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Thread: Summoner revamp

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  1. #10
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    1. How could a SCH (which has same toolkit as SMN.. but without a pet, which deals about 30% of your dps as extra dps + damage oGCDs) out dps a SMN?
    He has literally nothing (except healing) to deal more damage then the SMN, even on 50.

    2. There are many things that speak against the 'usual' summons:
    • game mechanics don't allow X giant creatures covering everything (imagine a 24 man raid with 6 SMN [could be up to 15])
    • no elemental weaknesses: what will differentiate Ifrit, Ramuh, Shiva, Titan, Bahamuth, Leviathan, Garuda?
    • no crowd control effects on bosses (only adds), not much CC in general; only a handfull of traditional FF-buffs available; no fancy stuff like Zantszuken...
    • Arcanist/SMN still needs (idk) ~20 class-related GCD/oGCDs... this is a game system, where everyone is supposed to do something every ~2,5s to keep up a 'rotation' or fulfill a 'priority list', while doing dodge-/stack- or other mechanics: SMN in all those listed other FF-games was just: stand there and cast spells of other classes and then go invulnerable while you get your big thing out (until it casts his signature attack or dies).
    • lore


    Things like 'summons', but also every other command/ability has to fit the game mechanics and lore. In FF10 summons where supposed as shields for the group as well, to counter specific attacks. In others they were only big damage spells. In other ones they were motorcycles and bound to a character and not a class/job.
    (3)
    Last edited by Neophyte; 07-14-2016 at 04:03 PM.