The one sort of hard to explain but very tangible aspect to RDM that keeps me loving the job is just that it feels really good to play. Using dualcasts, your melee combo, even acceleration all have a very rhythmic feel to them. In many ways it feels more like a Dancer class to me than Dancer does. Even after getting BLM to max and getting fairly decent at playing it (and really enjoying it), I still prefer to play RDM most of the time because it just feels so good to play
I say this all the time. RDM just feels great to play. It flows, it’s intuitive, it just makes sense. And as you get better, you pick up little tricks here and there, like using cute during downtime to have dual cast ready. When my buddy coached me to start doing that it changed my whole perspective of the game. I love so many classes in this game, but I always find myself back on RDM.
Yup! I usually main DNC but go back and forth between it and RDM. They both have such a good flow to them that most jobs lack. Really hoping to see more of that in future expansions so I can get a third favorite (well, unless we count BLU 😁)
For some reason, it became kind of clunky to me when they added those AoE versions of Aero/Thunder and increased Scatter's cast time. I dunno, maybe muscle memory just still hasn't gone away, but those changes tend to cause a few hiccups when I play. Agreed though, the job definitely is great and makes up for all the suffering it put me through back in FF11. 7:22 Just hearing him say that brings a tear to my eye.
I have to agree with this, and I did find a new FF14 main job from it. Still love tanking to death but god, RDM is just very satisfying once you bring it all together. And you do look fucking good. You really do. As for the AoE stuff Clyde...yeah, it took some getting used to. Red Mage was what motivated me to use the RTY keys for AoE rotation, so I had them close on hand.
I'm one of the bitter summoner mains who still plays the job, and has for a little over 8 years, but summoner's current state gets very grating very fast, especially coming from having a complex rotation that is still stuck in the back of my mind, to what is probably the simplest in the game
Same, still find myself trying to hit my old bind for tri disaster in my opener on the occasional summoner run (which basically only happens in new content when I wanna focus on learning mechanics). Literally just rework the egis and Demis to fix pet jank and leave everything else about the class the same (with potency adjustments for balance obviously) and it would have been perfect, don’t understand why they went for such a dramatic rework. Meanwhile red mage still tops it in support plus now overtakes it in damage while having a much more engaging rotation since endwalker.
@@Magiya93 I do like the current “theme” summoner has going for it now, I like how summons are happening all the time, but I just wish there was more substance to it again, rather than just press the same 4 buttons for 9 minutes
Cannot agree more. Biggest issue for me is that, okay, make it a mage MCH but then why put Ifrit rotation in it to break it all? It feels like a big break in the combo when you just kinda stop for two shots... It also bothers me a lot how low dmg I can output now. Literal every other content I do I do more dmg with DNC on level 90... which is just sad... The only good thing atm about summoner is that for UWU its still the highest dmg output, so if you want to feel good then try running UWU a bit.
Regen on Phoenix often is just useless gimmick. Giving utility to a summon that's not out when you can choose isn't utility. It's just a passive you have no control over. It's a cool looking job with so many flaws.
Pro of summoner: It is leveled with scholar too. If you've never done a fight before you can use the summoner to scope the fight since his mechanics are ULTRA simple and you can pay more attention to your healers and what bosses do. its a really usefull tool for scholar research
@@mannydani9180 No mechanics need worrying as soon as muscle memory is established. its just a timer for wyrm/phoenix, crystals for etherflow and your legos and their timer once triggered.
@@mannydani9180 Except anybody who is even half awake doesn't need to focus on job mechanics. It's called learning your rotation lmao. Anybody can focus just fine on boss mechanics while doing any job if you're not too lazy to learn a real rotation.
Black mage has been my main job, and not just in XIV. Any FF game where I get to make one of my party members a black mage, I always do. When I started XIV a year or so ago, I picked blm because it's my favorite job in the franchise without knowing how high the skill ceiling is. I didn't level up many other jobs while I was leveling blm, so I didn't know how slow the early levels were compared to every other job. Preach said it best about hearing the whole "it gets better in 10 levels thing"; "I'm having fun right now! I'm having a great time!" My buddies have been giving our first go at savage raids with the current savage tier, and let me tell you, once you get to the point in a savage fight where you know how to best use your blm tricks, it is extremely satisfying. Right now we're stuck on P3S, so I'm still in the "when can I use my dang Ley Lines!?" mode lol. Plus, it's Yoshi P's main job, which means that we are the favorite child
Weird that out of these 3, the only one that actually feels like a caster is BLM, and all the cons listed sound like pros instead, it's one of the few classes in the game with a lot of nuances and chances to optimize and play around differently, without being overly complicated. It's so well designed, not a surprise, being the main job of the director of the game. Wish more classes could have that amount of depth
It's really the only in-game job right now with an almost equal BiS choice, in Speed Slinger vs Crit Monger Do you want to pull out the sniper and get occasional headshots, or do you say *"Screw you crits, I got a machine gun!!"* Personally I find the reliability of the Speed Slinger just too appealing, if I could hit a base 2.1 gcd you bet your chocobo I will! (Nothing wrong with the crit farms, it's just...not me)
This was my biggest problem with the summoner rework. I agree that it's important to have "simple" jobs in the game, but for all of old SMN's faults, it was a true caster. Your mobility was limited, and so what mobility you had mattered a lot. That playstyle is why I main casters, but now BLM is basically my only option for that playstyle. Safe to say, I have a lot of expectations for the 7.0 caster
I never really play the caster in other games, but these are 3 of my favorite jobs in 14. Each one is so different and has its own strengths and weaknesses and a lot of times you can pick which one you want to use by what mood your in. I love all three of them.
As someone who started out as an arcanist, I can imagine my bias towards smn is pretty high. I'm not exactly a hardcore player by any means so my main complaint about it since the rework is just that carbuncle just stands around between summons (excluding aegis). I think it'd be cool if they were like a much weaker bahamut or phoenix in that they cast a little attack alongside your ruins, or heck, even if they were like the old emerald and just spammed a weak attack on their own timer against the enemy you're targeting.
Agreed. I think they should give Carby an instant cast like SCH Ruin II, just so it has something to do, but being instant cast, it wouldn't interrupt you using Carby abilities (of which we only have one anyway), and wouldn't block the Summons.
I quest as a Summoner, but I do dungeons and raids as a scholar. Faster queues and more interesting rotation makes me like scholar a lot more after they made summoner so simple to play, it used to be really cool when it was a dot mage/summoner and reminded me heavily of the warlock from WoW, but now it has a very set and simple rotation that is just not as interesting.
I find RDM so much more satisfying to play than the other mDPS. Part of that is because it's always been one of my favorite jobs in the series, so it starts with some bonus points. But the way that the class feels, its constant switching between black and white magic, ranged spells and melee attacks, damage and healing/raising (though let's be real, more raising than healing)... it's exactly what I want in more or less the amount that I want it. I'm not hitting the highest dps, I'm not a healer, and I'm certainly not a tank. But I hit hard enough, can support the healers, and my skillset gives me a bit more independence than others in my role. Also, hats.
The hats are great. I leveled mine recently and was amazed at how the class got better with the levels, while keeping the same core gameplay. RDM at 90 is great, the rythm is balanced perfectly with the final verflare/holy combo, meaning no more endless spam of jolt + verthunder/areo as it was at level 50. So glad I stuck with it.
I like SMN for fights I'm not used to, since it means I can play attention more to mechanics. 24-mans in particular where there is always just so much going on at one time. Wish there were more fights with multiple enemies to take advantage of the AoE. Now it seems it's mainly just for dungeon runs.
I'm half and half on the Summoner. On one hand, this is what I expected the Summoner to be when I first started playing this game; the summon comes in, blasts the enemy, then jumps out (kind of like in older FF games). Eventually, I grew to love the DoT Summoner (especially in Shadowbringers), but I still like the direction they're going with this new one. On the other hand, I don't like how simple it is. At first, the spectacle kept me entertained, but that only lasted about three days. I miss how complex and involved the rotation used to be, mainly because I didn't look at a guide. Even by the end of Shadowbringers I would often flub my rotation when my attention was pulled to a boss mechanic. The possibility of a screwup was fun to me.
I think 1 way to make SMN more fun would be to implement new summons to it, I know it probably won't happen, but they should really add Shiva, Ramuh and Leviathan. Like, for after Bahamut, you get the og Ifrit, Titan and Garuda, then Phoenix, then after that, the 3 summons becomes Shiva, Ramuh and Leviathan, giving us a water, ice and thunder phase. I think that would make it was more fun.
@@PrincessofKeys Or, this just come to mind, maybe, you have 6 normal summons, ei garuda, ifrit, etc. And 3 major summons, ei Bahamut, Phoenix. After adding a third major summon, maybe Alex as an example. Depending on which normal combination summon you do, like Garuda, Leviathan, and Shiva, you unlock Bahamut phase, for Phoenix, you use Titan, Ifrit and Ramuh, and for Alex, maybe Garuda, Titan and Shiva or something. It'd be like Ninja's mudras, different combinations of summons gives you different major summons.
New summons would do nothing to fix the summons that already exist. Even if they went all out and made the new 3 super complex you'd STILL have 80 seconds of your 120 second rotation being braindead gemshine / ruin spam.
The red mage is one of the classes I want to play the most. I have fond memories of my older brother naming the red mage after me way back in the day. The sword and spell combo looks so cool to
Especially on scholar... The applying of AoE slow was sort of like Holy's stun in terms of being an offensive defensive skill, and white mage is still the only one who has any additional effects with their AoE attack
overall i really preferred the way SMN played in the last expansion over this one. i like the changes on paper, but in practice it just doesnt feel good cycling so constantly. i think it would be better if summons just stayed for a minute or so a piece and your "stance" changes accordingly, rather than just having charges.
Black mage made me fall in love with the game again after playing nothing but the 4 tanks for about a year. It takes some getting used to, but by far my favorite class
I think smn is a great caster to choose when you are learning new bosses, but it is a bit too braindead. I am the SMN that you mentioned that tends to just play other things instead.
Honestly, it’s that simplicity that made me put the job down after doing the new alliance raid and Expert roulettes because I had nothing else at 90. It’s just way too boring and brain dead and it suffers during downtime moments because of the amount of potency you lose from the summons.
Honestly, it's not great for learning to play a caster anymore imo, as it's basically a phys ranged now like 3/4 of the time. And Black Mage doesn't really feel great to me anymore either, when in a lot of fights you can optimize the hell out of your gameplay and still have a Reaper who's been playing the job for like a week doing around the same amount of DPS while moving all around the boss arena without a care in the world.
New summoner is now just on par with the difficulty of every other class I've taken to 80+ (Monk, Bard, Dancer, RDM, BM, AST, SCH). Old Summoner was nuts. New summoner is accessible to people. I get the hate. People are simple and the bandwagon is running. But Summoner is not more braindead than dancer because nothing really is, except, you know, they're all pretty easy right now. I don't expect that to change with the other classes as I pull them up and learn them.
There's no doubt that RDM and SMN are smooth to play and strong but I find them boring. I am a shabby BLM but I always feel like I can learn something new each time I fight, it's the only one where you REALLY feel your success or failure being on you.
Everytime I look at summoner I want to cry. The old rotation felt so good. Why couldn't we just turn egi assaults into the gemshines and keep the rotation flowing the way it did before...
Yeah, I've been thinking for a while that they could have just changed the thematics of the DoTs from poison to, like, weakening the enemies' will to resist primal tempering. Or crystallization effects, since crystals are the beast tribes' conduit for summonings. It's still weird that they kept Fester as is. What are we festering at this point, exactly?
@@cosmosofinfinity I was thinking the same tbh, what exactly is fester festering? Moreover though yeah they literally just ruined summoner for the sake of having an easy mage when one already existed in the form of red mage. They made it less complex than dancer and that’s saying something, it’s not even a caster anymore it’s more or less a 4th phys ranged with a raise
I started playing ff14 a few months before Endwalker came out. Summoner was my first job and my main (along with scholar). I knew the job was complex with a high skill ceiling and that’s what attracted me to it. I also enjoyed how you interacted with your pets and commanded them (even though it was janky at times.) Older summoner felt like it had a fuller kit with dots and pet commands. There was a lot of player interaction within the kit, besides just pumping damage. New summoner feels completely bland and lacks interaction. Even though people say “it’s like an actual summoner now,” I disagree. It would be nice if they kept it as a pet class. Summons in ff games arent always summon for one hit and disappear. Games like FF 10 and 13 for example had the summoner command the summon to do certain attacks along with their own, eventually building up to the signature move for that summon. New summoner lacks any form of nuance and lacks a build up to big damage attacks. Blm feels satisfying because you’re working towards Xenoglossy, Rdm feels satisfying because your working toward melee.
This is an interesting idea. Perhaps instead of summoning for some charges that change your attacks, what we currently have as 'summon' spells could be aspect changes, and using a certain number of them (2 Ifrit long casts, 4 Titan/Garuda casts) would build up the aspect and enable the actual summoning for the big attack. Basically the rotation would work exactly the same, but you'd have that sense of building up for a finisher instead of starting with one and then going down to mid-powered spam before the next one.
@Daras Thrae I see how that could give a sense of build up, however you still aren't doing much to achieve that. If it was changed for you to summon later in your suggestion, the player still isnt doing much in that "aspect." Currently the job is lacking some nuance. You're suggestion did give me a few ideas though. Let's look at the other casters for a moment. BLM is primarily a gcd caster, the only instant casts that it has is from procs or from tripple/swift. It's complexity comes from managing your instant casts for weaving and movement. On a smaller scale, RDM is about managing mana balance along with figuring out when to go in for a single melee combo or stockpile for a double. Now not every player needs to put that much thought into their job of course, but there is a level of thought required to keep it engaging. Now currently in summoner's kit there are a few things that feel out of place, such as Carbuncle, Ruin 4, Enkindle (will elaborate more later), and the large summons themselves in their function. Right now each gem summon has a 30 sec duration for your aspect. However it only takes you 10 seconds to get through each summon. Let's combine your idea with mine. For this explanation I will be using Titan. You summon Titan, instead of him doing his usual attack on summon he hits the ground on summon for damage (it's lower potency than what it currently does). You then do your back and forth combo to build up a resource (caps at 4) while titan is hitting the boss for damage. Titan will have the Phoenix and Bahamut treatment of a large auto attack range to remove clunkiness. You can spend your current amount of the resource by using Enkindle for Titans signature Earthen Fury attack that he currently does on summon and then he disappears ending that phase (potency of Enkindle is based on the resources you have capped). You co Now in order to create space to weave that, you use further ruin. You get a stack of further ruin for each summon you do and energy drain (caps at 5). You not only have a build up for a large attack, but you also have a cool visual of your summons actually doing something. This also adds a use to Ruin 4 besides it just feeling like filler, and gives enkindle a use outside of the Demi-phases.
