Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 33
  1. #1
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402

    Adding Charge system to summoner?

    Well it hasn't been said yet on here in English forum but spotted this on JP, I'm sure its been considered elsewhere too...but what does everybody think about adding charges to Smn to enhance the job in that aspect?

    Still keeping Range/Ward, but just simply adding charges to add more damage increases acc etc.

    Source http://forum.square-enix.com/ffxi/threads/3859
    (0)
    Last edited by Soundwave; 04-20-2011 at 12:25 PM.

  2. #2
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    It won't work.

    1. Everyone agrees it would be overpowering to use multiple 70+ rage pacts in a row.

    2. A charge system would only allow you to use more low level pacts at start, then you are stuck waiting on the charge timer like it were a BP timer. Until you take a break of course.

    What we need is more access to low level pacts period, while not allowing more high level pacts. The only reasonable solution to this is splitting timers further.
    (3)

  3. #3
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    Quote Originally Posted by Malamasala View Post
    It won't work.

    1. Everyone agrees it would be overpowering to use multiple 70+ rage pacts in a row.

    2. A charge system would only allow you to use more low level pacts at start, then you are stuck waiting on the charge timer like it were a BP timer. Until you take a break of course.

    What we need is more access to low level pacts period, while not allowing more high level pacts. The only reasonable solution to this is splitting timers further.
    No offense but I think you just read the title of this tread and just said no, and assumed I wanted SMN to basically be the new SCH.

    I will fine tune what I said with more detail and from what was stated on the JP Forum.

    The following is an "addition" Blood Pact Rage/Ward will not be effect by this charge system. For the sake of balancing I don't care if it sounds broken or not its just to get the idea across.

    The following will be a Job Ability for your pet or the summoner to use, for now we'll just say its a New Smn job ability.

    Blood Partner - When using this ability it will allow access for the Smn to open a new pet command Blood Partner.

    You will have three charges to use for the following effects to enhance your avatar.

    New Pet Command: (Increase Blood Pact: Rage Damage)
    New Pet Command: (Increase Blood Pact: Ward Potency)
    New Pet Command: (Increase Prep Cost/Give avatar double attack or triple attack)
    New Pet Command: (Increase Prep Cost/Give avatar -% Physical damage taken)

    These are just example....so ya...Hope this clears up what I stated to begin with.

    Oh ya I'm gonna "like" my own post
    (1)

  4. #4
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    No offense but I think you just read the title of this tread and just said no, and assumed I wanted SMN to basically be the new SCH.
    No offense taken. But your idea now sounds even less useful. If our wards lack potency, adding a JA raising it occasionally is just silly. That is like putting a band aid on a person shot by a rifle. You need to fix the problem, not add something that is occasionally negating it.

    You'd do much better calling them stances as well, and let them remain 2 hours active. Increased BP:Ward potency for 2 hours would be a good deal. Improved BP:Ward potency for one pact would be terrible. (Unless it always was ready, and in that case it is better to make it a trait, and in that case it is better to make it a permanent update)
    (2)

  5. #5
    Player Laraul's Avatar
    Join Date
    Mar 2011
    Posts
    140
    Character
    Laraul
    World
    Fenrir
    Main Class
    SAM Lv 97
    I very much like this idea.
    (0)

  6. #6
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    *shrug* Again I don't think you read my first post...

    -Was not my Idea
    -And those were just details from the JP forum, and Like I said
    For the sake of balancing I don't care if it sounds broken or not its just to get the idea across.
    This could go along way for other way to power avatars besides getting gear. And Avatar favor is our stance already...so I don't really seeing them adding another...who knows....
    (0)

  7. #7
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    I did read it. Just because it is a JP writing it doesn't make it a good idea. I simply gave you my experienced and professional opinion about it.

    Everything has a time and place. This idea is a great one for WAR, as in you already have a perfect job and are looking at adding something gimmicky and fun. For SMN you need to address the issues at hand first. What meaning is it to get "half ward cost" JA when wards will only be cost efficient while using it? If you first made all wards great, then added this JA, it would be nice.

    Fixes > New things
    (2)

  8. #8
    Player Raka's Avatar
    Join Date
    Mar 2011
    Location
    Former Citizen of Ifrit
    Posts
    324
    Character
    Shyuko
    World
    Carbuncle
    Main Class
    PLD Lv 99
    Going to have to agree with Malamasala, the only thing Summoner needs right now is adjustments to fix current issues with the job before considering adding such a system. Though this idea is nice, I don't think it's quite needed if SquareEnix can just fix the problems currently at hand.
    (1)

  9. #9
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    Ya..In the end I'll agree, I don't see many voicing their OP on these fixes they would like. The fixes I've read on a few post don't seem to impact the job to balance/fix it. If we are talking about uses for low lvl blood pacts then I dunno....

    Should probable change the thread then or start a new one. Because I've mentioned this in another thread but nobody really commented on it, but what are people really wanting for fixes with smn?
    (0)

  10. #10
    Player Feliciaa's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Feliciaa
    World
    Phoenix
    Main Class
    RNG Lv 90
    Some very good ideas have been posted by Azjazo in the "New SMN ability ideas" thread. Just going to Quote one of them for now.
    On the topic on the BP timers...

    Mana Pact (stance)
    Duration 2~3 min (depending on SMN skill)
    Recast 5 min

    Increases avatar Perp cost by 20%, bloodpact Cost by 20%
    Reduces bloodpact recast timmer by 50%

    The recast timmer reduction would stack on the -bp recast timmer gear so it can skip the 45 seconds cap, if you have gear that reduces normally to 45 seconds, then its 50% of those 45 seconds rounded down, 22 seconds bp recast time, with a penalitation of bp costing more, of course, you could cast bp while in the effect and have a bp cost 20% more then remove the stance by the time you are able to recast bp, so you can ditch 2 bp in less than 30 seconds spending 20% more MP on one pb and perp cost.

    Not overpowered, has its downsise and adds strategy... if leving out avatar during all the stance, you could ditch in 4 bloodpacts in 2 minutes aprox. Doubliing the damage output but spending your mp pool like crazy, thus making gear that augment the activation rate of that trait forgot its name that reduces bp cost more desirable.
    (0)

Page 1 of 4 1 2 3 ... LastLast