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.



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