Results 1 to 10 of 274

Hybrid View

  1. #1
    Player
    tearagion's Avatar
    Join Date
    Nov 2020
    Posts
    254
    Character
    Tearagi Eruzure
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Renathras View Post
    Old SMN had a LOT of disjointed systems that barely worked together creating a clunky mess of a Frankenstein's Monster Job.
    It has the same disjointed systems then as it does now, except those systems work together less lol. New SMN still has a permanent summon, Demis, Aetherflow, and filler spells. Difference is they have all been sanded down to absolute simplicity, removing the synergy along the way.
    Ruin 4 has no nuance in it's use, it's just the instant cast filler you get one of every minute, compared to before where it was generated by your Egi and necessary for optimal Bahamut damage.
    Aetherflow interacts with literally nothing anymore, whereas in ShB it at least only maxed out on potency with both of your DoTs applied to a target, and before that was critical to using Dreadwyrm Trance.
    Gameplay at the level of Ruin filler spam is now the whole rotation, and easier (except for Ifrit Dash and Slipstream.)
    Carbuncle does fuck and all, they even took Searing Light off of it.
    The shiny new Gem Summons don't really interact with anything other than themselves. They generate nothing. You get them for free from pressing your Demi button (which requires nothing).
    Rework was a complete failure if the objective was to avoid piling together disparate systems that don't work together. It's as much of a "Frankenstien's Monster Job" as it's ever been.
    (4)

  2. #2
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by tearagion View Post
    It has the same disjointed systems then as it does now, except those systems work together les
    Oh?

    ARR: Autoattacking permanent egi (that could die in combat, but also one could tank) with a special ability on a CD, Ruin and Ruin 2, 3 DoTs, Aetherflow, Fester, Bane, Shadow Flare.
    At this time, the gameplay was maintaining 3 DoTs (no, not four, you didn't have Miasma 2 until basically HW and Thunder was removed from cross-class in 2.1; the only extras you got from Cross-Class were Cleric Stance, Aero, and arguably Blizzard 2 for AOE situations), using Aetherflow on CD, using Fester on CD with AF stacks (I think it had a 5 or 10 sec CD to itself in addition to the AF cost), using the Egi attacks on CD (I'm trying to remember if we had Egi Assaults back then or just Enkindle, but basically those), and filler with Ruin. Ruin 2 did the same damage but had a slightly higher MP cost for the convenience of no cast time.

    HW: Using Aetherflow gives you corrupted Aether and DWT. The rotation was otherwise the same, but you used DWT after expending all your AF, I believe. Then you got to use a bigger pew pew and did more damage. At this point in time, I think DWT didn't make your spells instant, it just increased the damage your Ruin 3 dealt.

    SB: Now you have Bahamut. Using DWT twice - not once, twice - gave you Bahamut. When Bahamut was out, he had a weird way of working where he did a Wyrmwave for every single one of your attacks, including oGCDs. And "attacks" means "thing that struck an enemy target". As such, the above was amended to every second DWT, summon Bahamut then move as little as possible (he'd prioritize moving to your new location over attacking) and spam out as many GCD attacks and oGCD weaves of anything resembling an attack as possible. Addle counted as an "attack" in this system. Oh, and you had two Enkindle Bahamut uses (I think it was) to use under Bahamut, one at the start and the second before he left. But not TOO soon on summoning him or dismissing him. You also wanted to make sure your first spell on summoning him was Ruin 3 not Ruin 2/Further Ruin 4 because he'd come in with "summoning sickness" and wiff that first attack if you did an instant. You also wanted to end with an instant if possible so he didn't wiff the final attack while departing.

