Originally Posted by
Byrth
Okay, Avatar's Favor. This job ability is one of the most complex and unique of any in the game. It's incredibly cool and intricate, but is unfortunately pretty fatally flawed. There are some very potent benefits that can be obtained from it, but its design makes them unreasonable to maintain. Currently it works like this:
* When you use Avatar's Favor, you gain Avatar Perpetuation Cost -2~4 and your Avatar starts emitting an avatar-specific Aura in exchange for an unquantified (probably substantial) Attack penalty, Acc-10, Avatar MAB-20, and potentially other debuffs like Magic Accuracy.
* The potency of the Avatar's Aura starts quite bad, but increases over time (every 10 seconds it increases 1 tier -- 12 tiers or 2 minutes to max it at the moment).
* This Aura potency caps out at a point proportional to your currently Summoning skill. Every 65 skill seems to be a new tier.
* When you use a Blood Pact: Ward, you drop 2 Tiers (20 seconds charge time).
* When you use a Blood Pact: Rage, you drop 5 Tiers (50 seconds charge time).
* If your Avatar dies or is Released, Aura potency is fully reset when you resummon it.
* The Avatar does not gain the benefit of its own Aura.
This system creates a few problems:
1) Summoners cannot use BP: Rage more than every 50 seconds and accumulate Aura potency at all. -- This (and the damage nerfs from Favor) essentially restricts Blood Pact: Rages when the ability is in effect.
2) Avatars frequently die in current content fights due to AoE damage. -- This means that the offensive buffs provided by Ifrit, Ramuh, etc. from Avatar's Favor are not useful in endgame. They do not have time to build an appreciable potency before the avatar is killed.
3) Avatars are frequently unsummoned in current content fights to apply different BP Wards. -- This, combined with the Ward potency reduction of Favor, means that you do not build appreciable potency in a situation where you're swapping between Avatars to buff the party. For instance, if you were maintaining Hastega, Earthen Armor, Inferno Howl, and Crimson Howl, Ifrit would be the only Avatar that got substantial time out, and it is penalized 40 seconds due to its BP: Wards.
4) Avatars are frequently fighting alone in solo content and, because they do not gain the benefits of their own favor, there is no reason to use this ability. -- This kills another potential use of Avatar's Favor in endgame at the moment.
I would:
- Remove the Damage penalties and Avatar Perpetuation Cost reduction from Avatar's Favor.
- Remove the BP: Ward/Rage penalties
- Keep the wind-up mechanism, but allow Avatar's Favor potency to carry over between summons.
- Allow Auras to affect the Aura user. Stop being so god damned lazy, SE. Just create a second type of Aura already.
These changes would make SMN much more versatile and allow the job and this job ability to play a useful role in current content.