Hey there,
I spawned the earlier big post regarding Summoner and I thought it was appropriate to spawn a new one now that the live letter was over and I had a chance to use summoner in all savage content so far. I will simply summarize what feels good or bad about each and every ability whilst being as concise as I can be as to why. I was certain to be as complete as possible with this feedback as I mostly likely will stop after this post.
Notation:
Ghost = Visual element appears but effect does not apply or damage does not go through.
AF = Aetherflow
DWT/FBT = Dreadywyrm Trance/Firebird Trance
FoF/BoP = Fountain of Fire (Ruin 3 Replacement)/Brand of Purgatory (Outburst Replacement) in FBT
Energy Drain/Aetherflow:
As an overall point: SMN’s requested that they did not have to make the party wait for so long with regards to Aetherflow. I do not think this current iteration of Energy Drain is what the vast majority of SMN’s had in mind when asking for this. I think most wanted 3 Stacks available after a wipe or an ability to quick reset Aetherflow outside of combat like Ninja has Hide for Mudras.
- Bad - Requires a target. Can result (and does result) in situations where having 1s left before and the boss disappears or the dungeon mobs die. Just feels bad in general. Old Aetherflow avoided this. BLM’s Polygot is a superior form of this in its current incarnation.
- Bad - The tag of “cannot be used outside of combat” just feels bad on such an ability in general as it cannot be used pre-pull whilst pre-pull abilities still exists on other jobs. See: Sharpcast (BLM), Acceleration (RDM), Standard step (DNC), Mudras (NIN). These can all be used pre-pull in some fashion and require some form of countdown. Could easily be fixed with a similar ability to hide that NIN has or simply reset to max stacks on death to remove wait time.
- Bad – Reduced downtime performance when other jobs have obtained to improve their downtime performance: maintaining Greased Lightning (MNK), Umbral Hearts (BLM), Kassatsu Charges (NIN)
- Bad - It increases the number of OGCD’s when compared to previous Aetherflow to 2 a minute as opposed to 1. This adds to the “busyness”
- Bad – No link to the SMN cycle. Aetherflow made trances feel better as they were more flexible. As AF is no longer linked it means trances can’t be rushed which removes an avenue of demonstrating player skill whilst also creating unforgiving and strict dot timings as we no longer have an “on-demand” dot refresh in the form of Trances giving you a tri-disaster refresh on use.
- Neutral - Reduced Aetherflow options. We only have 2 abilities linked to it now as opposed to 4.
Energy Siphon:
- Bad - Terrible excuse for a button. It’s clear what the purpose of the button is. What is not clear is why someone thought this button would be a good addition to the SMN toolkit. To quote my earlier thread:
If Energy Drain read:
"Deals unaspected damage with a potency of 100 to the target and 40 to all enemies nearby it"
Energy Siphon would have no reason to exist. Somehow, it was decided that cutting that piece of text off from Energy Drain and making its own button made for an interesting ability.- Bad - Low potency & Bad form of AOE. Locked behind a 30s CD shared with Energy Drain along with its restrictions.
All Ruin GCD’s:
- Bad – Dependence on dots feels bad when applied to all Ruin GCD’s. This only generates ways in which to punish summoners. Debuff cap makes Fates/Hunts a problem. Quick to die adds also a problem as you want to dot them to maximize GCD damage but the time dotting them could have been better spent spamming Ruin 3. Emphasized due to the removal of on-demand tri-disaster resets because of how DWT/FBT now works.
- Neutral – Ruin 3 vs. Ruin 2 Potency difference. Bigger punishment for using R2 instead of R3 emphasizes skill difference. However, large difference also weakens mobility and gives the feeling that we should turret as much as possible which some may or may not like. Some view the turret emphasis as conflicting with the OGCD weaving requirement which emphasises R2 use.
Ruin 4:
DOTS:
- Neutral – Ruin 4 generation no longer RNG. However, it is tied to Egi Assaults which have a multitude of problems. That said, we can now optimize our uses of R4 more but in practice we still use them whenever we have to move.
