yeah, thats what i was thinking. XD
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This is still pretty vague. There's two approaches to what you're mentioning.
1) Commands directly from the summoner themselves: We have action bars and will continue to have them going into 2.0. The most the summon would be able to do is auto attack once engaged to the mob, with the summoner triggering abilities from their own action bar.
2) Pet UI separate from player UI: Going again with the fact that we have action bars, summons having individual action bars with pertinent commands that can be triggered by the player and can also be set to auto-use.
Seeing that Arcanist and SMN will have debuffs and DoTs as part of their gameplay, I'm thinking they may go with the latter rather than the former. Otherwise the SMN may not have time to do what they need to do during a fight, especially with the faster pace of combat.
I guess my initial description does lack some of the specifics you detailed, but I was generalizing for the sake of not actually knowing what SE's direction with summons will be. Overall, I agree that the second choice seems more likely.
I would love to see some cross skill dynamics between the Summon and Summoner. Something I saw in WAR with White Lion. There were certain abilities that activated a combo attack between pet and master. :)
I think Arcanist should be the same as the old Summoner job from FF11 having you Carby around
The Summoner job could be totally different and more like the artwork where you maybe summon the summoning just for one spell (afterall a job is just 5 new skills = 5 summon skills?)
If summoner entails losing Carby I might stay as Arcanist ;)
I don't know if anyone has suggested this yet and if they have sorry for the duplicate... But anyways... What about a system that combines UI with the player. A custimizable sort of deal where just as we set our abilities, we set Carby's as well and also choose combinations of certain characteristics that directly affect its UI in different circumstances. Just a thought...
All my gut instincts tells me is... why the fudge did it have to be carbuncle?
Something similar to the Tactics options in DAO/DA2? If that is what you mean I would definitely support that. It would facilitate many areas, including PvP. :)
Carbuncle is classic summoner, though I hope Arcanist can branch out a little before getting to Summoner and Primals. xD
Edit: Also, does anyone know if we'll be able to have a summon/pet and chocobo pet fighting with us simultaneously? :O
I hope the SMN here is different from Spiritmaster in Aion.
There, the Spiritmaster was a DoT class and summons didnt really matter.
I loved the FF11 SMN for the reason that the ONLY way you have of being useful is summons.
You are summoner, not a battle mage with damage spells.
I hope FF14 SMN focuses 90% or more on Summons.
I dont want "no summons build" to be a viable one.
If such a thing is viable, then why in the world its called a "Summoner"
Tonberries are cooler than carbuncle.