If there's one thing that FFXI did right it was to make your characters feel powerful. You had abilities tied to long recast timers (originally 2 hours) which would allow you to use incredibly powerful skills. White Mages could heal an entire party to full HP instantly, Paladin's became invulnerable to all physical damage for 30 seconds and generated enough aggro to steal mobs from allies, Summoners could use their strongest summoning skills and so forth.
In FFXIV, instead of us feeling strong it feels more like the enemies are just weak. Even with a basic level of equipment, the overworld critters die very quickly and dungeons don't require much skill to beat. There are no combination attacks either, so jobs feel very insular compared to XI where timing and positioning meant more.
Mostly though, I do miss my summoner. For all their problems, they truly felt powerful in the right hands. Originally, their biggest problem was the long recast time on pet skills (1 minute) and though those attacks could be extremely powerful, accuracy issues and 59 seconds of low level white magic was solidifying their presence as a healer. Later though, this was separated into Wards and Rage. Wards were party buffs and other defensive skills, while Rage let you attack with damaging skills.
What many people forget, however, is that summoners were the preferred tactic for dealing with several bosses throughout the game. The Astral Flow for summoner was a devastatingly powerful area effect skill, with the caveat of it draining all your MP. This skill was the Summoner's 2hr ability, but due to it's long duration you could potentially get as many as three astral flow attacks out during this time. This meant that some bosses, such as Promyvion, which spawned a lot of smaller mobs, could be dealt with far quicker and easier than using normal tactics.
Oh, and when I say 'devastatingly powerful' I meant it. The damage was in a class of its own, easily capable of taking down as much as 30% of an entire boss' HP bar. And while the damage was lessened at higher levels it still remained a viable tactic for dealing with some of the strong opponents you would face. Although, by then you had access to stronger blood pact rage skills which would deal significant damage once per minute. Later, they would add new blood pacts including Odin's Zanetsuken and Alexander's Perfect Defense, the former being an AoE instant-kill and the latter rendering the party highly resistant to all forms of damage.
This made summoners sought after for certain content, in fact many didn't even consider it optional. They were simply too powerful not to have along for the ride. Kind of makes Ank Morn feel like the consolation prize by comparison.


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