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.