Hello,
currently I'm not that satisfied with the playing style of the arcanist/summoner class. While it being a very interesting "lore" and "background" class, it lacks fun (at least for me). The former intention for the class/job system is/was that the classes are more solo oriented (more casual focussed) and the classes more suited for group play (more endgame related).
Here are just a few suggestions which came to my mind. You can discuss, like, hate, troll or w/e, I simply don't care. Maybe one of these ideas are getting adopted, but if not, no big deal.
Arcanist
The arcanist is not overall played anymore. The most players are choosing the SMN class for solo content no matter what. In this case we need to "buff" up the avatars/pets in order to make them useful in either way.
!These conditions will only fit as an arcanist!
- Ifrit: Close Range Meele, (M)ATK Boost + XX%, Enfire, Occ. Stun
- Tank Carby: Close Range Melee, DEF/HP Boost + XX%, Emnity+, Occ. Earthern Ward
- Blue Carby: Range Melee, Speed Boost + XX%, AOE Blind, Occ. Push Back
These different boosts apply to the pet and the arcanist only. While there being a little selection of AOE spells as well. This ist just the general idea. So whenever I go out and do quests, I should be better off with the arcanist and the boosts for solo content. This is more like an "pet-aura" sort of thing.
Summoner:
While equipping the soul stone to "raise" upon a new level (Summoner) the avatars/pets change as well. Literally stepping back from the battle itself and enhancing the summoner and the party/group.
!These buffs should apply to the whole group!
- Ifrit: (M)ATK Boost + XX%, Occ. Enfire, Fire Resistance+,
- Titan: DEF/HP Boost + XX%, Occ. Earthern Ward, Earth Resistance+,
- Garuda: Speed Boost + XX%, Occ. Healing Wind, Wind Resistance+
*The forementioned XX% should be quite a bit lower as SMN than ARC of course. So we don't step into the same SMN onry habit. Again this is just a general idea in terms of "Pet-usability"
Summoner Gameplay:
The current summoner gameplay is very DoT heavy. I don't mind the dots, really. There needs to be difference between BLM and SMN playstyle. There will be already a little difference with the pet changes mentioned above.
But the handling with the dots and pets in the very hectic fights, feels really really sloppy.
- Since the pets aren't attacking anymore as a SMN, quick mob switching will be obsolete
- Bane: Raise the recast time instead of using up an atherflow stack, make it hit more enemies while gradually lowering dmg depending on how many mobs (or give shadowflare a huge boost), give it a 100% chance to reset the duration if the targeted mob is below 15~20% health, raise the range itself
* These changes might be a bit overpowered, but I've got the feeling that this skill needs a bit of a change >_<;
- Ruin II: Boost the MATK dmg of this spell while no dots are applied on an enemy (only Ruin II not Ruin I!!!), this gives us the opportunity to burst low health mobs in exchange of some MP (since MP cost are valuable high)
- Add a low chance if our DoT's are hitting critical that we can get a free fester
- Give us a skill which copies the DoT's on the enemy back to the caster, resetting its duration, gradually lowering the SMN's HP and using up 1 Aetherflow stack if they're applied on a new enemy
This was just hitting my mind and of course this won't fit to everyone, but maybe some of you like this kind of changes. It would've been cooler if the SMN could "transfer" his soul into the pets and then actually play them or the SMN could "absorb" the essence of the pets and get cool buffs from it. But this would totally knock out the current system.