Page 10 of 11 FirstFirst ... 8 9 10 11 LastLast
Results 91 to 100 of 107

Thread: SMN changes

  1. #91
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Summoner become really nice support job with devotion and this new pet ability that boost whole party magical damage contribution. Caster abilities offer mana transfer for healers too so I wonder can summoner fill bards spot in the expansion. Probably stacking casters can be option in the expansion?

    (4)

  2. #92
    Player
    AristocraticCorgi's Avatar
    Join Date
    Jun 2016
    Posts
    131
    Character
    Karasu Suki
    World
    Louisoix
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sunako View Post
    Summoner become really nice support job with devotion and this new pet ability that boost whole party magical damage contribution. Caster abilities offer mana transfer for healers too so I wonder can summoner fill bards spot in the expansion. Probably stacking casters can be option in the expansion?

    Yes indeed! SMN now can buff other party members

    So excited about it! I think that SB will bring many different party comps, as in, we may see more than one meta! That'd be amazing.
    (1)

  3. #93
    Player
    Arynne's Avatar
    Join Date
    May 2017
    Posts
    8
    Character
    Arynne Dahln
    World
    Gilgamesh
    Main Class
    Summoner Lv 60
    I'm really looking forward to seeing how the changes go. I love having utility as I think it makes for a much more fun playstyle than just DPSing. It'll take a bit, but I think eventually I'll be able to find a smooth rotation which alternates between building up DoTs, buffing the party, then doing burst damage.

    If we do end up switching out egi for different party buffs and effects I think that's going to be great. While it'll make things a bit clunky at first as I get used to it, I've always wanted to have more focus on using our summons. This will definitely make me pay more attention to who's out rather than defaulting to Garuda. Some of the complexity of maintaining DoTs may be gone, but I think it'll be replaced with egi management.
    Plus if each egi has a specific buff and purpose now, that'll open up the way to maybe having more egis added (I know, probably a pipe dream but I'll continue to dream!)
    (1)

  4. #94
    Player
    Vallhallix's Avatar
    Join Date
    Mar 2014
    Location
    Limsa
    Posts
    206
    Character
    Urdnot Rekt
    World
    Midgardsormr
    Main Class
    Summoner Lv 80
    Egi management is the absolute worst part about the job though, the less the better imo. If they really want egis to play a bigger role they should atleast make them self sustaining now that we lost that ability. I like to keep swiftcast up incase a healer drops, last thing I want is to be constantly wasting it to bring back a dead egi. At the very least, lower the casting times of the egi or make them instant. Honestly i'd rather them focus on the trances for summons in the future, the pets we already have are enough (and one of them goes completely unused outside of pve or that rare case you don't get a tank in potd). I'd rather them add new trances/summons than waste our abilities in an expansion on pets. What will happen is one will be used more than the others just how it is now.
    (0)
    Last edited by Vallhallix; 06-02-2017 at 12:13 PM.

  5. #95
    Player
    ShaolinMike's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    458
    Character
    Michael Stormcloud
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Saw a post on imgur with new egi abilities. They get something called Curl which decreases the damage they take by 20% for a period of time. Also, if their HP regenerates while Bahamut is summoned, that's 20 seconds of regent time every so often.

    Here's the link: https://m.imgur.com/r/ffxiv/O9JIv
    (1)

  6. #96
    Player
    SirDiscoFrog's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    151
    Character
    Korvus Rook'shir
    World
    Behemoth
    Main Class
    Dancer Lv 80
    Quote Originally Posted by ShaolinMike View Post
    They get something called Curl which decreases the damage they take by 20% for a period of time.
    Curl is Topaz Carbuncle's cooldown for Summon II which is the tank pet, I don't think its gone through any changes from its current iteration. The only abilities that were changed egi wise seems to be Contagion and Radiant Shield, which I am sooo happy about. This definitely will give Ifrit-egi a clear usage while bringing Garuda-egi down a lil without nerfing her.

