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Summoner in-depth 1 Class/Job overview/explanation Summoners are versatile.

In endgame content considered a pure dps class to be st rongest when it comes to long lasting fights, however with the job Summoner comes a goo d amount of supportive abilities that can enhance strenghs of different classes severely. Summoners' damage can be divided into four major categories when it comes to ens uring damage dealing: a) they highly rely on dots (Damage over time effects) b) about 30-40% of their overall damage is delivered by the pet c) RuinI, RuinII - your normal casted spells d) Aetherflow Abilities - Bane, Fester, Energy Drain Abilities and their net potency worth: Bio II: 350 (35 pot, 30s) Miasma: 300 (20 upfront + 35 potency, 24s) Shadow Flare: 250 (25 pot, 30s) Bio: 240 (40 potency, 18s duration) Thunder: 240 (30 upfront + 35 potency, 18s duration) Ruin / Ruin II: 80 Miasma II: 70 (20 upfront + 10 potency, 15s duration) ***MORE INFO INPUT PUPUPTPTUT**** 2 Game mechanics (basic and further knowledge) For our dots and the knowledge behind how they actually work we have to keep in mind one thing: dots have a certain tick time, which is server side controlled. yes, that means, dots are no t being effected by hasted effects that a player is getting due to party buffs or potion usage. This also includes the fact of one of the secondary stats "spell haste" (more about that in stat section). Server side guided dot ticks ar e a severe breach of thinking how and when to reapply dots on the target. Reapplying dots on a target in the middle of a fight requires a lot of experience and training dummy practise. However,you are able to actually manipulate the fact th at the dots are ticking server sided, not client sided. Reapply your DoTs cautiously, I noticed that there are 2 certain times where you can reapply witho ut too much loss of dps: start recasting at the timer "5" or at "2". However, judging from my experience so far, it can b e kind of tricky to reapply dots properly if you go for the "2", since it can happen that after longer fights, the duratio ns of "Thunder" "BioI" and "Miasma" will collide. Why the "5" or the "2"? Dots tick in a 3 second interval, that interval is not started by your applied dots, it running, as mentioned, server sided. It is hard to figure it out in a fight, esp ecially when you see a million other dmg sources from your party mates. Example: Rotation is: BioII > Miasma > BioI > Thunder means, you have a 30sec dot startin g, a 24sec dot following 2,x secs later,

including the GCD time of about 2secs after applying BioI, then having to cast a 2,x secs long thunder. Until all your dots are applied the target bar will look as following: BioII (24) , Miasma (20) , BioI (14), Thunder (18) (xx) seconds remai ning As far as I've seen, this is the basic rotation given by a ton of people. Howeve r, and do not misunderstand me here, it is shit. Not only has it a huge logical rotation flaw in it, it is by far the bi ggest dps loss if you keep on doing this. Watch the problem here: Lets assume everything goes right, you are at the point where your BioI is going to run out in 3sec. You will probably think about doing a recast of RuinII (2,x casttime), the n instantly reapplying BioI. You will, and this is for sure, lose a whole 2,x sec global cooldown of waiting just to re apply Thunder after that, but did you think about your Miasma, which is going to run out 2 secs after your Thunder? No . You didn't. Here is a good example of a working rotation of applying and reapplying dots in the correct order without ever bothering about losing more than one GCD in total: BioII(30) -> Miasma(24) -> Thunder(18) -> Bio I(18) dotlength 26 20 18 (17,5) 18 realtime running You already see, a major flaw if you try to apply the "2" strategy here to save some mana and increase the dmg dealt by dot itself and being able to use a RuinI. You will basicly miss out on 1sec acti ve Dot-time for your Miasma, which is your second highest DoT-dmg ability (networth). However if you apply the "5" str ategy, you will not use the whole duration of the dot itself, you might burn even more mana, but you will never ha ve the problem that your constant dps-source is missing (especially while you are moving, which you might have to) : BioII(30) -> Miasma(24) -> Thunder(18) -> Bio I(18) 26 20 18 18 13 7 5 5 9 3 18 18 6 24 15 15 dotlength realtime running " " "

and so on. The application of BioI right after Thunder is very important here, t he duration of both dots is the same. You can abuse the fact of that, macroing redotting Thunder together with BioI etc is not mandatory if you can pull it off by yourself. Remember, everytime one of your dots is reapplied, the dotcounter (serversided) will still be running like an internal watch. That means, at any time you reapply your dots it wont influence your dps. Except for that brief moment you have a server sided dottick. This is important to everyone not understanding the usage of burst-enhancing abilities like (Raging Strike, Int-Pots, Foes-Requiem etc) Information regarding burst-enhancement: PLEASE READ THIS AND ACCEPT IT. All those guides stating starting a fight with raging strike, applying dots, usi

ng contagion and so on are: S.H.I.T. Please do not use those buffs to start a fight, and do not use them blindly in m iddle of a fight, Damage enhancer abilities such as Raging Strikes have to be used in special occasions only, Summ oners absolutely DO NOT rely on this to be top dps in a raidparty. Example when to use Raging Strike, Requiem and Potion s in BCoB Turn5: Big Snake, P4. ****to be continued****

