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  1. #1
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Mansion View Post
    especially when balancing it with RDM.
    RDM has picked up a fairly significant amount of complexity since its inception. It is no longer the "new player" spellcasting job, and its utility is largely non-existent outside of like the first month of progression. SMN now fills the niche RDM once did, while RDM has largely graduated to proper DPS. Bearing this in mind, why should it have any bearing on what they do with SMN going forward?
    (1)
    Last edited by Absimiliard; 12-28-2021 at 11:12 PM.

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,691
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 91
    My biggest QoL wish for SMN:

    Make the base carbuncle just a cosmetic spell.

    Reasons:
    - It literally doesn't do anything in combat. He actually doesn't even face the direction you're aiming your spells lol... He just stares at you like that cat begging for food while you're cooking. I'd also rather not have it with me in combat as his animation popping in and out (when you summon other stuff) is a bit distracting.

    - Makes Radiant Aegis (the shield) unreliable as sin when you realize you can't use it during a key moment of a fight because there's a primal doing an attack right at that moment, or a Demi phase going on.

    - Makes Searing Light hard to use in case something happens and it drifts because of the point above.


    It would be cool if SL and RA would actually be cast by using Alphinaud's old Diamond and Obsidian carbuncles as their cast animations.
    (1)

  3. #3
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Raikai View Post
    My biggest QoL wish for SMN:

    Make the base carbuncle just a cosmetic spell.

    Reasons:
    - It literally doesn't do anything in combat. He actually doesn't even face the direction you're aiming your spells lol... He just stares at you like that cat begging for food while you're cooking. I'd also rather not have it with me in combat as his animation popping in and out (when you summon other stuff) is a bit distracting.

    - Makes Radiant Aegis (the shield) unreliable as sin when you realize you can't use it during a key moment of a fight because there's a primal doing an attack right at that moment, or a Demi phase going on.

    - Makes Searing Light hard to use in case something happens and it drifts because of the point above.


    It would be cool if SL and RA would actually be cast by using Alphinaud's old Diamond and Obsidian carbuncles as their cast animations.
    This so much, i would love if we didn't need to have carbuncle out because right now seeing it despawn > respawn > despawn > respawn is .. gah .. little bit of a pain.
    (1)

  4. #4
    Player
    Bonkleberry's Avatar
    Join Date
    Oct 2016
    Location
    Limsa Lominsa
    Posts
    110
    Character
    Justin Satanas
    World
    Maduin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Super_Smiley View Post
    I am loving the New Summoner alot! It's the best it has ever been! I thank the development team for making my dream Summoner.

    Having said that, there are somethings I wish could get adjusted.
    Small MP reduction
    Searing Light used outside of combat
    Ifrit Skills buffed across the board

    But overall Summoner feels great! And I look forward to what we will get in 7.0!
    Thank you~
    Small MP reduction? My SMN seems to have infinite MP currently, so I just do not agree with you there.

    Why would you use Searing Light outside of combat? If you mean for pre-pull or something, then just work Searing Light intelligently into your opener. I have been using Ruin III > Energy Drain > Ruin IV > Searing Light.

    And I am completely baffled why people keep saying or suggesting the Ifrit skills are weak. Ifrit's ST attack and the two Crimson Combo attacks all have a potency of 430. Would you rather cast Ruin III or something during the Ifrit phase?
    (3)

  5. #5
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    810
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Bonkleberry View Post
    Small MP reduction? My SMN seems to have infinite MP currently, so I just do not agree with you there.

    Why would you use Searing Light outside of combat? If you mean for pre-pull or something, then just work Searing Light intelligently into your opener. I have been using Ruin III > Energy Drain > Ruin IV > Searing Light.

    And I am completely baffled why people keep saying or suggesting the Ifrit skills are weak. Ifrit's ST attack and the two Crimson Combo attacks all have a potency of 430. Would you rather cast Ruin III or something during the Ifrit phase?
    his attacks are at 430 potency, but the global filler is less strong than garuda and titan, he certainly has less stack, but with the cast he is just as long as the others, and yes overall ifrit is weak, but he is not the only cause of the loss of power of the summoner, the real problem is rather phoenix than ifrit which is supposed to be the big burst but which does not compete with bahamut in terms of damage, for a situational regen,
    and the dps that's supposed to go up in phoenix, does the opposite and goes down.
    (0)

  6. #6
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by remiff View Post
    his attacks are at 430 potency, but the global filler is less strong than garuda and titan, he certainly has less stack, but with the cast he is just as long as the others, and yes overall ifrit is weak, but he is not the only cause of the loss of power of the summoner, the real problem is rather phoenix than ifrit which is supposed to be the big burst but which does not compete with bahamut in terms of damage, for a situational regen,
    and the dps that's supposed to go up in phoenix, does the opposite and goes down.

    ifrit needs something what? i dunno

    phoenix feels meh ....baha is good because u get deathflare on top of ahk morn that burst is the best smn has for it

    remove the regen and give phoenix a real flare
    (0)

