Quote Originally Posted by Nushidorei View Post
Something like this would be a brilliant take on the summoner class imo, the funniest summons in Final Fantasy have been those that stay with you and perform actions for a duration like in X, XII and XIII. Sure the old summons that simply did one effect and then went away were fun at the time but it really does feel too much like casting a simple spell with a flashy effect.

To please both sides however, maybe we could have minor summons which are one cast summons and then have major summons which stay around while you control them.

I think a Final Fantasy 9 style Carbuncle would be great as a one skill then disappears summon which would allow the summoner to bring a powerful buff to the party dependant on what is best suited for a situation:

Carbuncle
Appearance: We all know what Carbuncle looks like Green ferret(?) with a ruby in his head.
Effect: Based upon your highest element (hurrah! some proper use for this lame stat and an excuse to carry a few different items to change your summons effect)

(All party wide buffs)
Wind: Wonder Winds - % increase to dodge and magic evasion, upon successful dodge, the target instantly counter attacks if DoW or reduces next spell's cast time by 50% if DoM.
Fire: Reflective Embers - % chance to reflect a spell fully back to an enemy, ofcourse some boss spells would be unreflectable or would only reflect a portion of the damage for balance.
Water: Marlboro's Blessing - Debuffing effects have heightened accuracy and duration while this buff is active.
Earth: Earthern Barrier - Damage absorb like stoneskin, while it holds; defenses are also increased.
Ice: Freezing Breeze - Enemies which attack the target have a % decrease to their attack speed.
Lighting: Energize - % increase to attack and casting speed.
Two or more elements the highest value: Crystal Light - Heals the party for a low amount and applies a regeneration effect.

For a major summon or avatar where you take control of the summon:

Bahamuth
Appearance: Summoner gains a set of horns and a large tail as well as a medium sized set of wings on their back.
Effect: Allows the summoner to deal pyshical damage as caster based attributes are converted into pyshical attributes for the duration of this effect.
Role: For use in melee heavy groups, will increase melee damage proportionatly and increase melee endurability though does not mesh well with casters and lacks a spammable AOE ability.

Spells:
Dive (Defensive move) - The summoner jumps into the air, as his/her wings sweep enemies off their feat, stunning all nearby enemies for three seconds and dealing light damage, moderate cooldown. (Valefore dissidia 012 animation would look awesome here)
Impulse (Cooldown based move, stacks up to three times) - The summoner creates small magic missles which surrond an enemy and deal low magical damage however inflicts a buff/debuff which increases the enemies resistance to magic effects but decreases their pyshical defense moderately.
Relentless Assault (TP filler) - The summoner enrages as he/she attacks the enemy three times with their fists.
Pain (Normal attack) - The summoner's eye glows dark red as he/she deals a ranged psyhical attack, the closer the summoner is to the target, the higher damage it does. This allows for the summoner to deal decent damage up close but also gives them a ranged option without the need of a throwing weapon. (If you havn't seen the animation for Anima's Pain attack in FFX go google it, its pretty cool ).
Megaflare (Large TP cost ability, high cooldown) - The summoner takes to the air for a moment as all enemies infront of the summoner are bombared by a powerful pyshical attack.
Enrage (Buff, moderate cooldown) - The summoner causes an ally to be driven into zealous rage, increasing their psyhical damage dealt by 25% for 20 seconds however reduces the summoner's own damage by 15% while the buff is active. A powerful tool to use on an ally who is about to pop his offensive cooldowns and would benefit from the boost.
Withdraw (Self defensive ability) - The summoner withdraws his/her wings around him/her to protect from attack, reducing damage taken by 75% for five seconds, however the summoner cannot attack while in the withdrawn state.
Takedown (Ranged ability, opener, moderate cooldown) - The summoner's wings extend as the summoner charges into battle with a trail of dust which is picked up after your movement, this attack deals moderate damage to the enemy. In addition, the enemy is blinded for three seconds.
^ I like this! very creative