Hello,
I'm Nemekh, resident Summonerd from various groups, notably one of the SMN mentors and theorycrafters from The Balance community.
With the advent of the media tour embargo being lifted, we’ve excitedly been going over all the footage and information we have been able to glean in order to piece together and test several the changes.
Much feedback has been gathered from the community already. While there are the good aspects, there are the other less ideal aspects with the rework that will be detailed below with the focus being on 5.0 SMN’s rotation mechanics.
Prepull setups that parties will not been keen on waiting for
It has been a historic problem in 8 man content where players do not want to have to spend time waiting on particular jobs to obtain their resources, be it Warrior in HW with long prepull timers, ASTs with cards, or SMN with their Aetherflow stacks.
The SMN opener has long since expected to have 3/3 Aether stacks ready with Aetherflow off cooldown, for optimal damage and rotation alignment. That has since changed with Dreadwyrm Trance being a separate cooldown no longer relying on Aetherflow and Aethertrail generation. Aetherflow stacks are now generated with Energy Drain and Energy Siphon purely for damage.
In the Dengeki Interview with Yoshida he specifically mentions “doing away the stress of needing to recover their Aetherflow stacks before the battle starts”.
In the Game.Watch interview he also mentions that “We removed the annoying part of stacking your “Aetherflow” pre-pull as well”.
While the waiting on Aetherflow is gone, there are now other sources of prepull setup that a SMN can potentially utilise which will be annoying:
- Dreadwyrm Trance
Dreadwyrm Trance being a separate 60s cooldown no longer dependent on Aetherflow and Aethertrail gains is an interesting change, but one of rigidity due to the hard enforced 15s trance window every minute.
It can be used out of combat to gain Dreadwyrm aether for Bahamut. This means that if we wait for 15s before engage we could open with Bahamut at the start. If we waited 60s we could open with Bahamut at the start into immediate Phoenix trance after. This pooling of potency and resources can be argued as too strong and unintended given the rotation design paradigm shift. This also places an annoyance on the party for having to wait on the Summoner before engaging, repeating the problem of waiting for Aetherflow, only the max wait time can go considerably higher.
Please consider making Dreadwyrm Trance and Firebird usable only in combat to prevent this. This would be annoying for dungeons where pulls are slow and are not seamless, but it would spare us a dark timeline of parties being malcontent.
- Egi Assaults
Of the egi actions that carry on into 5.0 currently we can use Flaming Crush and Mountain Buster out of combat without a target which lets us fish for Further Ruination procs prepull. This is used prepull in our standard openers and also to make Garuda’s Contagion more seamless with Sic.
In 5.0 Egi Assault 1 and 2 replace standard pet actions. Earthen Armour (EA1), Mountain Buster (EA2) and Flaming Crush (EA2) all will not require enemy targets. If EAs can be used outside of combat prepull, due to Further Ruin procs stacking at 4 with a duration of 30s, it is possible to cycle EA1 and EA2 with Titan Egi out, consuming charges and staggering them to refresh and maintain Further Ruin.
If we combine this with prepull DWT, we can consider silly multiple minute prepull openers that are “potency optimal” where we open with Demi-Summons and 4 Ruin 4 stacks.
It is not confirmed if EAs can be used outside of combat in this manner, but if they can, please consider making them usable only in combat. We do not want to be the joke job that has to have 3 minutes of prepull prep to do their utmost.
- Energy Drain used on a striking dummy before zoning in (see clip here)
This is something presently the case, where Aetherflow stacks persist while you zone. In 5.0 however the intent is to only generate Aetherflow stacks after using Energy Drain which can only be used while in combat on a valid target.
If Aetherflow stacks still persist across zones in 5.0 then a SMN could Energy Drain a striking Dummy before zoning in to gain 800 potency in their opener with 2 extra Festers. If a pull wipes, the SMN would start fresh as normal, but in an optimised scenario for say speed runs (time attacks), the party would have to zone out, allow the SMN to generate Aetherflow stacks again, zone back in and then start a pull once more.
Please consider having Aetherflow stacks not persist through zones, otherwise this will be another potential source of party annoyance and stress.
- Summon Bahamut used before zoning in (see clip here)
If you use Summon Bahamut then immediately go into an instance, Bahamut will stay around until his timer elapses instead of the gauge resetting entirely. Now while you cannot engage while Demi-Bahamut is around, once the timer ends, he withdraws and carbuncle respawns the ring that surrounds the party disappears letting you engage. But under 5.0 rules you would also now have Phoenix Aether for Firebird Trance.
