Don't worry summoners. Just try to be patient til heavensward come along. You will get 5% mana cost reduction on tri blast while some strange buff is thrown into the cogs that further buffs scholar and leaves summoners in a state of wtf.

Don't worry summoners. Just try to be patient til heavensward come along. You will get 5% mana cost reduction on tri blast while some strange buff is thrown into the cogs that further buffs scholar and leaves summoners in a state of wtf.
Well my 2cents... I too have to agree I'm a bit taken aback by how the Summoner Job has been implemented in this iteration of Final Fantasy. As many have already stated, the size of the egi, the "DoT" mechanics... although an interesting take, on how the Devs wanted the Summoner job to be used in the game, to I guess fit... it does take away from the actual historical significance that Summoner has been depicted in previously... I mean, look at Yuna from Final Fantasy X, a summoner who "relied entirely" on the capabilities of her summons who where awesome both in damage and support....akin, to (FFXI)...
I've seen some mention that "we" want a FFXI summoner, and perhaps we do...why?, because it does genuinely represent the Summoner job and how it has been implemented in the past...
why change a formula with so much history and lore behind it... and why (spoiler for those that don't know)... have Belial, as "big and looming and threatening" during the summoner job quests... Seriously, if SE can create Belial to be so big, why not implement the egi-system, so that they don't take a backseat to the actual Summoner...
The Egi is the job... that's my understanding of Summoner... not the other way around... this entire system is broken...for the depiction in which it has been reflected.
SE thought making the Summoner a pet focuse job will be to hard to play for casual players but it turned out to be the other way around. Look at Ninja SE thought players would have a hard time squeezing out every bit of DPS with Mudras put players mastered it easily and quickly.
Summoner is suppose to be easier with the DoT focus but the majority of Summoner's are horrible because DoT classes are harder to master at high level. With the type of fast pace game this is Summoner would've been better off being a pet focus job since it fits with the overall theme of the game.


For once I agree with something Akiza said. Back in the first year of ARR, Yoshi-P was asked if they had plans to put more emphasis on the pet. His answer back in 2013, was that he did not have any plans for this as they did not want to confuse new players. Fast forward one year, and ninja was said to have such high DPS/utility because of the complexity of the class. So apparently some classes are designed for less skilled players and others are supposed to be designed for more complex players? Is that what I'm hearing? I think (or I at least hope) that SE is finally listening to the player base about SMN. Some people have asked for crazy drastic changes. I for one think that the damage from the summoner will always be DoT based, and I'm totally fine with that. I do hope it's changed to elemental DoTs just fore lore sake. I also would like to see a much heavier focus on the pet. The summoner should have more abilities like enkindle where the summoner commands their pet to use an ability.
Last edited by Sequora; 05-06-2015 at 12:27 PM.



I agree it seems weird. One of the hardest classes to optimize and the worry is on not making the pet too complex/significant? People who don't care about being good can just keep their Pet on Sick if it's too complex, since they already do with how simple it is anyways.For once I agree with something Akiza said. Back in the first year of ARR, Yoshi-P was asked if they had plans to put more emphasis on the pet. His answer back in 2013, was that he did not have any plans for this as they did not want to confuse new players. Fast forward one year, and ninja was said to have such high DPS/utility because of the complexity of the class. So apparently some classes are designed for less skilled players and others are supposed to be designed for more complex players? Is that what I'm hearing? I think (or I at least hope) that SE is finally listening to the player base about SMN. Some people have asked for crazy drastic changes. I for one think that the damage from the summoner will always be DoT based, and I'm totally fine with that. I do hope it's changed to elemental DoTs just fore lore sake. I also would like to see a much heavier focus on the pet. The summoner should have more abilities like enkindle where the summoner commands their pet to use an ability.
The only major thing will be the balance of pets taking too much/too little, as if there is great emphasis on the pet and it dies....well, people think there are a ton of SMN threads popping up now, that'll make the forums explode.
Don't want to have the pets tanking fights either (Ramuh EX)
Last edited by Judge_Xero; 05-07-2015 at 11:45 PM.


I think it's funny how this thread just died, lol. It's sorta a good thing, but it's just funny.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
People are waiting for Heavensward changes so people are waiting until either giving it a thumbs up or complain on the forum
The low damage potency of Tridisaster is a bit mystifying when you compare it to Blizzard II's. The fact that it's a ranged longer duration bind with a duration around that of baned DOT's makes it useful to me in open world.
More mistifying is the pitifully short range of the pets' aoe moves or the cooldowns on them. Not to mention Enkindle's cooldown that's another level of silly.
But they repeat that a lot in this game. The ninja's mug and assassinate have pretty low potency, but for some reason an execute ability only usable at 20% health not only does as much damage as a second step of an ability chain, but has a 1 minute cooldown to boot. A monk's Howling Fist is a slightly stronger rockbreaker on a similarly long cd.
They just seem fond of placing inane cd's on unremarkable abilities for no reason whatsoever.
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