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  1. #21
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    lore has become important to square enix and summoner summon egi of beast tribes gods. am I say the summoner is evil no i am not. I know lore around is the bst is there, that important. the approach with summoner is different but interesting.
    (0)

  2. #22
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    I stopped leveling SMN at 53 once I realised I'm not getting anything apart from more flashy animations that improve my damage output. I'm really disappointed in the job at this point.

    As someone else said, a pet job should be about controlling the pet.

    Here is hoping that SE implements PUP <3 or something along these lines.
    (1)

  3. #23
    Player
    Deifact's Avatar
    Join Date
    Aug 2011
    Posts
    321
    Character
    Deifact Kinspawn
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 61
    I would love PUP or BST! When I think about FFXIV SMN it reminds me a bit of Aion's Spiritmaster (which I enjoyed playing!) but I think for me what was great about that was that the pets evolved over time, you got higher rank summons that got more powerful. It'd be great if they could at least let the egi grow over time visually and maybe the potency of their attacks goes up or something... to at least make it feel like what we are summoning is getting more powerful as we level up.
    (2)

  4. #24
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Khalithar View Post
    I know of the lore, I'm looking at things solely from gameplay. What new pets did smn get? Zero. What new pet attacks did smn get? Zero. How many new pets did sch get? Zero. How many pet abilities did sch get? One, an ability that dismisses the pet entirely to increase your healing power. At this point, I'm convinced that SE has basically abandoned the pet system.
    Now these are fair points. There's not much I can add since I agree with you on this.

    Anyway, this discussion got the wheels in my head turning, so here's an alpha version of something that I'm sure some people won't like:

    Arcanist

    Summary of changes
    - Ruin gains extra potency on targets with Bio and Bio II on them. Total potency of a target with Bio and Bio II on them is 100.
    - Bio stretched to 30s duration but nerfed from 40 potency to 25 potency per tick.
    - Miasma changed from a single-target DoT to an AoE DoT. Is no longer affected by Bane. No longer applies Malady or Weight. MP cost increased to double of current amount to compensate.
    - Sustain buffed to a total of 30% of pet HP recovered, but spread over 15s instead of 10s.
    - Bane now spreads only Bio and Bio II. No longer has a chance to refresh durations.
    - Eye for an Eye's cooldown reduced to 120s baseline.
    - Rouse removed. Replaced by Emancipation.
    - Miasma II removed. Replaced by Affliction.
    - Shadow Flare now requires Aetherflow and is instant cast.
    - Enhanced Pet Actions changed to pets gaining additional damage per DoT on the target.
    - Pet damage resistance to AoE attacks increased.
    - Reduced chances of being interrupted by damage when summoning.

    Abilities
    01 Ruin - Deals unaspected damage with a potency of 80.
    02 Bio - Deals unaspected damage with a potency of 25 for 30s (combined total potency of 250). Adds 10 potency to Ruin if used on target affected.
    04 Summon - Summons a caster-type pet to fight by your side.
    04 Physick - Restores target's HP. Cure potency: 400
    06 Aetherflow - Restores 20% of maximum MP. Additional Effect: Aetherflow. Cooldown: 60s.
    08 Energy Drain - Deals unaspected damage with a potency of 150. Additional Effect: If under the effect of Aetherflow, absorbs 50% of damage dealt as HP and restores MP.
    10 Miasma - Deals unaspected damage with a potency of 20 to target and nearby enemies. Additional Effect: Unaspected damage with potency of 25 for 24 seconds (Combined total potency of 220).
    12 Virus - Reduces target's STR and DEX by 15% for 10s. Cooldown: 90s.
    15 Summon II - Summons a tank-type pet to fight at your side.
    18 Sustain - Continuously restores 6% of summon's HP over a period of 15s (total 30% of summon's HP).
    22 Resurrection - Resurrects target to a weakened state.
    26 Bio II - Deals unaspected damage with a potency of 35 over 30s (combined total potency of 350). Adds 10 potency to Ruin if used on target affected.
    30 Bane - Spreads a target's Bio or Bio II to all nearby enemies with remaining debuff duration.
    34 Eye for an Eye - Erects a magicked barrier around a single party member or pet for 30s. Barrier Effect: 20% chance that when barrier is struck, the striker will deal 10% less damage for 20s. Cooldown: 120s.
    38 Ruin II - Deals unaspected damage with a potency of 80. Additional Effect: Blind for 10s.
    42 Emancipation - Resets the cooldown on pet abilities and removes all status ailments on pet. Cooldown: 240s.
    46 Affliction - Reduces target's HP recovered by healing magic by 20% for 24s. Additional Effect: 40% Heavy for 24s. Cooldown: 30s.
    50 Shadow Flare - Envelops a designated area in a veil of magicked shadows, dealing damage with a potency of 25 to any who enter for 30s (combined total potency of 250 per target). Additional Effect: 5% of Slow. Can only be used while under the effect of Aetherflow.

