I guess we can just agree to disagree, I think that is just core mechanics of how the game is designed. Adding that to SMN would make them really over the top in PvP since it will be the only class to do more actions per minute than any other class.
- Make Ifrit (and I think Titan, too) actually scale with Intellect. I expect my melee pet with an higher potency attack to do more damage than my ranged one when instead not even by adding basic attack plus ability it does more.
- Reduce DoT damage on pets by 90% like AoE abilities and/or make Sustain have a chance on tick to remove debuffs.
- Remove Radiant Shield on Ifrit because who the heck thought that giving a tank ability to a melee pet who can't keep hate at all was a good idea? Give it something that equals (or better, surpass) Contagion because right now there is absolutely no way even with a scaling fix that Ifrit will be equal to her.
- King Mog-egi after we defeat it because I want a bloody moogle running behind me all the time, alright?
They should just make the "Steady" command activate automatically while mounted. Or have it disappear like they do with minions and have it automatically spawn again when dismountingIt is extremely irritating to have my pet start attacking a mob while I'm on my mount because my 'stay' command didn't persist through a logout. It would be really nice to be able to just hit the appropriate button while riding so that I didn't have to re-summon once I get to my destination.



The change I would like to see are as follows:
1) Pet control is bad. More so with SCH but it needs work. I would like to select the abilities I want them to auto use.
2) Egi abilities are less party based and more solo based. SMN is a job, which very nature is for use in groups.
-Ifrit ability changes:
---Crimson Cyclone: remove stun add increase damage dealt by party by 10%. 60s cooldown
---Burning Strike: remain the same
---Radiant Shield: Change to Crimson Howl which adds Enfire to the party.
---Flaming Crush: add AoE burn DoT: potency 5 for 10secs
-Titan ability changes:
---Rock Buster: add slow effect
---Mountain Buster: add AoE bind effect
---Earthen Ward: Adds defensive buff to the party.
---Landslide: remove stun add range attack
-Garuda ability changes:
---Wind Blade: remain the same
---Shockwave: add Aero DoT effect (10 potency for 5s)
---Aerial Slash: add AoE blind effect
---Contagion: remain the same
3) Change Tri-Disaster to level 35 and add instant cast with 20 potency for 20s -mainly to help with adds.
I agree with that but I think Ifrit may actually be better than Garuda in terms of DPS. Since he has a melee atk + a basic spammable attack its twice as likely for him to get a crit which buffs your spell speed. Ifirit does less damage than Garuda but not by much they need to buff his damage or make "Enhanced Pet Actions" A LOT better. Only a 20% chance seems like a cruel joke, at least make it 50% then maybe Ifrit could stand a chance.
- Remove Radiant Shield on Ifrit because who the heck thought that giving a tank ability to a melee pet who can't keep hate at all was a good idea? Give it something that equals (or better, surpass) Contagion because right now there is absolutely no way even with a scaling fix that Ifrit will be equal
Just tested both Ifirit and Garuda their basic attack/auto attack is the same dmg output BUT Garuda AoE special does 60 to 70 more damage than Ifrit even though it does lower potency. The one downside is it has a cast time while Ifirit doesn't but the recast time starts as soon as she starts casting so even with a cast time its still a lot better than Ifrit. I also noticed a miss on Ifrit AoE move while never noticed it on Garuda fighting the same mob which was lv 44. Ifrit needs some serious love.
Last edited by Spythe; 10-09-2013 at 01:06 PM.
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