    ShB: Now with more Phoenix, the system was kind of the same, but you no longer needed two DWTs to summon Bahamut. Moreover, DWT didn't require burning AF stacks to use. There was also a major patch somewhere during it, but at the start of ShB, it still had the "cram GCD" thing going. Egi-Assaults were turned into GCDs at some point, and now were the source of Further Ruin (I don't remember what it was before, but it was something else, maybe procs from DoTs?), and the rotation became an odd combination of rigid and flexible, depending on how you were looking at it. The rotation was a strict 2 minutes before there was the EW 2 min meta (irony...). It opened with DWT (getting all your weaves in to set up for Bahamut), then Bahamut, a natural Bio/Miasma refresh, spending Egi-Assaults before the 1 min mark, refressing DoTs with Tri-Disaster before FBT (DWT and FBT now both refreshed T-D, which was an oGCD that applied both DoTs), then roll into Phoenix, then filler for ~40 sec, building up the 4 Further Ruins for the 3:15 Bahamut, using the T-D refreshed by FBT at the 1:30 mark then using the one refreshed by DWT as soon as you entered it to close the loop on that end.

    The disjointed systems were that AF had nothing to do with anything else and wasn't tied to anything else, the Egis were just kinda...there...at this point, Phoenix had nothing to do with Bahamut, FBT had nothing to do with DWT other than relying on it to start its CD, DWT kinda had something to do with Bahamut, neither had anything to do with Egis other than you wanted 4 Ruin 4s for Bahamut (but not Phoenix because its 1-2 combo was entirely self-contained and used your Ruin 3 and...Outburst [whatever its name was at the time] buttons for...god only knows why the second hit was the AOE one...), and each sub-phase could be seen as a disjointed time capsule of the Job: Filler was ARR, DWT was HW, Bahamut was SB, and Phoenix was ShB.

    EW SMN, on the other hand...has almost none of that. The only thing it has that's really disjointed from the rest of the rotation is Energy Drain/Siphon and Fester/Painflare. They could just give it Painflare as a 2 charge, 30 sec recharge and Ruin 4 as a 60 sec CD GCD (or have it be generated by DWT/FBT instead of ED/ES) and nothing of value would be lost, and "The last remnants of the Old Republic (er, 2.0 ACN) have been swept away."

    There wasn't much "synergy" to the older SMN, it was just a convoluted mess that worked despite itself but had several things that didn't make sense with the whole. For example, you only used Bio and Miasma 1 time every 2 minutes. There was really no point to them. If summoning Bahamut had refreshed Tri-Disaster, those two buttons could have been removed, the two DoTs could have been consolidated into one debuff, and nothing in the rotation would have changed. Bahamut and Phoenix were disjointed. FBT and DWT were disjointed. Egi Assaults were disjointed from everything other than cramming 4 Ruin IVs into Bahamut.

    The new systems may be streamlined and sterile, but they absolutely work together other than Energy Drain/Siphon/Aetherflow stacks, which are just kinda...there. The Demis work mostly like FBT did in ShB, and lead into the Primals. you can say they "require nothing", but one generates the other, and then using all three closes the 1 min loop. There aren't disparate systems; there almost aren't any systems at all. Ruin 4 is used as a movement tool if movement is required under Ifrit that Swiftcast alone can't handle or when it needs to be held for something else (Slipstream or a Raise). So the only piece that really is disparate at this point is Energy Drain/Fester. The rest of the kit makes sense with itself and isn't disjointed at all. If ED/ES/Fester were removed, DWT/FBT generated Ruin 4, and Painflare was a 30 sec CD 2 stacking oGCD on its own, the kit wouldn't have anything disjointed at all about it.

    .

    Note, this isn't saying New SMN is a good Job (I believe it is, but for different reasons), but it's not a clunky cobbled together Frankenstein's Monster like Old SMN was. I don't think ANY Job is like Old SMN in that respect.
    (0)
    Last edited by Renathras; 03-15-2023 at 01:20 PM. Reason: EDIT for length

  3. #3
    Player
    tearagion's Avatar
    Join Date
    Nov 2020
    Posts
    254
    Character
    Tearagi Eruzure
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Renathras View Post
    tldr
    newSMN is by definition as, or more, disjointed as/than shbSMN and your colossal post doesn't change that.
    (5)

  4. #4
    Player
    Dahlinea's Avatar
    Join Date
    Jun 2015
    Posts
    142
    Character
    Dahlinea Thriss
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Renathras View Post
    Oh?
    Wall of text with a lot of misconceptions
    Fist of all, ShB SMN was not disjointed the way you paint it to be. The more I read your posts the more I see that you didn't understand how to play old SMN at all and probably just read how it works on some site teaching how to play and optimize it... or is just outright trolling.

