SMN Rework/Update Pitch (2024)

Let's be honest: Solar Bahamut is purely cosmetic and ultimately redundant because it does the same as Bahamut and Phoenix combined. There is already a Bahamut and there is no need for another one, it's even uncalled for since nobody really asked for it and many people were disappointed because we were all hoping for another DIFFERENT primal to be added, specially when there are already several existing ones to choose from.

If the point is to NOT be redundant and give each Primal a somehow distinct function and identity (or feel) Here's my pitch (or more like my cope):

- Keep Bahamut (the normal one), Garuda, Titan, Ifrit unchanged.

- Ramuh: (Purple jewel color) DMG to all targets when called (same potency as Garuda/Ifrit/Titan openers) BUT with a larger radius like within 8-10 yalms
Gemshine: Single target DoT (like BLM's "Thunder", 1 charge)
Precious Brilliance: Multiple target DoT AOE around caster (like Ramuh does, but with lower potency/duration than the single target cast, 1 charge)
Astral Flow: Refresh DoT OR spread DoT to nearby targets (like SCH's old "Bane" skill used to, 1 charge)

- Shiva: (Light Blue jewel color) Lower DMG (than Garuda/Ifrit/Titan openers) to all targets within 5 yalms when called BUT adding a brief (5-10 seconds) debuff to target(s) DMG dealt.
Gemshine: Medium range cone with low (Garuda potency) DMG to all targets in range BUT with brief (8-10 seconds) slow effect (2 charges)
Precious Brilliance: Wide arc (fore and flanks) low DMG (again, Garuda potency) around caster (similar to BLU's "Glass Dance") with a brief (8-10 seconds) slow effect (shorter range than the single target cone, 2 charges)
Astral Flow: Brief DMG taken reduction to self and party members (8-10 seconds meant only to mitigate the next incoming attack. Kind of like a PLD Sheltron but without the regen effect from Holy Sheltron. 1 charge)

- Leviathan: (Aquamarine jewel color) Medium DMG (than Garuda/Ifrit/Titan openers) to all targets in front of caster when called BUT with a knockback effect.
Gemshine: Long range straight line AoE (Titan potency) with brief (3 seconds) stun effect (just like BLU's "Tatami-gaeshi", 2 charges)
Precious Brilliance: Medium DMG (again, Titan potency) AOE with Hydro Pull effect, can be cast either on self or party member (1 or 2 charges)
Astral Flow: "Veil of the Whorl" effect not only to self but to all party members for around 10 seconds which counters incoming attacks with water DMG and/or a brief (3 seconds) stun effect at enemies when they hit you or any party member within the 10 second Veil effect (just like the BLU spell but party-wide, 1 charge)

- Phoenix: Just upgrade cosmetically to look more Light aspected (like the Rising Phoenix mount) since we already have Ifrit for purely Fire element.

- Physick: Either increase potency (or adjust to lvl while leveling) or remove it altogether because it is useless as it is now. if kept, upgrade cosmetically to be Good King Moggle Mog-themed.

- Resurrection: Upgrade cosmetically to be either Phoenix or Good King Moggle Mog-themed.

***WITH THESE WE GET A NEAT FULL ELEMENTAL WHEEL***

In this setup, at Max lvl, the rotation would go more or less like this:

- Bahamut is still your opener
- The next 3 Primals you pick now become optional, no longer mandatory. You would just need to pick ANY 3 Primals
- Ifrit, Titan, and Garuda keep being your basic damage dealers with the addition of Ramuh as DoT dealer to pick from
- Leviathan and Shiva would be more situational
- Phoenix unlocks not until after using all 6 primal jewels but just after 3 Primals OF YOUR CHOICE. This kinda fixes the monotony of the rotation
- After using Phoenix, ALL the jewels refresh and you can pick another 3 Primals from your 6 options so you don't have to use all of them always. Therefore, you can either choose to go full damage or strategize on whether the situation requires you to use crowd control or mitigation in each 3 Primal jewel window between Bahamut and Phoenix

Basically: Bahamut> Any 3 Primals> Phoenix> Any 3 Primals> Bahamut> and so on.

***ALL OF THESE WOULD NOT BE MEANT TO BE RELEASED AT ONCE OF COURSE, BUT MAYBE WITHIN THE NEXT 2 EXPANSIONS OR SOMETHING***

Yes, yet another SMN dreamer, I know. But I don't think my pitch is too out of the park. All of the skills already exist so there is nothing groundbreaking but it does give some variety by adding defensive/buff/debuff effect skills other than just damage and healing and that makes all of these doable.

What do you think?

SMN Rework/Update Pitch (2024)
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