You didn't read the post, did you? It's an extra 400 potency per minute, because why would you ever let your dots expire?
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Unless they are planning to completely revamp SMN in 4.1 I see no reason to not make some very needed QoL changes right now like Bahamut being able to damage while moving/standing still all the time or giving SMN a way to keep pets alive/make pets immune to aoe and cleave at once.
Lol not holding my breath for SMN anymore the buffs were nothing and waiting till 4.1 which will be like what October time frame is just a waste when these problems should have been addressed in 4.05 here we are two months in and the job is still a damn pariah for end game content....MCH buffs are okay but still going to need a bit more to even be remotely as good as BRD because groups still don't want a mch....sorry SE but this has been the expansion that is going to bite you guys in the butt and you guys are not moving enough on these changes nor are you listening to your players
First off. I have to say it. Ixion is the ugliest, most ridiculous looking mount in the entire game, so everyone up in arms over it's rarity, LOLZ. It is disproportionate and looks like a retarded pig when it runs.
Second, what another slap in the face for SMN. They talk about SMN changes specifically and BRD gets more than SMN does. I'm at a loss for words at this point with SMN.
Weird to see people go all the way to "HurDur, i had to wait x hours, so they should too!"
I am one of the few that really doesn't care to get Ixion. Still will try for it, but not a priority. I am more excited to be getting Fenrir soon.
As for the SMN changes it is a little to late. Waiting till Oct for changes that should have been in already is a joke. Being a ex-SMN main I am not holding my breath on 4.1 making any difference.
SMN adjustments: Like putting a band-aid on a broken leg.
Guess I'll continue sticking with RDM. What a joke.
Sorry but this excuse doesn't fly. Scholars got Miasma II back in the previous minor patch. There's no reason they couldn't have at least given Summoners back Sustain in this one.
The potency changes themselves are entirely tone deaf to the actual problems Summoner currently faces as well. The job doesn't have any potency issues (barring maybe Akh Morn). The simplest bandaid fix numbers-wise would have been to ease up on the damage falloff on Bane, Deathflare and Akh Morn.
The devs seem to be entirely clueless about what the problems with the job are. These changes are just depressing.
Which is precisely the point. The devs don't have a clue what they're doing with the job any more. They believed Sustain to be a useless skill and removed it, and yet believed Tri-Bind to be useful enough to be kept. There's no logic in that choice. All of the changes to SMN from 4.0 on have clearly had little to no thought put into them.
Yeah, so strange that people want to be treated fairly... How dare they?!?!?
Honestly SE should be embarrased that they can't have a world boss without their servers blowing up and d/cing everyone even after limiting the zone to 150 ppl . FF11 could pull off beseiged but ff14 can't handle ixion?
Tri Bind is the mandatory bind skill every caster has actually. Because back in the day Bind actually did something. Pretty useless now though but I think some synced Coils need it.
Sustain on is something I'd want to see back too but it was a dps loss to even use. And you can actually(as annoying as it is to do) just manually move your pets out of any aoe that actually does damage to it. I don't usually see my pet die anyway, the only time I remember consistently was Doma Castle. If it does return it needs to be an oGCD.
Sustain being a DPS loss to use is irrelevant though. It's not a DPS skill. It's a support skill to keep your pet up when it takes damage. As for moving your pets out of AOE... that's actually more of a DPS loss than using Sustain since you have to manually place the ground target. That's also ignoring the fact that there are a number of raid-wide AOEs that you cannot move your pet out of that will kill them without healing. A heal skill for our pets is mandatory.
My initial reaction on these summoner "buffs"
https://www.youtube.com/watch?v=47Ll5n-3hx0
Oh well, guess i just stick with blm for now.
Back in the day, bind was still useless, esp for coil. Off the top of my head in T5 you used miasma and had a paladin stun lock the add during twister phase, and for T7 you used miasma to slow and stack the renault(s) to a halt as tribind was aoe and would have ended up hurting the other petrified renaults, causing wipes. Both of those two scenarios were possibly thought by the devs to use bind for said mechanics, but players once more trumped them with digging deeper and finding 'optimal' strats for progression. Further back, it only served temporary use in Wanderers Palace, but only if you didn't have a whm or blm in the party, as their sleep was more effective in speed runs than our binds, and we had a bind limit then iirc.
