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  1. #21
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    SMN gets a giant MP pool, and perpetuation can be put to 0/tick iirc, (Halved by hands+2 and +2 body/feet would make it 0/tick without even needing a perp- staff) yet is forced to only use it twice every 45 seconds, assuming you even have a use for blood pact: ward.

    Now making every avatar have its own BP delay would be somewhat OP too, since people would just switch from Shiva to Garuda to Ramuh and cycle those around to do almost equally awesome damage.

    But they have this MP pool and more innate refresh than anyone else... maybe they should have access to more useful spells? Although that would break the mold of SMN I suppose...

    Reducing BP delay to 30s is a quick fix.

    Likewise they could buff BP damage to compensate for the huge loss of DPS compared to any other job. Or at least scale it more correctly to make it higher than at least a COR, who is a buff job similar to SMN yet can easily out damage SMN.
    (0)

  2. #22
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by Leonlionheart View Post
    SMN gets a giant MP pool, and perpetuation can be put to 0/tick iirc, (Halved by hands+2 and +2 body/feet would make it 0/tick without even needing a perp- staff) yet is forced to only use it twice every 45 seconds, assuming you even have a use for blood pact: ward.

    Now making every avatar have its own BP delay would be somewhat OP too, since people would just switch from Shiva to Garuda to Ramuh and cycle those around to do almost equally awesome damage.

    But they have this MP pool and more innate refresh than anyone else... maybe they should have access to more useful spells? Although that would break the mold of SMN I suppose...

    Reducing BP delay to 30s is a quick fix.

    Likewise they could buff BP damage to compensate for the huge loss of DPS compared to any other job. Or at least scale it more correctly to make it higher than at least a COR, who is a buff job similar to SMN yet can easily out damage SMN.
    The lower delay would work better because it would fix both sides of smn DD and support
    (0)

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  3. #23
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    Quote Originally Posted by Arlan View Post
    I actually thing PUP and DRG shouldn't have that restriction of 20min wait to summon pet again. Kinda pointless.
    SE wanted PUPs and DRGs and BSTs to keep their pets alive. SMN needs to cycle their own so it ended up with a different system. I still think 20 min is just fine... but they should be possible to cast cure on, as well as be included in curaga spells.

    don't think Summoner was intended to be a Zerg-style job like Blue, but standing around and waiting for a one minute ability to come up is just plain boring, and consequently bad design.
    I still don't quite get SE's math. If they allow 80% haste, why do they only allow -15 sec? A BP is a WS from pet. We should be allowed to do it as often as a melee. If melee can WS in 20 seconds, we should be able to reach 20 sec BP timers.

    People would complain it is unbalanced with hate free fast damage, but they need to observe that it is both MP bound and only counts if we actually out-DD other DDs. Nobody cares if you got 90 points of hate if someone else has 100 points, because that is the only one you'll see get hit.

    The only issue in this game is spamming many jobs, like 18 SMNs, to get large damage safely and fast. Solution? Well, add 3 seconds BP delay per SMN in alliance. 18 SMNs? Well your BP delay is 20 + 3*18 = 66 seconds.

    It is just sad that SE lets fearmongers run around and hype up the danger of having 18 SMNs burning mobs with any changes to the job. You have to make 1 SMN work on its own before you worry about people abusing the system. And when people abuse it, add restrictions to GROUPS not to individual jobs.
    (0)

  4. #24
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    SE could almost completely fix the job if they further broke up our Bloodpact categories into say Damage, Buff, Debuff and Healing and gave us the lower Blood Pact delay cap of 30 seconds
    (0)

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  5. #25
    Player Naria's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    22
    Character
    Nariae
    World
    Bismarck
    Main Class
    WHM Lv 99
    Lowering the bp timer cap would be very appreciated.
    (0)

  6. #26
    Player Zetonegi's Avatar
    Join Date
    Mar 2011
    Location
    Laser Tarus
    Posts
    45
    Character
    Zetonegi
    World
    Asura
    Main Class
    DRG Lv 1
    Quote Originally Posted by Leonlionheart View Post
    SMN gets a giant MP pool, and perpetuation can be put to 0/tick iirc, (Halved by hands+2 and +2 body/feet would make it 0/tick without even needing a perp- staff) yet is forced to only use it twice every 45 seconds, assuming you even have a use for blood pact: ward.
    Lowest it can get is 1 and +2 hands don't work like carby mitts, they halve it after all other perp- is applied(IE if perp would be 10mp/tick it would be 5 instead).
    (0)

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