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  1. #61
    Player Raxiaz's Avatar
    Join Date
    Mar 2011
    Location
    Sylph
    Posts
    466
    Character
    Raxiaz
    World
    Sylph
    Main Class
    WHM Lv 96
    I blame PS2 limitations.
    (2)

  2. #62
    Player kingfury's Avatar
    Join Date
    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    All Malamasala is asking for is creative solutions to the problem. Though I've only lvled SMN to the mid 50's range, I recall the frustrations of yelling at my sluggish Spirits to get with the "Doing" instead of the "Floating". Without having to change the system from the ground up, enhancing methods to their performance seems like the easiest solution. These enhancements can come in a couple of different methods, but the end goal would be the same. I would opt for them being paired together to gain the most effectiveness out of using the Spirits.

    Performance Tiers:

    If SE wishes to keep the spirits performance random, simply implement Job Trait performance tiers that greatly enhance a spirit's effectiveness on all fronts including Melee damage, Spell potency, Reduced interruption rate, Frequency of casting, and Spell accuracy. Base the performance on Summoning magic skill levels so those with max skill numbers or higher will see drastic improvements in a spirits performance compared to SMNs that have the highest performance tier unlocked but lack the necessary magic skill (ex: An Abyssea Leeched lvl 90 SMN with super low Summoning magic skill levels wouldn't hope to see much changes in a Spirit's performance even though each performance tier was unlocked). If all the right conditions are met, a SMNs Light Spirit would dish out cures at a much more efficient rate to all that need them. Pop out things like Regen 3, and focus less on buffing if summoned during battle. Cure distances could also see improvements based on these tier as well, but that could be something the Devs decide to adjust based on the game mechanics.

    New Suggestion methods for Spirits:

    Fellow NPCs are great at curing in my personal experience in terms of choosing the right tiers of cure based on how much HP I've lost, and the timing of when to cure so long as you have "Soothing Healer" assigned to them. Spirits could follow a similar suit. PUPs have a nice thing going with being able to suggest what automations "should" be focusing on, so that's the next suggestion.

    While maintaining the random factor of a Spirit's behavior to some degree, include new JA's that allow a SMN to suggestively "alter" the performance of a summoned spirit. Once used, for example, a Light Spirit could be suggested to focus on Curative spells at a much higher rate over Enhancing spells. So too could the JA's suggest the use of offensive spells over any thing else so even a Light Spirit would cast Divine magic in the heat of battle at an increased rate.
    Possible New Suggestive JA's:
    Soothing Spirit: Bolsters Curative/certain enhancing magic/and status removing spells.
    Raging Spirit: Bolsters Damaging and enfeebling spells.
    Shielding Spirit: Bolsters Protective spells.
    Assaulting Spirit: Bolsters Melee and Defense
    I don't believe that simply because a job starts at level 1 with a spell, JA, or WS that it should equate to meaning that it's utterly useless at high levels. It should be in fact the very opposite in my opinion. As skills continue to grow past the 300-400 mark, the effectiveness of those same level 1 tools should see vast improvements in performance. There are some Abilities that remain useful all throughout a jobs career, and spirits should follow the same example. They should be very much apart of a SMNs toolset that partners their effectiveness alongside Avatars instead of shunning them.
    (1)

  3. #63
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Time to show off a new sig for this week kingfury?
    (0)

  4. #64
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    Possible New Suggestive JA's:
    • Soothing Spirit: Bolsters Curative/certain enhancing magic/and status removing spells.
    • Raging Spirit: Bolsters Damaging and enfeebling spells.
    • Shielding Spirit: Bolsters Protective spells.
    • Assaulting Spirit: Bolsters Melee and Defense
    I'd suggest a "Casting Spirit" as well, since it is annoying to have them run in to melee always, when sometimes they'll just run in and die or get silenced. It would just make them stop and cast around max distance (like how avatars attack at max distance).
    (0)

  5. #65
    Player Elvyn's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    52
    Character
    Elvyn
    World
    Cerberus
    Main Class
    PUP Lv 99
    Quote Originally Posted by Malamasala View Post
    1) Let it cast cure V or curaga IV even if someone has a lot of HP left. I'd say cure everyone below 70% HP, instead of the current, everyone below 30%.
    2) Prioritize healing over protect/shell/haste/regen
    3) Give it regen III. It makes no sense to have WHM spells, but not the regen line.
    4) Expand cure range. Make it heal from 25 distance. (Currently it can't see very far, so it won't heal from safe distance like other healers)
    Agreed!! This is something I was going to touch on once I got more familiar with the forum i.e. who I could expect to troll it (Seen a few... some in this thread)
    /trollface >...............................>

    People seem to have become so obsessed with "Spike DMG" that they only feel more BP's should be added and forsake everything else.. but this isn't the case for SMN, while spike dmg has always been a factor of the job its not the "only" factor that should be considered. People seems to neglect Spirits in general however having spent a great deal of Gill on procuring them and not having any aspect of them altered in a long time I feel it should at-least be up for some minor tweaking.

    Also... this is a thread about the "possible" improvements that could be made on the LS, however i see a lot of people "QQing" because the want something else upgraded first... Go start your own thread.
    (0)
    :O Destiny's Child Reformed!

  6. #66
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Raxiaz View Post
    I blame PS2 limitations.
    I agree.

    Superfluous text.
    (0)

  7. #67
    Player kingfury's Avatar
    Join Date
    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Quote Originally Posted by Malamasala View Post
    I'd suggest a "Casting Spirit" as well, since it is annoying to have them run in to melee always, when sometimes they'll just run in and die or get silenced. It would just make them stop and cast around max distance (like how avatars attack at max distance).
    --------------------
    Yep, that would be the "Raging Spirit" JA ^^;, sorry if my "Damaging and enfeebling spells" description didn't explain that in detail.

    But yeah, this JA would suggest "Nuker mode", as in stay away from the monster and start bombing the crap out've it. If any enfeebles are necessary like silence or paralyze etc., it would pop those in while reloading it's next nuke.
    (0)

  8. #68
    Player Gotterdammerung's Avatar
    Join Date
    Mar 2011
    Location
    Yhoator Jungle
    Posts
    325
    God i wish there was a rate down button for all the trolls in this thread.

    This whole "your suggestion is not as important as what i want fixed right now" attitude is just ignorant, and rude.

    The OP has a good point. Spirits are all effed up right now. There spell list is stuck at 75 instead of being upgraded to 90 like it should be. There A.I. is dumb and there action restrictions are strict and suffocating.
    (2)

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