Page 10 of 15 FirstFirst ... 8 9 10 11 12 ... LastLast
Results 91 to 100 of 147
  1. #91
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    in each ff game the Prime change one could pay tribute to all ff game by use different Prime as repent the 50%

    for example one use ffx Shiva as 50% of FFXIV Shiva Prime full power.

    the Dev could hold contest to see which ff Aeon or prime models the summoner want repent which Egi. at 50% of full prime power.

    sorry I have writing disability it really hard to form sentence that people can understand.
    (0)

  2. #92
    Player
    Chimiko's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Chimiko Moonwalker
    World
    Zodiark
    Main Class
    Arcanist Lv 70
    I think we should scrap the pet system completly. There are other things that defines a summoner. You could maybe borrow the power of a summon. Like you enhance yourself with fire to increase your dmg and your ruin's turn into a fire spell while garuda gives you wind and increases your cast speed and turn your ruin's into wind. Once you rotated all your summons somehow you can unleash bahamut and then you can burst out tons of dmg. (If you still want to keep the whole burst job thingie)

    You channel the summons power to enhance yourself and your spells to dish out dmg, not sure what kind of resource system this would have but in all fairness i think the entire Aetherflow system should go, its overall a bad design and really dont suit summoners.
    (0)

  3. #93
    Player
    Sarynth's Avatar
    Join Date
    Sep 2013
    Posts
    349
    Character
    Sarynth Midgard
    World
    Excalibur
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Kabooa View Post
    Scrap the whole thing.

    Rework it from the bottom up as a Temporary Pet Primary, revolving around Summoning, Controlling, and then either Releasing (Returning MP) or Enkindling (Nuke with a Party Buff)

    Example
    Summons cost a large amount of MP ( Say, 40% of Maximum MP) but all commands given are effectively free.
    Summons last around 30 seconds.

    Ifrit's Enkindle would be a heavy DoT combined with a Party TP restore
    Garuda's Enkindle would be an AoE burst combined with Party Haste
    Titan's Enkindle would be a Single Target burst combined with a Party Health shield

    Letting them expire or using 'Dissipate' ends the Summon and restores MP.
    I like where this is going =^_^=
    (0)

  4. #94
    Player
    Trufrost's Avatar
    Join Date
    Jul 2017
    Posts
    19
    Character
    Rancid Vice
    World
    Goblin
    Main Class
    Summoner Lv 70
    That's a great idea, but what about the filler in between summons?
    (0)

  5. #95
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    tbh, while the current set-up of SMN/SCH isn't ideal, I think it would cost too many resources to change now. So, instead, let's try to improve on what we have now:

    The first change I would make is extending the duration of DWT to 55s. This lets the SMN be in their higher damage phase for a longer period of time, and it wouldn't hurt them due to the Aetherflow cooldown. The DoT changes might have to be reverted to reel in their damage slightly. Next, Ruin III becomes a direct upgrade to Ruin I. Players use it that way anyway, so Ruin I is a waste of space. Ruin III is automatically upgraded to Ruin IV when Demi-Bahamut is summoned (though the levels at which these skills are learned may need to be shuffled), and Demi-Bahamut's casts aren't tied to the SMN's casts, instead having its own auto attacks. Maybe just make it a powered up form of whatever summon its overwriting, with powered up cooldowns to match (and so it can be PLACED SOMEWHERE OUT OF THE WAY). In addition, Summons (ARC/SMN/and SCH) should be like MCHs turrets in that they don't cost resources (in this case MP) and don't have a cast time to use.

    The most controversial change I would make is actually trading SCH's lv60 Dissipation skill (only putting it on a 60s cooldown and buffs the SMN's magic damage by 30% to offset the loss of the pet) with SMN's lv62 Atherpact/Devotion skill. Now, hear me out. Yes, I just said DWT should be extended to 55s to better line up with Aetherflow cooldowns, but that's thinking for the lv60 cap. This change accounts for the lv70 cap. SMN can end DWT at any time by using Deathflare. SMN needs two DWT to use Demi-Bahamut. With this change, their Demi-Bahamut burst phase (with Ruin IV) comes every minute instead of every two minutes, having the SMN try to line up the Aetherflow/Dissipation cooldowns to spend as little time out of DWT as possible. So, the post-opener rotation becomes: build-up to spend Aetherflow actions, DWT, burst phase 1, Deathflare around the 25-30s mark, Dissipation, spend Aetherflow actions again, DWT, Deathflare when Aetherflow is about to come off cooldown, Aetherflow and summon Demi Bahamut, Aetherflow actions, DWT, repeat from Dissipation. This, in theory, allows for optimizing use of DWT as your main mode of damage instead of being a burst window, leaving the burst aspect on Demi-Bahamut, and somewhat lessens the penalty of death since either Aetherflow or Dissipation will shortly come off cooldown.

