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  1. #1
    Quote Originally Posted by Fantasia View Post
    And I agree, SCH's class should not be able to access a summon... it's a bit too far out of the SCH capabilities in my opinion, even though in other games they have been able to access dark, elemental, healing (etc) magics to some degree, summoning just makes me weary.
    Erm, in FFXI Scholars are capable of summoning but not in the traditional sense (and was only tied toward the lore/NPCs.) They summoned debuff tubes which gives off a Paralyze/Slow/Bind/Silence aura that affects anything in it's range. SE later gave players the ability to buy a temporary version of them during campaign battles.

    So summoning isn't out of their reach perse, it just wouldn't be in the traditional sense, it would be more like XIV 1.0's Arcanist if anything.
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  2. #2
    Player
    Fantasia's Avatar
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    Nov 2012
    Location
    Ul'dah
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    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Elexia View Post
    Erm, in FFXI Scholars are capable of summoning but not in the traditional sense (and was only tied toward the lore/NPCs.) They summoned debuff tubes which gives off a Paralyze/Slow/Bind/Silence aura that affects anything in it's range. SE later gave players the ability to buy a temporary version of them during campaign battles.

    So summoning isn't out of their reach perse, it just wouldn't be in the traditional sense, it would be more like XIV 1.0's Arcanist if anything.
    That's completely different to summoning magic though, comparing "tubes" to the Primals/Avatars is bizarre.
    (And sounds exactly like how XI's Geomancer works.)
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  3. #3
    Quote Originally Posted by Fantasia View Post
    That's completely different to summoning magic though, comparing "tubes" to the Primals/Avatars is bizarre.
    (And sounds exactly like how XI's Geomancer works.)
    It's more like this per data pertaining to Arcanist in 1.0's file:

    [Arcanist]
    - A Disciple of Magic that makes use of magic along with mechanics.
    - Their guild is currently located in Limsa Lominsa.
    - Their magic skill is called "Arcanima."
    - Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
    - They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
    - Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
    - Their weapon is a combination of a staff and mechanics.
    - Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
    - There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.


    So yeah it's still a type of summoning (just like Geomancy is) but it's not the traditional type, so that's why I said summoning isn't too far fetched, you just wouldn't look at it in the way of calling a primal's essence or carbuncle.
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  4. #4
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Elexia View Post
    It's more like this per data pertaining to Arcanist in 1.0's file:

    [Arcanist]
    - A Disciple of Magic that makes use of magic along with mechanics.
    - Their guild is currently located in Limsa Lominsa.
    - Their magic skill is called "Arcanima."
    - Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
    - They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
    - Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
    - Their weapon is a combination of a staff and mechanics.
    - Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
    - There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.


    So yeah it's still a type of summoning (just like Geomancy is) but it's not the traditional type, so that's why I said summoning isn't too far fetched, you just wouldn't look at it in the way of calling a primal's essence or carbuncle.
    Ah right, I misunderstood a little. I still wouldn't call it "summoning" the ACN runes, though, as the term clearly refers to a different aspect in this game. It'd be like referring to the SMN pets as "Conjury", since they are kind of conjured, but the word itself is related to a different class of magic.

    But I'm just being pedantic =b
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