    Energy Drain/Syphoon gave Fester that needed DoTs applied to get its maximum damage. DoTs were applied either by using Bio and Miasma or Tri-disaster. The latter were refreshed every time you used DWT or Summon Phoenix. Egi-assaults gave Further Ruin stacks to use Ruin IV during movement phases outside Bahamut or during Bahamut to maximize its Wyrmwave attacks that were triggered by our spells. Want to call it cluncky because of pet responsiveness? Fine. But disjointed? Nah... you don't seem to know the old job like you claim it.

    Current SMN is more disjoint than ever, the only thing tying something to another one is summoning Bahamut/Phoenix to have access to your legos and that's one of the reasons the job is so rigid. Your legos don't interact with each other, they are all disjoint and don't affect anything else in the rotation. Bahamut/Phoenix are self contained and don't interact with anything else in the rotation. The Demis are glorified DoTs now and do their attacks automatically. Aetherflow just give Fester, which don't need anything from the rotation to do its max damage, and a single Ruin IV that's worthless as a tool for movement since 90% of SMN spells are instacast. Would be better if Aetherflow gave 2 or more stacks of hardcasted Ruin IV spells to use for filler instead of Ruin III in a optimal scenario...

    Also

    Quote Originally Posted by Renathras View Post
    There aren't disparate systems; there almost aren't any systems at all.
    You said it all. There is basically no system to manage, that's why the job is braindead as it is. And that's why we're complaining about it.
    (10)
    Last edited by Dahlinea; 03-16-2023 at 07:50 AM. Reason: To add more content
    It's all just Ruin.


  5. #5
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Dahlinea View Post
    Current SMN is more disjoint than ever, the only thing tying something to another one is summoning Bahamut/Phoenix to have access to your legos.
    I disagree on this point. I will say, overall, I really like the general direction that we are trying to take SMN in, but unhappy with the execution. It just is very inflexible and feels like the kit is unfinished and empty right now, but is otherwise a good foundation for something more. ShB SMN was the most disjointed of all iterations by far. It felt like the kitchen sink job--a garage sale of many different pieces that have no interaction with one another outside of specific, isolated combinations. SB SMN was very punishing, but I think that was peak SMN experience. It felt way more cohesive than ShB's smoothie challenge headache.
    (1)

  6. #6
    Player
    Dahlinea's Avatar
    Join Date
    Jun 2015
    Posts
    142
    Character
    Dahlinea Thriss
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    It felt like the kitchen sink job--a garage sale of many different pieces that have no interaction with one another outside of specific, isolated combinations.
    Yeah I can't agree with that or we're having different interpretations of what "disjoint" means. Disjoint for me is isolated pieces or independent and current SMN has a lot of independent blocks that don't interact with each other at all. Old SMN had dependencies, abilities resetting because of using other ones, the potency of Fester altering because of because of DoTs, using Egi-assaults before so we get to use Ruin IV during Bahamut to take most of it... I can't see this as disjoint at all.

    I can understand your point if you mean that those abilities are not of same nature to be interacting with each other, because as a job system when you look at them as purely skills and abilities they did interact.

    I just hope they free Bahamut/Phoenix from being a requirement to accessing the legos and add more additional abilities to fill the gaps the job has on next expansion.
    (4)
    Last edited by Dahlinea; 03-16-2023 at 08:45 AM. Reason: To add more content...
    It's all just Ruin.


  7. #7
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Dahlinea View Post
    Yeah I can't agree with that or we're having different interpretations of what "disjoint" means. Disjoint for me is isolated pieces or independent and current SMN has a lot of independent blocks that don't interact with each other at all. Old SMN had dependencies, abilities resetting because of using other ones, the potency of Fester altering because of because of DoTs, using Egi-assaults before so we get to use Ruin IV during Bahamut to take most of it... I can't see this as disjoint at all.