    Traits
    08 Aetherdam - Allows the stacking of one Aetherflow.
    14 Enhanced Intelligence
    16 Enhanced Intelligence II
    20 Maim and Mend - Increases base action damage and HP restoration by 10%.
    20 Aetherdam II - Allows the stacking of up to two Aetherflows.
    24 Enhanced Pet Actions - Pet abilities deal an additional 5% damage per damage over time effect on target.
    28 Supervirus - Adds 15% Intelligence and mind enfeeblement to Virus for 12 seconds.
    32 Enhanced Intelligence III
    36 Energy Siphon - Doubles the amount of MP restored by Energy Drain.
    40 Maim and Mend II - Increases base action damage and HP restoration by 30%.
    40 Aetherdam III - Allows the stacking of up to three Aetherflows.
    44 Enhanced Pet Resistance - Reduces pet's damage taken from indirect/area-of-effect sources by 20%.
    48 Fortified Summoning - Reduces your chances of being interrupted from taking damage while casting summoning spells by 60%.

    Notes
    - The point of these tweaks is to remove some of the pet abilities from ACN. This leaves ACN to be focused on DoTs. and some debuffs.
    - To clarify, Enhanced Pet Actions now increases the damage your pet deals on a target that has DoT effects on them. Ideally it is balanced around targets under the effect of Bio, Bio II and Miasma. Shadow Flare may also count as a DoT effect, but I'm not sure about it at the moment.
    - Pet Resistance is there because I've seen pets get 3-shot by AoEs in dungeons. Not sure if this is a problem in savage content, but I thought it might be nice.
    - Emancipation I feel would be a helpful cooldown to have in certain situations, and I see both SCH and SMN benefiting from it.

    Summoner

    Summary of Changes
    - Tri-bind removed. Replaced by Egi Siphon.
    - Spur and Rouse have been sort of combined.
    - Dreadwyrm Trance and its associated abilities have been removed.
    - Egi ability spread has been reduced from 5 abilities to 4. As such, Contagion, Landslide, and Radiant Shield are gone.
    - Egi ultimate abilities (Inferno, Aerial Blast, etc) no longer have a cooldown but can only activate via Enkindle.

