^lastpage
What?
wouldn't that be a nerf.
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^lastpage
What?
wouldn't that be a nerf.
Removing things is usually not a problem but adding stuff can be. I'm sure a lot of people will just be all like "oh, now we have to bring one of those useless summoners just to get procs...."
SMN should be worthy of being in a strong abyssea group with or without procs. This just feels like a band-aid on a wound that needs stitches.
I'm not saying I actually think SMN is useless. But it seems to be a general attitude of the playerbase that short of burning stuff with pets, it's not a popular thing.
You are missing the facts Korpg. All jobs are useless unless they can proc at least half the triggers of a given type (red, blue, grellow). Only jobs not useless are like WAR, NIN, MNK, BLM. WHM is allowed to be ranked useful because it has cure VI though.
What a narrow view of the game.
/clap
/clap
/clap
No job is useless in a party situation, but if you want to cover certain triggers, you need specific jobs to do so.
But any job can help kill a NM. Even PUP!
Edit: Also, you forgot BLU. A decent geared BLU can put out a lot of damage in a short period of time.
Just to clarify, dunno if it has been said, BPs are MAGICAL PROCS. I, myself, have procced several dynamis monsters who only are susceptible to magic-based triggers. As such: BAM! SMN can amber(aka. yellow/grellow) proc now. Easy as that, let the T4 Spell/Lv.70BP be day-based like the current system, with Diabolos/Fenrir sharing Darksday with Night Terror and Lunar Bay, and Lightsday being Meteorite and Holy Mist. Every day gets 2 procs, and it will revive the Avatar fights in general to encourage players to unlock Diabolos and Fenrir (still challenging even now for low-manning, very specific needs). Or you could knock out Diabolos and let it be Eclipse Bite/Lunar Bay, for consistency. No reason to make up new procs, and the dev team has already shown they can adjust the triggers when they removed BLU magics. Ta-Da! Solution that will be quickly debunked!
This is only applicable to Dynamis, and only applicable to magical BPs. Physical BPs do weaponskill procs.Quote:
dynamis
As has already been said, dynamis and abyssea are two completely different things.
You know, a better idea would be to grant summoner bonus spells based on which spirits they have out. Make the spirit cost 2 mp per tick. For example if you have light spirit, you get all the Cure 1-5 spells, Pro + Shell. If you have water spirit, you get all Water spells minus Water 5, Waterja, Flood, Flood 2. And make the spirit nuke 20% less than what would black mage damage will do to the mob. Basically you are granted access to corresponding element of your spirit, and each spells would cost mp the same amount that it normally cost to cast.
This way, as summoner you can somewhat proc, minus the exclusive BLM spells, and make summoner job a truly versatile one. So a summoner can be a lite BLM but only limited to spells according to the matching elemental spirit. Not exactly going to drive BLMs and SCH mad but at least give another options to SMN.
Problem being all of those spells would be completely useless except for Proc'ing (which might not last forever) because we have 0 native skill in any of those, and really crappy skill depending on sub (minus /SCH).
I think giving us the ability to chose which spell our elemental casts would be better. give Elementals a use in "Blood pacts" area.
Make BP:Rage have say, ~25/30 Second cooldown with a Spirit depending on Summoning Magic Skill and those Relic legs. Every 20 seconds or so you can chose the spell you would like your spirit to cast. BP:Ward would finally give us access to their respective Defensive spells. (Stoneskin, Blink, Aquaviel, Blaze Spikes/ice/shock)
give our spirits their Teir V nukes and -Aga III. Also give us a few more spells to chose from in our light and dark spirits.
I.E For Light Spirit give...
BP:Rage- 20sec-
*Banish I~IV
*Banishga I~III
*Holy I / II (right time)
BP:Ward-10sec
*Protect/ra I~V
*Shell/ra I~V
*Blink/etc
*Regen I~IV
For Dark Spirit...
BP:Rage
*Its normal spells
(Level 99 it should get Impact :P)
While not a super fix, Would give us A) Procs easier (being able to time it just like any mage), and a better buffing ability being able to chose what our pet does.
SMNs don't really need procs.
It really is not hard to level BLM at all, and most of the SMNs out there already have BLM leveled because a lot of the gear are interchangable, or at least it used to be that way. Now thanks to Abyssea, BLMs don't have to solo all the way to 75 and burn the rest of the way up there.
Not saying they need them, But it would simply be 1 more small notch in their belt.
Giving us some way to control what our spirits cast is long overdue anyway... Just no reason they should have been so uncontrollable from the beginning. Even if it was as simple as "BP:Rage" makes it cast, and BP:Ward makes it buff. (Even if this is a small change...)
Still, Changing jobs can be quite hard for some players, It would be nice to have an added option, even if it wouldn't improve too much.
Then again it may just be too much development time for too little reward to fixing SMN, So eh :|
You can gain quite a few procs from sub and spirit which imo is enough
While i know it's not perfect it's decent for a lowman/solo situations were imo SMN excels and near useless for a large group situation which is where SMN is needed alot less and having to force a potential WHM or Tank to go SMN just to stagger is something i'm not up for.