Quote Originally Posted by SailorCeti View Post
Okay, I was wondering if it were something other than a priority thing. Though, I think you misunderstood what I originally said regarding Ruin IV. I-III are the same spell, only stronger, and single target. But with Ruin IV, it changes to a diminishing return type AOE that stands on it's own. They way I see it, one of two things should happen. 1) Make it single target and a direct upgrade to Ruin III, replacing it on the hotbar (my preference). 2) Give it a new name. I mean seriously? At this point, it's not Ruin anymore.
There really isn't a reason to remove Ruin IV as a proc at this time. As others have stated, SMN is currently viewed as incredibly bare-bones and lacking of more depth and gameplay, so taking away Ruin IV isn't going to help with that. What most players look for in a job like this is a gameplay loop that engages with them, SMN has shown to be below the level of simplicity that the player base is willing to tolerate. I realize you might come from a position where engaging with most jobs is a challenge, but if you're just looking to engage with the story, you can also just not use Ruin IV or take it off your hotbar. Casual content does not require optimized gameplay, or even good gameplay to be honest. Do what's comfortable for you.

On the topic of simple gameplay, I think MNK still has its cheesy Dragon kick rotation that essentially allows you to bypass most of MNK's mechanics and still put out close to perfect DPS. I'm no expert on it, but it might be worth looking into.