 50% potency for all other targets instead of 10, 20, 30 less for 2nd, 3rd, and 4th targets and so on capping at 50% for all remaining. Further still, DWT magic bonus was removed so our outbursts actually did more inside DWT previously (not counting ruination). Another AOE nerf here.

    4)
    Akhmorn was nerfed by 30 potency (not exact potency as it was pet potency). It was give 50% flat fall off when it was before the same as deathflare. Yet another AOE nerf.

    5) Our dots were nerfed from 40 potency each for a total of 80 instead of 50 potency each for a 100. This means spreading them with bane is worse. That said, Bane is now stronger when you have a lot of enemies as it no longer falls off by 80%. It now falls off by 60% for all targets. However, if you have around 1-7 mobs, you will be worse off with the new Bane (I'm not counting the fact that the new Bane is free as this obviously makes it better!). Another AOE nerf - there seems to be a trend.

    6) The other jobs were given boosts to all their AOE with many receiving easy to use or simple and straight foward AOE combos. However, SMN's strongest AOEs are locked behind 60s cooldowns which we can now no longer use as much due to the change listed in 2). Further still, many of the "strong" AOE moves for classes such as Dragoon have no such AOE fall off for Nastrond/Geirskogul. Their new AOE move only has 30% fall off for example. BLM's AOE hardly got touched and in some ways, got better (15% enochian, Freeze being useful, no Foul AOE drop off changes, 2 polygot stacks for up to 3 consecutive fouls etc)

    7) SMN needs to meet a lot more pre-requisities than other jobs to get out maximum AOE damage.

    Consider:

    Garuda egi must be used with both pet actions also being used. Slipstream (pet shadowflare) is unreliable. We cannot weave these with Outburst, our aoe spell, as it is not instant and so we are forced to use Ruin 2 a single target spell to weave them (outside of trances).

    Tri-Disaster Ruination must be spread onto the targets which will boost Outburst by 20 potency. However, this is not always up.

    One of DWT + Bahamut/FBT must be up with the latter. Delaying either of these between pulls means we lose uses over the course of fights/dungeon runs.

    We must use "Energy Siphon", the move that exists to give us 40 potency vs. all enemies when refreshing Aetherflow. This move plain sucks, but yeah.

    We must take into account mob pull timings and where we are in our rotation to maximize our damage and we easily lose uses in comparison to other classes who have straight forward 1-2 buttons.

    Our "burst" AOE dps is not there and is considerably weaker than other jobs without our DWT/FBT.

    There are situations where we have neither ruination, FBT or DWT/Bahamut up. Leading to us only putting out 70 AOE per GCD and however much bane does in conjuction with garuda as our best effort.

    8) Brand of purgatory does 350 to the first target and 50% less to all others. It is only available every other GCD meaning it is a small upgrade to outburst compared to what it could be.

    If summoner was to get all the abovee changes, it would be exceedingly strong again. It may not need all of them, but I am in full belief it does need some of them.

    My top 2 choices to be fixed are 1) and 2) and then go from there. The same 2 changes that would improve our single target dps too as stated in the opening post. I cannot stress enough how much power we get from having flexible trance timings - especially when we didnt have to pause our rotational clock everytime they were ready to use.
    (7)
    Last edited by CecMiller; 07-09-2019 at 02:54 AM. Reason: Updated values for Deathflare etc - Forgot DWT magic bonus.
    : d

  5. #55
    Player
    Angry_Evil's Avatar
    Join Date
    Jul 2017
    Posts
    129
    Character
    Angry Evil
    World
    Cerberus
    Main Class
    Summoner Lv 80
    Quote Originally Posted by CecMiller View Post
    [B]3)Deathflare was nerfed by 40 potency and changed to a flat 50% potency for all other targets instead of 10, 20, 30 less for 2nd, 3rd, and 4th targets and so on capping at 50% for all remaining.
    4)Akhmorn was nerfed by 30 potency (not exact potency as it was pet potency). It was give 50% flat fall off when it was before the same as deathflaree.
    Yeah with how much dps SMN does(assuming it's calculated correctly) I don;t really see why akhmorn and deathflare should've been nerfed...
    Also... thinking about dots for buff ruins mechanic... It is literally pointless. Why not just give us full potency r3? You'll be casting it mostly on DOTed targets anyway. Yeah if you screw up it's DPS loss so what? It's just pointless busywork
    (3)
    Last edited by Angry_Evil; 07-07-2019 at 05:40 AM.

  6. #56
    Player
    CecMiller's Avatar
    Join Date
    Jun 2017
    Posts
    133
    Character
    Cecilia Miller
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Angry_Evil View Post
    Yeah wit hhow much dps SMN does(assuming it's calculated correctly) I don;t really see why akhmorn and deathflare should've been nerfed...
    Also... thinking about dots for buff ruins mechanic... It is literally pointless. Why not just give us full potency r3? You'll be casting it mostly on DOTed targets anyway. Yeah if you screw up it's DPS loss so what? It's just pointless busywork
    You're absolutely right. I don't like the fact that they toned down deathflare and akhmorn either.

    Further, the bonus potency on Ruins via dots is just another area that punishes us. There is no beneficial scenario. I presume they wanted to make losing dots more punishing and yet they invented away for us to lose dot ticks. Furthermore, any time there is a low hp add to kill, are are immediately at a disadvantage as anny attempt to dot will cost us GCDs that could have been used to deal more potency before the add dies.
    (2)
    : d

  7. #57
    Player
    Len's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    626
    Character
    Len Orlan
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Why does Summoner have to have issues right out the gate with every expansion?

    It’s disheartening that the developers can’t seem to ever get it right, or close enough the first time without revisions. I thought for sure that since they labored enough thought into a partial reworking for SMN that we’d be fine, but it’s looking quite contrary.
    (5)

  8. #58
    Player
    Miziliti's Avatar
    Join Date
    Jul 2015
    Posts
    142
    Character
    Tezu Silvin
    World
    Leviathan
    Main Class
    Culinarian Lv 80
    Where is my Ruin IV?

    I've tried spamming Egi Assaut I and II with all of my body and soul, yet it rarely activates. Also, does pet auto still trigger Ruin IV?
    (1)

  9. #59
    Player
    Angry_Evil's Avatar
    Join Date
    Jul 2017
    Posts
    129
    Character
    Angry Evil
    World
    Cerberus
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Len View Post
    Why does Summoner have to have issues right out the gate with every expansion?

    It’s disheartening that the developers can’t seem to ever get it right, or close enough the first time without revisions. I thought for sure that since they labored enough thought into a partial reworking for SMN that we’d be fine, but it’s looking quite contrary.
    This is always weird cause they always have some good ideas with summoner and from yoship interview it seems like that want to do the right thing, but implementation is almost always bad... noodle code is probably why.
    (1)

  10. #60
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,259
    Character
    Crimson Bloodrose
    World
    Phantom
    Main Class
    Summoner Lv 100
    They always want to make SMN like overly complex and it's always an absolute mess, they should make this class a lot more straightforward like RDM or SAM, I don't know why the hell they are so obsessed in making it so hard every freaking time.
    (2)

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