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    Player
    P0W3RK1D's Avatar
    Join Date
    Aug 2019
    Posts
    118
    Character
    Composa Dos
    World
    Lamia
    Main Class
    Scholar Lv 90

    Summoner 6.0 Rework (my reimagining)

    Kinda after hearing of how "summoner was hitting a breaking point" especially with its egi system, i just decided to think of a rework of sorts for summoner.
    my mind was focused on making summoner feel more like an eikon weilding god-summoner, rather than a mini pokemon-traininer (which i feel should really be archanists thing)
    the main focus would be on how summons would work

    in my mind, Summons are no longer the EGIS you knw, but rather half/sized sumons (like bahamut or pheonix summon) that cause party-wide, or enemy wide damage, debuffs and effects.
    When the summon is activated it will come in using its main spell, and when its summoned it will stay on the field for 10 additional seconds, to cast additional spells and attacks with some of the summoners cooldowns.
    THe summoner can have only 1 summon active at a time <--- unless Inkindled spirit is active.
    Summons consume an aether flow charge when summoned (max 10 aether flow charges can be held at once), the summoner can gain aether flow over time by attacking an enemy, or simply by using aether flow.
    Big summons (such as Bahamut, pheonix and Odin consume 2-3 aether flow charges when summoned, whereas as most all other summons consume only 1)

    Summon main Spell casted (when first summoned)
    Summon Carbuncle - Casts reflect on all allies
    Summon Titan - Damages all nearby enemies with earth damage and casts a powerful earthen armor onto the summoner.
    Summon SHiva - Damages all nearby enemies with ice damage (has 30% chance to freeze enemies)
    Summon Ifrit - Damages single target enemy summoner has targeted (applies pyretic DoT to enemies hit for duration that ifrit is out)
    Summon Gardua - Damages all enemies with wind damage, centered on the summoners target (knocks all enemies away from the targeted enemy)
    Summon Ramuah - Shocks targeted enemy with lighting damage, chaning to the 3 closest enemies, dealing reduced damage for subsequent enemies hit (has 30% chance to cause paralysis)
    Summon Seraph - Grants all party members a small heal, and hp regeneration 10 yalms around Seraph for the 10 seconds its summoned
    Summon Alexander - Deals Holy damage to enemies around target (has 20% chance to cast Stop on all nearby enemies)
    Summon Fenrir - Casts illusary image on all nearby allies (grants them the ability to let their illusion immage take the next attack they are hit with)
    Summon Bahamut - Once summoned attacks with megaflare at target along with the summoner's attacks. (Use special buttion) to cast Ultima on all nearby enemies, and end the bahamut summon.
    Summon Pheonix - (passive casts regeneration on all allies and attacks with Summoner's spells. (use special butttion to cast one 30 second Reraise to all nearby allies. (This instantly raises all nearby dead allies, and places A ward on living allies that instantly raises an ally should they die within that 30 seconds)
    Summon Odin - (passive grants haste to summoner, and a 30% chance that his next spell will double cast for the next 10 seconds while odin is on the field) Once summoned attacks target along with the summoner's attacks (use special buttion) To attack all enemies in a straight line with Zetsuken (has 50% chance to instakill enemies not immune to death.) and end odin summon

    Other abilities
    Insistant Trance - Extends the current summon's summon time by 10 seconds (this ability has 3 charges)
    Inkindled Spirit - grants a buff to the summoner allowing for 2-3 summons to be active and on the the field simultaniously.
    Posession Trance - (consumes 1 aether charge, and consumes the last evoked summon. The Summoner will enter a trance. While in this trance he will not be able to summon anything else until the trance is over, however while in this trance the Summoner will be able to cast more enhanced versions of the abilities of the consumed Summon. The summon after being consumed will not be able to be resummoned for 1 minute after the trance is over.
    Aether-reach Summon - Summons a random aquired Summon to the field without consuming an aethercharge or cooldown, the summon activates its main move, and then quickly dissapears rather than staying for an extra 10 seconds (this can be used when a summon is already active on the field). the more powerfull summons have a smaller chance to appear. There is a small chance that a useless bunny rabbit will be summoned, wasting the cooldown the the spell.


    This is all kinda just theory crafting of what i personally would like to see, but hopefully SE has a better idea, and does both of the summon classes good in 6.0
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    Last edited by P0W3RK1D; 06-06-2021 at 06:42 AM.