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  1. #21
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,146
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rongway View Post
    Aethercharge proper is a 0p GCD though, so the 50p it adds to each Ruin only nets a total of 10-60p once you account for the lost Ruin. Aethercharge's value is not in what it adds to Ruin but in unlocking the summons, and that value is funny at times, with the values of each element varying wildly over the course of SMN's career.
    Back to this topic for a moment, as I've taken a bit of time to think of why Aethercharge is particularly bad.

    First, its evolutions, which are mostly not problematic:
    • Dreadwyrm Trance - Ignoring the first two levels, gains Deathflare and then Dreadwyrm Trance is immediately worth 500p, on its own making up for the lost Ruin.
    • Summon Bahamut - Immediately worth a Deathflare and an Akh Morn.
    • Summon Phoenix - Immediately worth a Revelation.

    Aethercharge and Dreadwyrm Trance during its first two levels each cost a GCD without providing an oGCD that can immediately make up for that lost GCD. Do they make up for the lost GCD over the course of their duration by increasing the potency of Ruin, and then after their duration by enabling the elemental summons? Yes, of course. But their immediate effect is lost DPS.

    Comparisons of pure Ruin spam vs Aethercharged Ruin spam:
    Code:
    Lv6-29  Potency    Running      Charged    Potency    Running    Difference
    
    Ruin        240        240      Aethercharge     0          0         (-240)
    Ruin        240        480      Ruin           290        290         (-190)
    Ruin        240        720      Ruin           290        580         (-140)
    Ruin        240        960      Ruin           290        870          (-90)
    Ruin        240      1,200      Ruin           290      1,160          (-40)
    Ruin        240      1,440      Ruin           290      1,450            10
    Ruin        240      1,680      Ruin           290      1,740            60
    
    
    
    Lv30-53  Potency    Running      Charged    Potency    Running    Difference
    
    Ruin II     270        270      Aethercharge     0          0         (-270)
    Ruin II     270        540      Ruin II        320        320         (-220)
    Ruin II     270        810      Ruin II        320        640         (-170)
    Ruin II     270      1,080      Ruin II        320        960         (-120)
    Ruin II     270      1,350      Ruin II        320      1,280          (-70)
    Ruin II     270      1,620      Ruin II        320      1,600          (-20)
    Ruin II     270      1,890      Ruin II        320      1,920            30
    
    
    
    Lv54-57  Potency    Running      Charged    Potency    Running    Difference
    
    Ruin III    300        300      Aethercharge     0          0         (-300)
    Ruin III    300        600      Ruin III       350        350         (-250)
    Ruin III    300        900      Ruin III       350        700         (-200)
    Ruin III    300      1,200      Ruin III       350      1,050         (-150)
    Ruin III    300      1,500      Ruin III       350      1,400         (-100)
    Ruin III    300      1,800      Ruin III       350      1,750          (-50)
    Ruin III    300      2,100      Ruin III       350      2,100             0
    
    
    
    Lv58-59  Potency    Running      Charged    Potency    Running    Difference
    
    Ruin III    300        300      Dwyrm Trance     0          0         (-300)
    Ruin III    300        600      A. Impulse     440        440         (-160)
    Ruin III    300        900      A. Impulse     440        880          (-20)
    Ruin III    300      1,200      A. Impulse     440      1,320           120
    Ruin III    300      1,500      A. Impulse     440      1,760           260
    Ruin III    300      1,800      A. Impulse     440      2,200           400 
    Ruin III    300      2,100      A. Impulse     440      2,640           540
    
    
    
    
    Lv60-69  Potency    Running      Charged    Potency    Running    Difference
    
    Ruin III    300        300      DwT + Dflare   500        500           200 
    Ruin III    300        600      A. Impulse     440        940           340
    Ruin III    300        900      A. Impulse     440      1,380           480
    Ruin III    300      1,200      A. Impulse     440      1,820           620
    Ruin III    300      1,500      A. Impulse     440      2,260           760
    Ruin III    300      1,800      A. Impulse     440      2,700           900 
    Ruin III    300      2,100      A. Impulse     440      3,140         1,040


    As you can see, if we consider only the Aethercharge portion of the rotation and nothing else, Aethercharge is a loss from the moment you get it all the way until Lv60. Worse, it becomes more of a loss at Lvs 30 and 54. It literally, objectively gets worse at those two levels!

    And this is considering someone who is able to get all 6 Ruins into one Aethercharge. I have 40ms ping most days and I can only get a 6th Ruin if I have a 2.48s or faster GCD. There are probably people who can never get that 6th ruin, and for them Aethercharge is only a 10p gain with Ruin I and a complete loss with Ruin II and Ruin III.

    This all makes it really easy for a new player to perceive Aethercharge as a waste of time.


    Yeah, I know SMN already does disproportionately high damage considering its Action set as a whole; no I don't think SMN needs to do more damage. I'm just saying I understand why this looks strange to new folks, who might see that it takes, e.g., five Ruin casts to kill a target whether they Aethercharge or not so why waste a GCD on Aethercharge.
    (3)
    Last edited by Rongway; 10-28-2023 at 10:16 AM.
    Error 3102 Club, Order of the 52nd Hour

  2. #22
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Mikey_R View Post
    Arcanist only every had access to Summon and Summon II, which are emerald/topaz Carbuncles respectively. Summon III, which is Ifrit Egi is only available to Summoners and you can only become a Summoner after you have completed the Job Quests, which also gives you Summon III.

    Arcanist never learned Summon III in any capacity.
    Naw it really was there and it did exist for Arcanist.