I feel the same way, the new summoner is just hollow to play. In lv70 ults it's just broken, all you do is spam ruin 3 (because using garuda is a potency loss and titan is the same potency) and it outdamages every class with bis for the fight. Plus during downtime or when holding your burst you have a healer rotation of spamming one button. Rdm just has better kit, you get to actually hold multiple burst phases and the gap closer is on the ogcd instead of the gcd, not to mention the insanely good new raid mitigation. Summoner needed to have a core rotation augmented by the summoning, NOT the summoning being the rotation. Old summoner was so satisfying to play, new summoner is boring lazy glue eating garbage. Also dragoon buffs are even more broken/worse on smn with there being more summon damage. I will never forgive yoshi p.
Absolutely. I don't like melee classes, but the new SMN, which was my main gave me some incentive to try it out. Now I mostly play RPR instead. I still love scholar tho. The new Kit is just way too simple, yeh you have a lot of buttons but it matters little what you press and when. It feels like a mage, that's not really a mage and does less DPS when a traditional mage, a stance changing caster?.. spam stance like Udyr? 🤣
The majority of Summons In the FF series are massive, one and done attacks. A couple games having them act more like pets doesn't change that fact that when FF fans think summoner, they think of the big hitting single move, then the summon leaves. I personally hated that when I picked summoner back in heavensward when I started the game it was a DOT class using Bio spells. massive disappoint seeing Titan be turned into a generic chicken nugget instead of a massive beast that shatters the earth. the New Summoner fulfills the fantasy of the job better, which is what matter smore to me (and apparently many others, as the job saw a massive spike in players after the rework)
Summoner was my favorite caster back in the day. I was eager to dive back into it after not touching summoner at all since Stormblood first launched but what I found was just terrible to me. I can't stand what's become of the job. I even went on the FFXIV sub to see if I was misunderstanding something but even there, everyone was telling me basically, "yeah that's it. It's intensely basic and repetitive." I put it right back down and don't plan on touching that job again unless something changes it up again in the future. It's. Mindless. I'm astonished how bare bones it now is.
Suppose for all the people that complained on how hard it was to play I had no problem before the chabegs came to Endwalker. I started the game last year so I've been through one change and don't know how it was before than.
I think people are beginning to realize that, that's exactly it. You spam through the "primal stances" asap, that's the rotation, it doesn't matter what order, just get to the next Bahamut/firebird asap. I remember when the rework was first revealed, it was so upsetting but it seemed like no one thought "waaaait a minute, the rework is just a re-skinning of normal spells and that nothing mechanic-wise was added, maybe even lost some too, to simplify the job further?". I think most people back then liked it because it felt more "traditional" to FF summoners in other FF franchises. At least that's what I got from everyone in the official FFXIV forums discussions on SMN. Didn't see a single person complain about the kit when it was revealed. Now apparently there is "hate" on it lol.
i was going to main summoner when EW came out but when i got the job to around 58 i gave up on it. the job feels like its completely missing something engaging even with demi summons.
I definitely feel what u said about SMN being very simple, but i have to say that it's one of the things i love from the job, the fact that it's simple, and i can pretty much focus on the mechanics and other points in a fight. it gets boring? sure, but i could say that everything after a certain amount of time and repetition gets boring. still i think they would benefit a little of a rework on ifrit, and maybe changing a little the aetherflow mechanic, i think it's one of the most disjointed parts of the summoner kit.
Black Mage is my favorite dps by far. Simple and easy to understand, but playing it well and making the most of burst windows is hard in a way that isn't just pressing the right buttons in the right order. Fucking up its rotation isn't very punishing either cuz it doesn't have a bunch of attacks that you're only meant to use in burst windows. The level of control you have in your rotation is fantastic, something I wish other jobs had going for them. Also love how your instant casts are valuable movement tools, so I'm not just pressing things on cooldown, and I'm having to adjust my rotation to each fight, which keeps things fresh. While it might have a very high skill ceiling, I find the lack of punishment in your rotation very nice. Even if I'm not doing great, I'm always having fun, and that's what's most important.
You do have a constant timer that other jobs don’t, though; drop enochian for any reason and you dip below rdm dps without any of their utility. Speaking of which, fights with 15+ seconds of unactionable downtime (like p6n) make all blms cry 😭
@@TheOptimistDelusion as long as blms have at least one fire or ice stack thingy, enochian will be active so it's actually much less punishing compare to the "old" BLM where enochian is actually a separate skill. and for 15s+ downtime, good blm will just stand there transposing to stack polygot assuming they already spend both stacks before the downtime.
@@phamtuan1840 "Unactionable downtime" means you can't use actions like transpose during it, meaning you WILL drop enochian in those fights whether you're a good black mage or not
I use Red Mage as my main coz I'm a casual, but there is immense satisfaction in doing Black Mage well. There was one run through The Dead Ends dungeon where I was just doing everything right for some reason. I guess everyone noticed coz i got all the commendations after said run.
I think what's missing from smn is a way for the energy drain/fester stuff to fit into the rest of the job instead of being slapped on. They should find a way to integrate it into the job, maybe provide a buff to the next summon so it matters how you use it. Maybe have it buff carbuncle and give him another ability Maybe use it to unlock a third demi summon Literally anything
Literally anything would be nice. Especially just having Carbuncle spam tiny attacks like it used to would make the job feel like a pet class again. Seriously just -10 the potency of every spell and have Carbuncle spam 10 potency attacks. And instead of "Fester" which hasn't made sense since we got rid of rot and decay spells "Bio" and "Miasma", the charges could be used to empower the next Carby spam. Same damage, same usage, no change to rotation even. Just would actually feel like a pet class. Now, I love the Summoner rotation and gameplay. And I love summoning the full-on primals. But they're just attacks, not allies or pets, and Carbuncle is just a cosmetic piece. I love it... but I would like it to feel like a pet class again.
@@SapphireDragon357 I do miss actually summoning the mini egi’s. Half the time I don’t feel like my carbuncle even needs to be there, especially while doing lower level dungeons. Most fights at that point don’t have unavoidable damage meaning there is no reason to have it out before you get searing light aside from it getting replaced for like a second when summoning a primal
I'd rather they just remove the system, you're encouraged to just hold festers for bahamut phase so its boring anyways. Smn needs something to do in case your party wants to hold raidwides, since your entire rotation is held hostage behind bahamut. Also a gap closer on the gcd is absolutely horrid
@@SapphireDragon357 I don't understand how people can justify this abortion of a class because of the big summons, I turn that all to low, small, and/or off so I can see the fight. It's a boring class and rdm just completely outshines it, you sacrifice like 1-2% damage for an insane raid mit, the ability to hold multiple burst windows, and an actual rotation without crit fishing
@@VForceWave yeah the fun wares off. Thats why im hoping they rework the abilities to actually synergize with the rest of the toolkit to add some complexity to it. It felt good to fester before because it got buffed based on your dots. I mean honestly if they just gave us our dots back id be happy. No reason why we cant have them and the current summoning. And plenty of summoners in old FF games like Rydia and Terra literally start the game with Bio in their spell aresenal. And carbuncle needs to either be removed or given more abilities. I dont need or want a cheerleader lol
I believe for Red Mage you forgot Reprise, which is a ranged strike that eats up some of your Mana. It's often forgotten but it's more useful than people realize. In Endwalker I haven't used it nearly as much as I did in Shadowbringers because of how Acceleration was revamped to work, but if you're out of Swift Cast and Accelerations, then if you need to still keep moving (let's say you're at like... 30/30 mana) and you've got something like Pantokrator going, then taking a few hits of mana to keep moving and maintain DPS is the best move. In Bozja, I watched a RDM time out on a Duel with Lyon despite doing everything perfectly simply because they never used Reprise. The DPS from Reprise does a ton to keep your pacing. It's some advanced RDM stuff that requires some degree of fight knowledge. Usually you're planning your Accelerations and Swifts around being forced to move, and they haven't thrown out anything that keeps you moving as long as Pantokrator did yet, but it is worth knowing.
It sets you more than 3 GCDs behind. You don't *ever* want to use that shit anymore this expansion. If you run out of instant casts you need to replan elsewhere. They might as well remove the skill, it's a noob trap at this point.
It isnt advanced because if you use one accel or swift cast every other rotation it causes your ogcds to not drift so you never need to reprise. Just learn the fight better. Reprise is what ruin 2 was for old smn something you should never use unless you are progging for the first time. Here is what the balance says question Should I use Enchanted Reprise? With a cost of 5|5 mana, Enchanted Reprise drains a large portion of our Black and White mana and its recast time has been increased to 2.5 seconds. This means that Enchanted Reprise's only uses will be for movement when all other tools are depleted, and to get one last hit on a boss if there is not enough time for a full Dualcast before it dies.
@@Takkunda which is also what I said. I mentioned that since Endwalker came out you rarely use it, but we also haven’t had any mechanics like Pantokrator that would force you to keep moving nonstop for over 15 seconds. I specifically used Pantokrator as my example because that was a mechanic that ate up movement resources and kept you moving. And if your counter point involves just holding the melee combo, then you were at high risk of overcapping. The way Red Mage was changed has made it where Reprisal isn’t as useful as it was before but it has a place. There are smart times to use it.
I've enjoyed them all though definitely played black mage the least. Sometimes its funny going back to it after I've lost all button memory so I'm stuck trying to remember which purple button does what - double points when a friend's healing who hasn't in ages and trying to discern all their healing buttons lol
I just opened this video out of curiosity and to listen while I work, and even though I main BLM and have it at lv 90 I discovered two new things: that Fire4 has a longer cast than recast (so Triplecast is a DPS gain), and that Umbral Soul refreshes the Enochian timer so it's good to use during downtime. I always wondered when to use that darn skill. Thanks!
Big disagree about RDM having the least mobility. Not only do they have dual casts on every spell but they also have 2 accelerations, a swiftcast, and a huge 12.5 secs of free movement for every melee combo they do. Even if you used your 2 triplecasts, swift cast, thunder proc, & ice paradox as BLM, a RDM could easily move as much just doing 2 melee combos and STILL have other movement tools in stock
Was gonna say the same. Would also just add that RDM generally loses about the same from just holding a mele combo (instead of using double mele during buffs) as BLM loses from using (for example) a fire paradox with triplecast, as well as worst vs. optimal triplecast usage being a similar potency difference to just missing a gcd on rdm. Also it is very easy to manipulate your 1-2 -2-1 type dualcast rhythm to fit with when you need to move, and overall blm just has to spend more than 2x the time casting compared to rdm.
I wouldn't say it has a ton more or less, it's just sort of rearranged. You don't have the freedom of teleporting and on-demand Triplecasts to fuck off across the map at will, and you need a bunch of melee uptime that isn't demanded of BLM. But in exchange you basically have a 5x longer slidecast window, which is fantastic.
@@yeoldpubman You need literally 3 seconds in melee for the melee combo. The rest of it is all ranged finishers. As much as I love both jobs, I can't think of a single mechanic that could be handled more easily as BLM than as RDM, especially since using triple/swift to cast anything other than F4 or despair is a straight up dps loss and feels terrible
@@TheOptimistDelusion Anything that is continual movement without being close to the boss (and even then) sucks on RDM. For example, doing the mesohigh tether during Ultima's Annihilation mechanic in UWU is something BLM and SMN can do easily, but RDM needs swiftcast, acceleration and still loses GCD uptime. Act 4 in p4s comes to mind too, it is equally bad on BLM, but at least BLM has AM. RDM has an image problem with regards to its mobility, you'll be treated like you have full movement and be expected to do things like the swap for intemperance in p1s as a RDM, whereas this would never be expected of a BLM.
I absolutely love Red Mage, I have most jobs leveled at this point and I feel like RDM got the most love of all the jobs in Endwalker. It's hard to explain but everything they tweaked, everything they added, the new sound effects on the finisher combo, the unbelievable amount of utility, it all adds up to be the coolest most satisfying job in 14 right now.
RDM has a rotation that is easy to pick up, sure. But I think with the current giant hit box and 2 melee meta it becomes pretty challenging to optimize. Your corps à corps and displacement becomes useless and being given a range spot can sometimes put you out of range of the giant hit box so you can't perform your melee combo. So there is a lot of planning, management to do to avoid over capping while having a 2 to 3 combo during every 2 min windows that always happen during shitty mechanics. Technically you should aim to Manafication and emboldment in-between your melee combo and you spell combo so you can get 2 spell combo in that buff window. That's a big damage increase if you accomplish that. But then Manafication and Emboldment start to drift eventually...It's a big mess and I feel like teams tend to be more open to adjust for a mobile BLM over a less mobile RDM because of BLM's past reputation. P6S = good corps à corps + displacement possibilities P7S = completely useless movement skills on a fight with so much running.
hmm when i finally decided to make smn work (before the big change) i first spent weeks maybe even a month practicing on the rotation so i woudn't have to think about it, which then allowed me to learn how to move and adapt given the situation. i've been gone for maybe around for 2 or so years and when i initially saw the new smn i was (and still am) eager to try it out. i'm keeping an open mind but it's alittle perturbing to hear someone say that it's easier than rdm now.
@@trustytrest after playing it for a couple of months i still like smn alot. Nice comfy job now where all i have to worry about is mechanics of the fight. making things go boom is also nice.
Red mage is absolutely my favourite caster, but having summoner levelled by nature of playing scholar is a really nice bonus. Great to pull out summoner for unsync content and hunts where I just want to blast away with less care.
Yea, I understand that you're comparing the classes against each other - but having a freely leveled healer in your pocket does impact what you get out of the SMN when playing the game as a whole.
