More? We need one functioning one first.
Summoner is not a 'pet' job in the least lol. Fix that first, then we'll talk...
More? We need one functioning one first.
Summoner is not a 'pet' job in the least lol. Fix that first, then we'll talk...
I'm still waiting on that DOL class, Shepherd, that has been rumoured since before version 1
Ive been wanting a BST tank for awhile now. There could be so many fun mechanics on a class like that.
I love see bst and puppeteer. here the thing about jobs. there importants that jobs fit in trinity. sometime they over balance one part of jobs over the others.
More? We had a real pet job?
...Oh, someone beat me to that comment. Figures.
____________________________
How to make a real pet job out of Summoner:
Synopsis: The arcanist itself is now much more of a master tactition, capable of storing or redirecting nuke hits (from a vulnerable target to a de-vulnerable one for the same damage), mitigating damage dealt, laying traps, heals, or buffs about the field, etc., while transfering power back and forth between itself and its pet, via Rifts. Summoner, however, goes well beyond that; and is easily 10x more complex than anything currently in the game, albeit in a manner that rewards adaptation and fight-specific knowledge far more than stringent rotations. Whereas others focus on their openers, the Summoner focuses even into "builds" via one pet to be "burst" or "ramped" with another, finalizing perhaps 3 minutes and 4 pets in with a particular nuke strategy, any part of which might change at any time. Put more simply, their gameplay itself now depends on and is interwoven between their pets. Different pets provide different gameplay through additional embedded and triggerable mechanics, and have different advantages within a given fight in terms of macro-rotation, be it for stacking up potential damage quickly or melting down DoTs for instant damage or an all-in-one Burn DoT via Ifrit, or even consuming your Garuda to grow wings and cast not only unfettered by movement restrictions but with powerful haste procs and storable Ruin Rifts to utterly storm down your enemies. You may now consume Aetherflow stacks on pet buffs (Rouse) and pet actions (Spur), and may generate Aetherflow stacks through certain actions or procs via your new pet mechanics. You can now cast in an aspected spell series (replacing any to all among Ruin I-III, Bio I-II, and Miasma I-II with new abilities) based on your current pet via a freely toggleable Trance. All Aetherflow uses provide an Aethertrail stack within the element in use at the time of the case (that of your Trance or Pet, or unaspected). Altogether, Summoner is now some ten times more freeform, versatile, broad, and deep in gameplay.
Points of change:
- The Summoner can now gain Aetherflow stacks through certain actions/procs.
- Summon II and Summon III no longer take up learned action/job slots. These are now essentially free additions given with their respective quests. Summon can now be used to select the chosen pet during the cast, or the chosen pet may be selected beforehand as currently doable (you make attach the particular pet's summon to your hotbar. The Arcanist level 15 ability is now Rift and the Summoner level 30 ability is now Trance, both explained below. Needless to say, Summon IV-VI can now also be given, for free.
- Rift, the new level 15 Arcanist ability, allows you to place a Rift about a chosen location, ally, or foe, causing a following spell to charge its cast at that location, triggerable at a later time, or to redirect, source, or sabotage a given magical attack. It has heavy utility usability, including laying Speed traps/gates via Selene or Garuda, health pools via Eos, etc... The function of Sustain can be performed by using Rift in conjunction with the associated aspect or unaspected of magic on your pet. (A Bio II, for instance, will deal a multiplier of its normal damage as healing to your pet; using the opposite element will damage but with additional effects - Fire on Shiva creates fog, and lightning on Titan deals damage to nearby enemies based on lost defense.)
- Each SMN pet has two new caster-affecting gameplay mechanics. One is more basic, but can be buffed by buffing the pet (via Rouse). The other is a bit more gimmicky and unique, and is gained by 'eating' your pet (via Avatar). (Ifrit gains Ignite and Fiend; Garuda gains Fell Wind and Cross-Wings; Titan gains Resonance and Slag.)