Please consider giving the Demi-Summon gauge timer the Polyglot treatment where the timer does not carry on through zones. Otherwise this will enable prepull resource generation in order to open with Firebird Trance and Demi-Phoenix.
With prepull concerns and feedback having been mentioned, the next big one is how the new rotation is seeming to fit together.
After a whole expansion of Stormblood we grew familiar with the 2 minute cycle of the SMN rotation featuring Demi-Bahamut, after quite a few growing pains from 4.0 when the job was not in the best of states. The 2 minute cycle still exists, but has changed in light of Firebird Trance (FBT) and Demi-Phoenix.
Rotation Quirks: Trances
With the Demi-Summon cycle now being decoupled from Aetherflow and only dependent on finishing Dreadwyrm Trance (DWT), DWT is now the bottleneck of the rotation on its strict 60s cooldown.
This is problematic for several reasons as it dramatically affects how SMN was able to account for and play around downtime in their rotation.
Where before with Aetherflow all that mattered was using it on cooldown to gain stacks and plan for using stacks when was appropriate, using a Trance action immediately puts you into the Trance state and cannot be pooled for when is more appropriate. This is an issue with downtime as depending on how a fight goes it can mean if you do not use it during downtime you risk losing uses altogether.
By extension, the strict rigidity of the 60s Trance cycle also mandates using on cooldown, making it so that Trance windows can not be used for movement flexibility at a risk of causing cooldown drift and potentially losing uses resulting in heavy potency losses. It also results in strict filler dps segments in between. It also promotes using Dreadwyrm Trance and finishing it immediately just to stay to time in order to have Demi-Bahamut stay in alignment.
My friend and colleague from The Balance Myon also discusses it with additional points and ideas in this thread and as an old Machinist main he has mentioned how it’s as if SMN has now gained rigid Wildfire windows.
Having thought about it for a while, I have a suggestion to address Trance rigidity while maintaining the rotation cycle:
Aethertrail Attunement
Type: Ability
Cast: Instant
Recast: 60s
Grants Aethertrail Attunement allowing the casting of Dreadwyrm Trance and Firebird Trance
Can only be executed in combat
Duration: 60?s
SMN Lv. 58
Something like this would free up the use of Trances flexibly for as long as you stay alive with the buff while maintaining cooldowns. It is possible that it should also be what has the Tri-Disaster resets instead of Trances with this in mind.
It is an extra button, but when the alternative is potentially significant losses, having a means to mitigate downtime problems, as in accordance with Yoshida’s design paradigm, would be more preferable.
Rotation Quirks: Aetherflow
Similarly to the above, Aetherflow can now only be generated by using Energy Drain (ED) and Energy Siphon (ES) against a valid target. This means that if an ED use would coincide with downtime, the cooldown would drift until an entity is targetable again. If the downtime is long enough to meet or exceed 30s then we outright lose ED+2 stacks of potency. Beyond that
Please consider example ideas such as:Being unable to use resources due to hard timers, where previously it was not an issue, is a source of player stress. It could be argued that it was too good in the past, but the current system is not ideal.
- Making Energy Siphon PBAoE to not require a target (like Flaming Crush/Mountain Buster) to generate Aetherflow, but require being in combat to generate stacks.
- Implementing the Charge system for Aetherflow Generation (e.g. on ED/ES, start from 1 charge, cap up to 2, generate charges only in combat) to mitigate the penalty of boss-untargetable downtime and retaining the ability to use the actions.
- Reintroducing Aetherflow for non-damage stack generation that like the Scholar ability can only be used in combat. It wouldn’t be dps optimal over using ED, but if it prevents damage stacks from outright being lost then it’s a fairer compromise, not unlike Engagement vs Displacement for RDM.
Here’s a summary of the above:
- Please address prepull resource generation so there are no prepull causes for party stress
- Please consider tweaking/enabling a means to make Trances more flexible
- Please consider tweaking/enabling a means to gain Aetherflow stacks in downtime
Conclusion:
With the current proposed setup changes for 5.0 SMN it has only traded some prepull concerns of the past (Aetherflow) with others that I’d argue are considerably worse if left as they are. Let us not be like Heavensward Warrior.
The rotation has taken step backwards with Trance rigidity which will not feel good in practice and will be a source of frustration due to downtime. Similarly, Aetherflow stacks not able to be generated in downtime will also be a source of frustration.
There are more areas of feedback in particular with FBT gcds, DoT/Ruination timings with Tri-Disaster resets, pets (Titan) and more but I felt this post was already pretty full of points with the focus on the core structure of the new changes. Please feel welcome to add more points, alternatives and suggestions!