It’s still such a shame what happened to summoner, it’s hardly even a caster anymore it literally just has to cast 3 times a minute and you can just swiftcast one. The reworked summoner makes dancer look incredibly complex by comparison
You can tell they kept it simple so that it was easy to add onto it in future expansions. With the news on them making big adjustments on DRG and AST soon I suspect a lot of jobs are going to get similar treatment. They have to open up design space,
@@GuyAngon I really hope they don’t do too much to dragoon, it’s one of the only jobs left in the game that feels completely unique from everything else and not just another melee that has a resource + a gauge you spend 50 of on a single target or aoe ability
@@GuyAngon Also, it doesn’t really do anything for now to be fair, with how they changed smn and monk, they both barely change from 60 onwards, summoner pretty much doesn’t change after it gets it’s 3 summons and it’s dreadwyrm precursor, just some insta casts at 60 and a few off globals all the way up to 90. Really feels like they cut a lot of corners with the reworks for endwalker, summoner especially feels as bare bones as other jobs do when they’re synched down to 50-60
I like what they did with SMN but I agree it's TOO simple, but it feels like they brought it to that level so that in the future there is space to expand on the rotation and I am excited for that. Great versus as always!
they are not going to expand on the rotation. the current version of smn is what is considered complete and finished, and no further additions are necessary. look back at stormblood mch, which had most of its nuance shaved off in shadowbringers. people literally said the exact same thing - they were bringing down mch so they could expand upon its simplified moveset in the next expansion. and that never happened in endwalker history will simply repeat itself next expansion. you'd be foolishly optimistic to expect them to do a complete 180 from how they handled mch, they have been stubbornly sticking to this simplified design philosophy. there is no reason to believe they would ever intentionally expand upon any job's rotation in the future, rather than condense and simplify it
@@aliasonarcotics On the other hand, the same was said about monk when they revamped it in SHB and they DID expand upon it in the next xpac. Tack that onto smn having a lot of iconic things they can pull from and aetherflow/fester/post phoenix phase being prime targets for that. I'd say smn has a rather decent chance then.
Hopefully, down the line w/ SMN, instead of 2 phases of Garuda, Ifrit, and Titan we will get Shiva, Ramuh, and Leviathan. That way The Rotation is: Bahamut/ Garuda, Ifrit, Titan/ Phoenix/ Ramuh, Shiva, Leviathan/
There are people who want this for sure. But as someone who's entirely indifferent to it, they would have to offer something other than just reskinning the existing attacks to be worth it for me. I personally don't care enough about what the summons I'm doing look like to really advocate for more summons just for more summons.
I don't think more LEGOs will help it feel less bland. IMO, a more interesting scenario with additional LEGOs would be to have multiple summons in tandem, and have the combinations produce different effects. For instance, if you were to summon Ifrit and Garuda together, you'd get a combination effect off Slipstream, and Ifrit's hard casts would go out faster. Then once both summons have been used, they get locked out until your next Bahamut or Phoenix phase like how they are currently.
With this new summon system, maybe next expac ifrit, Garuda, and titan could be changed to Ramuh, Leviathan, and Shiva when you go through the second time around :D
The sad thing is that’ll probably be all they do, not address any of the jobs problems, just slap a new coat of paint on existing abilities with some potency buffs and maybe new astral flows if we’re lucky
I remember when I first started FFXIV, I levelled ARC with the intention of playing SMN but stopped around 75 in ShB and picked up SCH which I surprisingly enjoyed a lot and is now one of my mains. With the new SMN, it feels much easier to play but unfortunately, I still don't enjoy it as much as RDM which is my caster main and BLM.
So yeah, BLM is more mobile than people make it out to be, but I dont think it is the most mobile as you were saying. Smr only has 3 hard casts in its rotation. Thats less than samurai. Yes, there is xeno and procs, but the main source of damage is f4. and you only get 7 free casts every 2 mins or so. Compare that to SMR and its a free comparison. But against red, its hard. every other spell is a free cast. not to mention their burst window is all free casts. I almost got a set up where i can do triple resolution. get to 99/100 and then double scorch, and cast embolden on the second holy/flare, then cast mana for that sick 3rd resolution. then you are really close for a fourth resolution. Idk if this is the best way, or optimal, but i am almost always at the top of aggro in most fights. Mind you this is all from a scrub who only picked up the game and is still figuring everything out. but for the most part yeah I agree with you. Red is best for a number of reasons. it's just hard to beat so much utility.
I don't think he said BLM is the most mobile, only that RDM has worse mobility than BLM. No one disputes that SMN is the most mobile. But RDM's mobility is much less flexible than BLM. Sure, over 50% of your casts are instant, but you can't control when you dualcast. It's like you have wasted mobility when mechanics aren't happening, but not enough mobility when mechanics are happening. Compared to BLM, which can (in my estimation) get nearly 40 seconds of continuous instant casts if you burn all your resources at once
I hope they give each phase a second Astral Flow technique, there's so much potential for expanding on each phase and giving them distinct mechanics and personality.
I want the choices in "primal stances" to mean something and not just a spam-it-all-to-refresh-your-biggest-dps-spike-bahamut/firebird kit. Something to work with, a timeframe or conditions to maintain (just like the old SMN ahaha)
I'm a summoner main and while i love the new summoner, i do agree that it feels a bit too simple. I don't mind that though, part of why is because in my friend group i'm the first to figure out mechanics and therefore i typically end up doing callouts so the baby mode rotation lets me focus on learning the fight mechanics to keep my friends up, as well as so i can come back as scholar later without worrying about dying to an easily avoidable mechanic i just didn't know about
Hells ya Red Mage for the win! Thanks for the videos. Maybe a stupid question, but how do you have striking dummies in some overworld locations that aren't a town? I saw Laby and Thavnair. I know in dungeons you can explore mode, but how do you get that for overworld locations? Or is that video trickery? lol
In WoW I've always played melee dps or tank but since ff14 I play redmage and love it (and red is my favorit color) Its just so fun to play, and I like it to support my group while being a dps.
Something I feel you should have mentioned with BLM, You will struggle using it with high ping. Weaving between Triples is fine, but weaves after normal casts will hurt your rotation badly.
Im high ping blm. Its true that normal cast is really bad to weave. But lv 90 job skill actually gave a lot instant casts to weave, xenoglossy, paradox on ice phase, despair to bz3, fire 3 after ice phase, thunder proc/firestarter, swiftcast. But you need to plan ahead
You’re not supposed to weave after normal casts; that’ll clip your gcd. You only weave after instants or after fast F3/B3, which makes it pretty ping friendly imho
I'm one of those odd ff14 players who bops between toons and jobs and SMN is the one that I can not play for 2-3 days and STILL go into a dungeon, straight off a gap, and play well. I know this doesn't matter to a lot of people, but for me, it's important.
Here's a question for ya. Is it more practical to use Jolt -> Verthunder/Aero, or use the AoE's in place of Jolt. Here me out on this. Jolt gives a higher potency, this is a no brainer. But the AoE's Verthunder/Aero II both give more White/Black Mana, which would result in more frequent melee combo's. Thoughts? Is it more beneficial to have more raw potency, or more mana generation for more melee combo's?
I think it's something you could experiment with but I don't think you would want to do that all the time. If you play savage, you will see that there is a challenge in choosing when to use your combo/ when to hold on your combo so you can burst with everyone. If you overcap your mana too quickly that will screw you.
I started the game a year ago as a Summoner, and could never get enough of it! Tried going main Red Mage after it, mainly because of the hype, but never really liked it as much. 😅 Black Mage was my personal nightmare, just glad I'm done with it for good 🤡
The whole reason I started off with Summoner back in HW was because I've always loved the summons from previous FFs, and Yuna is one of my favourite characters ever. And I was so damn disappointed when I found out I wasn't really a 'Summoner'. Just a dot class with some pet stuff thrown in. I got sick of it in ShB, and hung up my Summoner Dong and moved over to RDM. But now. I don't care if its simple or boring or blah blah blah. This is EXACTLY what I wanted from the job, it makes me so happy knowing I'm an actual SUMMONER now. The dopamine kick I get every time a summon is out . It is once again my main, and I'm so excited to see how it will be expanded upon in 7.0. I often play SGE for roulettes, but that's cause healer queue. But Summoner will forever be my baby. I haven't gotten bored of it yet!!
I'm with you. It drives me nuts to see so many people being down on it because I've never had a job capture its feel so well as Summoner does, and that's way more important to my experience than feeling like I'm the big brain badass for playing a needlessly complicated job. That said, I desperately want options to summon Leviathan, Shiva and Ramuh to be added as they expand the job later down the line. but I think they're off to a great start.
For summoner I wish they had gone the other route. Or nevermind that, I wish there was a dots focused rol of sometime. Cause that's what I always try to go for in rpg games that allow it. And I'd like to see a job fully built around it.
If they add more summon phases, it'd be cool if one of them was DOT-centric. Like how with Garuda, we get to drop an AOE for a time. I've always loved summoner since 2.x, and I love how it is now, but I really miss my DOTs giving me something more to do.
I would also like a more dot focused dps role, but summoner wasn’t a good thematic fit. I get the new SMN rotation is less engaging, but at least it’s more in line with what final fantasy summoners should be. Blue Mage has some juicy dot abilities, but alas it’s not a real job 😫.
Casters feel like they're in a really good place, with BLM being the true caster offering tons of destructive power, RDM offering more utility than you can shake a stick at, and SMN being a more beginner friendly caster that still pumps out good numbers--it kind of feels like it does MCH better than MCH. God I love red mage so much. It's simple, but what's there has some nice foresight or just making MVP moves with magic barrier or verraise. I still remember the first time I tried a dualcast rez in desperation and saved what would have a wipe with a dead tank and healer in that Dohn Mheg. Such a satisfying class to play.
Red mage is my go to for a new raid as well when i want to dps and i know alot are gonna die, makes clears abit better when your used to being a rezmage haha.
i am a sucker for huge AoE so i am rocking SMN since i joined into this game in HW, so glad about their rework in EW and kind of dont understand many guys hate it for its simple rotation, i mean i play SMN because of it is SMN, not because i am a fan of complicate rotation
i mean, it's within your own comment. You play smn for that, other people played for what it was. And it's fine to dislike it, it's not like the reasons people dislike it for are illegitimate
I just like that the old SMN had nuances and little bits to optimize. Things like needing to complete a rotation within a timeframe or maintain buffs or debuffs to get optimal DPS. The new SMN feels like button spam. Spam out all the primal stances to get to the next Bahamut/firebird asap. The only thing though, is if I want to instant cast, but even then, you'd have to eventually spam all stances anyway, which isn't very satisfying imo.
Some groups actually consider BLM to be a melee that uses caster LB instead of melee LB, because it simply doesn't share most of the traits as the other two casters (tough to keep uptime on mobile fights, no rez). Some guide writers say, "prog without a caster that can rez is not recommended"; for them it means BLM is either a second melee, or simply cannot be the sole caster of the group.
I did dsr as sole caster black mage. It wasn’t too bad considering the fact that pretty much any death results in a wipe anyway 🤡. For EX and savage prog though, rdm’s comeback potential is busted
As a summoner main, I agree completely. It’s too simple and while I’m pretty sure they’re going to add some weaving next expansion(in two years), it currently doesn’t feel satisfying to play. I honestly played Summoner back in Stormblood cause I got to press all the buttons (literally that one Larryzaur vid), but now it’s pretty brain dead. I’m all for accessibility and understand that not all jobs have to be complex, but a little more action wouldn’t hurt.
I love RDM! It’s my favorite class now. Hasn’t replaced my love of old summoner but I won’t touch the new one anytime soon until ima ready to level up all classes to 90. And even then it’ll be the very last one lol
I feel like when people say that summoner is too simple now, they dont actually remember how it played before. Summoner had 15 seconds where it was overly busy follwed by 45 seconds of healer like filler rotation with 1 spell and DoTs.
i'm a sum main and the aesthetic in new summoner is perfect but it feels empty, THAT BEING SAID, it is a great job to play if you are the raid leader or making calls because it is the easiest class in hte entire game by far now. i was raid ready and playing on autopilot before savage even came out for pandemonium. raid can be stressful for me so i appreciate the simplicity
Another con for smn is if you die and get ressed you're stuck as a Ruin mage until your next Bahamut phase. If you're lucky, your next phase isn't far off and you can get back into your main rotation pretty quickly, but other times you're stuck waiting for a good while.
@@magnusaber1 I'll admit I don't play summoner that often but it has been my experience that I can't do anything but Ruin until my next Bahamut phase post ress. Maybe it's only happened after I'd already spent my gems so I never noticed, I just know I've had to wait 10-15 seconds to be able to do anything else before.
Legit question: does anyone actually look at the flying damage numbers in real time during a fight? I find my attention is usually spread between mechanics and making sure I’m doing my rotation properly. To me, the flying text is just noise and I have it mostly turned off other than the pop up telling me my target is invulnerable as a reminder to not bother attacking at that point. The only way I know if I’m doing BIG DAMAGE is to check my abacus after the fight.
I wonder the same thing. When people talk about seeing big numbers on BLM and that being exciting, I literally never "see" my damage numbers, because I think the floating combat text is just so bland looking, and unnoticeable I just block it out of my mind. I'll just check my spreadsheet\calculator to make sure my damage is good :)
Me too, I never understand this feeling of doing big numbers because my brain basically ignores those numbers so I really don't "feel" the damage as much. I only feel it when doing big pulls and seeing the mobs evaporate, that's when I feel strong
BLM main here (tho that does not really matter). FFXIV fights are designed in a way where you have to focus a lot on mechanics while learning a fight because everything is new. But after a while you realize what phases demand your attention and which phases dont because there is nothing important happening (for example during tank busters or raidwides, a dps job is just doing its rotation without anything else to do). So you get a lot of phases where you can just look at whatever you want. Damage numbers itself are not that important to me personally, but I look at them from time to time. Like when we are progging the current ultimate, there is nothing else for me to look at during Thordan. I have done that phase countless times by now. My hands are pressing the same buttons every single time. So I just watch the big numbers. But they are not the reason I feel good as a BLM. There are a lot of jobs nowadays that can actually produce bigger single hit numbers than BLM. The feeling of power comes more from how impactful every single spell feels. Because you have no OGCDs, every single hit is spaced out far enough to feel good and the animations for BLM spells are absolutely killer in my opinion. Just knowing that I pump out significant damage with every singel F4, despair, paradox, xenoglossy (which is like 90% of your rotation) is amazing. Other jobs have so many buttons that feel unimpactful. The first two buttons in a melees combo for example. Or other jobs are so fast with their ogcds that everything blends together into a samey feeling.
