The only thing smn is good for is blinding your party members and blocking their view with giant primal summons.
The only thing smn is good for is blinding your party members and blocking their view with giant primal summons.
I wasn’t aware petsize changed the level 90 titan/ifrit/Garuda I was under the impression it didn’t. And it does nothing for the fact that they are casting the equivalent of rdm lb3 over and over through the fight.


you just need to use the right command. /Petsize all Small will make em tiny tiny and if you set "other" and "party" battle affects to limited, im pretty certain the explosion isnt displayed.
I can't really see them toning it down, and i don't really notice it visually imparing the fight if the egis are on small. Buut thats just me i guess.


Petsize does change the primals, but not the Enkindle II animations. So while they will not be seeing titan's ass be quite so fat, they will still be seeing a full scale Earthen Fury.
Ifrit's summon is especially bad since the blast of fire conflicts with enemies that use fire based telegraphs (like fireballs around their body) to indicate what mechanic they're using. It's really hard to see visually.
Also for the first pandemonium boss, just try to see which side the chains are going to hit with a SMN in the party and graphics turned on.
We shouldn't have to limit animations to play this game.
The tiniest lala.
I prefer not to turn of battle effects, it’s just as much as a hindrance as the blinding smn bsyou just need to use the right command. /Petsize all Small will make em tiny tiny and if you set "other" and "party" battle affects to limited, im pretty certain the explosion isnt displayed.
I can't really see them toning it down, and i don't really notice it visually imparing the fight if the egis are on small. Buut thats just me i guess.
That’s basically my issue with smn effects, the colors they use all but make the games telegraphed aoe marks invisible, I haven’t ever had an issue with that with any other job, including rdm lb3Ifrit's summon is especially bad since the blast of fire conflicts with enemies that use fire based telegraphs (like fireballs around their body) to indicate what mechanic they're using. It's really hard to see visually.
Also for the first pandemonium boss, just try to see which side the chains are going to hit with a SMN in the party and graphics turned on.
We shouldn't have to limit animations to play this game.
Thank you for putting it so perfectly. This rework was a failure across the board and needs to be scrapped. They can bring it back as a new job when they have better ideas for how to implement it but for now they REALLY need to bring back the summoner we have had since 2.0.ARR SMN did more with less buttons than this rework has. The impact of setting up a perfect Bane spread alone was inherently more satisfying than any of the new avatars. It just wasn't visually interesting, and I'm not faulting anyone for that opinion. Just don't fault us for seeing the total design and calling it a failure even within the metrics you consider important. Because we -want- meaningful buttons. The way SE has done it has stripped out not only Summoner's prior iterations, not only failed its identity as pet job, not only rehashed multiple micro-phases from other jobs instead of injecting anything new, but all of those, while also failing to even respect the basic identity of all mages in any MMO ever: Casting spells.
On topic, no. 86 gets you one more spell that is either an instant cast that you weave in, a cast that works as an AoE damage over time, or...a melee attack in two parts. It gives you a wee bit more to do but doesn't particularly flesh out the job in any meaningful way.
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