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  1. #17
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Stormblessed9000 View Post
    snip
    Yes but your saying that the summons build too slow to be what your asking for without knowing how fast any of this builds or how often you will be able to summon without knowing cool down or build up information because I haven't can up with details like that.

    It seems like your saying you want the job to be safe from having people find a set rotation for it that everyone will just go to therefore make the other spells do stuff to keep you busy but those are different things. Every dps job currently has a set rotation that people figured out that everyone follows, it just involves keeping up buffs and debuffs but there is no actual choice behind them at all and that's why I don't agree with what your saying. Even if the regular spells had things to do between summons, people would make an optimal rotation for those spells and those summons, making it exactly what your trying to prevent, making it exactly like every other job that has a set rotation and no choice. Your not asking for the job to be safe from a set rotation, your asking for it to keep you busy between summons so it gives you more to do. But that's also based on the idea that you don't know how often you will summon or have summons at your disposal.

    I still compare the building of bars to both Blm and Rdm. For blm you build the stacks at the start of the fight and then your good until you mess up but that's the same as this version of smn except this is even easier because you won't lose your bars between fights. If you start from all bars being 0% then you will alternate 3 spells and have 3 summons ready to go at roughly the same time, or alternate more and have a slower build but more summons ready to go at the same time, then as you use some you still have others to use without building more, that's what lets it be a reactive thing if you need to but still it's based on planning the progression of the fight more then reacting at a moments notice. I don't see anything wrong with that, I don't think it needs to be a moment by moment decision making, the current way has its difficulties too. Even if there are set rotations that work best for each fight, it's still changing on a fight by fight basis and that's fine, I'm not trying to prevent that

    This is all why I get what your saying but I just don't think we see the same things as problems, what you see as a problem I see as totally fine, it's just a different way to play. What you see as a negative outcome to not fixing these problems I see happening to every other job already. So I'm not really sure what else's to say about it. Some of the other ideas around here have been awesome that would change up the way it plays maybe more to your liking. The crystals idea and the thought of having an elemental vulnerability applied to the target sound really cool and a way that might let you go around more elements
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    Last edited by IveraIvalice; 08-04-2017 at 03:47 AM.

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