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View Full Version : Update "Alliance Avatar" rewards ~ new "elemental mitts" and "Elemental Spirit Staves



Covenant
06-22-2011, 12:30 PM
I forget the name of the final tier of avatar fights that require alliance(or did?). The one where each avatar had to be fought with 4 elemental Hellers and the "final boss" of the quest arc is "carby prime".
I think the only reward for those fights was a slim chance to acquire the normal avatar drops and a carby pole? While nice not necessarily rewarding. I'd like SquareEnix to introduce a new set of "elemental mitts" that mimic "carbuncle mitts".
That is to say, to drop mp per cost significantly lower but I would add "additional effect: Avatar favor +1 or +2".
Additonally, I'd like to introduce a concept of "Elemental spirit staves" that basically improves the speed and use of magic by a players spirit. Basically, equipping a "elemental spirit stave" would force a spirit to become a nuker/meleer instead of a melee/debuff/nukers. Perhaps as an additional effect, both spirits and avatars gain an Bonus to all pet nukes of corresponding elementals(can be stacked with weather, day, and obi effects).
Or, equipping said "spirit staves" could add a natural elemental resistances while avatar favor is out(think bar spell II). Or, even go further an allow "absorption" of corresponding magical damage?
Each avatar arena could drop these items randomly or at fixed amounts?

Covenant
06-22-2011, 12:33 PM
Or, have each fight drop mitts first for each avatar, while carby fight drops a random spirit stave?
Additionally, the idea of sets entered my mind. What I mean is have the mitts and staves only work "well" together?

Xanaduu
06-22-2011, 07:38 PM
i wouldnt mind the favor effect to be alliance wide if thats what u meant, and idk bout the staves, but basically the mitts already exist, smn empy hands halve the perp cost of both avatars and spirits on corisponding days so.... we basically have the mitts^^

Covenant
06-23-2011, 09:33 AM
Okay, I haven't gotten around to empreyean +2's. If perp cost isnt a factor how about the mitts could either decrease bloodpact/ward delay by a factor of X% or increase the power of the bloodpact/ward. Think "bloodpact +1 or +2"?
As far as staves, most Summoners I think would prefer a spirit that. Has increased nuking power over a melee/debuff type as they are now. Something along the lines of a BLM automaton casting range. Spirits would even be useful as they are now, if SquareEnix would boost their physical damage resistances so that the spirits could "tank" even better than say diabolos with phalanx or Titan.
Even if equipping a "spirit staff" doesn't have a perp effect, if the spirits became little nukeing engine cast a tier III, IV, or AM "free" every 2-3 cycles rather than the fail rate of even getting one AM per mp pool, they staves would be useful.

Malamasala
06-24-2011, 05:45 PM
I don't know what your problem is with spirit perpetuation. I have infinite MP with spirits... they just cast the wrong things, and cast them too slow, so that the spirit is either stunned, silenced, dead or the monster is dead. I've tried spirits at least 3 times on voidwatch and they always get crippled before they get any spells off at all.

I think SE needs to update BLM to spirit levels so they understand how bad the system is. Force BLMs to be next to the monster to cast spells and we'll all see the cries from BLMs that say the new system doesn't work. Because they keep dying or being interrupted. The life of a spirit.

Xerius
06-25-2011, 01:56 PM
I agree with the alliance part when it comes to helping the whole alliance summoners are pretty much useless unless they have /whm or are just there for dd. SMN has so much potential in so many areas but yet we specialize in absolutely nothing making us mediocre at everything.

Tannlore
06-26-2011, 04:14 AM
Just a curious note, what are you using spirits for on voidwatch anyhow? I've only done one path and not much else so don't have a lot of experience there. I pretty much used my avatars the whole way up the Bastok chain and find Shiva to rip'em all apart pretty brutally.

As for the long casting time. You should have them down to casting pretty quickly after the initial cast if your gear is set up for spirit casting and your spirit matches the day. Somewhere around thirtyish seconds or less? It's been a while since I've done the actual math. But skill gear + relic pants + day will give you lots of casting. Now getting to cast what you want... good luck.