First of all thanks for quoting my ideas as good ideas
Im going to enter the flame war fry and make very bold statemens but basically as we say in my country Im goin to speak "sin pelos en la lengua"
Lets see what roles do SMN usually take and we love...
Healers? - that was a joke, haha, fat chance, but really think about it, nowdays the healing capacity of Wispering wind, Healing ruby, and Spring water is not very good and its just like casting a Cure3 AoE, needs to be fixed? hardly, SMN hates being a healer, but an increase in healing power of Healing ruby, more status removed on Srping water, and an evasion bonus on Wispering wind or maybe I dunno, a single shadow effect would be cool, but SMN as it is right now us no longer a good healer regardless of the massive MP pool that got us oldie SMNs to the healer seat for years...
Buffers? - we enjoyed the praise and applause at kazam for our aerial armor and later for stoneskin-ga but nowdays BLU and SCH out-support us in stoneskin capacity and everyone and their moms use /NIN for shadows making AA useless, so what other support BP do we have? ice spikes, enfire, enthunder, and that new one on Titan that its good just in theory as it doesnt last long to be usefull and the damage mitigated is questionable...
ENffeblers? - HAHA, no... sure its cool to be able to sleepga mobs with shiva when your BLM is not present or is a newb but its unreliable, and the dispel effect of Fenrir is cool but really noone will invite you to a NM hunt cuz of that. I didnt saw much change in the damage reduction on the new BPs, and we can go on an on...
Damage Dealers? -Admit it, after 70 levels of being the uggly duckling second class healer and having to solo most of the time (talking about pre abyssea-exp-comes-in-cereal-boxes) you loved to see the damage output go beyond 1000 like those fancy DRG and their penta trustes... and you keep loving the 3k+ damage in abyssea but you notice something... you just using garuda, and even when you have more avatars that complete the elemental wheel, it doesnt matter wich one is out as the physical bloodpact doesnt have elemental properties (correct me if Im wrong), and you can only efectively merit 2 of the magical ones that do have elemental properties... you love to deal damage but gets boring when you are using just one avatar, when whas the last time you used ifrit?
Tanks? we wish, and with very specificl atmas, gear and positive thinking, ... the DD will steal your hate and you will have no way to get it back till the next bloodpact...
SO well, its easy to complain and we can go on and on, but what I was going to is to ask yourselves, what role do SMN really WANT to play...
Sure, a good, experienced SMN knows all their tools and can pull something very cool that nobody expects once in a while using a very obscure bloodpact that nobody knew we had... but thats hardly something to say that SMN doesnt need a boost in some of its abilities and roles in a party.
So, my two cents in increasing the effectiviness of each role? well if you ask..
SuperWards
Increase power and grant bonus on healing bloodlacts analog as how WHM add an stoneskin bonnus to their cures.
* Increase Healing Ruby I and II power, maybe add a mini regen effect with duration based on SMN skill (like how WHM grants
* Increase Spring water power, remove more ailments and grant a resist % to the ailments removed this way
* Increase Wispering Wind power, add an evasion bonus and resistance to knockback effects
* Increase Stoneskin power, add a Def/Vit bonus and resistance to bind/stun effects
* Really, I could go on and on on every bloodpact, you get the idea, basically add more "nice to have" utility bonuses to existing Bloodpact wards that buff/heal you
The bonus will be like a buff icon "avatar buff bonus" that last a proportional amount of time based on SMN skill, and only one can be active at anytime, a new buff wil overwrite the previous one, or maybe 2 max after certain SMN level like rolls or songs.
About damage, timmers and spirits, Ill just copy my other suggestions here
Mana Pact (stance)
Duration 2~3 min (depending on SMN skill)
Recast 5 min
Increases avatar Perp cost by 20%, bloodpact Cost by 20%
Reduces bloodpact recast timmer by 50%
The recast timmer reduction would stack on the -bp recast timmer gear so it can skip the 45 seconds cap, if you have gear that reduces normally to 45 seconds, then its 50% of those 45 seconds rounded down, 22 seconds bp recast time, with a penalitation of bp costing more, of course, you could cast bp while in the effect and have a bp cost 20% more then remove the stance by the time you are able to recast bp, so you can ditch 2 bp in less than 30 seconds spending 20% more MP on one pb and perp cost.
Not overpowered, has its downsise and adds strategy... if leving out avatar during all the stance, you could ditch in 4 bloodpacts in 2 minutes aprox. Doubliing the damage output but spending your mp pool like crazy, thus making gear that augment the activation rate of that trait forgot its name that reduces bp cost more desirable.
A "casting" stance
Super Magical Avatar Stance of Happyness (name subject to change everyone names their suggested abilities to sound cool)
- Fuses the avatar with the elemental spirit of their corresponent element, giving the avatar the capacity to cast and behave like the elemental spirits while retaining the ability to command them and normal bloodpacts.
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in damage, reduces recast time on the elemental magic, AI and gives the avatar a "elemental seal" like bonus in accuracy of their bloodpacts.
- It will be required to posses the corresponding elemental spirit magic to activate said ability
a "melee" stance
Super Martial Avatar Stance of Joy
- Fuses the avatar with the player (not literally tho it would be cool)
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in their stats while draining the SMN stats, like attack, defense, str, acc, dex etc, diferent avatars would "drain" certain stats more than others
- It will give the avatar a special bonus like double attack, reduce delay, increase damage etc. depending on avatar.
just a couple of ideas, tunning would be the key.
This one goes to spirits (lets put some love on Spirits)
Elemental Aura
While spirit is out, grants the party:
- Mayor elemental resistance on element of the spirit
- Mayor elemental - on contrary element
Elemental Armor
While spirit is out, grants the party:
- Grants "spikes" of the corresponding element
Elemental Weapon
While spirit is out, grants the party:
- Grants En-spell of the corresponding element
All these could stack each one costing little MP to cast but adding 1 more to perp cost each.
All bonus are modified by day of the week, weather and SMN skill