This whole melee smn thing is silly.
Fun to play with, no real practicality. Something tells me, though, that Dallas doesn't really play ffxi very much
This whole melee smn thing is silly.
Fun to play with, no real practicality. Something tells me, though, that Dallas doesn't really play ffxi very much
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
He's right about pluto's for Cataclysm. Darkness Elemental WS. With staff, TP phase doesn't matter as much, since it's the worst weapon type anyway.
I went down to your level and compared WAR w/ STAFF with SMN w/ STAFF
If we're adding in Avatar's, no way in hell I'm going to do that.
Honestly, how is it even POSSIBLE TO THINK that there is competition between SMN Melee and WAR, when there's barely any competition between WAR and the next best runner up in terms of DD?
I still say if you want to melee so badly on SMN that playing SMN feels like "watching paint dry", you need to have a chat with that white blob in your Mog House. I hear he can fix the problem for you.
Mekki-shakki go!
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I see no reason why summoners couldn't get a charge system like cor and sch for pet abilities. That way they're balanced in that they can't just spam all of the pets abilities, but you still have the freedom to use multiple attacks as you please. they're should probably be a short recast on individual blood pact abilities, but nothing that keeps you too limited.
Charges only work for things you use occasionally. Like QD charges is good because you might need to do 2 sleeps at once. At other times you might be able to just let the charges refresh. On SMN though, it would mean you do 2 predator claws in 1 minute, but then wait 2 minutes until you do next, to get the charge back. In other words, it is only useful if you put SMNs in a zerg alliance and kill something in 30 seconds. If the fight lasts longer, like 2 minutes, charge system isn't very helpful.
However, for wards it could be a little help. You could throw up 2 defensive pacts at once, instead of waiting a 1 min cooldown between them. Wards last a while, rages are instant and then the effect is gone.
Personally I wouldn't mind a 3 timer system though.
Low level rage pacts, could have 3 charges. This is for applying debuffs, or making a weak level 1-2 skillchain to lower elemental resistance.
Ward pacts, again 3 charges. So you can add multiple buffs in a short time.
High level pacts, 70+. As today. No charges, because it would never make a difference.
SMN gets its best weapon
WAR gets its 7th best weapon
Comparisons.
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