- Good – Stackable procs are a welcome addition. Can use them in trade for Ruin 2 when a weave is necessary
- Bad - Over-reliance on dots for Ruin damage. Only introduces way to punish. Better to clip the GCD in some cases than lose potency on Ruin cast: See All Ruin’s point #1.
- Bad - Switching targets to low HP adds mean neutered damage. Required to refresh dots to maximize damage: See All Ruin’s point #1
- Bad - Methods to reapply dots via Tri-disaster are locked behind rigid cooldowns which results in strict timings and upkeeps of dots when previously they were more flexible with respect to any mistakes. Also is bad for when boss’s disappear and reappear as it messes with the dot timings which forces you to reset them the next trance.
- Bad – AOE Dot damage reduced via Bane.
- Neutral - Less potency on dots by default and a greater focus on GCD usage.
- Good – Response of Bio and Tri-Disaster application. Fixed in Patch 5.05 after many years of suffering.
Pet/Egi’s:
- Bad – Pet potency still exists. Please rectify this and put it as player potency. Please. Stop making us do math to discover how much our pet potency is and let us understand how it is by just glancing at the ability.
- Bad – Egi Assaults feel bad to use and create the “busy” feeling for SMN with increased CPM requirements. 4 OGCD’s a minute. Can be cut down and still grant Ruin 4 stacks (addressed separately)
- Bad/Bug – Melee pets no longer auto attack as they did in Stormblood. Ifrit is now only approximately 1.2x Garuda for single target which means its barely better.
- Bad - Abilities can ghost and not to damage or give Ruin 4 stacks. Re-creatable by simply using Egi assaults prior to summoning Bahamut/Phoenix.
- Bad - Pets disappear if the SMN is sprinting in a dungeon in a rush to follow the tanks. Please increase their movespeed and better yet, make their auto attacks instant with 3s CD so they could cast and move very quickly.
- Neutral/Bad – Now account for even less of the Summoner’s DPS contribution. Renewed calls for their deletion have more clout as their removal would be less impactful due to their reduced DPS contribution and their current clunky implementation in the SMN kit/rotation.
- Neutral/Good – Pets have a more defined area in which to use them. Garuda AOE, Ifrit single target. Previously it was less defined and mostly done in a very optimized fashion.
- Good – New form of survival tool via Titan Egi. 3-5s switch required to get the shield
- Good – More responsive to pet commands than they were in Stormblood.
DWT:
- Bad - Fixed cooldown of 60s makes DWT use extremely rigid. Flexibility made the SMN kit very fun to use and it is ideal if trances were made flexible again.
- Bad - Delaying DWT delays entire cycle. Aetherflow delay did not delay the entire cycle as you could affortd to sit on stacks for up to 60s where as you are forced to use DWT as soon as you can.
- Bad - No longer on demand tri-disaster reset. This makes dot timings very rigid and offers no flexibility in dot timings. Must follow a strict schedule and causes current dot issues regardless of what you do.
- Bad - Lower duration makes it harder to get maximum Ruin 3 uses and deathflare. If you have high ping, you could miss the deathflare. This change was unnecessary
- Neutral/Bad - No more magic bonus makes it even more of a glorified deathflare button. If this was retained, rewarded for using ogcds inside of it.
- Neutral/Bad - Currently cut short on each use to account for raid buff windows due to how rigid they are. This comes back to point #1
- Good – Reduces cast time of all abilities by 2.5s. This means resurrection are only 5.5s long and outburst are both instant. Whilst the former would be incredibly niche, instant outbursts are very welcome.
Bahamut:
- Bad – First wyrmwave is unresponsive via Summoning Bahamut first and then doing a GCD very fast after summoning him. This is a change from Stormblood and makes it harder to generate the maximum number of wyrmwaves. It is requested that this is changed back to how it was originally where he would respond instantly to your first GCD.
- Bad - Bahamut still can’t sit still. Can cause issues with regards to Enkindles/Akhmorns. If you use Enkindle late under movement, you can ghost your akhmorn.
- Bad – Akhmorn can still ghost when it shouldn’t ideally. Linked to the above in some cases but not restricted to it. Bahamut ideally should always be able to do the final Akhmorn before flying away.
