I can confirm that Foe doesn't affect SF at all. Got the same high/lows & avg with and without FR on mob. Not sure about mob debuffs as there aren't really that many opportunities to properly test it without throwing away the fight.
I can confirm that Foe doesn't affect SF at all. Got the same high/lows & avg with and without FR on mob. Not sure about mob debuffs as there aren't really that many opportunities to properly test it without throwing away the fight.
Last edited by Kikosho; 12-30-2013 at 06:41 AM.
This is what I assumed to be the case, especially since it's a "buff" on us.
Oh well. Still a very minor total nerf, but a very minor burst increase during RS/Int pot(still lower average but crits spike higher than before).


I could probably try experimenting in T5 this week to see how the snake buff affects SF. I have to say RS affecting Shadow Flare is pretty noticeable though. In my group if I can get off a perfect setup rotation during RS at the very start of the Titan EX fight he'll do his first jump before the 2nd mountain buster. Missing the shadow flare within RS timing or sometimes even just a fester gives him just enough HP to mountain buster and jump immediately after. Then any time we start with my RS on cooldown he won't jump for a good couple of seconds after using the second mountain buster.Same during the heart phase, if I have RS available at the start and get off even a decent rotation the heart will usually break when he drops the bombs. A bad rotation or no RS and he'll break during his landslide after bombs. Although sometimes he skips the landslide and uses Tumults instead (both are kind of funny to see with his animations mixing up). Personally I think him using the landslide as his heart breaks is ideal though, gives the healers a few more seconds to top everyone off before he uses Earthen Fury.
I just hate when my swift/SF macro decides to ignore some part of what it should be doing. Never had that problem with the macros before the most recent hotfix
Player
I found that adding a /wait 1.5 to your macros in between skills has been then min. wait time i can use with 100% success rate. Anything less and I do get occasions where the macro fails. 1.5 is kind of a b*%$# of a wait time but if your macro fails you will have spent a longer time in the end getting the rest of your skills off.



Is it best to clip your dots when 1-2 seconds remain or let them drop off completely?
Also, anyone else getting an issue where a dot isn't showing but is present on the target?
I've had it happen with Bio II on Archerus and Bio on Behemoth (sometimes Miasma II or Bio II). I kept pressing the dot, thinking I missed but the icon simply doesn't appear.
Then I tried just continuing the rotation and Fester would hit as though 3 dots were present.
So I just assumed it was on, but not showing. It would come on occasionally, then disappear again.
Behemoth is a fairly long fight so I got to experiment a bit. Bio wouldn't show on the target but if I Contagioned then it actually appeared with the increased time.
I'm guessing it's not a coincidence that both these settings have a lot of people?
I know there was a dot limitation before. Maybe it was removed but sometimes the visual doesn't show up.
Sorry if this is a known bug. I just never heard of it.
Is it best to clip your dots when 1-2 seconds remain or let them drop off completely?
Also, anyone else getting an issue where a dot isn't showing but is present on the target?
I've had it happen with Bio II on Archerus and Bio on Behemoth (sometimes Miasma II or Bio II). I kept pressing the dot, thinking I missed but the icon simply doesn't appear.
Then I tried just continuing the rotation and Fester would hit as though 3 dots were present.
So I just assumed it was on, but not showing. It would come on occasionally, then disappear again.
Behemoth is a fairly long fight so I got to experiment a bit. Bio wouldn't show on the target but if I Contagioned then it actually appeared with the increased time.
I'm guessing it's not a coincidence that both these settings have a lot of people?
I know there was a dot limitation before. Maybe it was removed but sometimes the visual doesn't show up.
Sorry if this is a known bug. I just never heard of it.
Try to clip your DoTs between .00~1s to .999~s left on the timer. That means the DoT timer doesn't have a "1" present. When it has a "1," that means 1.00~1s to 1.99~s is left.
Remember, each DoT has their own animation(and Miasma/Bio II have a cast). Miasma is near-instant after the cast, whereas Bio II has the longest animation+Cast.
If you have a tough time with that, do clip it while a "1" is present, but work on your timing for less than .999~s.
You want to do this because of 2 things.
First, Fester/Bane is reliant upon DoTs being present.
Second, with the way DoTs are coordinated with server time, the first and last tick have a window of 3 seconds in which they can tick.
The problem with DoTs not appearing is the "fix" they did in 2.1 by upping the debuff limit to 60, from 30. There can only still be 30 debuffs visually seen on a mob, and if one of your debuffs is 31-60 it will not show.
Last edited by Kevee; 01-02-2014 at 08:41 AM.

I've had that happen on Behemoth. At first I thought I was hitting the debuff cap and my dots just wouldn't go up, but then I noticed Fester hitting at full strength so.. I have no idea.
There have been a number of posts regarding Summoner as of late, especially with talk of new Egis on the horizon. Rather than having so many posts scattered about on the first few pages, I figured it wouldn't hurt to bump this thread so players can congregate and share their ideas on improving the job.![]()


I just want Ruinga
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