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  1. #1
    Player Herby's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    76
    Character
    Herby
    World
    Odin
    Main Class
    SMN Lv 99
    That's quite an interesting idea as to how to adjust Blood Pact Timers.

    You would feel way more like a "real mage" as you could blast through your MP really fast.

    But i guess that's a bit shooting for the Stars.
    one question is, do you want the BP timers also separated for each avatar? because that would be pretty overpowered: imagine rotating all lvl 75 physical blood pacts with only casting the new avatar as wait time and more or less no enmity.

    Even I as a SMN99 think that'd be too much.

    But if it's like there are "tiers" (something like flourish I and II from dancer) that would be more realistic:

    Something like This:

    BP Rage I (lvl 1-20 Pacts)
    BP Rage II (lvl 21-40 Pacts)
    BP Rage III (lvl 41-60 Pacts)
    BP Rage IV (lvl 61+ Pacts)

    Regarding ward pacts i'd divide them further along those lines:

    BP Soothing Ward I (healing pacts until lvl 50)
    BP Soothing Ward II (healing pacts lvl 51+)
    BP Strengthening Ward (all Enhancing Pacts)
    BP Weakening Ward (all enfeebling Pacts)

    regarding the pact recast I'd actually stay @ 60 seconds base but instead reduce the the cap to something like 20~30 seconds instead of 45
    (3)
    Last edited by Herby; 09-08-2012 at 04:04 AM.

  2. #2
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Quote Originally Posted by Herby View Post
    one question is, do you want the BP timers also separated for each avatar? because that would be pretty overpowered: imagine rotating all lvl 75 physical blood pacts with only casting the new avatar as wait time and more or less no enmity.
    In a way it is, I do see your point. With the reduction in Avatar recast timers, you could rotate your capped Merit Blood Pacts for example. However, this would more or less be the same as say, BLM spells. the damage is not much different, however the hate-free element is there. Another thing is, you would not only have to wait for the command to execute, but also, wait on summoning the avatar, that itself would take around 5 seconds, so around a 10 second execution if the avatar spawns on top of the mob.
    The adjustments SE are proposing would certainly open up ways to make Summoner a more active job, and thats what the playerbase want.
    (1)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  3. #3
    Player Herby's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    76
    Character
    Herby
    World
    Odin
    Main Class
    SMN Lv 99
    I guess we all agree that we want to be a more active job.

    But we still have to think about the overall picture.
    We can't expect that SE will give us the same amount of damage output as a BLM (because getting entirely rid of the BP Timers would be just that), while we can still buff better as a BLM and don't have to fear that the Monster we're fighting will attack us and probably kill us in less than 4 hits.

    If we do, we'll only get dissappointed.

    The most we should expect is either a reduction in the BP delay cap or if being really optimistic a charge system like SCH where you get like 2 charges in 45-60 seconds.

    That being said i'd love to have no restrictions on our BPs. I just see it as unlikely
    (0)