Summoning Magic Skill and Summoners have always had an interesting relationship...
I can still remember the days when all it really did was influence our spell interruption rate. (OK, it affected Spirits, too, but not many people cared about those.) We were never really penalized for having nonexistent skill, since all our avatar's skills and stats were based solely upon level. However, we were never really rewarded for having capped skill, either.

When they added that bit about Skill over the cap enhancing accuracy and durations it was really as a kind of cool bonus. Finally, a reward for having high skill! Still not a penalty for no skill, but just a bonus for high skill. And then an LS mate pointed out the rather asinine case wherein I could level up and instantly become less powerful, because my skill was no longer as high above the cap as it used to be...

It made me realize that higher skill should affect things like accuracy, potency, and duration, but that whole "only skill above the cap for your level" thing was BS. We are long overdue for an overhaul on this.

Quote Originally Posted by Sargent View Post
Main problem regarding Summoner is DoT, aka the Blood Pact timer. With capped gear you're looking at 45 seconds between each Pact. This obviously needs reducing. More Blood Pacts over time = more damage, damage per pact is fine if you gear correctly for it (i.e. don't use Full AF3+2).

Blood Pact Wards.... the newer stuff they've thought through, even if some of their effects are useless (Heavenward Howl anyone?). So, I think the following needs to be changed...
I'd like to take a second to most emphatically second these ideas! Our older wards are pretty much a joke, since the potency of them stopped scaling up back at 75 (and even then, a few were iffy). I'd really only put Hastega and the curative ones up as worth using most of the time these days.

And as for our BP delay? A 45 second hard delay cap is holding us back so much right now. Damage dealers are a lot faster now than they used to be, but we're still stuck with the same, old timer. The gear options are already there - no need to add anything else. All SE has to do is ease up on their restriction.