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  1. #1
    Player
    ShadowNyx3's Avatar
    Join Date
    Feb 2015
    Posts
    136
    Character
    Aloh'ir Lazoran
    World
    Cactuar
    Main Class
    Monk Lv 100
    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.
    (6)

  2. #2
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,251
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by ShadowNyx3 View Post
    ...you would never bother casting these Fire IVs if you could just use Ifrit last, spam the more potent Ruin III...
    You would if it was aoe, because he was using the aoe spell of the ifrit phase. It's a slightly more potent outburst, now tridisaster (~5 more potency per second of cast). Ifrit would have another single target "fire IV" that yoshi p didn't show us. (Animation here)

    And once again I repeat:
    There is confirmed at least one skill that yoshi p didn't have on his bar. We 100% do not know all the tools.
    This doesn't change the flow of the rotation from what we can gather, but I wouldn't be too worried about potencies when he was deliberately using the AoE part of the kit. (and also because numbers aren't real right now)
    (1)
    Last edited by Roda; 09-20-2021 at 08:49 PM.
    ~sigh~