Results 1 to 10 of 149

Hybrid View

  1. #1
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    280
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Ayden View Post
    Some of you are asking DOT to be brought back. I wonder how is DOT fun? I personally think the direction should be focusing more on summons.
    I'm not advocating for giving SMN dots here but why couldn't they have summon-related dots? Just a very rough example of how it could work that I think would be fun:

    Say you have a cycle of 3 basic summons per minute with 5 basic summons to choose from (ignoring demis for this example). One of those summons can apply a minute long dot and besides that offers only utility and no damage. A second summon can extend the duration of said dot and has more damage options.

    That alone would offer more depth than current SMN and the existence of the dot ability forces the use of different summons each cycle rather than always using the most powerful one as with old SMN or using all of them every cycle as with new SMN. The more complications you add (whether they be debuffs, buffs, or cds) the more interesting the job becomes, to a point.
    (0)

  2. #2
    Player
    Ayden's Avatar
    Join Date
    Jul 2011
    Posts
    90
    Character
    Dante Vigilante
    World
    Tonberry
    Main Class
    Miner Lv 43
    Quote Originally Posted by fulminating View Post
    ...Part of the reason new summoner is so flaccid is the complete lack of any ability to mess up or optimise. It would be like if you removed gauge management from warrior or samurai and offered nothing in return. Oh wait.
    Quote Originally Posted by Tulzscha View Post
    Say you have a cycle of 3 basic summons per minute with 5 basic summons to choose from (ignoring demis for this example). One of those summons can apply a minute long dot and besides that offers only utility and no damage. A second summon can extend the duration of said dot and has more damage options.
    I'm not sure about summon choices because people will always choose the 3 that do the most dmg and ignore the other 2. Moreover a DOT summon might make the rotation more rigid as you must summon it at a particular time. However, a longer CD summon might do the trick.

    Option 1: Longer CD summon

    When the CD is up, you will be able to summon 1 new primal in place of 1 base primal, and do some cool and more powerful abilities/spells


    Example:

    Summon Odin
    Summons Odin and orders it to execute Shin-Zantetsuken.
    Effect: Deals damage to target and all enemies within 5 yalms with a potency of 1000 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants a 3-GCD combo actions.
    Recast: 120s


    ___________________________________________

    Option 2: Aether gauge

    You will be given an Aether gauge. When the gauge hits 50, you will be able to summon 1 new primal in place of 1 base primal. In addition, 1 extra new ability/spell will be given to each primal for spending the excess aether in the gauge.


    Example:

    Summon Odin
    Summons Odin and orders it to execute Shin-Zantetsuken.
    Effect: Deals damage to target and all enemies within 5 yalms with a potency of 1000 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants a 3-GCD combo actions.
    Aether Gauge Cost: 50
    Recast: 120s

    Aether Release (oGCD)
    Deals unaspected (or aspected based on primal) damage to target and all enemies nearby it with a potency of 250 for the first enemy, and 60% less for all remaining enemies.
    Aether Gauge Cost: 25
    Recast: 1s
    (1)