    Also, if their HP regenerates while Bahamut is summoned, that's 20 seconds of regent time every so often.
    This would be cool for when were just solely dpsing although I'm hoping maybe they add in something that allows Physic to be based off of SMN's INT instead of MND which is what seems to be what RDM's VerCure is based off of. While Egi survivalbility isn't a huge issue, it can still be a concern when soloing with Summon II, to which we'd definitely still need something to keep them up.


    That also leaves to question.....what happens to pet enmity when Bahamut gets summoned? Will a mob that I had Titan-Egi/Topaz Carby tanking suddenly start attacking me when I Summon Bahamut? I guess in that case when soloing you could ignore summoning him or adapt the usual mentality other dps probably go through when soloing of kill it fast so it doesn't wreck you lol
    (0)

  7. #97
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    The way I see it : we get a powerful Bahamut every 2 minutes, but we pay a price for it in terms of personal power. Problems I can see with it :
    - Death will be even more of a punishment for us than other classes.
    - We get the Bahamut only at 70, but the fee is payed way before and all up to it.

    I think it will be really balanced at 70 and adapted with the new stuff. With the dmg / potency increasing, they had to nerf potencies.

    BUT if we have to go back (and we will have to because of memoquartz, to stuff rerolls, farm relic, etc…) we’ll juste be in there basically 20-30% less efficient than now. So it’s EXACTLY like heavensward :
    • HS : oh god now that I’ve reached 60’s gameplay, I don’t even want to play a thing not 60 with SMN anymore, not ever !
    • SB : will be exactly the same but with 70.

    I’m kinda getting bored with that (a “don’t go back or feel the pain” class). But I’m really optimistic for 70 content.
    (1)

  8. #98
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    Sorry for double post, 1000 characters limitation

    Another thing I’m a bit annoyed with : I always thought SMN lacked spammable AOE (even at high MP cost I’d take it) and had to rely too much on CD abilities (a tank doing packs of 2 becoming infuriating).

    I thought ruin 4 would be an AOE type, to do something outside of transe, and balance the gameplay between transe and out of transe. So that we wouldn’t pressure tanks and healers, to reduce possible friction in dungeons.

    But they went the opposite way ! Focus in transe bursts even more and nerf AOE. Guess what ? I absolutely don’t wanna take a Bahamut out, only available every 2 mins, for 2 useless trashmobs ! But what other choice will we have ?
    (1)

  9. #99
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    As fun as speculation is, the built we saw was an April dev built. It is going to be hard to say till the actual patch notes how strong or weak SMN will be or how all the mechanics will work. Take everything you saw as concept only.
    (1)

  10. #100
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    I'll admit I jumped the gun a bit after seeing it. I saw we could summon bahamut and thought "Okay the kids got their toy what did they fix for the adults?"

    I like the party buffs and I don't think Garuda will be my go-to for so much, but we wait and see.

    I wonder what minor changes they did for Ifrit to fix the time he takes to stop..turn..and float to the mob over garuda who just turns and starts sneezing. A gap closer would be wonderful, low potency and shorten recast.

    I guess we won't have to worry hopefully about hitting this new ability as much as the old one for Garuda maybe? Also Enkindle delays.

    Seems they took down our bane but they hit everyone with something like that. I guess they really don't want these speed runs but the dungeons encourage it. So maybe they'll do some QoL changes on dungeons.

    Manashift will be fun. I don't mind being a team player, it's not a constant synergy but someone is going to have MP problems and it always bothered me I couldn't do something as a smn other than a swift raise or two. I loose one thing, gain another.

    I like the longer duration on DoT's. I was considering picking up my bow from 1.0 and letting my book collect dust, but maybe not..let my carby shine.

    Quote Originally Posted by Draxxion View Post
    As fun as speculation is, the built we saw was an April dev built...
    That's true, we don't know how things have changed. It makes it hard not to say something but then again I think they've seen how much people react to changes. I just want the notes to come out so they have something to read and while they complain I can play and enjoy. I'm looking at you Salt-Mages!
    (0)
    Last edited by Leigaon; 06-06-2017 at 09:47 PM.

Page 10 of 11 FirstFirst ... 8 9 10 11 LastLast