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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Arohk View Post
    So yeah, lets have the summoner keep a completly useless shitty skill that heals for ~450 HP on lvl 90.
    If your argument is that vercure is "useless" then we can remove that as well right, we can also remove the resurrection from Summoner and red Mage, because it is not the DPS job to rezz people and if you need to rezz youre doing something wrong in the first place .
    Agree that SMN should get a buff to physick to make it non-obselete, but disagree how vercure is just a potent heal.

    Vercure is a flexible tool that makes sense in the RDM toolkit because of both dualcasting for priming long cast-time skills in transitions and for dualcasting verraise out of combat (think Eureka, Bozja, Heaven on High). This skill is what highlights the core strength of RDM itself, which makes weak healing have a use in its toolkit. The key strength isn't the heal, but the heal is a bonus addition for a GCD that fits into the lore and gameplay.

    Plus, it just naturally flows better after introducing Magicked Barrier increasing the heal. Using Vercure for strictly healing might not ever get usage in raids, but it does give some solo play and strengthen its lore identity, which makes the job feel complete. It feels worse to have the weak heal become even more obsolete.

    For SMN to compete with RDM's Vercure, SMN's Physick needs to be adjusted in such a way that it offers some form of utility outside of just being a low potency heal on INT. The problem is not entirely the heal itself, but how the skill itself should interact with the job's toolkit in addition to the heal. Just the heal alone won't give anything substantial to justify it. It would be a good change, but still a half-assed one in my opinion. A low potency GCD heal that doesn't offer anything else only serves to annoy your healers if they see it being casted, and the effect of relying on Physick to survive in solo play is even worse because it's the equivalent of using Cure 1 and emptying out your MP while the enemies are slapping you to death. No, if SMN gets a change for Physick, it has to offer some strategic value in a party setting, but not a straight-up potency gain by replacing a healer.

    Oh, but if they really go increase survivability to all DPS jobs, they better be giving DPS skills to healers anyway since healers are getting more sidelined than ever before for having other jobs do their healing for them.
    (8)

  2. #2
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by AnotherPerson View Post
    For SMN to compete with RDM's Vercure, SMN's Physick needs to be adjusted in such a way that it offers some form of utility outside of just being a low potency heal on INT. The problem is not entirely the heal itself, but how the skill itself should interact with the job's toolkit in addition to the heal. Just the heal alone won't give anything substantial to justify it. It would be a good change, but still a half-assed one in my opinion. A low potency GCD heal that doesn't offer anything else only serves to annoy your healers if they see it being casted, and the effect of relying on Physick to survive in solo play is even worse because it's the equivalent of using Cure 1 and emptying out your MP while the enemies are slapping you to death. No, if SMN gets a change for Physick, it has to offer some strategic value in a party setting, but not a straight-up potency gain by replacing a healer.
    So... make it transform during the various summons? Basically be each Summon's utility button. During Pheonix it could offer a powerful single target regen effect (as summoning phoenix already applies a regen effect to the party), during Bahamut it could apply a vulnerability debuff on the enemy, during Titan it could apply stoneskin, during Ifrit it could apply a potent dot, during Garuda it could buff haste (though that would probably just mean for optimization you do Garuda before Ifrit so the Haste speeds up the Ifrit casts).
    (3)

  3. #3
    Player
    Kemiko's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    287
    Character
    Kemiko Oyung
    World
    Faerie
    Main Class
    Dancer Lv 100
    Quote Originally Posted by TankHunter678 View Post
    So... make it transform during the various summons? Basically be each Summon's utility button. During Pheonix it could offer a powerful single target regen effect (as summoning phoenix already applies a regen effect to the party), during Bahamut it could apply a vulnerability debuff on the enemy, during Titan it could apply stoneskin, during Ifrit it could apply a potent dot, during Garuda it could buff haste (though that would probably just mean for optimization you do Garuda before Ifrit so the Haste speeds up the Ifrit casts).
    This is by far the most interesting suggestion I've seen.
    (1)

  4. #4
    Player
    MellowMink's Avatar
    Join Date
    Sep 2021
    Location
    Limsa Lominsa
    Posts
    640
    Character
    Mello Minkus
    World
    Faerie
    Main Class
    Summoner Lv 90
    It’s still really bizarre to me that Red Mage gets a decent heal, but Summoner’s is still absolutely pathetic and doesn’t really help for any instances besides maybe Satasha.
    (1)

  5. #5
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    The fact that they kept physick with the summoner despite the major rework is like a big slap in the face,
    physick will never be useful to the summoner with the way it was implemented and remains since the beginning of the arcanist, they should have removed it in 6.0,
    but instead they plan to remove the ressurection in 7.0, honestly sometimes I feel like the devs have a serious kit design problem with the summoner,
    they give us overheal with phoenix useless 80% of the time, a useless physick since the beginning of the game that they dont delete after a major rework,
    and an unfairly low dps that is not justified given the utility restrictions and a raidbuff far too thin to compete with the bard or the dancer,
    if they want the summoner to be a support mage, they need to drastically increase the utility kit, otherwise they have to review what is really useful or not, and increase the damage.
    (3)
    Last edited by remiff; 04-29-2022 at 07:58 PM.

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