    Job Abilities
    30 Summon III - Summons an attacker-type pet to fight at your side.
    35 Fester - Cause wounds inflicted by your damage over time effects to fester, dealing damage with a potency of 150. Refreshes the duration of Bio, Bio II or Miasma on target. Can only affect spells cast by you. Can only be used while under the effect of Aetherflow.
    40 Rouse - Increases a pet's physical and magical attack power by 50% for 20s. While roused, pet will be immune to stun, sleep, bind, heavy, paralysis, and disease for 20s. Cooldown: 60s.
    45 Egi Siphon - Absorb 30% of your current Egi's HP, generating one stack of Aetherflow. Cooldown: 45s.
    50 Enkindle - Commands pet to use its signature attack. Cooldown: 180s.
    52 Summon IV - Summons a crowd control-type pet to fight at your side. (this would be Shiva-Egi)
    54 Elemental Wheel - Summons egi corresponding to your current egi's elemental wheel for 20s. Cooldown: 60s. (see notes)
    56 Chandrahas - Summons Ravana-Egi to temporarily fight by your side for 15s. Upon expiring, performs Chandrahas, dealing damage with a potency of 200 to target and nearby enemies. Additional effect: Increases target's damage taken by 5% for 10s. Cooldown: 90s. Can only be used while under the effect of Aetherflow.
    58 Summon V - Summons an anti-caster pet to fight by your side. (this would be Leviathan-Egi)
    60 Trine - Delivers an attack with a potency of 200. Gains 100 potency per additional active egi. Can only be used while under the effect of Elemental Wheel and Aetherflow. Requires two stacks of Aetherflow. Consumes Elemental Wheel upon use.

    Garuda-Egi
    Wind Blade - Deals wind damage with a potency of 110.
    Shockwave - Deals wind damage with a potency of 90. Additional Effect: 15-yalm knockback. Cooldown: 90s.
    Aerial Slash - Deals wind damage with a potency of 100 to target and all enemies nearby it. Cooldown: 30s.
    Aerial Blast - Deals wind damage with a potency of 250 to target and all enemies nearby it.

    Titan-Egi
    Rock Buster - Delivers an attack with a potency of 85. Additional Effect: Increased enmity.
    Mountain Buster - Delivers an attack with a potency of 70 to all nearby enemies. Additional Effect: Increased enmity. Cooldown: 15s.
    Earthen Ward - Decreases damage suffered by pet by 20% for 20s. Cooldown: 120s.
    Earthen Fury - Deals earth damage with a potency of 200 to all nearby targets. Additional Effect: Razed earth for 15s.

    Ifrit-Egi
    Burning Strike - Delivers an attack with a potency of 120.
    Flaming Crush - Delivers an attack with a potency of 110 to all nearby enemies. Cooldown: 30s.
    Crimson Cyclone - Delivers an attack with a potency of 110. Additional Effect: Stun for 2s. Cooldown: 40s.
    Inferno - Deals fire damage with a potency of 200 to all enemies in a cone before it. Additional Effect: Fire damage over time with potency of 20 for 15s (combined total potency of 300 per target).

    Shiva-Egi
    Ice Brand - Delivers an attack with a potency of 100.
    Absolute Zero - Delivers an attack with a potency of 80 to nearby enemies. Additional effect: 50% Heavy for 10s. Cooldown: 90s.
    Dream of Ice - Prevents target from acting for up to 15s. Effect ends upon taking damage, using another action or moving. Cooldown: 30s.
    Diamond Dust - Deals ice damage with a potency of 250 to all nearby enemies.

    Leviathan-Egi
    Aquabreath - Deals water damage with a potency of 90.
    Spinning Dive - Delivers an attack with a potency of 70. Additional effect: Silence for 3s. Cooldown: 30s.
    Gyre Spume - Links target with a Gyre Spume, reducing target's magic potency by 20% for 10s. Effect ends if the Gyre Spume is destroyed. Cooldown: 120s.
    Tsunami - Deals water damage with a potency of 200 to target and nearby enemies.

    About Elemental Wheel
    This ability uses the 1.0 elemental wheel that separated elements into two sets. Fire => Ice => Wind being one, and Earth => Lightning => Water being the other.

    The ability basically summons the egi that compliment the wheel. So if you have Ifrit-Egi active, clicking on the ability will temporarily summon Shiva-Egi and Garuda-Egi to do their thing. As of right now, all they can do is auto-attack and contribute to Trine.