    One counter argument will be "What about a double Aetherflow window in the opener", which is possible, but, remember, you won't be able to summon Bahamut if you have no pet out for it to replace. That may be fine, but this will desynch having Bahamut out from your DWT which is your highest damage phase. Ideally, you want Bahamut out where your doing the most damage to do even more damage than ever.

    Minor other changes:

    1) Physick cast on a pet adds the Sustain buff.

    2) Tri-Bind's potency is increased to 50, unless Bahamut is summoned, in which case it increases to 70 (because of the Ruin IV change).

    Note: I am a SCH main, so take what I say with a grain of salt.

    Edit: further thoughts

    Ability shuffling: With the above, proposed changes, I would like to see Ruin IV be learned at 70 instead, bringing Summon Bahamut/Enkindle Bahamut down to 68. The Enhanced Enkindle can be brought in at 62 instead with the changed effect of: Every time an Aetherflow action is used, the cooldown timer of Enkindle is reduced by 20s (so, with this change and the addition of Dissipation, Enkindle is up every minute, assuming I did my math correct). This change might encourage the use of Dissipation earlier to prepare leveling SMNs for the future Demi-Bahamut rotation.
    (0)
    Last edited by inhaledcorn; 08-14-2017 at 03:23 AM. Reason: typo, further thoughts

  6. #96
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by inhaledcorn View Post
    tbh, while the current set-up of SMN/SCH isn't ideal, I think it would cost too many resources to change now. So, instead, let's try to improve on what we have now:.
    This isn't wrong, however, in the next 'New DPS Job' they do, a completely revamped summoner would make perfect sense. Arcanist is on the 2.0 addition, not the 1.0 backend, so it could theoretically be turned into Arcanist -> Scholar, rebalanced to be a DPS healer without being shackled to also build into Summoner.

    Summoner would then be an independent Job (like Dark Knight, Machinist, Red Mage etc), and would have all its abilities based around that, instead of having to be some watered down 'also a healer' kit that it has.

    Edit: Doing a fairly long post about what a 'Real Summoner' in FF14 might look like.
    (0)
    Last edited by Kabooa; 08-14-2017 at 03:39 AM.

  7. #97
    Player
    AlphaSonic's Avatar
    Join Date
    Jan 2015
    Posts
    516
    Character
    Shaartis Laggal
    World
    Louisoix
    Main Class
    Thaumaturge Lv 70
    Make SMN a DoT based class and aetherflow abilities turned into summons doing an attack (like the old FF Summoners). When you've summoned enough times you are able to Summon a big Summoning to do a big attack.

    (Obviously the pet would dissapear)
    (0)

  8. #98
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Revamped Summoner
    Identity: Temporary Pet Summons. Nearly all interaction with Enemies is done through the Pets. While a Pet is active, MP regeneration is halted. Pet cooldowns are separate from each other.

    Summon Cast time: Instant
    Summon Cost: 40% of Maximum MP
    Summon Duration: 30
    Summon Cooldown: 30

    Note: Most of this is assuming the Clunky Pet Interaction is fixed/changed to be much more responsive. Pets would essentially act similar to player agents, taking their GCD from you.

    Terms used
    Minor Cooldown: Something in the range of 6-15 seconds
    Cooldown: Something in the range of 15-45 seconds
    Major cooldown: Something in the range of 45-90seconds.

    Progression:

    Level 1: Carbuncle - A basic all purpose pet type.
    Action 1: Ruby Beam. A basic ranged Action.
    Action 2: Reflect. A barrier reducing incoming damage for the Pet and its Master, and reflecting a portion back.
    Action 3: Spiral Gem. An AoE Attack that also inflicts Slow.
    Action 4: Crimson Dust. Grants the Summoner HP/MP regeneration and inflicting the targeted enemy with Vulnerability Up.

    Level 1: Minor Channeling: Cause your current summon to perform its first Action.
    Level 2: Master's Mend: MP based Heal for your active Pet.
    Level 4: Master's Call: Remove any bindings from your Pet and recall it to your side. (Cooldown)
    Level 8: Channeling: Cause your current summon to perform its second Action. (Minor cooldown)
    Level 10: Overdraw: Extend your current Summon's duration by sacrificing HP. (Cooldown)

    Level 15: Ifrit - A strong melee combatant.
    Action 1: Flameswipe - A basic melee attack, with faster than normal speed.
    Action 2: Rending Fire - A melee attack that leaves a Burning DoT. Stackable.
    Action 3: Cauterize - Detonates DoT effects placed by Summons on the target, dealing the damage remaining and an additional 20%.
    Action 4: Volatility - Ifrit returns to your side, then charges into the targeted enemy, dealing damage to any enemy in the path and inflicting them with Rending Fire.