I also don’t pay attention to damage numbers most of the time, but as above comments put it, sometimes there’s nothing else for you to look at, and it’s always exciting when you crit and you know it. I personally lookout for Xenoglossy dmg during the opener or other ‘downtimes’, for lack of better phrasing, and hope it gives me something above 50K haha
I was so scared of playing BLM (even lvling it up felt awkward) that I never touched it again, after I maxed out my jobs. Tho it does look super cool, I really want to learn BLM and want to be good at it xD
Blm has a very disjointed lvling experience where a single buff or move being added will change the whole playstyle and it is very awkward. If you're after the "caster" feel then it's good.
as a warlock main from wow im looking for a dot playstyle. playing a mage type with the freedom of walking around doting everyone up and tracking all my dots was fun to me. any suggestions which one to pick? i guess summoner is still the closest one to a warlock, right?
Afaik the only job with dots right now is the bard which has 2. It also does have the freedom to move around since it doesn't have abilities that have cast time, but I wouldn't say that it feels like a wow warlock.
@@lumberfoot2004 well in this case im gonna try something new. samurai looks fun and bleach is my fav anime so thats my choice. thank you for the answer. stay safe.
I fell in love with Summoner and Black mage come endwalker after maining Red mage through Shadowbringers the change to acceleration threw off my groove until I got used to it. I still want Square to add Shiva, Leviathan, and Ramuh after Pheonix phase. Keep with the same flow Shiva to replace the rapid fire of Garuda maybe? Or maybe Leviathan rapid fire water, but drops a whirlpool to match the aoe that phase has already. Ramuh replacing Titan for a lightning shot from your book to weave in a larger airborne one with some aoe like plainscracker. Shiva to replace Ifrit simular dash in and slam down for a giant ice spike. And I think the summon attack as well would be cool to see Diamond Dust, or Judgement Bolts being dropped on mobs. Just a thought I've had since playing new summoner. Anyone else?
I found I really disliked the way Red Mage works because I'm prone to occasionally hitting the wrong button, and with RDM hitting the wrong button means the *next* button I hit will also be wrong but with the added punishment of a looong cast time that I then have to move to interrupt and start over. That, and being expected to rez everyone all the time. No, I'll save the healers if they both buy it but it's not my job after that.
Interesting how your ranking of RDM jumped from 3rd (ShB) to 1st (EW). BLM really is my first love but I no longer have the time and dedication needed to be confidently and consistently good at it. If BLM was a sports car, RDM is a Kei car - engine's not that big and it won't go as fast, but it can take you most places without fuss. (I have no idea what car analogy SMN would be)
Being simple isn't bad, every job type, Tank/Healer/Mage/Melee/RDPS should have one really easy entry job. We already have it with tank(Warrior), Healer(WHM), and Mage(Summoner), though I wouldn't know much about the melee jobs if there is one on par with ease of play as these other three, and I don't think any of the RDPS are as easy to play as WAR/WHM/SMN, but that's just my opinion.
In terms of melee dps, the closest to a braindead job is probably SAM now. Even then, you have to pay attention to your dot, hit positionals, etc. I haven't played it at max level but DNC is pretty straightforward. The rotation is probably on par with SMN in terms of complexity.
Simple jobs aren’t bad but when you take a hard job with a dedicated player base and turn it into a brain dead job there is a problem and can you believe the are wayy more easy than white mage?
Dumb take incoming: SMN feels like it's the healer of DPS jobs. SE basically designed themselves into as corner with it's simplicity, and as such they can't/won't do anything to it cause making it even a bit more complex means driving away some people who prefer that simple play style. Now, situations not as bad as healers, since that simplification was done to entice people into an entire role rather than one lone job, but...I get we need to have one simple "braindead" job, either for people who can't do something more complex (ie RSI), don't want something complex, or even just something to direct sprouts to so they have something simple to start with. But why did they have make SMN this simple job, rather than a new one?
this doesn't really make sense considering rdm was already the 'simple' caster in shb. there was no need to simplify smn this badly, that niche already existed
Thing is there was already red mage for that, they ruined a perfectly good job for no reason, it’s such a shame to see, started the game as an arcanist and played summoner all the way up to endwalker but I just don’t play it anymore I don’t find it fun at all. I know they’ll never revert the changes but shadowbringers smn was the best job in the history of the game imo
I mained BLM for years up until I beat ShB and started dabbling in healing and now I main Astro. As far as DPS goes, I have SMN but that doesn't feel very complicated. I returned to BLM to dabble with it again and I feel like I have NO idea what I' m doing. Not a good feeling. I maimed it for years YEARS and now it is so foreign to me. :(
I respect your choice and love your feedback and opinion, but this is the first time I've disagreed. When I think DPS, I think.. damage. Utility is nice and mobility can help, but that emptiness, simplicity, and blandness you feel toward red mage and summoner both IS the skill ceiling; it's the challenge of weaving your spells and knowing your rotation and when to go outside of it. It's the difference between spreading a class too thin to do it all or dedicating to what you're good at, and that's why black mage feels so satisfying when you're able to master it. I main magical DPS and am just now reaching the end of red mage, and it's probably my least favorite. Red mage has always had the reputation of being the jack of all trades and I appreciate that. It's a good, friendly class that anyone can jump into. But the soul of it is missing, while summoner's was ripped out. Both are missing that feel-good skill ceiling and dedication to their craft, but I couldn't tell you exactly what it was that needs done to fix that. Either way, when it comes to damage dealing with your DPS, it's black mage. It always has been and I hope it always will be. It's what it do.
1. Yes 2. Compare to SAM (If you take a look in FFlog BLM is on par with SAM in every type of dps r/a/n) 3. Yes?......I guess? Taking a look at it's con 3 of them is actually forcing you to be better overall Fight knowledge/Planning and Positioning.
@@lushdontu4015 "it is not worth the hassle don't deceive them" I don't know man I couldn't say what is or what is not a hassle for everyone that just depend on them. To me XIV's community really exaggerating the difficulty of BLM to the point that it made people scare to touch BLM. "Melee jobs are wayy easier" I'm not going to answer OP's question with "lol just play melee why bother play caster" when he specifically ask about BLM. "deal more damage" In what type of damage? Like I said BLM is on par with SAM in every type on dps in fflog.
I tried red mage once. It was boring. I tried “summoner”l but the shitty leveling experience made me drop it like hot lead before even getting the soul stone (I WILL level it up someday, maybe in a couple years? and no, I’d rather waste money on emotes than a boost)… BLM has a special place in my heart… I started out as black mage, so the horrendous leveling experience was just what I thought life was supposed to be in FFXIV. It was my first 90 job and the only ranged DPS I like to play. I also realized I SUCKED at it once I started looking at DPS meters, but after months of practice I’m now usually top DPS in my favourite raids.
I feel like BLM would really benefit from a raise that dooms the target (maybe with 30 sec. timer) Just to make it more viable for progressing high end content.
I've mained a Summoner since I started back in 2.1, and I've stuck with it through all the changes over the years. I've played and leveled most classes but SMN was my go to. I love and hate what they did to it in Endwalker. The class feels like a true Summoner instead of just a pet class, and I really like that change. However the simplicity just makes it tiring after awhile. I might run daily dungeons with it because AoE nuking never loses its appeal, but I've swapped to primarily playing other classes because it's way to simple, and for me personally, boring.
I think with red mage Mr happy forgot the enchaced moulinet the aoe combo in which you need 60 mana to enter the verholy/verflare combo good for aoe damage.., and the enhanced reprise while not being as good as the spells if you cant cast a spell because you need to move quickly it is a great thing to use for some damage output…
Honestly I like SMN's simplicity, it's fun and easy to play and I don't need to worry if I'm playing well enough or if this run is as good as the last run because it's pretty consistent, chances are you're doing well enough if you're pressing the right buttons and I honestly love just cycling through the phases. But though it might not be so much the case now, when I first started playing PLD it was pretty simple too ( I mean, there's tank stuff on top of just the rotation but that's never really felt too hard). Before SMN was my go to caster, it was BLM, the rotation seemed simple, and I knew plenty of fights well enough, but I found with BLM after so much play time I had to switch job because it's just too much brain power to play for too long with all the preparing for upcoming mechanics and I felt super inconsistent on it and EW SMN was the nail in the coffin for BLM for me.
I still can't wrap my head around everyone being so down on Summoner. I love it to death. I'd love to see it expanded later with more summons and a system where I have to actually make a choice of which ones I use each phase, but I'm still content with where it is.
You're not alone, friend. I like to flex my brain learning and mastering fights mechanics, not fighting with my rotation while it tries to get me killed like Black Mage. Imo, you can never master Black Mage, as the entire rotation changes with every fight, and if 2 things go wrong, you're starting the whole rotation over and losing massive damage. You can only master individual fights as a Black Mage, and have to learn an entirely different way to play the class with every new boss. Apparently a lot of people like that about the job, but I personally absolutely loath it. For Red Mage, I love that it has a bunch of utility... but don't like that the damage is balanced down because of it, when THE FIGHTS aren't balanced to actually require any of it. They can't be, in case you have a Black Mage or Summoner instead. Basically, I have the same complaint healers lately have: I have all these tools that it's never truly necessary to use, but the class is balanced around having them at the cost of making the damage a bit more interesting. So yeah, while I actually main DNC/BRD, of the casters I play Summoner, because I find satisfaction not in overly complicated rotations, but just how cheekily I can sneak in Ifrit's casts, and the satisfaction of mastering fight mechanics themselves, without having to base my entire rotation around them.
Everyone has their own preferences but monkey brain feels loss more than not having it in the first place. The job has been building up a complicated rotation over several expansions that allowed you to feel the success of both learning fights and the rotation effectively (similar but not to the same extent as black Mage) and all of a sudden they took all this work and replaced it with a very very simple thing. Yes, some do prefer the new rotation while some preferred the old, but it’s the *loss* that caused the drama.
Previously a SMN main. I don't particularly like "overly complicated rotations" I just want something to do lol. Like juggling 3 balls, it's satisfying to be able to do so at least 70% of the time. The rest of the time failing the rotation lets me have something to work towards. The new SMN would be like, here's one big ball now throw that up and down, your goal is to catch it with 2 hands. If they added some sort of mechanic that matters, a choice as to why you would use some spells over others or an order to how you use your spells within a timeframe, it honestly would be this bad. Just something, anything to work with when I want to get serious and optimize my dps, I can press buttons and cycle through these "primal stances" whether or not I want to do more DPS. I don't have a choice, either I press buttons, or press buttons ~with enthusiasm~ making it feel very one dimensional.
You seem to have misstated the summoner pros and cons. You said it has no utility outside of raise and Phoenix regen. But you forgot there that Searing Light is a raid-wide party buff.
He did mention Searing Light in the move list, but did fail to mention Rekindle, which is pretty nice for fixing anyone's mistake or relieving the healers after a tankbuster.
@@SapphireDragon357 at the summary of the pros and cons he said summoner has no utility outside Phoenix and maybe battle raise. That’s my point there and it’s something worth mentioning since black mage has zero party buffs
Unpopular opinion but I prefer summoner before 6.0 rework. It was the only caster job that I like and they kinda ruined the skills set for me. Nowadays I don’t bother playing caster dps anymore.
The one sort of hard to explain but very tangible aspect to RDM that keeps me loving the job is just that it feels really good to play. Using dualcasts, your melee combo, even acceleration all have a very rhythmic feel to them. In many ways it feels more like a Dancer class to me than Dancer does. Even after getting BLM to max and getting fairly decent at playing it (and really enjoying it), I still prefer to play RDM most of the time because it just feels so good to play
I say this all the time. RDM just feels great to play. It flows, it’s intuitive, it just makes sense. And as you get better, you pick up little tricks here and there, like using cute during downtime to have dual cast ready. When my buddy coached me to start doing that it changed my whole perspective of the game. I love so many classes in this game, but I always find myself back on RDM.
Yup! I usually main DNC but go back and forth between it and RDM. They both have such a good flow to them that most jobs lack. Really hoping to see more of that in future expansions so I can get a third favorite (well, unless we count BLU 😁)
For some reason, it became kind of clunky to me when they added those AoE versions of Aero/Thunder and increased Scatter's cast time. I dunno, maybe muscle memory just still hasn't gone away, but those changes tend to cause a few hiccups when I play. Agreed though, the job definitely is great and makes up for all the suffering it put me through back in FF11. 7:22 Just hearing him say that brings a tear to my eye.
I have to agree with this, and I did find a new FF14 main job from it. Still love tanking to death but god, RDM is just very satisfying once you bring it all together.
And you do look fucking good. You really do.
As for the AoE stuff Clyde...yeah, it took some getting used to. Red Mage was what motivated me to use the RTY keys for AoE rotation, so I had them close on hand.
@@ClydeJHatbird …. But you are not even supposed to hard cast scatter… rip, it defeats the purpose of dualcast….
As a healer main, smn is my main dps when I need to dps flex. The rotation is so simple I feel right at home with my glare rotations
I am not surprised in the least that the healer main mains summoner XD
I'm one of the bitter summoner mains who still plays the job, and has for a little over 8 years, but summoner's current state gets very grating very fast, especially coming from having a complex rotation that is still stuck in the back of my mind, to what is probably the simplest in the game
Same, still find myself trying to hit my old bind for tri disaster in my opener on the occasional summoner run (which basically only happens in new content when I wanna focus on learning mechanics). Literally just rework the egis and Demis to fix pet jank and leave everything else about the class the same (with potency adjustments for balance obviously) and it would have been perfect, don’t understand why they went for such a dramatic rework. Meanwhile red mage still tops it in support plus now overtakes it in damage while having a much more engaging rotation since endwalker.
@@Magiya93 I do like the current “theme” summoner has going for it now, I like how summons are happening all the time, but I just wish there was more substance to it again, rather than just press the same 4 buttons for 9 minutes
Cannot agree more. Biggest issue for me is that, okay, make it a mage MCH but then why put Ifrit rotation in it to break it all? It feels like a big break in the combo when you just kinda stop for two shots... It also bothers me a lot how low dmg I can output now. Literal every other content I do I do more dmg with DNC on level 90... which is just sad... The only good thing atm about summoner is that for UWU its still the highest dmg output, so if you want to feel good then try running UWU a bit.
Regen on Phoenix often is just useless gimmick. Giving utility to a summon that's not out when you can choose isn't utility. It's just a passive you have no control over. It's a cool looking job with so many flaws.
I wish they would have made summoner like a blue mage, where you can collect the summons and pick and choose your spells with them.