    I can understand your point if you mean that those abilities are not of same nature to be interacting with each other, because as a job system when you look at them as purely skills and abilities they did interact.

    I just hope they free Bahamut/Phoenix from being a requirement to accessing the legos and add more additional abilities to fill the gaps the job has on next expansion.
    I mean, I'll definitely grant that SMN was never a major part of my gameplay experience prior, so my opinion is definitely one worth taking with a grain of salt, but it was the one DPS I played at least somewhat frequently at times prior to ShB since ARR.

    But what I liked about SB SMN was that it felt like most of what you did was all working toward this one big moment where you summoned Bahamut. ShB removed that aspect, and the Egi Assaults into Ruin IV didn't contribute to that either. It felt like the thing I wanted to do, which is summon, was always interrupted by fidget tasks to keep my damage decent until I could summon again. The remaining connection Tri-Disaster had with summons was the one thing that felt connective.

    EDIT: You know, having said that, wouldn't it be an incredibly simple change to just rearrange the Ifrit/Titan/Garuda relationship with Bahamut/Phoenix? Like instead of Bahamut and Phoenix granting you 1 of each gem, what if Summon Ifrit/Titan/Garuda gives you that respective gem instead of taking it, and you need to have 3 different gems to summon Bahamut or summon Phoenix? Like, that's not the magic cure for everything, but it immediately allows you to just resummon Titan if you need to delay your burst, and also makes it very easy to add a 4th summon potentially that is interchangable and has some other element that encourages all 4 see use throughout the fight at different times?

    You can still summon Bahamut right away at the beginning of an instance for your opener.
    (2)
    Last edited by ty_taurus; 03-16-2023 at 09:36 AM.

  8. #8
    Player
    Dahlinea's Avatar
    Join Date
    Jun 2015
    Posts
    142
    Character
    Dahlinea Thriss
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    I mean, I'll definitely grant that SMN was never a major part of my gameplay experience prior, so my opinion is definitely one worth taking with a grain of salt, but it was the one DPS I played at least somewhat frequently at times prior to ShB since ARR.

    But what I liked about SB SMN was that it felt like most of what you did was all working toward this one big moment where you summoned Bahamut. ShB removed that aspect, and the Egi Assaults into Ruin IV didn't contribute to that either. It felt like the thing I wanted to do, which is summon, was always interrupted by fidget tasks to keep my damage decent until I could summon again. The remaining connection Tri-Disaster had with summons was the one thing that felt connective.
    I get what you mean. The time I had my most fun with SMN was by the end of Heavensward and during Stormblood. If we compare ShB SMN with SB SMN I completely agree that SB was better. It was a shame the Egis didn't work because their abilities were nice. Rouse, Radiant Shield, Earthen Ward, Contagion... I miss those.

    Quote Originally Posted by ty_taurus View Post
    EDIT: You know, having said that, wouldn't it be an incredibly simple change to just rearrange the Ifrit/Titan/Garuda relationship with Bahamut/Phoenix? Like instead of Bahamut and Phoenix granting you 1 of each gem, what if Summon Ifrit/Titan/Garuda gives you that respective gem instead of taking it, and you need to have 3 different gems to summon Bahamut or summon Phoenix? Like, that's not the magic cure for everything, but it immediately allows you to just resummon Titan if you need to delay your burst, and also makes it very easy to add a 4th summon potentially that is interchangable and has some other element that encourages all 4 see use throughout the fight at different times?

    You can still summon Bahamut right away at the beginning of an instance for your opener.
    I proposed something like that and other things in another thread about future hopes of caster. It was like that about I/G/T filling the gem gauge, the difference is that instead of Bahamut/Phoenix it would give access to a repurposed Tri-disaster ability and expend all gems after using it and reset the summons (or shift, if more summons are added). There I decoupled the 3 summons from Bahamut/Phoenix but it could work as gathering the gems to summons the big ones and makes more sense in this order.
    (0)
    Last edited by Dahlinea; 03-16-2023 at 09:59 AM.
    It's all just Ruin.