Thanks for clarification, I do prefer conversation tones in this way.
Anyway, aetherflow is a secondary resource actually, the problem is that on summoner not used: for example on sch you have to choose between energy drain, shield and lustrade. Taking out energy drain which is available to summoner too, the choice between the shield and lustrate is indeed hard in any case (aoe damage reduction or flat heal on tank, instant and 0 mana cost!!!!), that feel really interesting, I cast a shield I know I must be careful because if there is a mountain buster (titan) as the next attack and that was my last aetherflow charge (even if I have the spell to refresh charges), I may not have enough time to save the tank. That's not a punishment, that's a wipe directly :P
With the summoner, worst thing can happen is that you can go out of mana (which means you don't watch your mana bar because if you stop casting thunder and shadow flare, with aetherflow you'll break even).
Yea is bad, but considering you have also energy drain, is something that won't happen easily.
I expect a bit more "care" in aetherflow management (or increase the required pet management, it's still ok, why on earth the summoner doesn't have an aetherflow skill that interact with the egi? That should be a default one because it merges the arcanist with the summoner).
Second thing, I'm not asking for insane rotations on summoner too but for example (even if I hate this) considering we are dot-based, give us an additional filler near ruin that works in this way: cast a spell that deals "low" damage (75% of ruin damage, with cast time) and apply a debuff for 3 seconds (same cost of mana as ruin), this debuff does nothing BUT if you cast ruin on the target (before it expires), it will get 50% more damage from ruin, so you'll come up with a +25% damage on ruin in this way. What happen in this way? Well, you have to do some calculations, for example before your debuffs are ending, it may be more useful to cast 2 ruins instead of the debuff because you can come up with a ruin + spell-that-apply-debuff and waste 25% dps in this way because you have to stop rotation and recast debuffs. Same against titan for example, if you don't know the rotation you will actively loose part of your dps because you don't know which is the right moment to cast 2 ruins consecutively or alternated.
Pretty straightforward, won't KILL your dps if you fail, will still punish you.
And I feel bad when I say this because I want to see a summoner and not a dotter... :\
In the end, SCH:
SCH is a really nice class and I love it, much more interesting (design wise) than the summoner. However, SE decided (worst decision) that the marks (myth) are 300 per week, not retroactive so you are FORCED to stick with your main class (that's the truth). they could have just done a "cumulative" thing like every week you play every other class can get + 300 (which you can spend only for pieces of that class) and that would have solved everything. But NO, you are forced to play one class in this way.
Not to mention the fact that I have 30 INT on attributes and my SCH can't have 30 MND because someone decided that way (now the problem is only for SMN/SCH, once more job will come out, this problem will be much more real).
I hope SE will fix a lot of these things (but I'm sure they won't fix the summoner in any case, just tweak something), but if I have to stick for one year with my filler RUIN, well, this game will be a filler for all those coming out in March.
And believe me, I feel bad for this because encounters are well designed in this game (usually, Coil 1 is not that good).