Pro of summoner: It is leveled with scholar too. If you've never done a fight before you can use the summoner to scope the fight since his mechanics are ULTRA simple and you can pay more attention to your healers and what bosses do. its a really usefull tool for scholar research
I was gonna post a comment saying this as a pro, you don't have many job mechanics to worry about so you can focus on fight mechanics
@@mannydani9180 No mechanics need worrying as soon as muscle memory is established. its just a timer for wyrm/phoenix, crystals for etherflow and your legos and their timer once triggered.
@@mannydani9180 Except anybody who is even half awake doesn't need to focus on job mechanics. It's called learning your rotation lmao. Anybody can focus just fine on boss mechanics while doing any job if you're not too lazy to learn a real rotation.
@@trustytrest clearly, not everyone agrees...
@@trustytrest "real" rotation - found the tryhard elitist.
Black mage has been my main job, and not just in XIV. Any FF game where I get to make one of my party members a black mage, I always do.
When I started XIV a year or so ago, I picked blm because it's my favorite job in the franchise without knowing how high the skill ceiling is. I didn't level up many other jobs while I was leveling blm, so I didn't know how slow the early levels were compared to every other job. Preach said it best about hearing the whole "it gets better in 10 levels thing"; "I'm having fun right now! I'm having a great time!"
My buddies have been giving our first go at savage raids with the current savage tier, and let me tell you, once you get to the point in a savage fight where you know how to best use your blm tricks, it is extremely satisfying. Right now we're stuck on P3S, so I'm still in the "when can I use my dang Ley Lines!?" mode lol. Plus, it's Yoshi P's main job, which means that we are the favorite child
Weird that out of these 3, the only one that actually feels like a caster is BLM, and all the cons listed sound like pros instead, it's one of the few classes in the game with a lot of nuances and chances to optimize and play around differently, without being overly complicated. It's so well designed, not a surprise, being the main job of the director of the game. Wish more classes could have that amount of depth
It's really the only in-game job right now with an almost equal BiS choice, in Speed Slinger vs Crit Monger
Do you want to pull out the sniper and get occasional headshots, or do you say *"Screw you crits, I got a machine gun!!"*
Personally I find the reliability of the Speed Slinger just too appealing, if I could hit a base 2.1 gcd you bet your chocobo I will!
(Nothing wrong with the crit farms, it's just...not me)
Game desperately needs more jobs like BLM and monk
Red mage also has that around extended mobility and proc management, but it doesn’t feel the same as blm
This was my biggest problem with the summoner rework. I agree that it's important to have "simple" jobs in the game, but for all of old SMN's faults, it was a true caster. Your mobility was limited, and so what mobility you had mattered a lot. That playstyle is why I main casters, but now BLM is basically my only option for that playstyle.
Safe to say, I have a lot of expectations for the 7.0 caster
man when black mage spell hits, it hits like a truck. One of the few classes that when you start landing spells, you can feel the boss HP is dropping.
I never really play the caster in other games, but these are 3 of my favorite jobs in 14. Each one is so different and has its own strengths and weaknesses and a lot of times you can pick which one you want to use by what mood your in. I love all three of them.
As someone who started out as an arcanist, I can imagine my bias towards smn is pretty high. I'm not exactly a hardcore player by any means so my main complaint about it since the rework is just that carbuncle just stands around between summons (excluding aegis). I think it'd be cool if they were like a much weaker bahamut or phoenix in that they cast a little attack alongside your ruins, or heck, even if they were like the old emerald and just spammed a weak attack on their own timer against the enemy you're targeting.
Agreed.
I think they should give Carby an instant cast like SCH Ruin II, just so it has something to do, but being instant cast, it wouldn't interrupt you using Carby abilities (of which we only have one anyway), and wouldn't block the Summons.
I quest as a Summoner, but I do dungeons and raids as a scholar. Faster queues and more interesting rotation makes me like scholar a lot more after they made summoner so simple to play, it used to be really cool when it was a dot mage/summoner and reminded me heavily of the warlock from WoW, but now it has a very set and simple rotation that is just not as interesting.
I find RDM so much more satisfying to play than the other mDPS. Part of that is because it's always been one of my favorite jobs in the series, so it starts with some bonus points. But the way that the class feels, its constant switching between black and white magic, ranged spells and melee attacks, damage and healing/raising (though let's be real, more raising than healing)... it's exactly what I want in more or less the amount that I want it. I'm not hitting the highest dps, I'm not a healer, and I'm certainly not a tank. But I hit hard enough, can support the healers, and my skillset gives me a bit more independence than others in my role.
Also, hats.
The hats are great. I leveled mine recently and was amazed at how the class got better with the levels, while keeping the same core gameplay. RDM at 90 is great, the rythm is balanced perfectly with the final verflare/holy combo, meaning no more endless spam of jolt + verthunder/areo as it was at level 50. So glad I stuck with it.
I like SMN for fights I'm not used to, since it means I can play attention more to mechanics. 24-mans in particular where there is always just so much going on at one time.
Wish there were more fights with multiple enemies to take advantage of the AoE. Now it seems it's mainly just for dungeon runs.
I'm half and half on the Summoner. On one hand, this is what I expected the Summoner to be when I first started playing this game; the summon comes in, blasts the enemy, then jumps out (kind of like in older FF games). Eventually, I grew to love the DoT Summoner (especially in Shadowbringers), but I still like the direction they're going with this new one.
On the other hand, I don't like how simple it is. At first, the spectacle kept me entertained, but that only lasted about three days. I miss how complex and involved the rotation used to be, mainly because I didn't look at a guide. Even by the end of Shadowbringers I would often flub my rotation when my attention was pulled to a boss mechanic. The possibility of a screwup was fun to me.
I think 1 way to make SMN more fun would be to implement new summons to it, I know it probably won't happen, but they should really add Shiva, Ramuh and Leviathan. Like, for after Bahamut, you get the og Ifrit, Titan and Garuda, then Phoenix, then after that, the 3 summons becomes Shiva, Ramuh and Leviathan, giving us a water, ice and thunder phase. I think that would make it was more fun.
As a summoner main I personally like the idea of that....at least having all ARR as summonings like Leviathan and Ramuh would be cool to have too.
@@PrincessofKeys Or, this just come to mind, maybe, you have 6 normal summons, ei garuda, ifrit, etc. And 3 major summons, ei Bahamut, Phoenix. After adding a third major summon, maybe Alex as an example. Depending on which normal combination summon you do, like Garuda, Leviathan, and Shiva, you unlock Bahamut phase, for Phoenix, you use Titan, Ifrit and Ramuh, and for Alex, maybe Garuda, Titan and Shiva or something. It'd be like Ninja's mudras, different combinations of summons gives you different major summons.
New summons would do nothing to fix the summons that already exist. Even if they went all out and made the new 3 super complex you'd STILL have 80 seconds of your 120 second rotation being braindead gemshine / ruin spam.
@@KanaKuroko My thoughts exactly. Smn needs procs, timers, or an actual resource gauge to manage
The red mage is one of the classes I want to play the most. I have fond memories of my older brother naming the red mage after me way back in the day. The sword and spell combo looks so cool to
You should play it, red mage is a blast imo
@@innerdescent8210 VERy.
dude i still miss shadow flare
Me too. I had it on my bar up to recently when they finally got rid of the icon altogether. For years it had a slash through it.
Especially on scholar... The applying of AoE slow was sort of like Holy's stun in terms of being an offensive defensive skill, and white mage is still the only one who has any additional effects with their AoE attack
overall i really preferred the way SMN played in the last expansion over this one. i like the changes on paper, but in practice it just doesnt feel good cycling so constantly. i think it would be better if summons just stayed for a minute or so a piece and your "stance" changes accordingly, rather than just having charges.
Yeah, maybe something similar to bard songs? At first I really liked the feeling of constantly bursting, but it gets a bit boring after a while.
I think you mentioned a mistake for the Swiftcast on RDM.Verthunder and Veraero can proc Verfire and Verstone with Swiftcast
I can't believe you left out the increase to melee attack speed from leylines!
clonk clonk clonk
Black mage made me fall in love with the game again after playing nothing but the 4 tanks for about a year. It takes some getting used to, but by far my favorite class
I think smn is a great caster to choose when you are learning new bosses, but it is a bit too braindead. I am the SMN that you mentioned that tends to just play other things instead.
Honestly, it’s that simplicity that made me put the job down after doing the new alliance raid and Expert roulettes because I had nothing else at 90.
It’s just way too boring and brain dead and it suffers during downtime moments because of the amount of potency you lose from the summons.
Honestly, it's not great for learning to play a caster anymore imo, as it's basically a phys ranged now like 3/4 of the time. And Black Mage doesn't really feel great to me anymore either, when in a lot of fights you can optimize the hell out of your gameplay and still have a Reaper who's been playing the job for like a week doing around the same amount of DPS while moving all around the boss arena without a care in the world.
New summoner is now just on par with the difficulty of every other class I've taken to 80+ (Monk, Bard, Dancer, RDM, BM, AST, SCH). Old Summoner was nuts. New summoner is accessible to people. I get the hate. People are simple and the bandwagon is running. But Summoner is not more braindead than dancer because nothing really is, except, you know, they're all pretty easy right now. I don't expect that to change with the other classes as I pull them up and learn them.
@@gnomeDruid in terms of pretty colours and visually feeling like a summoner, I do like new summoner but I do miss old summoner rotation
There's no doubt that RDM and SMN are smooth to play and strong but I find them boring. I am a shabby BLM but I always feel like I can learn something new each time I fight, it's the only one where you REALLY feel your success or failure being on you.
Everytime I look at summoner I want to cry. The old rotation felt so good. Why couldn't we just turn egi assaults into the gemshines and keep the rotation flowing the way it did before...
Yeah, I've been thinking for a while that they could have just changed the thematics of the DoTs from poison to, like, weakening the enemies' will to resist primal tempering. Or crystallization effects, since crystals are the beast tribes' conduit for summonings. It's still weird that they kept Fester as is. What are we festering at this point, exactly?
@@cosmosofinfinity
I was thinking the same tbh, what exactly is fester festering?
Moreover though yeah they literally just ruined summoner for the sake of having an easy mage when one already existed in the form of red mage.
They made it less complex than dancer and that’s saying something, it’s not even a caster anymore it’s more or less a 4th phys ranged with a raise
I started playing ff14 a few months before Endwalker came out. Summoner was my first job and my main (along with scholar). I knew the job was complex with a high skill ceiling and that’s what attracted me to it. I also enjoyed how you interacted with your pets and commanded them (even though it was janky at times.)
Older summoner felt like it had a fuller kit with dots and pet commands. There was a lot of player interaction within the kit, besides just pumping damage.
New summoner feels completely bland and lacks interaction. Even though people say “it’s like an actual summoner now,” I disagree. It would be nice if they kept it as a pet class. Summons in ff games arent always summon for one hit and disappear. Games like FF 10 and 13 for example had the summoner command the summon to do certain attacks along with their own, eventually building up to the signature move for that summon. New summoner lacks any form of nuance and lacks a build up to big damage attacks. Blm feels satisfying because you’re working towards Xenoglossy, Rdm feels satisfying because your working toward melee.
This is an interesting idea. Perhaps instead of summoning for some charges that change your attacks, what we currently have as 'summon' spells could be aspect changes, and using a certain number of them (2 Ifrit long casts, 4 Titan/Garuda casts) would build up the aspect and enable the actual summoning for the big attack. Basically the rotation would work exactly the same, but you'd have that sense of building up for a finisher instead of starting with one and then going down to mid-powered spam before the next one.
@Daras Thrae I see how that could give a sense of build up, however you still aren't doing much to achieve that. If it was changed for you to summon later in your suggestion, the player still isnt doing much in that "aspect." Currently the job is lacking some nuance. You're suggestion did give me a few ideas though.
Let's look at the other casters for a moment. BLM is primarily a gcd caster, the only instant casts that it has is from procs or from tripple/swift. It's complexity comes from managing your instant casts for weaving and movement. On a smaller scale, RDM is about managing mana balance along with figuring out when to go in for a single melee combo or stockpile for a double. Now not every player needs to put that much thought into their job of course, but there is a level of thought required to keep it engaging.
Now currently in summoner's kit there are a few things that feel out of place, such as Carbuncle, Ruin 4, Enkindle (will elaborate more later), and the large summons themselves in their function.
Right now each gem summon has a 30 sec duration for your aspect. However it only takes you 10 seconds to get through each summon. Let's combine your idea with mine. For this explanation I will be using Titan. You summon Titan, instead of him doing his usual attack on summon he hits the ground on summon for damage (it's lower potency than what it currently does). You then do your back and forth combo to build up a resource (caps at 4) while titan is hitting the boss for damage. Titan will have the Phoenix and Bahamut treatment of a large auto attack range to remove clunkiness. You can spend your current amount of the resource by using Enkindle for Titans signature Earthen Fury attack that he currently does on summon and then he disappears ending that phase (potency of Enkindle is based on the resources you have capped). You co Now in order to create space to weave that, you use further ruin. You get a stack of further ruin for each summon you do and energy drain (caps at 5).
You not only have a build up for a large attack, but you also have a cool visual of your summons actually doing something. This also adds a use to Ruin 4 besides it just feeling like filler, and gives enkindle a use outside of the Demi-phases.
I feel the same way, the new summoner is just hollow to play. In lv70 ults it's just broken, all you do is spam ruin 3 (because using garuda is a potency loss and titan is the same potency) and it outdamages every class with bis for the fight.
Plus during downtime or when holding your burst you have a healer rotation of spamming one button. Rdm just has better kit, you get to actually hold multiple burst phases and the gap closer is on the ogcd instead of the gcd, not to mention the insanely good new raid mitigation.
Summoner needed to have a core rotation augmented by the summoning, NOT the summoning being the rotation. Old summoner was so satisfying to play, new summoner is boring lazy glue eating garbage.
Also dragoon buffs are even more broken/worse on smn with there being more summon damage. I will never forgive yoshi p.
Absolutely. I don't like melee classes, but the new SMN, which was my main gave me some incentive to try it out. Now I mostly play RPR instead. I still love scholar tho.
