Summoner [suhm-uhn-er]
1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
2. Not a melee
Having high SMN magic = good.
Wearing full time SMN magic = stupid noob move.
SE are also starting to increase the potency of Ward pacts in line with Summoning Magic skill. Inferno Howl's Enfire damage is supposedly related to skill, and Carbuncle's new pact in the next version update will also have this bonus. It would be nice if they could apply the effect to old wards like Noctoshield though.
This is a weird one for me. Why the "over" the summoning skill cap? Should bonuses be locked in at specific summoning skill? For examples, summons skill 1~75..duration 30 secs, 75~150 45 sec, 150~225 1min..etc.
Plus, when Summoners level up... Suddenly your under capped again and have to level up just to reach the same potency? It's all very confusing to me.
Yea, it is only like 1-2 people over at SE that thought it was a good idea. Everyone else knows it is borderline the dumbest idea in history.
If they actually read forums, they would have spotted me explaining the stupidity of this system and how it had to be relative to the BP's aquired level so that at 25 you got 3 skill over the cap of Aerial Armor aquired at level 24.
I've always claimed that if SE had read my posts, the job would have been fine 2005 and never required attention again.
Meh, I won't waste my time repeating ideals on how to make summoning magic actually useful. (Conversation started yesterday about SMN with barely 150 summoning magic doing same damage consistently as those with cap and overcapped skill)
Pretty much agree with what's been said about it though.
If you want to outshine the part-timers, keep up with gear. It's all about mp recovery, and always has been.
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