PSA. TO ALL players, not summoners job, it's client side. Here's the command.
/petsize all small
/petsize all medium
/petsize all large
It's not just the size of Titan. I've been playing a lot on summoner and have them set to small. In general I like to see my own attack effects, but Titan and Ifrit in particular have attacks on summoning that are very bright. It's actually made it difficult at times to do things like discern if the EX trial for weapons is using green, blue, or red stance attacks and position correctly. Yes, you can plan your summon around that, but I do think it's a bit much if you have to plan your rotation just so you can see fight mechanics.
My biggest QoL wish for SMN:
Make the base carbuncle just a cosmetic spell.
Reasons:
- It literally doesn't do anything in combat. He actually doesn't even face the direction you're aiming your spells lol... He just stares at you like that cat begging for food while you're cooking. I'd also rather not have it with me in combat as his animation popping in and out (when you summon other stuff) is a bit distracting.
- Makes Radiant Aegis (the shield) unreliable as sin when you realize you can't use it during a key moment of a fight because there's a primal doing an attack right at that moment, or a Demi phase going on.
- Makes Searing Light hard to use in case something happens and it drifts because of the point above.
It would be cool if SL and RA would actually be cast by using Alphinaud's old Diamond and Obsidian carbuncles as their cast animations.
Hoping for a lot there. People said the same thing about MCH and DRK and well they got next to nothing.
Hell the one ability that dark knight needed the attack stacks on didn't get it. Blood weapon is still a hard duration with it's aoes being spells unaffected by skill speed
I'm just some guy...
There are some, ahem, third party tools you can use to remove the effects. Won't go into details here for obvious reasons, but it's possible.It's not just the size of Titan. I've been playing a lot on summoner and have them set to small. In general I like to see my own attack effects, but Titan and Ifrit in particular have attacks on summoning that are very bright. It's actually made it difficult at times to do things like discern if the EX trial for weapons is using green, blue, or red stance attacks and position correctly. Yes, you can plan your summon around that, but I do think it's a bit much if you have to plan your rotation just so you can see fight mechanics.
Does it? It has almost as much mobility than ranged physical DPS, but arguably these three jobs have a more "complex" rotation, at least Bard and Dancer do. Can't say for Machinist as I don't really know about it.
I have mained SMN in Stormblood and Shadowbringers, I just finished leveling it yesterday and I don't like it. It's my opinion, and as you say I just won't play it. But I don't think it should have better single target damage than it currently has. It used to be powerful (maybe overpowered sometimes I will agree) and it had great mobility but still had a clunky rotation with several micro managements going on which, at least for me, justified it's great damage output and skill ceiling.
Currently, there isn't any reason for SMN to be able to do great damage, virtually be as mobile as a ranged phys, have a raise and buff the party, while keeping a very simple rotation of "press these 3 buttons that light up".
A minor DPS buff is fine. But I don't think it should rival with other jobs that have more complexity to them. They should either increase the skill ceiling, or give it more support options. As of today, I think the job goes a bit everywhere with no real consistency, which is a lot to say about SMN when it had that very same problem on another level with its multi-gimmicks flow before (Aetherstacks, DoTs, Pet management, Trance management, ghosting issues, mobility planning).
Small MP reduction? My SMN seems to have infinite MP currently, so I just do not agree with you there.I am loving the New Summoner alot! It's the best it has ever been! I thank the development team for making my dream Summoner.
Having said that, there are somethings I wish could get adjusted.
Small MP reduction
Searing Light used outside of combat
Ifrit Skills buffed across the board
But overall Summoner feels great! And I look forward to what we will get in 7.0!
Thank you~
Why would you use Searing Light outside of combat? If you mean for pre-pull or something, then just work Searing Light intelligently into your opener. I have been using Ruin III > Energy Drain > Ruin IV > Searing Light.
And I am completely baffled why people keep saying or suggesting the Ifrit skills are weak. Ifrit's ST attack and the two Crimson Combo attacks all have a potency of 430. Would you rather cast Ruin III or something during the Ifrit phase?
At the end of the day, summoner needs to at least be competitive with Red Mage. The devs stated that rotational complexity is not something they factor in during balance, though it's plausible that the sheer mobility smn is capable of is being factored in.Does it? It has almost as much mobility than ranged physical DPS, but arguably these three jobs have a more "complex" rotation, at least Bard and Dancer do. Can't say for Machinist as I don't really know about it.
I have mained SMN in Stormblood and Shadowbringers, I just finished leveling it yesterday and I don't like it. It's my opinion, and as you say I just won't play it. But I don't think it should have better single target damage than it currently has. It used to be powerful (maybe overpowered sometimes I will agree) and it had great mobility but still had a clunky rotation with several micro managements going on which, at least for me, justified it's great damage output and skill ceiling.
Currently, there isn't any reason for SMN to be able to do great damage, virtually be as mobile as a ranged phys, have a raise and buff the party, while keeping a very simple rotation of "press these 3 buttons that light up".
A minor DPS buff is fine. But I don't think it should rival with other jobs that have more complexity to them. They should either increase the skill ceiling, or give it more support options. As of today, I think the job goes a bit everywhere with no real consistency, which is a lot to say about SMN when it had that very same problem on another level with its multi-gimmicks flow before (Aetherstacks, DoTs, Pet management, Trance management, ghosting issues, mobility planning).
It's damage should be on-par with Red Mage's if not a bit better when factoring in Red Mage's access to Magick Barrier and dualcast Verraise (I'll even spare everyone the whole "remove raise from casters"/"make verraise incompatible with dualcast" shpiel). Otherwise the question "why take a smn over a rdm" gets asked and answered with "You don't," which flies against the devs' intent of keeping all jobs competitive.
his attacks are at 430 potency, but the global filler is less strong than garuda and titan, he certainly has less stack, but with the cast he is just as long as the others, and yes overall ifrit is weak, but he is not the only cause of the loss of power of the summoner, the real problem is rather phoenix than ifrit which is supposed to be the big burst but which does not compete with bahamut in terms of damage, for a situational regen,Small MP reduction? My SMN seems to have infinite MP currently, so I just do not agree with you there.
Why would you use Searing Light outside of combat? If you mean for pre-pull or something, then just work Searing Light intelligently into your opener. I have been using Ruin III > Energy Drain > Ruin IV > Searing Light.
And I am completely baffled why people keep saying or suggesting the Ifrit skills are weak. Ifrit's ST attack and the two Crimson Combo attacks all have a potency of 430. Would you rather cast Ruin III or something during the Ifrit phase?
and the dps that's supposed to go up in phoenix, does the opposite and goes down.
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