    Level 18: Trait - Improved Summoning
    Summons gain a passive trait but have their cooldowns increased.
    Carbuncle: Ruby Beam heals the pet and master for a portion of the damage dealt
    Ifrit: Melee critical attacks increase Ifrit's attack speed.

    Summon cooldown: 45

    Level 20: Greater Channeling - Cause your current Summon to execute its third action (minor Cooldown)
    Level 24: Master's Leap. Move instantly towards your summoned Pet.
    Level 28: Overdrive. Increase the cost of your next Summon by 100% but improve its power by 25%.
    Level 30: Dissipate. End your summon, refunding its MP cost as well as an additional amount based on its remaining duration.

    Level 35: Titan - A massive rock that stands tall between you and all threats.
    Action 1: Rockbreaker - A basic melee attack that cleaves enemies.
    Action 2: Gaol - Targeted enemy Disabled for 15 seconds. Breaks upon taking damage. Titan will seek a new enemy when Gaol is used.
    Action 3: Line Drive - Knock a target enemy back 10 yalms, dealing damage to the target and other enemies within that line.
    Action 4: Tumult - Titan charges a point blank area attack. If Titan takes damage beyond a thresh hold while charging this strike, he repeats the process after executing the action

    Level 40: Greater Summoning
    Summons gain additional power but their cooldown is increased.
    Carbuncle: Spiral Gem rotates between Slow, Blind, and Heavy.
    Ifrit: Cauterize grants additional critical chance based on how many stacks the target had.
    Titan: Rockbreaker applies a Physical Vulnerability to enemies it hits.

    Summon Cooldown: 60 seconds

    Level 45: Garuda - A ranged specialist that wears enemies down through constant gales.
    Action 1: Cold Front. A basic ranged attack. Each use increases Garuda's spell damage by a set amount, to a cap.
    Action 2: Galeforce - Boost the Master's movement speed.
    Action 3: Ripping Wind - Flings out a blade of wind at a target for each stack of Cold Front. removes all Cold Front stacks.
    Action 4: Mistral Song - A line area of attack, dealing minor damage and silencing enemies. Generates Cold Front for enemies hit.

    Level 45: Master Channeling - Cause your current pet to perform its fourth action. (Cooldown)

    Level 50: Enkindle - Cause your pet to perform a powerful attack while boosting your party for 30 seconds. Increases the Pet's cooldown by 30seconds and removes it from the field. (Major Cooldown)
    Carbuncle - A moderate strike on a single enemy while providing the party with Haste.
    Ifrit - Inflicts a Heavy DoT effect on targeted enemy. Grants the party 'Frenzy' (+Damage, +TP/MP Cost) and TP/MP refresh.
    Titan - Inflicts high damage on a single target before surrounding your party in a protective barrier.
    Garuda - A high powered area blast, gaining in power for every enemy hit by it.
    (1)

  9. #99
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    no permit Pet Job please first off this isn't ffxi which seem what you guys are tried copy

    this ffxiv second

    we use permit pet system not ffxi tempare pet job
    (1)

  10. #100
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kabooa View Post
    /snip
    Honestly, I like a lot of these ideas, but may i make a few suggestions?

    1) Switch the levels at which the Ifrit summon and second skill use is unlocked. Ifirt is fought around lv20, and according to SMN lore, a SMN can't summon an Egi/Demi-primal until they defeat it absorb its aether (Bahmaut was a special case). Granted, this won't matter much if SMN automatically comes at lv30/50/60, but this would feel in line with lore. Also, I think having one summon who can do two skills is more interesting and easier to learn than two summons using one skill.

    2) Generally, Jobs have two level 30 and level 50 skills. Maybe 30 is a new Tri(Quad)-bind/Disaster that causes your current 3(4) Summons to unite their power in an AoE burst. Actually, 30 is the new Tri-bind and 50 is the new Tri-Disaster that's very similar to Shadow Flare.

    Question: Will the 52-60 skills add Leviathan, Ramuh, Shiva, and Bahamut? Oh, could the 58 or 60 skill be Double Summon, which would allow you to have a second summon on the field?!
    (0)
    Last edited by inhaledcorn; 08-14-2017 at 10:44 AM.

Page 10 of 15 FirstFirst ... 8 9 10 11 12 ... LastLast