Or they could leave it with separate names, animations, and slightly varying functionality... If it were truly mandatory AND moved to Role Skills, you'd have to sacrifice another Role Skill to carry it. If it's "mandatory" and a native skill, you can always just... not put it on your bar if you think otherwise.
a.k.a. (Role-Skill Rampart was no more or less than an awkward and roundabout WAR defensive buff.)
I feel like people are forgetting that SMN is still tied to ACN. I think it's the fact that if you buff SMN it indirectly buffs SCH.
Ixion's legs needed to be short. His belly hair rubs along the floor, generating static. This is what powers the lightning effect.
I'm a little disappointed that SE didn't go to the extent of showing the rider's hair standing on end. Probably PS3 limitations. (admit it, that would be really cool)
Not all traits are shared.
http://i.imgur.com/ZXaboxf.jpg
Hadn't heard about that, but that's sad.
I liked the concept of what they'd tried to do with Arcanist (split paths), and dislike the direction they took with all the new class-less jobs. :-(
Granted, I've never been fond of a lot of the specifics (they mixed their magic classes up too much. Conjurer's original description sounds more like Black Mage, Thaumaturge's original description sounds more like the Biomancy facets of Arcanist or even White Mage, and I'm nor really sure why Arcanist ended up being some split Biomancy/Summoner thing in the first place), but still...
That said, doing something like Musketeer->Machinist + Sniper, Archer-> Bard(?) + Ranger, Conjurer->Black Mage (or White Mage if we must) + Geomancer, etc. would be a lot more interesting to me.
And having advanced jobs even beyond that (WHM + BLM unlocks the path for RDM, etc.) could be fun too, but they even went so far as to strip out the cross-class system. :-/
Biomancer->Scholar/Doctor + Plague-Bringer would have been great too, but eh... :-(
They share six traits. The remaining five to six are not shared.
I was mistaken previously; they actually don't even share all traits prior to level 30. Enhanced Mind is given to Scholars at level 20. It is NOT shared with Summoner. Thus a job could alter the effects of even a level 1 ability for its job with no impact on other jobs stemming from the same class, even when either job is synced below the point of acquiring the job (i.e. below level 30).
tl;dr: There is absolutely no remaining restriction to their ability to balance all Arcanist skills separately for Scholar and Summoner.
Until 1.2, Thaumaturge was more of a shadow priest / ritualist DoT class who uses Astral/Umbral magic (and tended to be the stronger healer and saboteur), and Conjurer uses all six elements as a synergist elementalist theme of caster (and tended, outside of certain levels, to be the stronger caster DPS). Although most relevant lore was removed and then replaced with ARR, traces still remain from prior to Yoshida's decision to scrap these entire design concepts just so he'd have a smoother base for Black Mage and White Mage respectively.
I, too, actually really like the idea of split jobs—Conjurer > Geomancer, Rogue > Thief, Archer > Ranger, etc, if only because the bastardized legacy of the armory system that we have now might well otherwise excuse the refusal to ever, say, play around with the elemental aspects promised by a Conjurer or inherent in early White Mage play (lest they replace every light-side elemental spell with simply Astral magic) simply because there's "already a job/weapon for that". Such systematic refusal does nothing but waste assets and drive future designs into corners. And what's the alternative, to give Geomancers bells and Ranger "rifles" (removing every long-ish gun from machinists), and Thieves... sickles? For what advantage? You could require jobs from the same class to be leveled separately, acting as a new class that requires the former at level x to start, rather than a mask over the class. Every single skill can be adjusted for each branch job separately, even skills prior to the level at which the job is acquired, so I really don't understand what's so wrong about classes that Yoshida feels the need to remove them, just to make it so that we all start, from the very moment we pick up a rusty shortsword (usually from the gladiator guild), as a member of a traditional monarchical vanguard of waning importance and loyalties and vague connection to Holy magics, despite learning from anyone and everyone with a sword (generally gladiators) for the first 30 levels and having zero connection to Holy Magics for the first 50 to 58 levels.
They must still be scratching their heads with monk, or at least I hope they are.
So... what? Summoner mains are left twisting in the winds for two years because the devs didn't prioritize splitting it away from Arcanist? If that is the case, just delete Summoner or Scholar. It's absurd we'll have to put up with a subpar job for the whole of an expansion because the devs don't want Scholar to overtake the other healers again.