I saw the workflow in the LL, and I didn't see much are shown, it seemed like all single target attacks.

I saw the workflow in the LL, and I didn't see much are shown, it seemed like all single target attacks.


SMN lost dots which cause loss aoe especially on dual-target situations in raid settings, but in dungeon, I would guess their aoe is kind of similar. It is pretty hard to say at this point, because we don't know any official numbers or tooltips.





I don't understand why you would think that. A vast majority of the SMN actions showcased in the trailer have large circular elements in their animations that suggest area effects.
Last edited by Rongway; 09-18-2021 at 09:07 PM.
Error 3102 Club, Order of the 52nd Hour
All of the SMN's summon attacks have a ST and AoE version so I'm thinking big damage number attacks to make up for lack of DoTs.
SMN rework is looking god-like fam.
So much so, I am playing it right now, after never really touching since a brief stint of it after levelling SCH to 80.

the only thing it lost is dots, rather than that feel like more than half of things they throw out in trailer is AOE for me
Energy Siphon+Painflare, Bahamut (Astral Flare + Akh Morn), Phoenix (Brand of Purgatory + Revelation), Ifrit's, Garuda's, Titan's ultimate attacks and Gem brilliance (primals' AoE skill), Tri-Disaster and Ruin IV, if I'm not forgetting anything.
Whether it is fun or not, it's another matter.



Glad they added Geomancer to the game, just a shame they had to kill SMN to do it.
I'm not impressed by shiny things and SMN's changes only upset me.
*Removing DoTs is the first slap in the face. No more AoE DoTs to melt away large packs.
*Now SMN is a stance dancing job like Bard instead of it's own unique job.
*Not even sure if Egis are even useful anymore or just a place holder for Bahamut and Phoenix.
*Still doesn't fix the key issues like Demi ghosting abilities.
*Couldn't even be bother to add Leviathan, Shiva, or Ramuh stances.
*Remove all the shiny Primal animation, you basically switch stances to cast different elemental spells i.e. Geomancer.

It was never going to be FFXI SMN, the pet code is too spaghetti for that, and they have made multiple attempts to fix it. At some point you have to accept that it cannot be fixed with how things are right now, and move in the direction of something that still evokes the flavor of the class while changing it mechanically.Glad they added Geomancer to the game, just a shame they had to kill SMN to do it.
I'm not impressed by shiny things and SMN's changes only upset me.
*Removing DoTs is the first slap in the face. No more AoE DoTs to melt away large packs.
*Now SMN is a stance dancing job like Bard instead of it's own unique job.
*Not even sure if Egis are even useful anymore or just a place holder for Bahamut and Phoenix.
*Still doesn't fix the key issues like Demi ghosting abilities.
*Couldn't even be bother to add Leviathan, Shiva, or Ramuh stances.
*Remove all the shiny Primal animation, you basically switch stances to cast different elemental spells i.e. Geomancer.



Never said I wanted FFXI SMN, that version was garbage. I liked what we had but 5.XX needed adjustments to make it play more smoothly. And as you quoted, based on what we saw none of the issue we have are being addressed. In fact by moving Egi Assault from pets to Summoner you increase the delay of the attack lol. My click to action is basically 1.5s to 2s. Regardless, even if you use Earth Stance as a strawman argument, you still have a global cooldown that equalized it.It was never going to be FFXI SMN, the pet code is too spaghetti for that, and they have made multiple attempts to fix it. At some point you have to accept that it cannot be fixed with how things are right now, and move in the direction of something that still evokes the flavor of the class while changing it mechanically.
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