  7. #7
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,114
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Warlyx View Post
    ifrit needs something what? i dunno

    phoenix feels meh ....baha is good because u get deathflare on top of ahk morn that burst is the best smn has for it

    remove the regen and give phoenix a real flare
    Phoenix definitely needs a buff. Doesn't even have to be special, can just increase the potency of scarlet flame to make up for the loss of deathflare. Adding about 35 potency to each attack (since I think it autos once per second) would be just a bit more than to come out event with Bahamut + deathflare. Right now it does feel bad that summoner gets nerfed once it hits level 80
    (0)

  8. #8
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by wereotter View Post
    Phoenix definitely needs a buff. Doesn't even have to be special, can just increase the potency of scarlet flame to make up for the loss of deathflare. Adding about 35 potency to each attack (since I think it autos once per second) would be just a bit more than to come out event with Bahamut + deathflare. Right now it does feel bad that summoner gets nerfed once it hits level 80
    SMN also gets nerfed from levels 45 to 50 because Garuda turns Emerald Carbuncle's single target 400 potency attack into a 100 potency AoE until the Enkindle Trait at level 50.
    (3)

  9. #9
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Bonkleberry View Post
    Small MP reduction? My SMN seems to have infinite MP currently, so I just do not agree with you there.

    Why would you use Searing Light outside of combat? If you mean for pre-pull or something, then just work Searing Light intelligently into your opener. I have been using Ruin III > Energy Drain > Ruin IV > Searing Light.

    And I am completely baffled why people keep saying or suggesting the Ifrit skills are weak. Ifrit's ST attack and the two Crimson Combo attacks all have a potency of 430. Would you rather cast Ruin III or something during the Ifrit phase?
    If you keep Lucid Dreaming on cooldown SMN has infinite MP. The job goes oom in around 3 minutes and 45 seconds if you don't use Lucid Dreaming. Garuda's Emerald Rite and Catastrophe are extremely costly. You only regen 200 mana per 3 seconds in combat. Garuda expends 1200 MP in 6 seconds. Takes RDM around 5 minutes and 20 seconds to go oom and that's just spamming spells.

    Brotherhood, Arcane Circle, Divination and Embolden are all party wide raid buffs and can be used out of combat. So why should Searing Light continue to be locked to in combat only? Edit-Unless I am wrong about the aforementioned, but nowhere on the job guide does it say they can't be used outside of combat.

    Titan does 480 potency per GCD. Topaz Rite+Mountain Buster weave. Ifrit only does 430 potency per gcd, but Ruby Rite has a cast time .3 seconds longer than your gcd so you actually lose potency per second during Ifrit. Either Topaz Rite needs a 25 potency nerf and Mountain Buster a 30 potency nerf or Ifrit needs a 60 to 65 potency buff to Ruby Rite and Crimson Cyclone/Strike to warrant the slow cast time and the risk involved with his phase as he is unequivocally weaker than Titan and Titan has mobility for days.
    (6)
    Last edited by Cithaerias_pyropina; 12-24-2021 at 10:07 AM.

  10. #10
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Mansion View Post
    Does it? It has almost as much mobility than ranged physical DPS, but arguably these three jobs have a more "complex" rotation, at least Bard and Dancer do. Can't say for Machinist as I don't really know about it.

    I have mained SMN in Stormblood and Shadowbringers, I just finished leveling it yesterday and I don't like it. It's my opinion, and as you say I just won't play it. But I don't think it should have better single target damage than it currently has. It used to be powerful (maybe overpowered sometimes I will agree) and it had great mobility but still had a clunky rotation with several micro managements going on which, at least for me, justified it's great damage output and skill ceiling.
    Currently, there isn't any reason for SMN to be able to do great damage, virtually be as mobile as a ranged phys, have a raise and buff the party, while keeping a very simple rotation of "press these 3 buttons that light up".
    A minor DPS buff is fine. But I don't think it should rival with other jobs that have more complexity to them. They should either increase the skill ceiling, or give it more support options. As of today, I think the job goes a bit everywhere with no real consistency, which is a lot to say about SMN when it had that very same problem on another level with its multi-gimmicks flow before (Aetherstacks, DoTs, Pet management, Trance management, ghosting issues, mobility planning).
    At the end of the day, summoner needs to at least be competitive with Red Mage. The devs stated that rotational complexity is not something they factor in during balance, though it's plausible that the sheer mobility smn is capable of is being factored in.

    It's damage should be on-par with Red Mage's if not a bit better when factoring in Red Mage's access to Magick Barrier and dualcast Verraise (I'll even spare everyone the whole "remove raise from casters"/"make verraise incompatible with dualcast" shpiel). Otherwise the question "why take a smn over a rdm" gets asked and answered with "You don't," which flies against the devs' intent of keeping all jobs competitive.
    (4)

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