Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 51
  1. #41
    Player
    ShadowWolf252's Avatar
    Join Date
    Oct 2013
    Posts
    9
    Character
    Solkahr Grynecwaensyn
    World
    Behemoth
    Main Class
    Paladin Lv 90
    -It would be nice though if the egis then had some damaging abilities of their own that you could use off cooldown that were aspected to their respective egis element but were otherwise sort of identical (although they could be flavored differently, if you will).

    -It would be nice if each egi could give the group an elemental specific buff (think like the mass blink in FFXI) that could provide some sort of utility to the raid. But, this would admittedly have the potential of being really difficult to balance. In theory, if the damage mulitplier for elemental weaknesses wasn't too large you would have the interesting choice of do you use the egi the monster is weak to or the one that has a more useful utility ability, but that might be going a little too deep.

    -Otherwise the spells SMN uses are exactly the same, they just have a different elemental aspect depending on which egi you have out.

    [3/4]
    (0)

  2. #42
    Player
    ShadowWolf252's Avatar
    Join Date
    Oct 2013
    Posts
    9
    Character
    Solkahr Grynecwaensyn
    World
    Behemoth
    Main Class
    Paladin Lv 90
    -Maybe have a relatively even distribution of elemental weaknesses instead of like having only 5 monsters weak to earth and everything under the sun be weak to lightning like in FFXI.

    -Elemental resistance gear is something that never happens.

    What is nice about this solution, I think, is that it allows for a way to make each egi useful in different fights and bring in a bit of diversity without actually changing the job too fundamentally. Of course, this would require some modifications to BLM as well. But they could do something similar with having BLM switch "Elemental Stances" (you know...like GW2 elementalists) so if the monster is weak to water you have like an "Astral Water" and "Umbral Fire" sort of thing going on, circling the elemental wheel as necessary. And same with Thunder I guess? But basically it's the same thing, you're using elemental weaknesses to add a bit of simple diversity without actually changing the mechanics of each job really.
    [4/4]
    (0)

  3. #43
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Just an FYI, you can edit your first post and bypass the 1000 character limit.

    As for weakness, that was scrapped at the begin of ARR because the devs didn't job X to be left out because Boss Y was weak to job Z attacks.
    (0)
    Last edited by Dyvid; 09-14-2015 at 04:21 PM.

  4. #44
    Player
    Azmaria's Avatar
    Join Date
    Dec 2012
    Posts
    42
    Character
    Lyra Fenris
    World
    Leviathan
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Dyvid View Post
    Just an FYI, you can edit your first post and bypass the 1000 character limit.

    As for weakness, that was scrapped at the begin of ARR because the devs didn't job X to be left out because Boss Y was weak to job Z attacks.

    Yep, classic wow suffered from that. Most of the first raids were immune to fire, so fire mages were automaticly kicked out.
    (0)

  5. #45
    Player
    Zetor's Avatar
    Join Date
    Sep 2013
    Posts
    32
    Character
    Zaphir Kalaphir
    World
    Faerie
    Main Class
    Conjurer Lv 50
    Yeah, I'm not feeling summoner DPS at all. Too many buttons that don't really add anything (why is Spur/Rouse a thing / why do I have to push 4 buttons if I just want my pet to do burst AOE to a group?), and very dependent on meta/fight knowledge to dps effectively, more so than some other classes.

    I like the idea of a dot/debuff/control class with lotsa buttons (<3 oldschool LOTRO Loremaster / EQ2 Illusionist / etc), but unfortunately summoner just seems to be straight-up dot dps with the burst hiding behind a ton of necessary micromanagement and a fairly rigid priority system... may just be me, though.
    (0)
    Last edited by Zetor; 09-21-2015 at 05:14 AM.

  6. #46
    Player
    Inosaska's Avatar
    Join Date
    Jun 2013
    Posts
    451
    Character
    Lotharius Lionheart
    World
    Cactuar
    Main Class
    Summoner Lv 90
    I would of rather seen the Necromancer job in the game before Summoner but sadly they rushed Summoner and now its in its current state which makes it very difficult for them to add anything more to it. I also don't like that the job went dot based which makes it very weird and out of place for the Summoner job itself which is usually based around summons.