3) Stats -> Gear -> BiS list Int + Acc(!) -> | Crit <-> Det -> Rest | I have read a lot of weird stuff in random forums about stating as Summoner. How ever, everyone who states a Summoner does not need a hitcap requirement has the impression that Titan HM is the harde st content in this game. If Summoner has to be a pure DoT-related damaging Class/Job as the Affliction Warlock was in WoW, you could assume that hitcap is not necessary to do shitloads of damage. Since Summoners are not Affliction Warl ocks, I am not going to get into that discussion, I will rather bring a good old example of what happens whe n you are not hitcapped: Assuming you are missing only 1 Spell in a single Twintania attempt (or let it e ven be killattempt), assuming you are missing the recast of a dot: BioII. Basic cast-time 2,x seconds. After that you will probably return to either reapplying more dots, or spamcast RuinI. Until you actually notice that you are missing a d ot, you might have already used at least one-two-three RuinI or recasted another dot and noticed finally (God beware if y ou used bane/fester, you should facepalm yourself). Recasting the BioII again on the target, just because you missed the first one, will a) lose you alot of time b) mess up your recast dot timings c) loss of great amount of dps. I do not real ly want to go into full detail here, the dps loss can be severe if you do not notice early enough or less severe but stil l significantly. The minimum requirement for being hitcapped on turn5 right now are: 435 on your character, 442-445 on yo ur pet, with buffood or without doesn't matter. About the Crit <-> Det discussion: So far, I can confirm from various sources that 16 DET equals 1 weapon damage wh ich is around 2-3 spelldamage per Ruin which equals 1 DPS. Judging from the gear Summoners can attain, if you maximize and wear the biggest +DET gear, you gain around 10-20 DET compared to Darklight. This equals 1 WPN DMG and results in a s light dps increase of constant +1DPS. When you choose to go for max crit/hit gear, you gain ~80-100 CRIT rating from D arklight to a mix of AF2/Allagan, at a rate of ~14 crit rate being 1% crit, you benefit nearly 6-9% real critical chanc e for all your abilites, which is HUGE. Remember that CRIT affects DoTs, and could in a lucky run increase your dps by 2 0 and in unlucky runs you would still get

at least ~3-5dps. *Important Note/Conclusion* I can say for sure, right now CRIT is the more benefitting stat for SMN. In future content I expect to get higher DET values on geardrops, which will tur n this whole discussion on again and I can say this for sure: DET will get way more attractive then, right now it is not worth going fully into it. There is a certain point with CRIT, also called Softcap, where you do not benefi t that much from increased CRITrates. Assumption here: 20-25% is my guessed Softcap, I can't back that up atm since my gear is not fully ilvl90 with over 560 CRIT. Dude, seriously, even if you are fully ilvl90, get a crafted HQ ring ilvl70, boo st your Vitality a bit and skill the stats on it you want to push most, caster rings suck alot. 4) Tips, tricks, general issues Regarding MP-issues on Twintania. Yes, I have noticed that too, regardless of th at, running your highest DPS combo and overusage of Fester is not the smartest option. I actually calculated not DPS bu t pure damage output on a single target running a full Rotation with only Fester, with mixed usage of Fester + Energy Dr ain and Energy Drain only. Conclusion: when you do ~30k damage on a target, it takes you 4(!)seconds longer to reach 30 k damage with 3x Energy Drain compared to 3x Fester. Now you will say something like:" Wait loq, that can't be true. Feste r crits for a bazillion damage, while Energy Drain does nothing." I have something even more shocking than only the 7D PS difference in total: With full Fester rotations I was able to ONLY DO 30k damage in total until I was at zero mana, wh ile with Energy Drain I could go on for at least 5more minutes and had about 80% of my mana when reaching the 30k damage mark. Summoner has NO MP-issues. The game and the classes are designed as good as they are now, some tweaks and adjus tments here and there, but overall it is fine and working as intended, you just need to start rethinking your greed to do 10dps more in a 12minute fight and stop relying entirely on ballads. Ballads are important and will always be there for you in situations where nothing happens, for example in the divebombphase, where you basicly do nothing for about 30 secs and replenish full mana (therefor you can go all out in the conflag phase, which requires you to use Fester, Bane, and all shit together to be a fire-fighter of high tier class). Always remember, in the end being able to recast your Garud a-Egi if it dies by liquid fire and still do damage is way more important, than having 1337 Fester crits. ****tbh I can't type anymore, l8a****

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