I prefer to strike a balance and keep just enough of that gear on such that I can keep an avatar, usually ifrit b/c of its Ward buffs and double attack favor, up indefinitely. You see, the problem here, which I'm trying to address with my original suggestion (getting back to that...), is that having found everything else that buffs your pets, the only way to further improve your performance is to melee- with a strong staff, the master is more powerful than their pet, and I see this as a problem on a caster class that's supposed to command powerful beings. Given the limited gear available, and the fact that absolotely NONE of it increases your avatar's DPS except for the odd piece with a tiny bit of pet haste, having the avatar recieve a damage buff based on the staff you're using will help the avatar at least keep pace if not be always better than you are.
Part of this is because, lets face it- Summoner rarely even gets to participate in content where melee really isn't an option (e.g. Delve NMs since the time limit was added). The least SE can do is kill two birds with one stone and make the RME weapons and the other non-magey staves out there have more meaning to a wider portion of the playerbase. This suggestion allows them to do that without even changing the actual base stats of the weapons, also producing the first items that actually increase the avatar's damage over time and creating an incentive to keep them up (remember, Avatar: increases attack items have been show to only be effective during a blood pact)
Obviously I won't convince you it's not necessary to get the maximum amount of -perp, that's fine. But I would like to see options avialable that most players would find attractive- especially ones that are effective at all times, so they don't have to switch them constantly- something you can't do if you're meleeing, as you will lose your TP (which is why I am quite happy with the Skirmish staff, which offers both high DMG and up to +50 pet MAB; no myrkr but you win some, you lose some)

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