Well, it's time to bring back the Evoker job.
Well, it's time to bring back the Evoker job.
I envisioned a class thats spells all summon a primal to do specific things. Casting a heal summoned charbuncle to do a heal. Casting a variety of different dmg spells summoned ifrit, shiva, ramuh, ect.
Also, a limit break that lets you summon a primal as a pet for a short duration. Hit LB then a spell containing the primal you want.
According to the job lore of the Summoner not only can they summon the Primals they can even bind the essence of the Primals to their will.
Summoner's should get an ability to summon the Primals based on which Egi is out for 30s.
To be honest, the base of summoner is fine, there are just tweaks to the details I would want to make so it's an actual pet class not a DoT class who happens to have a pet. And some changes to the pets dynamic so you don't just use one pet. And obviously aesthetically I want them bigger as I've said in many other threads on the topic.
First: (now don't pounce until you read the whole thing) take contagion -and carbuncle's version- off of Garuda and emerald carbuncle. These moves combined with the fact that SMN is so primarily focused on its DoT's make them the egi of choice and that's bad. Now I'm not saying remove it from the job completely, it's a good skill, in fact it's a great skill for the job. What I want is to swap it with tri-disaster. So the summoner is the one using contagion, not the pet. This would do 2 things to improve the state of SMN, it would free up the SMN to pick whichever summon is best, rather than just Garuda full time. Second it would allow the summoner to extend their own DoT duration giving them the chance to focus entirely on their pet rather than worry about if their DoT's are still up.
Second: rework the egi dynamics, now I said swap contagion with tri-disaster, but it's not just a swap, I want to rework how Garuda and emerald carbuncle relate. I want Carbuncle to fulfil a minor crowd control role, backdraft for knockback, something to silence, something to bind. Now when changing to Garuda, instead of getting a damage increase, all those skills should become AoE. This would make ifrit better for single targets due to his higher damage, I.E bosses, while Garuda would be more suited to trash mobs for her crowd control element. Titan is fine as the solo pet for tanking.
Third: remove fester, (again don't pounce) fester is a great skill but it's a skill that takes away from the pet class element and puts it on the SMN themself. What I want is to replace it with a move that works like a weaker version of enkindle. When used it will order the pet to use a move that will vary based on which pet uses it.
Garuda, feather rain. AoE with light damage that inflicts heavy on all mobs inflicted with the masters DoT's (think of it like the feathers being attracted to the DoT's to explode). The degree of heavy will vary based on the number of DoT's I.E 1 DoT 5% heavy, 2 10% heavy etc.
Ifrit would do incinerate, a frontal cone attack where the damage increases based on the number of DoT's, essentially the current fester but frontal cone and on ifrit instead of the SMN.
Titan would do tumult, AoE around Titan, increase enmity, number of hits varies with how many DoT's are on titan's current target.
This move would have same recast as fester and require atherflow charges to use it. It would really just place the focus of SMN on the pet rather than the SMN themself, aswell as increase their AoE utility a bit.
Fourth: Enkindle, recast reduction. Not much, 3 mins recast maybe? Just seems more reasonable.
Final note: Only other thing I can think of would be increase spur potency, it is kind of lackluster, just make it have more potency than rouse, it seems only fair with it not getting all the other goodies rouse gives and with my changes SMN pet is the main focus so it deserves a few seconds of super power. Or perhaps a full heal on the pet instead of making it stronger than rouse, sometimes when your pet is getting beaten down, or even just being an idiot and standing in DoT circles, sustain and SMN physick isn't always enough to save it in time. Adding a full heal to spur might remedy that a bit.
Oh and change radiant shield on ifrit to crimson howl (enfire) seeing as he should not be getting hit and in a situation where he is you should probably be using Titan anyway.
Last edited by Cabalabob; 03-26-2014 at 03:54 AM.
Excuse me if I seem hostile, but have you even played XI to begin with to make that statement? Specifically the one that I bolded. Have you taken a look at the Egis? You specifically said that they're concentrated versions of the Primals, their base essence summoned by the players through gathering Aether. They are watered down, the Avatars in XI are not in any slight mentioning. You defeat Leviathan, he shows up in his exact form that you beat him as. Same goes for Odin, and Alexander to an extent since they are extremely temporary summons. Nonetheless, none of them are watered down. The Avatars from XI would wipe the floor with the Egis in no time at all, not just because they're bigger, more powerful, and better to look at, but simply because they are in their Prime forms, literally. Egis, if in the actual Primal forms of XI, would probably win, possibly. Since we have Hard Modes and so on, we'll just say if a singular Trial by Avatar fought the story mode or Hard mode ones, then they would give each other a good run for their money.
I just can't agree that XI's are watered down, no one who mentions summons from XI ever says they're watered down. The Summoner class never felt like it wasn't one in XI, which is a complaint many have had for several reasons when we were introduced to XIV's variants. I agree with everything else that you've said, but I don't see how you can make such an untrue statement like that. I've played XIV and am playing XI on currently while I rotate subscriptions, and have power-leveled my SMN to 99.
My Avatars are hitting for upwards of 4K with each attack of their's often, that hits harder than anything in XIV does currently that the player can do. It's nearly exclusively because the level cap is raised a lot in XI of course, but I'd still like to vouch that their power can easily match the power of the Egis and more if near the same levels.
