You're doing better AoE DPS than every other class that's not designed for AoE DPS except for the class that IS designed for AoE DPS?
....Ok.
You're doing better AoE DPS than every other class that's not designed for AoE DPS except for the class that IS designed for AoE DPS?
....Ok.

Sounds like you need to learn how play BLM. The standard is to open with fire 3 so you have 3 fire stacks asap and then begin aoe. Building up to 3 stacks with Fire 2 is a waste of MP and is inferior DPS. And SMN comes only second to BLM when it comes to aoe, MAYBE BRD when there is a ton of mobs (6+). So no it is not inherently inferior.Considering he said unique...
Lastly, no. BLM doesn't have to setup their AoE. They don't have to cast 3 spells and blow an AF stack just to AoE. They cast Fire 2 and the AoE is immediately there. It simply gets stronger with each Astral Fire stack.
Let's just pretend the "I'm only useful for Trials" class is just fine as-is. I forgot 85% of dungeon runs were killing trash mobs, something SMN is inherently inferior at, and the other 15% is a less than 60 second fight on a boss with the exception of some Coil runs.
Totally.
Top DPS in 97% of fights for 15% of the dungeon.
Sweet damn.
Look who's back for his monthly ignorant drivel.Considering he said unique...
E4E is cross-class. Both of those "debuffs" are available on Scholar. Shadow Flare's slow debuff is negligible, it really doesn't impact anything. Bane is the only legit AoE you listed. Blizzard 2 is a BLM skill. Lol@Tri-Disaster.
Lastly, no. BLM doesn't have to setup their AoE. They don't have to cast 3 spells and blow an AF stack just to AoE. They cast Fire 2 and the AoE is immediately there. It simply gets stronger with each Astral Fire stack.
Let's just pretend the "I'm only useful for Trials" class is just fine as-is. I forgot 85% of dungeon runs were killing trash mobs, something SMN is inherently inferior at, and the other 15% is a less than 60 second fight on a boss with the exception of some Coil runs.
Totally.
Top DPS in 97% of fights for 15% of the dungeon.
Sweet damn.

If u read arcanist lore it says they use symbols and geometry to gain power For theyr spells.....thats a really cool idea. But still.....lol at miasma bio fester bane and everything. Where r the geometries there? The only skill that looks correct to that description its tri disaster....look the casting animation. The rest r ridicolous. Cmon square enix put some aoe trap like arcane symbols on the Ground or maybe something with time manipulatio or Space manipulation.Smn can summon creatures so its supposed to communicate with other dimensions (?) dnt u think? Giv us something like that. I think aoe traps or debuff r very good. Animations Will be like strange arcane symbols.....like the aura of the undeads in warcraft lol. Portals, etc. If u use geometry as ur catalyst then its supposed that u must draw them. Like tri disaster, the smn draws something in the air just check it out. Shadow flare its a very good idea like the slow effect Too....but its just a ball of fire. Put something in it like i Said on the ground a geometric symbol....its easy but its like the Class its supposed to be. Plus the smn in all the fantasy world looks like more shamans than mages. Look the concept art of our ffxiv smn. Really really close to a shaman. Shaman ita supposed to use spirit based spells or aetherial manipulation....not bio miasma and fester lol. Manaward from blak mage lloms like more fit to a smn instead of blm. Same For apocatastasis. A Black mage its a PURE DPS Class.....he got support skills....lol.
Last edited by Eraqus; 09-20-2014 at 06:55 PM.
Aren't Summons in all but FF11 glorified mage spells with high costs?
FF3,4,5,9, &10; All have a dedicated class or characters that summon (flashy aoe spell) in addition to being mainly focused on white and/or black magics, usually white. Rydia!
In all three tactics games Summons are really just regular spells, like in those listed above, with a larger range and have a chance of hurting allies as well.
FF6; Any char could summon based on the single magicite they have equipped.
FF7; Much the same as 6 (can't skip animation flashy spell, arg!) but can have more than one materia equipped.
FF8,10,12, & 13 use Summons as character/party replacements for short periods of time to limited effect and aren't the focus of the characters actions.
FF8; Guardian Forces are equipped like in FF6 & 7, but a character can have as many GF's as possible. They do not cost money, but instead, when summoned, the characters HP is replaced by the GF's HP, and the ally can make no action until the summon is complete. If the GF's HP goes down to zero, the summon is cancelled and the GF can't be summoned again until it is revived. The time of the summon spell is determined by the character's compatibility with that GF, which is influenced by how frequently a character uses a particular GF.
FF10; Yuna, the parties white mage, gets to summon Aeons that replace the party for a short time and gets to romp around performing attacks and even overdrives.
FF12;Espers are basically the same as Yuna's Aeon summons but anyone can summon them depending on how you dole out the licensees to your party.
FF13; Eidolon play like Aeons and Espers with the added utiltiy of turning in a QTE.
Last edited by Einheri; 09-22-2014 at 09:04 AM.



What about this:
You can choose from all Egi skills - depending on which skills you have choosen it will get an other appearance!
Each skill have an affiliation to one appearance...
You can have 3 Summons (FamiliarI, FamiliarII and FamiliarIII), that makes it possible to have one tank, one supporter and one damage dealer... it even makes summoning others in midfight more interesting!
You dont like to change in mid combat? Just give him one Tank skill, one support Skill and 2 damage dealing skills...
To not rework the entire system, SE just needs to allow to set macros on Egi skill tree and let us customize our own Egi.
Still, SE have to rework current skills, many of them (all Egis) are useless (no provoke on Titan Egi?!)
It's not an Arcanist because only 3 abilities relate to Arcane Magic that is summon, Tri-Disaster and Shadow Flare the other abilities are from an Affliction Mage. Arcanists deals with manipulating the source of magic such as energy, spacetime and nature to create destructive spells, summon beings from other dimensions and empower their magic. The Time Mage, Illusionists, Dark Knight and Arcanist(Final Fantasy Tactics Advanced 2) is what a Final Fantasy XIV A Realm Reborn Arcanists should be. The Summoner should be more Pet focused with Pet skill trees, 16 unique Pet abilities and Pet buffs.



I disagree. Summoner should be like Summoners of old. Where you cast long summon skills and when you're low on MP fall back on something else like Time Magic, Black Magic, or even White Magic. Of course that would mean that we would need something like FFV, and FFXI's sub-job system to allow that. However, the backlash from basically 100% reworking SMN would be probably more than the complaints about Warrior pre-2.1.
The thing you're trying to make is actually called Beastmaster.

For me as i Said the summoner its like born wrong. I mean the concept...its not suited to a smn at all. Cmon guys i repeat....bio miasma and fester....for a summoner? A person that uses dimensional manipulation...?.....

It is a Summoner because it summons beings. Now, whether you'd like the rest of the arsenal of a Summoner to be healing, black or arcanist magick it's your opinion. However, I repeat again, Summoner in this game is a much of a Summoner as it has been in any of the past Final Fantasies; it summons stuff. God... 11 pages of pure waste of time.
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