- Trance, the new Summoner level 30 ability, replaces any among to all of your Ruin, Ruin II, Bio, Miasma, Bio II, and Miasma II abilities with equivalents aspected to your current pet. Additional effects and conditions embedded within feed a secondary gameplay style, or thematic mechanic, for each pet. Costs mana, but you can leave Trance at any time for free. No cooldown.
- Rouse now consumes Aetherflow, lasts 30 seconds, and tapers off in effectiveness over time. Its cooldown has been reduced to 10 seconds. Using Rouse applies an aspectually-aligned Aethertrail.
- Spur has been moved to level 40, swapped with Tri-bind. It now uses a strong, unique pet ability at Aetherflow cost. Its cooldown has been reduced to 10 seconds. Using Spur applies an aspectually-aligned Aethertrail.
- The effects of Fester now vary with Trance and Aethertrails.
- Tri-bind has been replaced by Collision, which connects a set of Rifts for additional effects. Cooldown is based on the effects caused. The ability may still be used while on cooldown, but at greatly diminished effectiveness. This can now be your most powerful nuke, by potentially storing, say, a Flaming Crush, Aerial Blast, and a Ruin III all together. (Think of it as if Tri-disaster created something really worth its name and image, like a giant Blizzard IV stalagmite cutting through a portal into the same space that a Fire III and a Quake are blasting into.. albeit with that as a 1-minute cooldown, and taking far longer than that just to prepare.) Empty Rifts triggered by Collision pull enemies to them, knock enemies away, or bind them.
- Enkindle has been replaced by Collapse, which will consume your pet on the next Trance or Spur.
When consumed for an attack, it deals an effect similar to Enkindle.
When consumed for Trance, it causes an Avatar effect, consuming your pet to give you its buffs, a unique bonus, and aspectually enhanced abilities for up to 1 minute.Consuming Garuda causes you to grow wings, allowing movement during casts, a dash ability, greatly enhances attack speed via procs, allows you to form Ruin Rifts about yourself off-GCD, and causes your attacks to give brief crit bonuses and your crits to improve your attack speed - Spur applies a triple attack, knocking back nearby enemies while spreading projectile feathers and then circling them on first use and launching those feathers towards target location, enemy, or ally on the second (dealing less damage in the second stage based on damage done in the first); it is now your kiting, gambling, gattling gun attack rush. Ifrit gives you a flaming, hellish bladed arm that applies increased physical defense and makes your Ruin I, II, and III instant while applying or consuming additional effects, and allowing you to place Rifts on yourself to deal their damage to self and all enemies around you - Spur breathes Hellfire; it is now your cleave rush. Titan gives you a pauldron of aethereal rock, increasing magic defense and greatly increasing physical defense, and allowing you to place Rifts on yourself to place an absorption shield and repair any lost bonus (m)defense, while storing the mana that was cost within your armor to consume or explode at a later time - Spur uses Tremor, a single pulse that deals earth damage with a chance of (repeating) knockback, heavy, and/or slow based on your Earth Aethertrails; it is now your utility/defense trick arsenal.- Painflare now varies with Trance and Aethertrails. (May rename/rework to make cooler/more unique)
- Dreadwyrm Trance has been replaced with Full Trance, which consumes all Aethertrails to assume a stackable pseudo-Avatar state. This can stack with Trance or Avatar.
- Dread Flare has been replaced with Dust to Dust (or "Aether to Aether"), which consumes all Trance bonuses for a finishing attack based on said bonuses.
________________________
On topic: I'd like to see a Beastmaster done right. Though admitedly that's half out of wanting to move XIV away from its stale design styles as for any love of Beastmaster itself (certainly not for love of its XI iteration).
Last edited by Shurrikhan; 03-29-2016 at 10:26 PM.
I hope for Bst use a whip to debuff the enemy and the tamed animel that permit as tank to tank the enemy
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.