The new Kit is just way too simple, yeh you have a lot of buttons but it matters little what you press and when. It feels like a mage, that's not really a mage and does less DPS when a traditional mage, a stance changing caster?.. spam stance like Udyr? 🤣
The majority of Summons In the FF series are massive, one and done attacks. A couple games having them act more like pets doesn't change that fact that when FF fans think summoner, they think of the big hitting single move, then the summon leaves. I personally hated that when I picked summoner back in heavensward when I started the game it was a DOT class using Bio spells. massive disappoint seeing Titan be turned into a generic chicken nugget instead of a massive beast that shatters the earth. the New Summoner fulfills the fantasy of the job better, which is what matter smore to me (and apparently many others, as the job saw a massive spike in players after the rework)
Summoner was my favorite caster back in the day. I was eager to dive back into it after not touching summoner at all since Stormblood first launched but what I found was just terrible to me. I can't stand what's become of the job. I even went on the FFXIV sub to see if I was misunderstanding something but even there, everyone was telling me basically, "yeah that's it. It's intensely basic and repetitive." I put it right back down and don't plan on touching that job again unless something changes it up again in the future. It's. Mindless. I'm astonished how bare bones it now is.
Suppose for all the people that complained on how hard it was to play I had no problem before the chabegs came to Endwalker. I started the game last year so I've been through one change and don't know how it was before than.
I think people are beginning to realize that, that's exactly it. You spam through the "primal stances" asap, that's the rotation, it doesn't matter what order, just get to the next Bahamut/firebird asap. I remember when the rework was first revealed, it was so upsetting but it seemed like no one thought "waaaait a minute, the rework is just a re-skinning of normal spells and that nothing mechanic-wise was added, maybe even lost some too, to simplify the job further?". I think most people back then liked it because it felt more "traditional" to FF summoners in other FF franchises. At least that's what I got from everyone in the official FFXIV forums discussions on SMN.
Didn't see a single person complain about the kit when it was revealed. Now apparently there is "hate" on it lol.
i was going to main summoner when EW came out but when i got the job to around 58 i gave up on it. the job feels like its completely missing something engaging even with demi summons.
@@tyhjyys You only got half the spec at that point even. There's a lot more to it in later levels.
Red Mage truly is the Jack-of-all-Trades, Master-of-None. It slings spells, melee, heal, res, and do your taxes. It's so much fun to play for me.
I definitely feel what u said about SMN being very simple, but i have to say that it's one of the things i love from the job, the fact that it's simple, and i can pretty much focus on the mechanics and other points in a fight.
it gets boring? sure, but i could say that everything after a certain amount of time and repetition gets boring. still i think they would benefit a little of a rework on ifrit, and maybe changing a little the aetherflow mechanic, i think it's one of the most disjointed parts of the summoner kit.
Black Mage is my favorite dps by far. Simple and easy to understand, but playing it well and making the most of burst windows is hard in a way that isn't just pressing the right buttons in the right order. Fucking up its rotation isn't very punishing either cuz it doesn't have a bunch of attacks that you're only meant to use in burst windows. The level of control you have in your rotation is fantastic, something I wish other jobs had going for them. Also love how your instant casts are valuable movement tools, so I'm not just pressing things on cooldown, and I'm having to adjust my rotation to each fight, which keeps things fresh. While it might have a very high skill ceiling, I find the lack of punishment in your rotation very nice. Even if I'm not doing great, I'm always having fun, and that's what's most important.
You do have a constant timer that other jobs don’t, though; drop enochian for any reason and you dip below rdm dps without any of their utility. Speaking of which, fights with 15+ seconds of unactionable downtime (like p6n) make all blms cry 😭
@@TheOptimistDelusion as long as blms have at least one fire or ice stack thingy, enochian will be active so it's actually much less punishing compare to the "old" BLM where enochian is actually a separate skill.
and for 15s+ downtime, good blm will just stand there transposing to stack polygot assuming they already spend both stacks before the downtime.
@@phamtuan1840 "Unactionable downtime" means you can't use actions like transpose during it, meaning you WILL drop enochian in those fights whether you're a good black mage or not
@@TheOptimistDelusion ah yes now i remember these QTE things.
I use Red Mage as my main coz I'm a casual, but there is immense satisfaction in doing Black Mage well.
There was one run through The Dead Ends dungeon where I was just doing everything right for some reason. I guess everyone noticed coz i got all the commendations after said run.
Black mage is my job to go most of the time, but rdm's utility is great to bring in something like ultimate prog, so I alternate between the two.
I think what's missing from smn is a way for the energy drain/fester stuff to fit into the rest of the job instead of being slapped on. They should find a way to integrate it into the job, maybe provide a buff to the next summon so it matters how you use it.
Maybe have it buff carbuncle and give him another ability
Maybe use it to unlock a third demi summon
Literally anything
Literally anything would be nice. Especially just having Carbuncle spam tiny attacks like it used to would make the job feel like a pet class again. Seriously just -10 the potency of every spell and have Carbuncle spam 10 potency attacks. And instead of "Fester" which hasn't made sense since we got rid of rot and decay spells "Bio" and "Miasma", the charges could be used to empower the next Carby spam. Same damage, same usage, no change to rotation even. Just would actually feel like a pet class. Now, I love the Summoner rotation and gameplay. And I love summoning the full-on primals. But they're just attacks, not allies or pets, and Carbuncle is just a cosmetic piece. I love it... but I would like it to feel like a pet class again.
@@SapphireDragon357 I do miss actually summoning the mini egi’s. Half the time I don’t feel like my carbuncle even needs to be there, especially while doing lower level dungeons. Most fights at that point don’t have unavoidable damage meaning there is no reason to have it out before you get searing light aside from it getting replaced for like a second when summoning a primal
I'd rather they just remove the system, you're encouraged to just hold festers for bahamut phase so its boring anyways. Smn needs something to do in case your party wants to hold raidwides, since your entire rotation is held hostage behind bahamut. Also a gap closer on the gcd is absolutely horrid
@@SapphireDragon357 I don't understand how people can justify this abortion of a class because of the big summons, I turn that all to low, small, and/or off so I can see the fight. It's a boring class and rdm just completely outshines it, you sacrifice like 1-2% damage for an insane raid mit, the ability to hold multiple burst windows, and an actual rotation without crit fishing
@@VForceWave yeah the fun wares off. Thats why im hoping they rework the abilities to actually synergize with the rest of the toolkit to add some complexity to it. It felt good to fester before because it got buffed based on your dots.
I mean honestly if they just gave us our dots back id be happy. No reason why we cant have them and the current summoning. And plenty of summoners in old FF games like Rydia and Terra literally start the game with Bio in their spell aresenal.
And carbuncle needs to either be removed or given more abilities. I dont need or want a cheerleader lol
I believe for Red Mage you forgot Reprise, which is a ranged strike that eats up some of your Mana. It's often forgotten but it's more useful than people realize. In Endwalker I haven't used it nearly as much as I did in Shadowbringers because of how Acceleration was revamped to work, but if you're out of Swift Cast and Accelerations, then if you need to still keep moving (let's say you're at like... 30/30 mana) and you've got something like Pantokrator going, then taking a few hits of mana to keep moving and maintain DPS is the best move. In Bozja, I watched a RDM time out on a Duel with Lyon despite doing everything perfectly simply because they never used Reprise. The DPS from Reprise does a ton to keep your pacing. It's some advanced RDM stuff that requires some degree of fight knowledge. Usually you're planning your Accelerations and Swifts around being forced to move, and they haven't thrown out anything that keeps you moving as long as Pantokrator did yet, but it is worth knowing.
It's also a great finisher to squeeze out a last bit of damage when the boss is juuuust about to die and you can't get any more casts out :^)
It sets you more than 3 GCDs behind. You don't *ever* want to use that shit anymore this expansion. If you run out of instant casts you need to replan elsewhere. They might as well remove the skill, it's a noob trap at this point.
It isnt advanced because if you use one accel or swift cast every other rotation it causes your ogcds to not drift so you never need to reprise. Just learn the fight better. Reprise is what ruin 2 was for old smn something you should never use unless you are progging for the first time.
Here is what the balance says
question Should I use Enchanted Reprise?
With a cost of 5|5 mana, Enchanted Reprise drains a large portion of our Black and White mana and its recast time has been increased to 2.5 seconds. This means that Enchanted Reprise's only uses will be for movement when all other tools are depleted, and to get one last hit on a boss if there is not enough time for a full Dualcast before it dies.
@@Takkunda which is also what I said. I mentioned that since Endwalker came out you rarely use it, but we also haven’t had any mechanics like Pantokrator that would force you to keep moving nonstop for over 15 seconds. I specifically used Pantokrator as my example because that was a mechanic that ate up movement resources and kept you moving. And if your counter point involves just holding the melee combo, then you were at high risk of overcapping. The way Red Mage was changed has made it where Reprisal isn’t as useful as it was before but it has a place. There are smart times to use it.
I've enjoyed them all though definitely played black mage the least. Sometimes its funny going back to it after I've lost all button memory so I'm stuck trying to remember which purple button does what - double points when a friend's healing who hasn't in ages and trying to discern all their healing buttons lol
I just opened this video out of curiosity and to listen while I work, and even though I main BLM and have it at lv 90 I discovered two new things: that Fire4 has a longer cast than recast (so Triplecast is a DPS gain), and that Umbral Soul refreshes the Enochian timer so it's good to use during downtime. I always wondered when to use that darn skill. Thanks!
Big disagree about RDM having the least mobility. Not only do they have dual casts on every spell but they also have 2 accelerations, a swiftcast, and a huge 12.5 secs of free movement for every melee combo they do. Even if you used your 2 triplecasts, swift cast, thunder proc, & ice paradox as BLM, a RDM could easily move as much just doing 2 melee combos and STILL have other movement tools in stock
Was gonna say the same. Would also just add that RDM generally loses about the same from just holding a mele combo (instead of using double mele during buffs) as BLM loses from using (for example) a fire paradox with triplecast, as well as worst vs. optimal triplecast usage being a similar potency difference to just missing a gcd on rdm.
Also it is very easy to manipulate your 1-2 -2-1 type dualcast rhythm to fit with when you need to move, and overall blm just has to spend more than 2x the time casting compared to rdm.
True, but those melee combos require you to be in melee range. They don't really help if you have to move out of melee for a mechanic.
I wouldn't say it has a ton more or less, it's just sort of rearranged. You don't have the freedom of teleporting and on-demand Triplecasts to fuck off across the map at will, and you need a bunch of melee uptime that isn't demanded of BLM. But in exchange you basically have a 5x longer slidecast window, which is fantastic.
@@yeoldpubman You need literally 3 seconds in melee for the melee combo. The rest of it is all ranged finishers. As much as I love both jobs, I can't think of a single mechanic that could be handled more easily as BLM than as RDM, especially since using triple/swift to cast anything other than F4 or despair is a straight up dps loss and feels terrible
@@TheOptimistDelusion Anything that is continual movement without being close to the boss (and even then) sucks on RDM. For example, doing the mesohigh tether during Ultima's Annihilation mechanic in UWU is something BLM and SMN can do easily, but RDM needs swiftcast, acceleration and still loses GCD uptime. Act 4 in p4s comes to mind too, it is equally bad on BLM, but at least BLM has AM.
RDM has an image problem with regards to its mobility, you'll be treated like you have full movement and be expected to do things like the swap for intemperance in p1s as a RDM, whereas this would never be expected of a BLM.
I absolutely love Red Mage, I have most jobs leveled at this point and I feel like RDM got the most love of all the jobs in Endwalker. It's hard to explain but everything they tweaked, everything they added, the new sound effects on the finisher combo, the unbelievable amount of utility, it all adds up to be the coolest most satisfying job in 14 right now.
RDM has a rotation that is easy to pick up, sure. But I think with the current giant hit box and 2 melee meta it becomes pretty challenging to optimize. Your corps à corps and displacement becomes useless and being given a range spot can sometimes put you out of range of the giant hit box so you can't perform your melee combo. So there is a lot of planning, management to do to avoid over capping while having a 2 to 3 combo during every 2 min windows that always happen during shitty mechanics. Technically you should aim to Manafication and emboldment in-between your melee combo and you spell combo so you can get 2 spell combo in that buff window. That's a big damage increase if you accomplish that. But then Manafication and Emboldment start to drift eventually...It's a big mess and I feel like teams tend to be more open to adjust for a mobile BLM over a less mobile RDM because of BLM's past reputation.
P6S = good corps à corps + displacement possibilities
P7S = completely useless movement skills on a fight with so much running.
hmm when i finally decided to make smn work (before the big change) i first spent weeks maybe even a month practicing on the rotation so i woudn't have to think about it, which then allowed me to learn how to move and adapt given the situation. i've been gone for maybe around for 2 or so years and when i initially saw the new smn i was (and still am) eager to try it out. i'm keeping an open mind but it's alittle perturbing to hear someone say that it's easier than rdm now.
It's an easier damage rotation than Scholar now, not even joking.
@@trustytrest after playing it for a couple of months i still like smn alot. Nice comfy job now where all i have to worry about is mechanics of the fight. making things go boom is also nice.
Red mage is absolutely my favourite caster, but having summoner levelled by nature of playing scholar is a really nice bonus. Great to pull out summoner for unsync content and hunts where I just want to blast away with less care.
Yea, I understand that you're comparing the classes against each other - but having a freely leveled healer in your pocket does impact what you get out of the SMN when playing the game as a whole.
I've been waiting for this video all my life!
It’s still such a shame what happened to summoner, it’s hardly even a caster anymore it literally just has to cast 3 times a minute and you can just swiftcast one. The reworked summoner makes dancer look incredibly complex by comparison
i personally love it. i just couldnt do the old ones but to me its fun now /shrug
You can tell they kept it simple so that it was easy to add onto it in future expansions. With the news on them making big adjustments on DRG and AST soon I suspect a lot of jobs are going to get similar treatment. They have to open up design space,
@@GuyAngon
I really hope they don’t do too much to dragoon, it’s one of the only jobs left in the game that feels completely unique from everything else and not just another melee that has a resource + a gauge you spend 50 of on a single target or aoe ability
@@GuyAngon
Also, it doesn’t really do anything for now to be fair, with how they changed smn and monk, they both barely change from 60 onwards, summoner pretty much doesn’t change after it gets it’s 3 summons and it’s dreadwyrm precursor, just some insta casts at 60 and a few off globals all the way up to 90. Really feels like they cut a lot of corners with the reworks for endwalker, summoner especially feels as bare bones as other jobs do when they’re synched down to 50-60
@@GuyAngon
It’s like they’re purposely making jobs with minimal buttons just to make their future development of them easier for them
For job identity I just can't do black mage. Never liked staff welding magic. I'd rather cast from a book or hands so I like SMN. I may try RDM
I like what they did with SMN but I agree it's TOO simple, but it feels like they brought it to that level so that in the future there is space to expand on the rotation and I am excited for that.
