Quote Originally Posted by Goji1639 View Post
Well, I'm mainly talking about boss fights where you have to kill objects or multiple stationary targets; stuff that doesn't stack up nice and clean for Bane. That's the only situation I've noticed where Summoner is notably hamstrung compare to pretty much every other class.

Not saying that Summoner doesn't have plenty of QoL issues that need addressing, but this is the only point where I'd consider the class broken. There's honestly no reason to make those DoTs such a pain to reapply outside of tri-disaster anyways.

I didn't know about the 5.08 change, that's nice at least; exactly how low life does the target have to be?
I don't remember figures, but the dreadfull scenario was having a pack of enemies with low HP (less than 10% I'd say), once you give up Outburst for Ruin (for weaving or for a two target scenario), then you'd have to re-apply your DoTs on targets (so 2GCDs plus one Bane) so you could properly cast Ruin with its full potency. But the mobs might die during that set up, but if you chose to Ruin without re-applying your DoTs, then you would do abysmal low damage...
This is over so we don't have to think about it anymore.


On the scenario you describe, I'm struggling to see an example where it's really detrimental to manually apply your DoTs on a static target that you can't Bane. Usually I think about timers : will the target live long enough to have the full duration of DoTs so that's it's worth DoTing it? There's a lot of elements to consider in a multi target scenario for SMN, but it's does not happen that often.
I'm thinking about the Hourglasses in first boss of World of Darkness for instance. You can't Bane, but you can tunnel vision on one target at a time with DoTs and Festers just like you can DoT several targets...