- Bad – Less interaction with Bahamut. Feels bad compared to before. OGCD interaction made him special. Now he feels pretty pathetic. He lacks “cool” moves like Phoenix does though there are definitely opportunities to add moves to his kit by re-using assets from earlier Bahamut fights.
- Good – Reduced Enkindle recast time for easier use/earlier use/less ghosting opportunity.
- Good – Now available after 1 DWT so we have our “mini burst” faster.
FBT:
- Bad – Can’t sit still similar to Bahamut. See Bahamut issues.
- Neutral/Bad – Outburst required for Brand. Enables mistake of back to back FoF’s via R3. Consider making Outburst purely AOE and lower potency than FoF on single target or consider simply changing R3 to FoF followed by BoP followed by FoF etc. No real reason to have it swap button. Areas where unintentional AOE is a detriment to the party are close to non-existent.
- Neutral - Everlasting flight should not be a thing. Covered later.
- Good – Cooler version of Bahamut with better visuals. Better than Bahamut in general.
Devotion:
- Bad – Use is obstructed due to Demi summon design and it can also ghost like Egi Assaults. Can ghost. Unusable for 40 seconds out of every 2 minutes due to Demi summons disabling pets.
- Neutral – Increased damage buff to the party 5% from 2%. 3 minute cooldown. Removed Healing increase element. More in line with 3 minute buffs but arguably one of the weakest (if not the weakest)
Enkindle:
- Neutral/Bad – Ifrit Egi Enkindle is weaker on single target and AOE than Garuda’s. I do not think this is ideal unless pet swapping was to be encouraged. Ifrit and Titan should have stronger enkindles with respect to single target unless pet switching in this way is the intended function.
- Neutral – Feels weak for a 2 minute cooldown.
- Good - Fixed cooldown and not dependent on R4 RNG
Bane:
- Neutral – Now has a larger fall off for < 5 targets but greater damage on more. Notably Bad with fewer targets which might be more common in a raid environment.
- Neutral/Good – Now also spreads Ruination. However, it is now a requirement to have Ruination to do maximum damage with Outburst.
- Good – No longer costs an Aetherflow stack to use.
Outburst:
- Neutral/Bad - Dependant on Ruination for good potency. Similar to that of Ruin and dots dependency.
- Neutral/Bad – Feels bad to use during Bahamut where you will be forced to clip for optimal play for weaving OGCDs in an AOE situation.
- Neutral/Bad – Link to BoP in FBT rotation. See: FBT point #3
- Good - Usable outside of trances for good potency AOE.
- Good – Instant cast time inside trances instead
EDIT: 11/08/2019
AOE Changes of Note Summarised:
Post: SMN AOE relative to other jobs
When I initially made this thread, I forgot to put this section is and I think its worth highlighting regardless. I’ve copy pasted this back in as a result:
- Unable to hold Aetherflow between pulls or refresh it during downtime or if a mob dies with 1s left on CD feels bad in general. Similar argument for trances when this issue was pretty much non-existent in 4.1. Results in weakened AOE DPS for SMN.
- Deathflare reduced in potency due to 10% magic buff removed from DWT. In effect reduced from 440 -> 400. Fall off is 50% less for remaining instead of 10% less, 20 less etc. This level of damage fall off is not present in a multitude of classes that arguably should have it.
- Akhmorn reduced in potency in general. Also higher flat fall off similar to deathflare.
- Reduce effectiveness at bane at < 5 targets, but better for more targets. However dots were reduced in potency from 100 to 80 so AOE damage is reduced regardless.
- Painflare reduced in potency by 30. We do get more uses however which theoretically puts us at 60 potency positive here.
- Garuda Slipstream is unwieldly to use. Often targets are moved out of. Consider it applying a dot if a mob was inside the buff and only refreshing the dot if it no longer has it for more reliability.
- SMN needs to meet a lot of pre-requisites for maximizing AOE damage. Other jobs have simple combos that result in massive AOE damage and have no fall off or unchanged fall off causing SMN to fall behind in this regard. (Nastrond has 0 fall off etc)
- Brand of Purgatory is a small upgrade to Outburst when you consider its only available every other GCD. 50% of 350 = 175 to all remaining targets every other GCD meaning just under 90 potency to all other targets when averaged to a GCD.