Quote Originally Posted by ty_taurus View Post
So I agree a little with SailorCeti that SMN, ironically, has a lot of unnecessary buttons for how it currently plays, though I wish rather than just having such a departmentalized approach to single target and AoE, that you had a 1-2 combo with your AoE buttons like with how Shadowbringers Phoenix phase worked--how you'd alternate between Fountain of Fire and Brand of Purgatory, and just do that with your Ruin III and Tri-Disaster, as well as your Gemshine and Precious Brilliance. Though I don't see why both Energy Drain and Energy Siphon need to exist, nor Fester and Painflare. So even though SMN is still a very bare-bones job and definitely needs to expand on its current gameplay, even it has unnecessary buttons despite that.
This is what I'm talking about, though I do understand why ST and AOE is seperate (AOE does less damage, but to more mobs). So, with SMN, we have Ruin and Gemshine for single-target with Tri-Disaster and Precious Brilliance for AOE. However, Gemshine and Precious Brilliance aren't even clickable unless you have a summon up. When they are up, I'm using them instead of Ruin and Tri-disaster. It's a waste of space. Instead of having Gemshine and Precious Brilliance become active and change depending on summon, just have Ruin and Tri-disaster handle it instead. Free up a couple of spaces.

Yes, you can do it in a macro, but that's not optimal either because the icon is static. You aren't sure what's being cast. For example:

/ac "Gemshine"
/ac "Ruin"

This casts gemshine (including whatever it becomes due to current summon), if available. If not, casts Ruin. BUT! It doesn't update the micon. Using:

/micon"Gemshime"
/ac "Gemshine"
/micon"Ruin"
/ac "Ruin"

This still works, but the micon remains Gemshine.

Anyway, the point is, unless you have a summon out, GS and PB don't do anything. Wasted space. It seems like a much better idea to morph Ruin and TD instead. This is what I mean by "button bloat."

Then, we have Ruin IV, which is suddenly an AOE and procced. Um, why? Let Ruin III upgrade directly to IV, along with the above. Another button gone with no loss of utility.

If macros were a little more robust, and were queueable, things might be different. Now, as I said, I'm fine with SMN as is, thought it could be even better. The point is that I see even more of this in other jobs. It's all a bit overwhelming for me. I'd love to play other jobs, but as it is, I'm pigeon-holed into SMN. My bars are simple:

3) bahamut, garuda, titan, ifrit (in phase order) [Mouse]
2) Gemshine, Precious Brilliance, Fester, Painflare (single, aoe, single, aoe) [F1-F4]
1) Ruin, Tri-disaster, Energy Drain, Energy Siphon (single, aoe, single, aoe) [1-4]

The rest are mostly buffs and role actions and fill the last four buttons on each row, grouped accordingly.