Quote Originally Posted by Jynx View Post
Yes it is, it's very obvious when you use a summoner skill called "Fester" wich will only do damage if your characters DoT abillities on on the monster. Go to any popular fate like Svara a meaty mob with way more than 24 zerging it and you will be able to see the 30 status effect cap tick over.

When this happens cast Bio, Miasma, Bio II (All skill that will allow Fester to proc and do damage) You will promptly see "No effect" tick instead of damage because your DoT's have been overwritten by other characters.
Yes, that's exactly what I was asking... if there was any sort of message that said 'no effect'. Now I know there is. Back when I was leveling SMN, the population cap was still in place so I wasn't experiencing these issues. We'll have to see what happens in 24-man content. Regardless, no one should be 'class stacking' like they were in 1.0 (BLM on Garuda/CC, MNK on AV, etc). If a summoner typically has four DoTs up and constantly rolling, that would be only twelve 'debuff' slots if there was one SMN per party in the 'alliance'. That's less than half of the bar.

Summoner damage is reliable as long as the SMN knows how to stay alive. Our damage keeps ticking as we move, and our burst (Fester) is instant. That doesn't mean our job is 'easy'. We still have to dodge things, and we do have our weaknesses. I suspect that the debuff slots were created with the intention of preventing people from stacking certain classes (such as SMN, which I assume SE thought would be incredibly popular since it was the brand new 'shiny' pet class).