Quote Originally Posted by NekoMancer View Post
My main gripe/issue with playing summoner:
"quick kill or wipe!" multiple scattered 'soft' adds... too soft to justify DoTing up, and yet, ruin/ruin2 is like throwing pillows at them...
The only thing I can think of that you would be referring to are razor plumes on Ex Garuda? Just use Blizzard II. Assuming you aren't the only DPS out of 4 doing some kind of damage, it will be plenty.

The only other 'kill or wipe' adds I can think of are Gaols (Bio1 + Ruin is sufficient) and Conflags (Bane + Ruin for slow, Bane + Fester + Ruin for fast), and we definitely have sufficient burst for those.


Quote Originally Posted by NekoMancer View Post
it's a major gap in the summoner's capability. We're "damage over TIME", so adds that aren't sturdy enough to use dots on, but are sturdy enough to laugh at our ruin casts (and pet attacks macro'd to our target), are a real problem.

Really the only problem is this... that the devs have designed 1/2-2/3 of endgame content with these squishy adds that you must kill quickly or cause a team wipe... even though there's a dps class which gradually winds up to maximum dps and has no real 'burst damage' (and NO! Fester/Bane are not "burst damage", they are things you take time setting up, and then they help to pay you back for the time you spent doing poor dps while gradually stacking up your DoT's).

Giving "quick-kill" adds more health (and equally more time to kill) would fix summoner.
We have burst damage when it matters. Planning for burst damage to be effective is a major reason I like the class. It is not a a 'derp derp FLARE' on-demand burst like BLM, it takes some thinking and planning. I like that. And really, the lack of on-demand burst is one of the _only_ thing that balances SMN in the bigger picture.


Quote Originally Posted by NekoMancer View Post
Oh, also pet control could be sharped up (a lot)
- Heel should automatically apply Steady, so that the pet doesn't just turn towards you, then turn around and go back to fighting.
Why not just make a Heel/Steady macro, then?


Quote Originally Posted by NekoMancer View Post
- pets should be summoned in the Obey condition by default
Agreed, but it's not super hard to press 1 button after summoning a pet for the entire life of the pet.


Quote Originally Posted by NekoMancer View Post
- manually triggering a pet ability should IMMEDIATELY override whatever the pet wants to do, and FORCE it to do what you've told it to. (i've seen Contagion take 7-8s to go off, it's kinda absurd).
Use Steady first. Steady > Contagion, etc. Macro it if you can't press two buttons in quick succession.


Quote Originally Posted by NekoMancer View Post
- when you Place a pet, it should go there, and continue to go to that location, even if it's *also* ordered to attack. (Place should override attacking, or the pet should continue to move between attacks).
It does. Are you talking about Placing a pet THEN telling it to attack, and asking why it stops to attack? Otherwise, if you place it while it is attacking, it will move to that spot before resuming the attack.


Quote Originally Posted by NekoMancer View Post
Oh, and both Tri-Disaster and Miasma II... are just a slap in the face. A 3-second cast to do bad aoe damage, on an anchor target which will by then have moved to a disadvantageous position? gee wow. How about a damage potency 10 (ten? really?) PBAoE DoT which we will NEVER EVER choose over a cross-classed Blizard II? Seriously? These powers don't have to be OP, just... "usable" would be nice.
On the bright side, those two powers are saving some much needed space on my action bar by not being there
Tri-Disaster is utility and safe AoE DPS. Before we got Blizzard II, we used Tri-Disaster. Now, it is the 'safe' option when you can't/don't want to get into melee range to use B2. It is also an AoE bind, which is great in some dungeons where you might want to hold 10 things in place while you lock them out, etc. It is also good in PvP.

Miasma II can be contagion'd, making it even worth using during ST DPS. Against a group, it is still worth casting, as it deals 70 potency in full, whereas Blizzard II only hits for 50.