Great versus as always!
My personal hope is the Aetherflow related spells get a more thematic look next... perhaps Alexander...?
Honestly would like to see Ramuh, Leviathan, and Shiva come out during the phoenix cycle.
they are not going to expand on the rotation. the current version of smn is what is considered complete and finished, and no further additions are necessary. look back at stormblood mch, which had most of its nuance shaved off in shadowbringers. people literally said the exact same thing - they were bringing down mch so they could expand upon its simplified moveset in the next expansion. and that never happened in endwalker
history will simply repeat itself next expansion. you'd be foolishly optimistic to expect them to do a complete 180 from how they handled mch, they have been stubbornly sticking to this simplified design philosophy. there is no reason to believe they would ever intentionally expand upon any job's rotation in the future, rather than condense and simplify it
@@aliasonarcotics On the other hand, the same was said about monk when they revamped it in SHB and they DID expand upon it in the next xpac. Tack that onto smn having a lot of iconic things they can pull from and aetherflow/fester/post phoenix phase being prime targets for that. I'd say smn has a rather decent chance then.
Hopefully, down the line w/ SMN, instead of 2 phases of Garuda, Ifrit, and Titan we will get Shiva, Ramuh, and Leviathan. That way The Rotation is:
Bahamut/ Garuda, Ifrit, Titan/ Phoenix/ Ramuh, Shiva, Leviathan/
I think some people are advocating for Triad summons but those would be cool to have as well
Don’t know what a Leviathan summon would look like though
That's exactly what I've been hoping for too. That'd be freaking amazing
There are people who want this for sure. But as someone who's entirely indifferent to it, they would have to offer something other than just reskinning the existing attacks to be worth it for me. I personally don't care enough about what the summons I'm doing look like to really advocate for more summons just for more summons.
@@anthonydelfino6171 Yep. The glitter crayons need flavor. If it's just dye coloring it all tastes the same.
I don't think more LEGOs will help it feel less bland. IMO, a more interesting scenario with additional LEGOs would be to have multiple summons in tandem, and have the combinations produce different effects. For instance, if you were to summon Ifrit and Garuda together, you'd get a combination effect off Slipstream, and Ifrit's hard casts would go out faster. Then once both summons have been used, they get locked out until your next Bahamut or Phoenix phase like how they are currently.
With this new summon system, maybe next expac ifrit, Garuda, and titan could be changed to Ramuh, Leviathan, and Shiva when you go through the second time around :D
The sad thing is that’ll probably be all they do, not address any of the jobs problems, just slap a new coat of paint on existing abilities with some potency buffs and maybe new astral flows if we’re lucky
Red Mage best mage!
Idk I made 1 and got instantly bored dealing with black and white magic
@@Tailionis Sorry to hear that. Not sure what else you want me to say.
@@Falvern57 say I'm right and the class is too tedious. Better to play a melee, ranged dps, or even a summoner
@@Tailionis I don't think I will. Sorry.
@@Falvern57 than don't ask me what I want you to say. Just a disappointment
I remember when I first started FFXIV, I levelled ARC with the intention of playing SMN but stopped around 75 in ShB and picked up SCH which I surprisingly enjoyed a lot and is now one of my mains. With the new SMN, it feels much easier to play but unfortunately, I still don't enjoy it as much as RDM which is my caster main and BLM.
So yeah, BLM is more mobile than people make it out to be, but I dont think it is the most mobile as you were saying. Smr only has 3 hard casts in its rotation. Thats less than samurai. Yes, there is xeno and procs, but the main source of damage is f4. and you only get 7 free casts every 2 mins or so. Compare that to SMR and its a free comparison. But against red, its hard. every other spell is a free cast. not to mention their burst window is all free casts. I almost got a set up where i can do triple resolution. get to 99/100 and then double scorch, and cast embolden on the second holy/flare, then cast mana for that sick 3rd resolution. then you are really close for a fourth resolution. Idk if this is the best way, or optimal, but i am almost always at the top of aggro in most fights. Mind you this is all from a scrub who only picked up the game and is still figuring everything out.
but for the most part yeah I agree with you. Red is best for a number of reasons. it's just hard to beat so much utility.
I don't think he said BLM is the most mobile, only that RDM has worse mobility than BLM. No one disputes that SMN is the most mobile. But RDM's mobility is much less flexible than BLM. Sure, over 50% of your casts are instant, but you can't control when you dualcast. It's like you have wasted mobility when mechanics aren't happening, but not enough mobility when mechanics are happening. Compared to BLM, which can (in my estimation) get nearly 40 seconds of continuous instant casts if you burn all your resources at once
I'm hopeful the next expansion will bring some more complexity (like a Shiva phase) to Summoner, and a brand new Caster DPS :D
agreed, though maybe Leviathan instead? I welcome either.
I hope they give each phase a second Astral Flow technique, there's so much potential for expanding on each phase and giving them distinct mechanics and personality.
The thing is, we have only seen Shiva summoned via taking possession of a human host. So uh... maybe we BECOME Shiva? Males players too?
@@cosmosofinfinity nah, just doesnt feel right.
I want the choices in "primal stances" to mean something and not just a spam-it-all-to-refresh-your-biggest-dps-spike-bahamut/firebird kit. Something to work with, a timeframe or conditions to maintain (just like the old SMN ahaha)
Not finished hunter log? That little lady bug at 4:03 in top right gave you away :) Dont worry, I do not have those all done either. :)
we need one of these for melee dps!!!!
I'm a summoner main and while i love the new summoner, i do agree that it feels a bit too simple. I don't mind that though, part of why is because in my friend group i'm the first to figure out mechanics and therefore i typically end up doing callouts so the baby mode rotation lets me focus on learning the fight mechanics to keep my friends up, as well as so i can come back as scholar later without worrying about dying to an easily avoidable mechanic i just didn't know about
which is best to choose for trial players?
Also, I really wished Carbuncle Auto-Attacked rather than stand there lookin' cute. LOL
Hells ya Red Mage for the win! Thanks for the videos. Maybe a stupid question, but how do you have striking dummies in some overworld locations that aren't a town? I saw Laby and Thavnair. I know in dungeons you can explore mode, but how do you get that for overworld locations? Or is that video trickery? lol
In WoW I've always played melee dps or tank but since ff14 I play redmage and love it (and red is my favorit color)
Its just so fun to play, and I like it to support my group while being a dps.
Something I feel you should have mentioned with BLM, You will struggle using it with high ping. Weaving between Triples is fine, but weaves after normal casts will hurt your rotation badly.
Im high ping blm. Its true that normal cast is really bad to weave. But lv 90 job skill actually gave a lot instant casts to weave, xenoglossy, paradox on ice phase, despair to bz3, fire 3 after ice phase, thunder proc/firestarter, swiftcast. But you need to plan ahead
You’re not supposed to weave after normal casts; that’ll clip your gcd. You only weave after instants or after fast F3/B3, which makes it pretty ping friendly imho
I'm one of those odd ff14 players who bops between toons and jobs and SMN is the one that I can not play for 2-3 days and STILL go into a dungeon, straight off a gap, and play well. I know this doesn't matter to a lot of people, but for me, it's important.
Here's a question for ya. Is it more practical to use Jolt -> Verthunder/Aero, or use the AoE's in place of Jolt.
Here me out on this. Jolt gives a higher potency, this is a no brainer. But the AoE's Verthunder/Aero II both give more White/Black Mana, which would result in more frequent melee combo's.
Thoughts? Is it more beneficial to have more raw potency, or more mana generation for more melee combo's?
I think it's something you could experiment with but I don't think you would want to do that all the time. If you play savage, you will see that there is a challenge in choosing when to use your combo/ when to hold on your combo so you can burst with everyone. If you overcap your mana too quickly that will screw you.
BLM and RDM are two of my favorite jobs in the game.
I started the game a year ago as a Summoner, and could never get enough of it! Tried going main Red Mage after it, mainly because of the hype, but never really liked it as much. 😅
Black Mage was my personal nightmare, just glad I'm done with it for good 🤡
The whole reason I started off with Summoner back in HW was because I've always loved the summons from previous FFs, and Yuna is one of my favourite characters ever.
And I was so damn disappointed when I found out I wasn't really a 'Summoner'. Just a dot class with some pet stuff thrown in. I got sick of it in ShB, and hung up my Summoner Dong and moved over to RDM.
But now. I don't care if its simple or boring or blah blah blah. This is EXACTLY what I wanted from the job, it makes me so happy knowing I'm an actual SUMMONER now. The dopamine kick I get every time a summon is out .
It is once again my main, and I'm so excited to see how it will be expanded upon in 7.0. I often play SGE for roulettes, but that's cause healer queue. But Summoner will forever be my baby. I haven't gotten bored of it yet!!
I'm with you. It drives me nuts to see so many people being down on it because I've never had a job capture its feel so well as Summoner does, and that's way more important to my experience than feeling like I'm the big brain badass for playing a needlessly complicated job.
That said, I desperately want options to summon Leviathan, Shiva and Ramuh to be added as they expand the job later down the line. but I think they're off to a great start.
For summoner I wish they had gone the other route. Or nevermind that, I wish there was a dots focused rol of sometime. Cause that's what I always try to go for in rpg games that allow it. And I'd like to see a job fully built around it.
If they add more summon phases, it'd be cool if one of them was DOT-centric. Like how with Garuda, we get to drop an AOE for a time. I've always loved summoner since 2.x, and I love how it is now, but I really miss my DOTs giving me something more to do.
I would also like a more dot focused dps role, but summoner wasn’t a good thematic fit. I get the new SMN rotation is less engaging, but at least it’s more in line with what final fantasy summoners should be.
Blue Mage has some juicy dot abilities, but alas it’s not a real job 😫.
Casters feel like they're in a really good place, with BLM being the true caster offering tons of destructive power, RDM offering more utility than you can shake a stick at, and SMN being a more beginner friendly caster that still pumps out good numbers--it kind of feels like it does MCH better than MCH.
God I love red mage so much. It's simple, but what's there has some nice foresight or just making MVP moves with magic barrier or verraise. I still remember the first time I tried a dualcast rez in desperation and saved what would have a wipe with a dead tank and healer in that Dohn Mheg. Such a satisfying class to play.
Red mage is my go to for a new raid as well when i want to dps and i know alot are gonna die, makes clears abit better when your used to being a rezmage haha.
i am a sucker for huge AoE so i am rocking SMN since i joined into this game in HW, so glad about their rework in EW and kind of dont understand many guys hate it for its simple rotation, i mean i play SMN because of it is SMN, not because i am a fan of complicate rotation
i mean, it's within your own comment. You play smn for that, other people played for what it was. And it's fine to dislike it, it's not like the reasons people dislike it for are illegitimate
I just like that the old SMN had nuances and little bits to optimize. Things like needing to complete a rotation within a timeframe or maintain buffs or debuffs to get optimal DPS. The new SMN feels like button spam. Spam out all the primal stances to get to the next Bahamut/firebird asap. The only thing though, is if I want to instant cast, but even then, you'd have to eventually spam all stances anyway, which isn't very satisfying imo.
Some groups actually consider BLM to be a melee that uses caster LB instead of melee LB, because it simply doesn't share most of the traits as the other two casters (tough to keep uptime on mobile fights, no rez).
Some guide writers say, "prog without a caster that can rez is not recommended"; for them it means BLM is either a second melee, or simply cannot be the sole caster of the group.
I did dsr as sole caster black mage. It wasn’t too bad considering the fact that pretty much any death results in a wipe anyway 🤡. For EX and savage prog though, rdm’s comeback potential is busted
I looked away from the video for a bit, looked back, and thought “wait, why am I seeing Revenge’s avatar?”
As a summoner main, I agree completely. It’s too simple and while I’m pretty sure they’re going to add some weaving next expansion(in two years), it currently doesn’t feel satisfying to play. I honestly played Summoner back in Stormblood cause I got to press all the buttons (literally that one Larryzaur vid), but now it’s pretty brain dead. I’m all for accessibility and understand that not all jobs have to be complex, but a little more action wouldn’t hurt.
Hate what they've done with the Summoner in Endwalker. Can't force myself to touch it since then.
Versaved by RDM as always... ver.
I love RDM! It’s my favorite class now. Hasn’t replaced my love of old summoner but I won’t touch the new one anytime soon until ima ready to level up all classes to 90. And even then it’ll be the very last one lol
I feel like when people say that summoner is too simple now, they dont actually remember how it played before. Summoner had 15 seconds where it was overly busy follwed by 45 seconds of healer like filler rotation with 1 spell and DoTs.
i'm a sum main and the aesthetic in new summoner is perfect but it feels empty, THAT BEING SAID, it is a great job to play if you are the raid leader or making calls because it is the easiest class in hte entire game by far now. i was raid ready and playing on autopilot before savage even came out for pandemonium. raid can be stressful for me so i appreciate the simplicity
Another con for smn is if you die and get ressed you're stuck as a Ruin mage until your next Bahamut phase. If you're lucky, your next phase isn't far off and you can get back into your main rotation pretty quickly, but other times you're stuck waiting for a good while.
Not true, you keep your unspent gems upon death
@@magnusaber1 I'll admit I don't play summoner that often but it has been my experience that I can't do anything but Ruin until my next Bahamut phase post ress. Maybe it's only happened after I'd already spent my gems so I never noticed, I just know I've had to wait 10-15 seconds to be able to do anything else before.
Legit question: does anyone actually look at the flying damage numbers in real time during a fight? I find my attention is usually spread between mechanics and making sure I’m doing my rotation properly. To me, the flying text is just noise and I have it mostly turned off other than the pop up telling me my target is invulnerable as a reminder to not bother attacking at that point.
The only way I know if I’m doing BIG DAMAGE is to check my abacus after the fight.
I wonder the same thing. When people talk about seeing big numbers on BLM and that being exciting, I literally never "see" my damage numbers, because I think the floating combat text is just so bland looking, and unnoticeable I just block it out of my mind.