    As I was thinking back, I remember how I found it. I was reading the official guide on back then on SMN/ACN, the one on Lodestone here, and I saw that pet there and I'd never seen it. Then I thought Well I did go summoner before I got that so I pulled my stone to go try it out and sure enough it was there on the Summon III button, just like the guide said.
    (0)

  3. #23
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,146
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Silverquick View Post
    Naw it really was there and it did exist for Arcanist.

    As I was thinking back, I remember how I found it. I was reading the official guide on back then on SMN/ACN, the one on Lodestone here, and I saw that pet there and I'd never seen it. Then I thought Well I did go summoner before I got that so I pulled my stone to go try it out and sure enough it was there on the Summon III button, just like the guide said.
    WayBack Machine: Archive of "FINAL FANTASY XIV Job Guide: Summoner" updated 16 June 2017
    WayBack Machine: Archive of "FINAL FANTASY XIV Job Guide: Summoner" updated 30 July 2019

    Summon III was only ever for SMN.
    (5)
    Error 3102 Club, Order of the 52nd Hour

  4. #24
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,253
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    I still have no idea why they made the pet basically a mascot
    why can't it at least do auto attacks like the fairy can with heals
    (3)

  5. #25
    Player
    Kimmay's Avatar
    Join Date
    Jul 2017
    Posts
    36
    Character
    Kimora Stryder
    World
    Brynhildr
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Silverquick View Post
    Naw it really was there and it did exist for Arcanist.

    As I was thinking back, I remember how I found it. I was reading the official guide on back then on SMN/ACN, the one on Lodestone here, and I saw that pet there and I'd never seen it. Then I thought Well I did go summoner before I got that so I pulled my stone to go try it out and sure enough it was there on the Summon III button, just like the guide said.
    As I said before, Ruby Carbuncle did not exist before /egiglamour. Summon 3 was Smn's exclusive lv30 ability. If that's hard for you to believe, then remember anything Arcanist had Scholar would have. So where is the third fairy, using Summon 3?
    (2)

  6. #26
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    (2)

  7. #27
    Player
    Ryskim's Avatar
    Join Date
    Dec 2013
    Location
    Garlemald
    Posts
    105
    Character
    Sigmund Galt
    World
    Tonberry
    Main Class
    Reaper Lv 100
    ACN will be discarded entirely. Same for CNJ, THM, MRD, GLD, and ROG

    Yoshida said several times already that all Classes will be gone at some point and there will be only jobs.

    Although I'd love ROG or THF to be an actual job on its own.
    (0)

  8. #28
    Player
    AnomalyGlyph's Avatar
    Join Date
    Nov 2023
    Posts
    1
    Character
    Arius Kingfisher
    World
    Brynhildr
    Main Class
    Summoner Lv 90

    It really is Weird

    I agree, arcanist/SMN having a carbuncle that is only there is what really makes the class weird at the early levels. However, I would disagree that level 86 is where people come to terms with SMN as the hype and excitement does not last.
    Sure, you enjoy finally summoning true primals outside of the Demis, but you just repeat those 3. furthermore, its not like we haven't seen those animations before from actually fighting those primals.

    I feel that not only does this make Arcanist a weird class by having it rely on a pet you can't rely on, since you seem to summon a new carbuncle for 1 attack, but SMN as well loses its own shine as well. Just by reading the lore of SMN and how they were Allagan units that were praised for their efforts makes you wonder how far such people could have gone with just a ruin buff and an egi that only did one command.

    I am fine if they wish to keep summoner in its current state, but Arcanist and Summoner need something done to make them stand out. Their ruins are all the same until the later levels, their outbursts to tri-disasters are all the same as well. The carbuncle does nothing, they have no DoTs, they are a boring class/job, and the egiglams have yet to be fixed. they just need to sit down and have a very long discussion on Arcanist, and SMN to figure out how to make the pets work.

    They should also get rid of the only 3 gems motif of SMN and replace it with the ability to mix and match gems. After all, the next levels SMN is getting are most likely just trait skills rather than actual new skills (yay more ruin buffs), it feels like they could return some of the complexity SMN had by allowing you to summon other primals. Makes no sense to limit a job when primals were fought most of the time.

    In the end it is a tall order for the devs to make such miracles happen right now because they would need to put in alot of work to make it all function without errors.
    (1)

  9. #29
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    788
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    In any case, the Summoner's rework seems rushed.
    It feels like they released a half-finished job, almost closer to level 60 in terms of rotation, rather than level 90.
    Furthermore, they didn't even bother to create decent animations for lower levels; they simply reused two old animations.
    This shows how little effort they wanted to invest in it, and it's currently causing issues for both the Arcanist and Summoner as a whole.
    (8)

  10. #30
    Player
    chip793's Avatar
    Join Date
    Jan 2022
    Posts
    84
    Character
    Weltu Lolokero
    World
    Twintania
    Main Class
    Summoner Lv 100
    Aethercharge is a huge DPS gain (+50 Ruin potency/+20 Outburst potency over the 6-7 casts it lasts for is a total of 300/350 potency for ruin and 120/140 for Outburst) when fighting anything beyond overworld trash mobs. You NEVER want to avoid using it off cooldown in duties as it's how you get your arcanums which add even more damage. Carbuncle exists at low level because of Radiant Aegis which should also be used early and often to help the healer(s.) It's also how you access your arcanum spells after Aethercharge expires which will later include Enkindle damage. Never use any of the GCD AoEs on less than three targets.

    For the most part, it's a little dry at low level. But I find it much more fun than the older version where it was just DoT upkeep and Ruin spam with Egi-Assault I/II off cooldown. At least now you can't lose an entire charge of pet damage to the target becoming untargetable or the pet AI simply deciding to not do what you tell it to.
    (0)
    Last edited by chip793; 11-13-2023 at 01:56 AM.

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