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  1. #1
    Player
    NajaSide's Avatar
    Join Date
    Jul 2025
    Posts
    6
    Character
    Joan Phellan
    World
    Mateus
    Main Class
    Summoner Lv 100

    Everlasting Flight and Lux Solaris Ranges

    My main point of contention has been this: Whenever you cast Summon Phoenix, Demi-Phoenix manifests a short distance behind you, and automatically the first thing it does is execute Everlasting Flight. This places a 100 potency regen for 21 seconds (concluding at 700 potency healing across the entire duration on all party members (a potential of 5,600 in total)) on all characters within a 15y range of Demi-Phoenix.

    Whenever you cast Summon Solar Bahamut, Solar Bahamut manifests a short distance behind you and grants Refulgent Lux. While you have this buff, you are able to execute the ability Lux Solaris. This is an instant-cast 500 potency heal (a potential of 4,000 in total) on all characters within a 15y range of yourself.

    And that 15y is specifically what feels incorrect. Were we in an older expansion, this would be a non-issue to me, but when spell ranges got updated for Dawntrail, that's when the issue arose. Far too frequently do I summon Demi-Phoenix and then Everlasting Flight just doesn't reach the whole party. This is less an issue with Lux Solaris since its radius is from the player, but even then it doesn't make sense.


    Looking over jobs, the general rule of thumb is as follows–
    Healing domes: 15y
    Healing AOEs: 20y
    Buffs of all kinds: 30y

    I would've included comprehensive examples, but apparently I'm stretching the character limit. In any case, this remains true even outside of healers. It lines up with tanks and many DPS as well.

    But for Summoner? It simply does not. Our heals are smaller in almost every fashion, even when there's simply no sensible reason, and the more time passes the more grating it becomes. If Phoenix/Solaris let you place a dome for the regen, I'd get the 15, but I struggle because it just doesn't line up with the otherwise standard 20 for AOE healing.

    I really, genuinely think the radius of Everlasting Flight and Lux Solaris should be boosted up to 20y, because it frankly just gets more and more absurd how out of line we other with other healing standards.

    ______________

    Footnote: I do not know how the cure potency for Everlasting Flight, Rekindle, and Lux Solaris operates, but I'm assuming it is the same as Physick. Physick is a single-target 400, Everlasting Flight a 700 across potentially 8 players (5,600 in total), Rekindle is a 400 + 1,000 (1,400 in total), and Lux Solaris a 500 across potentially 8 players (4,000 in total).

    Because of Summoner's historically garbage Healing Magic Potency– while I appreciate our rez-ability and never want that to go –I already question the point of every healing feature that we have when they're so weak, I've barely witnessed any benefit to having them.

    But that topic is neither here nor there, and Everlasting Flight's range is specifically the focus of this thread, so I'm not going to consider my overall thoughts on our ability to heal as Summoners here.
    (4)

  2. #2
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    197
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    I’d rather they just scrap Physick, Resurrection, Lux Solaris, and Everlasting Flight in favor of more damage, or rotation interaction. I do like Rekindle, but even that is “meh” compared to how much tanks and healers can output when needed.

    I agree though - it would be nice to have a larger radius for LS.
    (3)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,187
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by NajaSide View Post
    Footnote: I do not know how the cure potency for Everlasting Flight, Rekindle, and Lux Solaris operates, but I'm assuming it is the same as Physick. Physick is a single-target 400, Everlasting Flight a 700 across potentially 8 players (5,600 in total), Rekindle is a 400 + 1,000 (1,400 in total), and Lux Solaris a 500 across potentially 8 players (4,000 in total).
    Lux Solaris, Everlasting Flight, and Rekindle scale with Attack Magic Potency.

    You can confirm this at a dummy. Around IL750 solo, Physick, stated to be 400 p, will restore about 660 hp. Everlasting Flight (100 p) ticks for about 4,000 hp, Rekindle (400 p, 200 p) immediately heals for 18,000 and ticks for 9,000, and Lux Solaris (500 p) heals for about 22,000 hp.
    (2)
    Error 3102 Club, Order of the 52nd Hour

  4. #4
    Player
    NajaSide's Avatar
    Join Date
    Jul 2025
    Posts
    6
    Character
    Joan Phellan
    World
    Mateus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Rongway View Post
    Lux Solaris, Everlasting Flight, and Rekindle scale with Attack Magic Potency.

    You can confirm this at a dummy. Around IL750 solo, Physick, stated to be 400 p, will restore about 660 hp. Everlasting Flight (100 p) ticks for about 4,000 hp, Rekindle (400 p, 200 p) immediately heals for 18,000 and ticks for 9,000, and Lux Solaris (500 p) heals for about 22,000 hp.
    Okay, that's good to know, but I wasn't sure- All I really specifically had to work off of was Summoner having a low Healing Potency stat, which made me squint a little. I do still think I've rarely seen LS do much (usually Healers just instantly apply their heals, which essentially cuts out its purpose... maybe if it gave shields?). Thanks for the info!

    I do like the idea of us having healing potential because of the wide variety of support buffs summons have had over the years... but in any case, the healing potential of the spells isn't the focus, so I'll shove that back off to the side.

    Either way, if they want me to do something with them, I'd like to be able actually match the spell range to even be able to reach the other people in my party. It's worse with Everlasting Flight specifically because Phoenix appears behind us, so whoever is furthest ahead in the arena seems like they so frequently get missed, and since it's almost always the main tank, it's such a struggle.

    It would be one thing if I could place my Carbuncle and whenever a Demi-Summon manifested, that's where it appeared and then when it finished up, Carbuncle reappeared right back in the same spot it had been placed, so that placing actually does something and doesn't just get reset every time you call forth a new Demi-Summon– being able to have a consistent location where your summons appear would resolve almost every problem (though I'd still like the inconsistent range to be matched), cause then you could assure that it being in the middle (or whatever optimal placement you chose) would actually make it more likely that everyone would get the buff.
    (1)