What I got from Yoshi's demonstration was that I really hope this job is unfinished because there are some really suspect things upon initial inspection.
It appears as if the goal for redesigning Summoner was to keep the burst phases, remove DoT management, and replace Ruin spam with more interesting filler phases that contain the flashy Summon attacks people have been clamouring for, but what I saw from some of the Gem Summons was extremely underwhelming.
First off, the only Summon that appears to function is Titan, which clearly offers a lot of mobility while adding high-damaging weaved abilities when executing the main GCD. A little basic but I can't really say much about this.
Next we have Garuda who offers a 3s cast of a ground AOE and four GCDs with the rare 1.5s recast timer. Upon first glance we see that the purpose of this ground AOE is to be able to cast this when we know the boss will stand within it for the full duration, which is fine, it's almost like bringing back Shadow Flare. However, the potency of this attack is about the same as a cast of Ruin III which really begs the question why we should even bother with it. As for those 1.5s GCDs...what is the purpose of them being 1.5s long? They don't appear to do anything or interact with any other mechanics of the job. Machinist's Heat Blast has the purpose of fitting into Wildfire and lowering the cooldown on Gauss Round and Ricochet for a fast paced segment of weaving in the rotation. But these don't appear to do anything but go fast for a few seconds and there certainly won't be anything to weave between them with only two Festers that will have been long used up by this point.
And lastly there's Ifrit who just makes no sense whatsoever. There's really not much to say about the gap-closer and melee attack besides just being a weird thing to add. I suppose the player will have to plan this around mechanics that keep you out of melee range when this is available, which I guess is fine because Red Mages deal with that too. But the real abomination here is the two charges of the elemental GCD. In what is essentially two casts of Fire IV, we have two spells that deal that same pitiful damage that's less than just casting (a shorter) Ruin III. Seriously, that cannot be the correct potency of this attack. Given that it appears you can summon Bahamut or Phoenix even while you have charges on a Gem, you would never bother casting these Fire IVs if you could just use Ifrit last, spam the more potent Ruin III, and wait until your Demi was off cooldown to refresh your Gems.
I'm very much looking forward to what kind of build they send out for the media tour because this looks like a real mess upon first glance.

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