If that were true, people wouldn't be complaining about the job's busy-ness now, would they? Yes, it's not the *big* issue, but it definitely contributes to how terrible SMN is to play right now.
Chalk me up in the minority, then, because I like how SMN plays right now, and I've been doing the Carbuncle Shuffle since the first October of ARR.
I also enjoy driving fast cars with manual transmissions. I like the enjoyment of cranking out perfectly-timed gear shifts... and I enjoy the satisfaction of a run of perfect keypress / mouseclick sequences. Elegant weapons... for a more civilized age.
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My only real gripe about SMN is losing Titan-Egi as a genuine Tank type. That's making me work too much in open-world hunting![]()

There's a lot more weaving now. in SB we weaved Fester, Bane, Pain Flare, Enkindle, Trance, and that's basically all. Now we get have pet skills that we have to manually weave into as well, 2 per minute. we also pretty much HAVE to weave Lucid Dreaming in now as well. Rarely had MP issues before. in SB we spammed Ruin 3 like 90% of the time and pet was mostly on auto after the opener.
How busy the job is IS an issue because it's pushed a lot of people away from the job. It's not the main issue though. The main point when people mention how busy it is, is just that we work a lot harder than other jobs and don't get rewarded for it. Some people argue difficulty of a job shouldn't matter, but it really should. People should be rewarded for how hard their job is to play, with DPS scaled with the difficulty of said job. Difficulty should be balanced against utility and such. Right now it seems they only look at "utility" and w/e job the devs like at the moment (always BLM lol)





I feel like perhaps they could make them hard capped on potent raise support and then allow that as an excuse to not only go back on the tax to SB era but even further reduce that tax. Like for Summoner they get one instant raise on X second cooldown. Somewhere balanced around the cooldown of swiftcast which for reference has 60 seconds. If you wanted you could also add a cooldown reduction mechanic just for fun, like each egi assault or something reduces the cooldown slightly (it still should be long enough to make the raise tax minimal though, and allow the job more damage or whatever else.. titan shield utility or something lol). May also give SMN another slot by removing swift cast then, which you can technically use for the other already really fast spells SMN has but... eh.. by removing it you could use that saved slot for another new ability (or I guess players could just choose not to put it on the bar lol).
Then Red Mage has a slightly longer cooldown than summoner but may hold up to two raise charges, both of them having the short cast times (red mage has two types of spells, long and short, referring to the shorter ones that don't need to be primed- the raise is the primer now). Of course you could short cast into an instant cast if you wanted (double raise), and of course that means you're out of both charges and it's now on full cooldown.
Just something to reduce the tax as you put it on the jobs, allowing them more justified room in the damage departments- especially Red Mage. I imagine some might miss the chain spell 5 raises potential but it's a bit bonkers (totally kills your mana/damage lol, and apparently is causing a damage reduction on the job), rather then you could deal more damage and the party if doing poorly will just restart instead of going into raise euphoria.
Last edited by Shougun; 08-30-2019 at 05:20 AM.
If it is rdps as it says, then nins personal dps is lower than SAM as it should be, tho im still surprised SAM didnt get bigger buffs, SAM should be the highest pdps, with the shift in rdps based on utility utilization.

I like the changes to SAM outside of Kaeshi: Higanbana which I never use. Honestly, I'm waiting to see what kind of changes they make to Shoha which is completely useless.


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