I'll just check my spreadsheet\calculator to make sure my damage is good :)
Me too, I never understand this feeling of doing big numbers because my brain basically ignores those numbers so I really don't "feel" the damage as much. I only feel it when doing big pulls and seeing the mobs evaporate, that's when I feel strong
BLM main here (tho that does not really matter). FFXIV fights are designed in a way where you have to focus a lot on mechanics while learning a fight because everything is new. But after a while you realize what phases demand your attention and which phases dont because there is nothing important happening (for example during tank busters or raidwides, a dps job is just doing its rotation without anything else to do). So you get a lot of phases where you can just look at whatever you want. Damage numbers itself are not that important to me personally, but I look at them from time to time. Like when we are progging the current ultimate, there is nothing else for me to look at during Thordan. I have done that phase countless times by now. My hands are pressing the same buttons every single time. So I just watch the big numbers. But they are not the reason I feel good as a BLM. There are a lot of jobs nowadays that can actually produce bigger single hit numbers than BLM. The feeling of power comes more from how impactful every single spell feels. Because you have no OGCDs, every single hit is spaced out far enough to feel good and the animations for BLM spells are absolutely killer in my opinion. Just knowing that I pump out significant damage with every singel F4, despair, paradox, xenoglossy (which is like 90% of your rotation) is amazing. Other jobs have so many buttons that feel unimpactful. The first two buttons in a melees combo for example. Or other jobs are so fast with their ogcds that everything blends together into a samey feeling.
Not all the time but i know i do pay attention to it eventually once you learn a fight like the back of your hand.
I also don’t pay attention to damage numbers most of the time, but as above comments put it, sometimes there’s nothing else for you to look at, and it’s always exciting when you crit and you know it. I personally lookout for Xenoglossy dmg during the opener or other ‘downtimes’, for lack of better phrasing, and hope it gives me something above 50K haha
I was so scared of playing BLM (even lvling it up felt awkward) that I never touched it again, after I maxed out my jobs.
Tho it does look super cool, I really want to learn BLM and want to be good at it xD
I enjoyed lvling blm so much more than doing any endgame content (thus far); I just prefer its simple aoe rotation I think lol
Blm has a very disjointed lvling experience where a single buff or move being added will change the whole playstyle and it is very awkward. If you're after the "caster" feel then it's good.
@@00yiggdrasill00 yup, I love to play caster. Gonna try out the no ice blm on a dummy
as a warlock main from wow im looking for a dot playstyle. playing a mage type with the freedom of walking around doting everyone up and tracking all my dots was fun to me. any suggestions which one to pick? i guess summoner is still the closest one to a warlock, right?
Afaik the only job with dots right now is the bard which has 2. It also does have the freedom to move around since it doesn't have abilities that have cast time, but I wouldn't say that it feels like a wow warlock.
@@lumberfoot2004 well in this case im gonna try something new. samurai looks fun and bleach is my fav anime so thats my choice. thank you for the answer. stay safe.
I fell in love with Summoner and Black mage come endwalker after maining Red mage through Shadowbringers the change to acceleration threw off my groove until I got used to it. I still want Square to add Shiva, Leviathan, and Ramuh after Pheonix phase. Keep with the same flow Shiva to replace the rapid fire of Garuda maybe? Or maybe Leviathan rapid fire water, but drops a whirlpool to match the aoe that phase has already. Ramuh replacing Titan for a lightning shot from your book to weave in a larger airborne one with some aoe like plainscracker. Shiva to replace Ifrit simular dash in and slam down for a giant ice spike. And I think the summon attack as well would be cool to see Diamond Dust, or Judgement Bolts being dropped on mobs. Just a thought I've had since playing new summoner. Anyone else?
I've said the same thing about smn
I found I really disliked the way Red Mage works because I'm prone to occasionally hitting the wrong button, and with RDM hitting the wrong button means the *next* button I hit will also be wrong but with the added punishment of a looong cast time that I then have to move to interrupt and start over.
That, and being expected to rez everyone all the time. No, I'll save the healers if they both buy it but it's not my job after that.
Interesting how your ranking of RDM jumped from 3rd (ShB) to 1st (EW). BLM really is my first love but I no longer have the time and dedication needed to be confidently and consistently good at it. If BLM was a sports car, RDM is a Kei car - engine's not that big and it won't go as fast, but it can take you most places without fuss. (I have no idea what car analogy SMN would be)
A taxi, it'll take you there easily, but it basically did the Job for you.
@@Itjustdotbh 😂
As a SCH main, SMN is mostly there when I can't play healer or need to clear unsync content, and that's kinda sad.
Being simple isn't bad, every job type, Tank/Healer/Mage/Melee/RDPS should have one really easy entry job. We already have it with tank(Warrior), Healer(WHM), and Mage(Summoner), though I wouldn't know much about the melee jobs if there is one on par with ease of play as these other three, and I don't think any of the RDPS are as easy to play as WAR/WHM/SMN, but that's just my opinion.
In terms of melee dps, the closest to a braindead job is probably SAM now. Even then, you have to pay attention to your dot, hit positionals, etc. I haven't played it at max level but DNC is pretty straightforward. The rotation is probably on par with SMN in terms of complexity.
Simple jobs aren’t bad but when you take a hard job with a dedicated player base and turn it into a brain dead job there is a problem and can you believe the are wayy more easy than white mage?
Dumb take incoming: SMN feels like it's the healer of DPS jobs. SE basically designed themselves into as corner with it's simplicity, and as such they can't/won't do anything to it cause making it even a bit more complex means driving away some people who prefer that simple play style. Now, situations not as bad as healers, since that simplification was done to entice people into an entire role rather than one lone job, but...I get we need to have one simple "braindead" job, either for people who can't do something more complex (ie RSI), don't want something complex, or even just something to direct sprouts to so they have something simple to start with. But why did they have make SMN this simple job, rather than a new one?
I agree. I understand having a simple job for those who want it but don't turn a existing job into that. Make a new job to fill that need
this doesn't really make sense considering rdm was already the 'simple' caster in shb. there was no need to simplify smn this badly, that niche already existed
I feel like Red Mage would fit the healer of DPS castor job better than SMN and doesn't it make sense that RDM would be the simple castor job though?
Thing is there was already red mage for that, they ruined a perfectly good job for no reason, it’s such a shame to see, started the game as an arcanist and played summoner all the way up to endwalker but I just don’t play it anymore I don’t find it fun at all.
I know they’ll never revert the changes but shadowbringers smn was the best job in the history of the game imo
Yeah I felt that was reaper and dancer
Im surprised that rdm has lower dps then smn. I guess it got abit better after the buff
I wish rdm has stayed stronger but I understand it. Dual-cast raises and magick barrier mean rdm has really powerful utility ✨
RDM ftw!
Eh I think summoner puts even less emphasis on the pets now that carbuncles only use is for the shield
I mained BLM for years up until I beat ShB and started dabbling in healing and now I main Astro. As far as DPS goes, I have SMN but that doesn't feel very complicated. I returned to BLM to dabble with it again and I feel like I have NO idea what I'
m doing. Not a good feeling. I maimed it for years YEARS and now it is so foreign to me. :(
No blue mage section 0/10
The first rule of blue mage is we do not talk about blue mage!
I respect your choice and love your feedback and opinion, but this is the first time I've disagreed.
When I think DPS, I think.. damage. Utility is nice and mobility can help, but that emptiness, simplicity, and blandness you feel toward red mage and summoner both IS the skill ceiling; it's the challenge of weaving your spells and knowing your rotation and when to go outside of it. It's the difference between spreading a class too thin to do it all or dedicating to what you're good at, and that's why black mage feels so satisfying when you're able to master it.
I main magical DPS and am just now reaching the end of red mage, and it's probably my least favorite. Red mage has always had the reputation of being the jack of all trades and I appreciate that. It's a good, friendly class that anyone can jump into. But the soul of it is missing, while summoner's was ripped out. Both are missing that feel-good skill ceiling and dedication to their craft, but I couldn't tell you exactly what it was that needs done to fix that.
Either way, when it comes to damage dealing with your DPS, it's black mage. It always has been and I hope it always will be. It's what it do.
Of these 3 I pick Blue Mage, the only one fun and cool...
I don't know. Does BLM actually have big damage? Compared to what? Is it worth the hassle?
1. Yes
2. Compare to SAM (If you take a look in FFlog BLM is on par with SAM in every type of dps r/a/n)
3. Yes?......I guess? Taking a look at it's con 3 of them is actually forcing you to be better overall Fight knowledge/Planning and Positioning.
@sneaky7615 it is not worth the hassle don't deceive them. Melee jobs are wayy easier and deal more damage and have instant casts
@@lushdontu4015
"it is not worth the hassle don't deceive them"
I don't know man I couldn't say what is or what is not a hassle for everyone that just depend on them. To me XIV's community really exaggerating the difficulty of BLM to the point that it made people scare to touch BLM.
"Melee jobs are wayy easier"
I'm not going to answer OP's question with "lol just play melee why bother play caster" when he specifically ask about BLM.
"deal more damage"
In what type of damage? Like I said BLM is on par with SAM in every type on dps in fflog.
I tried red mage once. It was boring. I tried “summoner”l but the shitty leveling experience made me drop it like hot lead before even getting the soul stone (I WILL level it up someday, maybe in a couple years? and no, I’d rather waste money on emotes than a boost)… BLM has a special place in my heart… I started out as black mage, so the horrendous leveling experience was just what I thought life was supposed to be in FFXIV. It was my first 90 job and the only ranged DPS I like to play. I also realized I SUCKED at it once I started looking at DPS meters, but after months of practice I’m now usually top DPS in my favourite raids.
BLM when you want to flex
RDM when you want the team to flex
SMN when you want to finish that load of Landry you’ve been neglecting while playing
I feel like BLM would really benefit from a raise that dooms the target (maybe with 30 sec. timer) Just to make it more viable for progressing high end content.
I've mained a Summoner since I started back in 2.1, and I've stuck with it through all the changes over the years. I've played and leveled most classes but SMN was my go to. I love and hate what they did to it in Endwalker. The class feels like a true Summoner instead of just a pet class, and I really like that change. However the simplicity just makes it tiring after awhile. I might run daily dungeons with it because AoE nuking never loses its appeal, but I've swapped to primarily playing other classes because it's way to simple, and for me personally, boring.
I wanted to challenge myself so I took up BLM seems fun so far. I never touched Summoner so I'll give that a try next.
I think with red mage Mr happy forgot the enchaced moulinet the aoe combo in which you need 60 mana to enter the verholy/verflare combo good for aoe damage.., and the enhanced reprise while not being as good as the spells if you cant cast a spell because you need to move quickly it is a great thing to use for some damage output…
He specifically mentioned the aoe combo needing 60 mana.
Honestly I like SMN's simplicity, it's fun and easy to play and I don't need to worry if I'm playing well enough or if this run is as good as the last run because it's pretty consistent, chances are you're doing well enough if you're pressing the right buttons and I honestly love just cycling through the phases. But though it might not be so much the case now, when I first started playing PLD it was pretty simple too ( I mean, there's tank stuff on top of just the rotation but that's never really felt too hard). Before SMN was my go to caster, it was BLM, the rotation seemed simple, and I knew plenty of fights well enough, but I found with BLM after so much play time I had to switch job because it's just too much brain power to play for too long with all the preparing for upcoming mechanics and I felt super inconsistent on it and EW SMN was the nail in the coffin for BLM for me.
Ohhh here we go!!!! Time to get sucked into the game again!
I still can't wrap my head around everyone being so down on Summoner. I love it to death. I'd love to see it expanded later with more summons and a system where I have to actually make a choice of which ones I use each phase, but I'm still content with where it is.
You're not alone, friend. I like to flex my brain learning and mastering fights mechanics, not fighting with my rotation while it tries to get me killed like Black Mage. Imo, you can never master Black Mage, as the entire rotation changes with every fight, and if 2 things go wrong, you're starting the whole rotation over and losing massive damage. You can only master individual fights as a Black Mage, and have to learn an entirely different way to play the class with every new boss. Apparently a lot of people like that about the job, but I personally absolutely loath it.
For Red Mage, I love that it has a bunch of utility... but don't like that the damage is balanced down because of it, when THE FIGHTS aren't balanced to actually require any of it. They can't be, in case you have a Black Mage or Summoner instead. Basically, I have the same complaint healers lately have: I have all these tools that it's never truly necessary to use, but the class is balanced around having them at the cost of making the damage a bit more interesting.
So yeah, while I actually main DNC/BRD, of the casters I play Summoner, because I find satisfaction not in overly complicated rotations, but just how cheekily I can sneak in Ifrit's casts, and the satisfaction of mastering fight mechanics themselves, without having to base my entire rotation around them.
Everyone has their own preferences but monkey brain feels loss more than not having it in the first place. The job has been building up a complicated rotation over several expansions that allowed you to feel the success of both learning fights and the rotation effectively (similar but not to the same extent as black Mage) and all of a sudden they took all this work and replaced it with a very very simple thing.
Yes, some do prefer the new rotation while some preferred the old, but it’s the *loss* that caused the drama.
Previously a SMN main. I don't particularly like "overly complicated rotations" I just want something to do lol. Like juggling 3 balls, it's satisfying to be able to do so at least 70% of the time. The rest of the time failing the rotation lets me have something to work towards.
The new SMN would be like, here's one big ball now throw that up and down, your goal is to catch it with 2 hands.
If they added some sort of mechanic that matters, a choice as to why you would use some spells over others or an order to how you use your spells within a timeframe, it honestly would be this bad. Just something, anything to work with when I want to get serious and optimize my dps, I can press buttons and cycle through these "primal stances" whether or not I want to do more DPS. I don't have a choice, either I press buttons, or press buttons ~with enthusiasm~ making it feel very one dimensional.
Yes! Mr. Happy came through with the Casters!!
You seem to have misstated the summoner pros and cons. You said it has no utility outside of raise and Phoenix regen. But you forgot there that Searing Light is a raid-wide party buff.
He did mention Searing Light in the move list, but did fail to mention Rekindle, which is pretty nice for fixing anyone's mistake or relieving the healers after a tankbuster.
@@SapphireDragon357 at the summary of the pros and cons he said summoner has no utility outside Phoenix and maybe battle raise. That’s my point there and it’s something worth mentioning since black mage has zero party buffs
@@anthonydelfino6171 Fair enough
Unpopular opinion but I prefer summoner before 6.0 rework. It was the only caster job that I like and they kinda ruined the skills set for me. Nowadays I don’t bother playing caster dps anymore.