Personally, one of the things that really stuck out to me for XIV's SMN is that there was no Perpetuation Cost. You spend a nice bulk of MP to summon them, then they stay out free of charge for as long as you want. Their attacks don't drain MP, and it costs you nothing once they're out. Couple that with your ridiculous healing effect for simply being out of combat, and you've got an odd pairing that doesn't make much sense to me. If we're only able to summon Egis, the base essence of a Primal, couldn't that mean that we could sacrifice our MP to improve or upgrade them at all? We had Blood Pacts, Rage and Wards, in XI that could be tweaked for shorter recast times, and the bonuses they gave were often very helpful, Garuda was probably THE best Avatar to have out because of her incredible versatility. She could give party wide Haste, Heal the party, give you a movement speed increase, and give you a Utsusemi effect. Then the base damage abilities, Predator Claws which does the best damage for the second highest MP cost from what I've seen, and you've got a great pet. Garuda having Contagion and the best use for SMN now could very well have been influenced on how great she was in XI, she also wasn't psychopathic then which is also nice.
Main point there, is that there could be a possible way to break Lore in XIV and improve the Egis. Then again, SE would have to do something that the fan-base wouldn't be outraged over, and balance issues need to be heavily considered then as well, especially when we will most likely get Leviathan in some shape or another a month or few months from now, maybe not right at the release of 2.2, but sometime before August I'd warrant. You then have to ask, what do the other classes get from this? What do they get out of beating Leviathan if it comes to that?
XI is still giving us options to new Avatars, a certain feline is becoming available this March, then you had the 6 base summons and Carbuncle, Fenrir, Odin and Alexander in Treasures of Aht Uhrgan, and possibly even more down the road. How is XIV's Egis going to compete with the sheer amount of options that we had and still do have in XI? And how could they balance it out if we have access to 5+ different summons? I'm basing a lot on how XI was developed and programmed, but this points out a significant issue to me personally. If XI had access to 12(forgot Diabolos) summons in one shape or another, how could that be incorporated properly into XIV without breaking anything? And if SMN gets so many additions, what will be given to other classes to make them more appealing themselves? The fact of the matter is that SMN has an abundance of creatures to call forth from the wellspring that is Final Fantasy, what makes other classes more interesting if you have such great diversity added?
Don't see the point in making a thread for two small things so I'll add them here. Ideas for SMN that came to mind could be two things that the SMN has some issues with:
1. An ability that gives us a quick summon in the case that we've used Swiftcast for something else already. Half the normal summon cost, and summon an Egi with a slight power buff to make up for it's timeout. This would be something you quene as well, it could be set up ahead of time by giving it a combo indicator after an Egi goes down, you hit the button or key within the time limit, and it re-summons one for half the cost. I'd like to say that it should be a randomized summon, so if Garuda goes down then Ifrit comes out, or any other variety, but can't rightly say if I can vouch for it, just something that came to mind.
2. Something needs to be done about Spur, it's cooldown as said by a lot of others doesn't make much sense for what it does. It's nothing but a shadow of Rouse that gives a damage buff. Maybe tinker it to be a sort of "Limit Break" move, but don't call it a Limit Break. Let it temporarily enhance an Egis attacks and speed up it's timers for it's moves so it can attack faster. Add in a visual transformation that alters it's color palette or persona, and it could very well make Ifrit viable by himself if he's using his attacks much more quickly. Garuda's Contagion makes her the go-to summon for party content, but if there was something that could buff and speed up an Egi, and with Ifrit that's 4 close-range attacks that are being pumped out at quickened speeds, then it's very probable that Ifrit could do more damage than Garuda while in this form. Garuda could also take advantage of the attacks, but she only uses three of her moves most often so you're speeding up the casting of Wind Blade and that's pretty much it, I couldn't say if it would make sense to speed up Contagion's recast, but this would encourage people to use Ifrit more and be a step to making him more viable in a lot of content. Obvious tinkering is obvious.
Last edited by Huntington; 03-12-2014 at 06:13 AM.
You read what you wanted to read in Enkidoh's statement. Enkidoh said that while the FFXI summons were graphically impressive, they didn't have the same attack power of the true summons, and that the FFXIV summons being small visually matches their relative power level. Your 4k damage at lvl 99 story notwithstanding, FFXI is so many years past FFXIV, that you really should to stop making the comparison.
If I re-read them and saw no mention of their graphical qualities, but instead how they were "admittedly potent but still not what they could be," then I'd say you're doing the same thing because all they said about them was that they were watered down and could have still been more powerful. Which I don't see because they're doing more damage than any player capabilities that I've seen so far. I also specifically mentioned that there has been several level caps raises and the like in XI which can skew everything, don't reply to me if it seems you've skipped over everything when simple comparisons are made. And comparisons are perfectly valid, XIV wouldn't exist if it couldn't take a lot of cues from XI, it helped to make it what it is so why everyone pretends it could have happened without it's predecessor I don't fathom.
I don't think SE understands why people loved Summons in Final Fantasy anymore.
Let's dumb it down, they were big flashy spells and it was always exciting to get more of them even though there were generally a lot throughout the game.
I don't see why an extremely bursty-Type Mage would be that hard to implement. A Mage that builds up it's own mini-limit break bar that gets released like once per trash encounter/periodically throughout a boss fight sounds fun to me. No need to have Summons stay out, no need have "Egis" (which don't look intimidating at all like in FFXI... They look like glorified pixies). Give the real-deal model (slightly shrinked down but still big and intimidating) that comes out, does a flashy attack, then leaves. And give us many of these summons since you can balance the summons around a single attack as opposed to being left.
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