That is true SMN just barely cast anything. That is fundamentally a flaw in the design they didn't consider would displeased the playerbase.
As for raise, it would make no sense for Black Mage to have that, they've always been avatars of destructive magic in Final Fantasy. In due respect, Summoners shouldn't have access to raise. They got it because of the terrible design of arcanist who turns into Scholar and Summoner. It does make sense for Red Mages since they are adept to both black and white magic. However, if you take that definition to the core, then you'd give them the DPS average of a WHM and BLM which doesn't make sense in the balance.
In a sense, Summoner was never just a pure Summoner. In all Final Fantasy games, your Summoner would have access to either Black or White magic. FF9 your Summoners had white magic. Yuna had white magic. Rydia from FF4 had both Black and White magic and eventually only access to her summons and Black Magic.
Because Summon Magic is versatile, it does make sense Summoner would have access to healing magic. It entirely depends on the Summons they gave Summoners and since they elected to give Phoenix, the bird of Flame and Rebirth, raise makes total sense for them to have but it should be limited and not restricted. Phoenix healing support should not be restricted because that just watered down the appeal of it. In general, I like the idea of being able to cast big Summons from times to times because you wouldn't spam Summon spells in a final Fantasy game (Honestly for those who only do Knights of the Round in FF7, you bunch are just... different people). Have Summoners be infused with the energy from their Summons make sense to me. What doesn't make sense is how it doesn't add up that I/T/G trio is gated behind pressing Summon Phoenix/Bahamut. To begin with, why must it be Bahamut over Phoenix first? Those are questionable designs that doesn't feel appealing to the job.
Regarding raise, I do think SUmmoners and Red Mage should still have it. It's a nice feature for them to have but it should be limited to once per cooldown and it shouldn't impact much of their damage when casting.
Fixing damage is easy, you can just add potency and call it a day. Summoner does need a fix on that. But we can all agree that the new Summoner has potential but the design is just not there. Having a gimmick and system regarding the Ruins and Rite spells does feel appreciate. Having more casts would help I'd say also. What I'd say is very questionable is how Titan Rite spells are instant cast versus Ifrit hardcasts and deal much more damage. There is not a single instance where you could say Ifrit is better than Titan.
Also one thing I'd like to mention and I can't be the only one. I am really not keen on turning down my own effects when I raid on Summoner or play a different job. But while it makes sense for me to do callouts, there's no way I can do it consistently in my raid group because I just flashbang myself whenever Ifrit or Titan comes out. Tuning down the effects would be greatly appreciated.


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