    Because the Earth/Lightning/Water part of the wheel is not complete (I'd plan Ramuh-Egi to be the first thing you get upon hitting lv62), Using this while Titan-Egi is active would just summon Leviathan-Egi (and vice versa). Once you get Ramuh-Egi at lv62 you'd be able to summon the complete second wheel.

    Notes
    - This concept focuses a bit more on the pets, with abilities and utility coming via the pets themselves.
    - I wasn't kidding when I said Levi-Egi could be a good anti-caster pet. It'd probably become one of those pets good for PvP or for fights where you need interrupts.
    - Egi Siphon came about because I feel SMN should have an additional way to generate Aetherflow stacks. I originally wanted it to sacrifice the egi but that didn't pan out once I wrote it down.
    - Trine was inspired by this. And it would follow a similar principle, since the three active egi would perform a sort of combination attack, dealing the damage. Since the ability consumes Elemental Wheel, the other two Egi vanish after you use Trine.
    - Because the second elemental wheel is incomplete, using Trine while Titan-Egi or Leviathan-Egi are active delivers an attack with a potency of 300. Once you get Ramuh-egi it'll go back up to 400.
    - I'm sure some would hate to see Egi go down to 4 abilities from 5, but egi having 5 abilities is part of what can create too much overlap between them. For reference, the template class used (WoW Warlocks) have pets with 3 abilities each without counting the passive stuff.
    - Pet scaling may need to be bumped up a bit more. I haven't done the math on how big a nerf this is for SMN.
    - As far as room for potential growth, the 60-70 questline could involve not only Ramuh-Egi, but also Bismarck-Egi as a temporary summon along with the ability to weaken yourself (or maybe just consume 3 aetherflow stacks) to empower your egi's. Think of it along the lines of how Pokemon evolve.
    (9)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #25
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    Let hope Yoshi P pay attention to this post, if we keep going it get more attentions.
    (0)

  6. #26
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    Now is time form question to ask yoshi p if there future pet jobs mind you

    http://forum.square-enix.com/ffxiv/t...-3.2%29/page23
    (0)

  7. #27
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I have suggest to improve the summoner summon. in spell casting in games usually a spellcaster get better with time. my suggest is to introduce the merits system but have in quest for. for example titan could grown bigger but your master of him get stronger. you have job traits merits such as summoner int goes to the egi hp and ap. they also an alpha form and and gamma form to the egi it work for all the jobs.
    (0)
    Last edited by Savagelf; 03-25-2016 at 10:19 PM.

  8. #28
    Player
    liljramos88's Avatar
    Join Date
    Sep 2013
    Posts
    211
    Character
    Juan Spellsinger
    World
    Leviathan
    Main Class
    Archer Lv 60
    Something should be done with summoner I enjoyed blade and soul summoner it felt more like a symbiotic relationship of the two. Would be great to have the pet focus and the caster support. Not the other way around were we cast and they just attack.
    (0)

  9. #29
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,475
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    pet ui , control of a true passive/aggressive ability/ terrible aggro holding ability and re-establishing aggro from the loltitan "tank" egi etc...all this needs a complete revamp and upgrade before any new pet jobs are introduced imo.


    They missed the mark and need to copy a game that did it right.

    WOW did an excellent job with pet UI, control/abilities/maintaining and re-establishing aggro aggro/ etc, ffxi did a horrible job with bst with the control of ones pet general, horrible!! They did great though with ability to heal ones pet unlike in here.

    IF they adapt ffxiv to match wow ui mixed with parts of ffxi, then I would LOVE bst added and even PUP!! Could be quite fun IF designed properly.
    (1)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  10. #30
    Player
    liljramos88's Avatar
    Join Date
    Sep 2013
    Posts
    211
    Character
    Juan Spellsinger
    World
    Leviathan
    Main Class
    Archer Lv 60
    I feel there is two options either change summoner to focus on trances like summoners in older ff games we're the summoner will leave field summon will do powerful attack and back with the summoner. Feel like that's that they try to do with smn in HW. Or update the pets and make pets more viable.
    (1)

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