Soooo elemental siphon is for noobs/medi core players...? Is that what I'm getting?
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Soooo elemental siphon is for noobs/medi core players...? Is that what I'm getting?
nah, elemental syphon is a pretty nice feature, but it doesn't change the fact we still have no control over the spirits, they are totally random, unlike the Avatars which are supposed to be small portions of gods and you have control of, at least with Pup you can do suggestions
The problem with being able to control spirits is that you'd just be hitting Quake and other Ancient Magic all the time for nothing other than the perpetuation cost.
Spirits costing less than avatars to keep out while keeping their spells random could be somewhat of an improvement, as long as this isn't exploited in anyway for cheap ancient magic spells.
the spirits AM spells are not all that great, it relies almost entirely on summoning magic skill and it will never be as good as BLM with full MAB sets so if someone wants to be moronic and try that then they will just be being foolish
thats kinda like trying to use the elemental IV spells from the Avatars, those spells rely on your summoning magic skill and TP, and overall are sucky except in certain situations and those situations are very few and far between
I think the uncontrollable nature of the spirits is the main thing which differentiates them from avatars and which needs to stay there so that they don't become more useful than avatars. I know I'd rather be using Light Spirit than Carbuncle if I could directly command it to use Cures, Haste, etc.
Edit: At least I'd use spirits situationally if they cost less than avatars to keep out.
Only thing SE could do is make the spirits more DPS oriented (faster attack speed/stronger attacks) than avatars in order to complement avatars emphasis on the big sparkles of instant high damage attacks.
Allow the SMN to pick what spell they want cast from a list when the pet has TP.
That isn't how they work. Trust me that when you have 50 skill over cap, and you still get resists on stuff BLMs land nukes on with 20 skill over cap, it is something different. I'd bet my money on spirits having their own BLM level worth of elemental skill, worthy of a DC elemental. So about 5 skill less than a naked and unmerited BLM.Quote:
the spirits AM spells are not all that great, it relies almost entirely on summoning magic skill and it will never be as good as BLM with full MAB sets so if someone wants to be moronic and try that then they will just be being foolish
I wish SE made their elemental skill as high as your summoning magic though. It would help a lot in avoiding the 120 damage AM nukes on level 100 monsters.
No you wouldn't. Mine are free, and I gain MP over time thanks to siphon. Still useless because they won't do anything else than suck MP. Nukes? Be happy if you get one 33% of the time. At those times, be happy that it isn't interrupted. When it goes uninterrupted, hope that it won't get a 90% resist and do meager 100 damage.Quote:
Edit: At least I'd use spirits situationally if they cost less than avatars to keep out.
Example:
Abyssea, Minkin atma, 100% damage reduction bug atma, some MAB atma don't recall which. Light Spirit vs DC bomb. 20 minutes later, bomb has 80% HP left. Light spirit has 100% of course, due to 100% damage reduction, but being invincible and still only do 1% damage a minute, with atmas?
I'm sure using Fire Spirit or so would have been twice as good, and I'd surely done 40% in 20 minutes.
I don't know if I'm asking for too much if I want a DC monster to die in 5 minutes from a spirit. Is it too much to ask? I mean an Ukon WAR kills them in 2 seconds.
Then by all means, make them stronger. I just think main healing as a SMN would be a lot more fun if you had a Light Spirit out there who actually manages to help you out a little to make up for your not-so-great healing ability. But then, it's not all about Light Spirit is it.
Give Spirits some kind of niche. Allow them to cast decent-powered Enspells on party members, give them unique elemental resistance debuffs, add more abilities and traits which provide an actual synergy with spirits rather than the Siphon route of summoning the spirit merely because that's a prerequisite to the ability and not because you actually want to have spirits active to use these abilities... (If that made sense.)
There are surely plenty of things that could be done with them rather than them sitting around like some unfinished job concept - come on SE, do something with this wasted spell line!
Without going into the whole TP strength of avatars, if I had to have guess... originally, SquareEnix thought that "Bloodpacts" would be so powerful and useful that they require a 1min timer for all of them across all avatars to share. They did not give us this "exactly". I say this, because up to lvl 60 Summoners received Tier II and Tier IV nukes before Spirts and blackmages. Usually, they received it nearly 10-20 level before a BLM. Then came along Ancient Magiks and things went to he'll for Summoners.
Back to what I thought was the original division of avatars and spirits. Perhaps SE thought that in-between these really "powerful" Bloodpacts while react timer was down, a summoner could summon a spirits for 1min at a time to get off a few nukes and a few swings. They were given increasing mp perpuation cost do to "free nukes" and increase lvl of nukes. While avatar were pretty much stuck with a few "powerful" Bloodpacts.
Are they powerful and have the kept up with modern Vanadiel? My answer is no. Have the spirit kept to the average nuker role? no, they have not. Should an average player have a very low return, while an exceptional player have a medium return? No, they should not.
My fix of which I posted on Summoners thread is to rewrite and lock in both avatars and spirits. Update the nuking AI and physical damage down effect for spirits. Create new and powerful Bloodpacts and wards for avatars(or create another branch called "blood magic" that allows magic and physical attacks to be on separate timers. Or, seperate weak attacks from multi-strike and merit magics.
For the answer to your question please look at the post above as this person (i believe is the same elvaan anyway) made a full research and conclusion thread on KI and explains how it all works. The main use was for 22sec Thunder IV procs back in the lv75 era provided someone stuck a shock on the mob before hand.
That's pretty powerful.
Many of us simply want to use the forgotten summon path that's been laid out sorta like breath builds on blu or nuke builds on nin.
*edit* many things about many jobs have been forgotten or not properly supported by both players and SE around the time abyssea came out. Sadly the amount of time players spend researching has declined twice as fast. There are many good ideas and role/style changing ideas that are overlooked due to the ingrain mentality that you must use X build or quit or to stop talking about something that won't help abyssea. lol.