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  1. #221
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Karbuncle View Post
    I didn't say giving them Skillchain properties would be complex, I said giving them "Latent" Skillchain properties like Blue Magic spells only being able to skillchain under "Chain Affinity" or their 2hour would be complex.

    At the very least more complex than just giving them the skillchain properties...
    Well, true. Also, it would be just another /ja to macro in. I don't know about you, but I'm finding myself out of space on my macro lines (summoning the avatars take up one line already).
    (0)

  2. #222
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    Quote Originally Posted by Korpg View Post
    Gravity > Somnolence. More accurate and longer lasting if a RDM or BLM/RDM casts it. Besides, you should have used Dream Shroud instead. Unless you already used it, then Ultimate Terror and hope it lands (which it won't). Somnolence does nothing but give out a few HP of damage.
    Topics will go much faster the day you remember I'm an expert at the job.

    1) I won't tack on Dream Shroud if it is during the day (even if you get like 2 MAB for it)
    2) The rest of the time I got it on, so that leaves me minutes of free time to use Somnolence
    3) The damage was the only thing I wanted, gravity would have been a bonus
    4) Nether Blast BP rage timer was saved for when it took off, which is why I used the ward timer for damage

    So in essence, thanks for trying to give me hints, but I usually don't need them. (Only one I need is the trick to do 8k nukes constantly in Abyssea... can't do that)
    (0)

  3. #223
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    When you prove you are an expert, I'll start treating you like one. But you continue to act like a noob, so I'll keep treating you like one.

    SMN doesn't debuff, they shouldn't pick a BP because it has an added effect to it. When you realize that, you will do a lot better as a SMN. Rock Throw isn't better than Geocrush.
    (1)

  4. #224
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Korpg View Post
    SMN doesn't debuff
    Because a SMN debuffing would be... a NIGHTMARE!

    I'll be here all week.

    Anyways, back to what I was saying, I'd honestly prefer skillchains not to be triggered by JA for Summoner. I liked the mechanic where at mid ranged levels a Summoner could skillchain with itself or the party as often as the pet's Blood Pact timer was ready. I feel that changing this doesn't feel right. But who knows, maybe it is a good idea. Balance is hard, especially when you also have to deal with the "feel" of what classes are too.
    (0)

  5. #225
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    Where is part II?
    (0)

    Hail to the king baby, Sig by Kingfury

  6. #226
    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 Soundwave View Post
    Where is part II?

    This was part II
    Quote Originally Posted by Camate
    We got a chance to speak to the main summoner himself on the topic of Blood Pacts.

    • MP Consumption

    The MP cost for Blood Pact: Ward abilities are set rather high because the effects they grant are AoE; however, they are designed to elicit a higher level of benefit when used to support a party.

    • Effect duration

    As we’re sure you’re aware, depending on the level of your summoning skill, various enhancement bonuses are added to your Blood Pacts. These bonuses make it so ultimately you will see a very noticeable difference in effect duration when compared to other magic spells and abilities. If your skill isn’t fully leveled and you feel that the duration is too short, we recommend raising it up as you will experience quite a significant increase. With the upcoming level cap increase we will be extending the effect duration even further.

    • Effect

    In regards to magic/abilities that elicit a similar effect to Blood Pacts, we believe that Blood Pacts have significantly high stats, effect duration included. However, with the level cap increase from 75 to 90, these stats have increased further and we would like to look into adjusting the areas where the balance is off. Please continue let us know your feedback especially for the Blood Pacts you feel need adjustments.
    and part I for any that missed it

    Quote Originally Posted by Camate
    First off, thanks for all the opinions thus far, and we wanted to let you know that we passed them to the supervisor in charge of the upcoming changes and had him take a look.

    Please understand that we cannot answer all of your questions in one post and some answers may be vague, because this is all content that is still under development.

    Please bear with us as we will continue posting about this and other jobs!

    ※I believe there are a lot of players who are interested in the effects and duration of “Blood Pact” so I plan on addressing it in the follow-up post. (I understand that some of you may be disappointed about this, but please be a little patient!)

    Please provide specific details on the effects of “a new ability that expends an additional amount of MP to shorten the recast time for blood pacts.”
    For example, we are thinking about something like, “reset the recast time by expending a set amount of MP.” As we have stated in the threads for other jobs, this is just one example.

    There is a possibility of the effects being changed drastically, so please keep posting your feedback.

    I would like Blood Pacts to be changed to the charge format.
    This would drastically change the operation of Blood Pacts, so we have no plans of making this change. We plan on adjusting the timing of Blood Pacts by adding an ability that shortens the recast time.

    Is it possible to interlock the avatar’s attacks with the summoner’s weapon skills (as in Wyvern’s breath)?
    Being able to issue commands to avatars is a unique advantage for summoners, so it is best to initiate avatar attacks through the summoner’s commands.

    I would like the pet command “Stay” to be added.
    We have no plans to add the “Stay” command outside of beastmasters.

    I would like unique stats added to each avatar, such as increased attack for Ifrit and increased evasion for Garuda.
    By implementing different stats for each avatar, we are afraid certain avatars will be selected disproportionately frequently and the variance of avatars will be limited. There is a possibility of being able to alter the stats of avatars by equipping gear, but basically we would like avatars to be chosen based on their elements.
    I would like En/Spike effects added to avatars.
    This might be good. We will think about this.

    I would like the elemental resistances that avatars have to been given to party members.
    This is pretty similar to Avatar’s Favor. What about adding this effect through merit points?

    Any possibility you can enhance the Evoker’s Ring?
    If you have to surpass a challenging quest, then we will look into it. Simply just enhancing it would be a bit hard to justify.

    Let summoners use the weapon skills for staff that can only be used by specific jobs/support jobs.
    We understand how you feel. We received similar requests for other jobs/weapon skills and we will be looking into it.
    Hopefully there'll be a part III soon.
    (0)
    Last edited by Razushu; 08-16-2011 at 04:11 AM.

    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

  7. #227
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    Hehe thanks, I know I've read both of those but he didn't specif it was part II

    So I'm still waiting for it! But I'm sure it was meant to be part II
    (0)

    Hail to the king baby, Sig by Kingfury

  8. #228
    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 Soundwave View Post
    Hehe thanks, I know I've read both of those but he didn't specif it was part II

    So I'm still waiting for it! But I'm sure it was meant to be part II
    Been about a week since our last update so we should be due one soon /em crosses fingers
    (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

  9. #229
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    All jobs have had a response as of now?
    (0)

    Hail to the king baby, Sig by Kingfury

  10. #230
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Soundwave View Post
    All jobs have had a response as of now?
    Nothing bout WAR.

    Honestly though, if they let WAR alone till 99, it would still probably be the best DD, unfortunately.

    I don't think I've read anything about BLM either, nor DNC
    (0)
    Last edited by Leonlionheart; 08-16-2011 at 06:39 AM.

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