    I will also never shake the feeling that it plays like a Warlock from WoW. The resource system is so close to being the same as this video gives a great example. https://www.youtube.com/watch?v=ro0a_yws5z0
    (0)

  7. #47
    Player
    shadowwind's Avatar
    Join Date
    Jan 2014
    Posts
    3
    Character
    Tatatuni Roro
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Zetor View Post
    Yeah, I'm not feeling summoner DPS at all. Too many buttons that don't really add anything (why is Spur/Rouse a thing / why do I have to push 4 buttons if I just want my pet to do burst AOE to a group?), and very dependent on meta/fight knowledge to dps effectively, more so than some other classes.

    I like the idea of a dot/debuff/control class with lotsa buttons (<3 oldschool LOTRO Loremaster / EQ2 Illusionist / etc), but unfortunately summoner just seems to be straight-up dot dps with the burst hiding behind a ton of necessary micromanagement and a fairly rigid priority system... may just be me, though.
    SMN easily has the lowest knowledge level requirement of the two mage jobs, and also is punished the least in most fights regardless of knowledge. I mean you fester burst is behind 1 button after level 56 your death flare behind 3 if you really really want it to be or more than likely 4.
    (0)

  8. #48
    Player
    Zetor's Avatar
    Join Date
    Sep 2013
    Posts
    32
    Character
    Zaphir Kalaphir
    World
    Faerie
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by shadowwind View Post
    SMN easily has the lowest knowledge level requirement of the two mage jobs, and also is punished the least in most fights regardless of knowledge. I mean you fester burst is behind 1 button after level 56 your death flare behind 3 if you really really want it to be or more than likely 4.
    Add phases and 'boss goes invulnerable' phases are fairly common. If an add spawns far away from the boss and needs to be bursted down within, say, 5 seconds, you need aetherflow for painflare/drain (or maybe dotx2 + fester, though that is way too slow). If you don't have aetherflow stacks at that point and AF is on cooldown, you're left spamming ruin 1/2/3 along with pet aoe abilities and hoping the other DPS picks up the slack. Or if you enter DWT two seconds before the boss goes invisible/invulnerable, you just wasted a ton of your damage.

    On the other hand if you deliberately save your AF/trail stacks for 'the right moment' to prevent situations like this, you risk lowering your dps... or maybe even risk aethertrail dropping entirely if the boss decides to become untargetable with 5-10sec left on the buff timer. Shadowflare is another example. It's OK against bosses that don't move, but there are lots of bosses that zip all around the arena during the fight (e.g. second boss in fractal, first and last bosses in neverreap). How do you know where / when to place it without strong knowledge of the encounter?

    Maybe black mages have it even worse (in fact, they probably do due to turret gameplay), but that's more of an indictment on black mage design than praise for summoner design. At least black mages don't have button bloat... I guess

    (aside: all the 'burst window' abilities added in 3.0 like wildfire, enochian, DWT, etc imply a requirement of strong fight metaknowledge while also amplifying the effects of latency... not a fan of that, personally)
    (0)

  9. #49
    Player Akiza's Avatar
    Join Date
    Oct 2013
    Posts
    1,377
    Character
    Rhel Eryut
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    The issue with Summoner in this game is everyone can summon since its the pure form of magic and its innate magic. Resource wise Summoner is errily similar to the Warlock which makes no sense since lore wise the Summoner resoucre wise is a Sorceror.

    Lorewise Summoner pcs primised not to summon primals so it limits summon abiilities and design. The only summon that the Summoner can get unique to them is Hydaelyn becuase she actually exist as a seperate goddess in the aether stream.
    (0)

  10. #50
    Player
    waifugenerator's Avatar
    Join Date
    Apr 2015
    Location
    Ul'dah
    Posts
    150
    Character
    Shatotto Totto
    World
    Gilgamesh
    Main Class
    Black Mage Lv 92
    I don't mind SMN being a DoT class, I just wish our job crystal would change our 3 DoTs to line up with our 3 Egi's (burn, some kinda wind dot, etc.) It wouldn't really do anything to gameplay but it'd add some flavor. Gameplay wise I like the evoker direction we're going in, it'd be cool if we could invoke the Warring Triad at later levels. Or just keep adding more Bahamut abilities
    (1)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast