* Would like Crimson Cyclone, Crimson Strike and Ruby Catastrophe to get an extra 20 potency increase like Ruby Rite has received. Really hope you take the aoe buff into consideration.
Yes! Dear lord YES! If you want me to feel good about slowing down, I want to hit HARD as the tradeoff.
* Searing Light to be used outside of combat or its cast time reduced to 115 seconds, so it feels better if players want to choose more spell speed gear sets. Also it's radius increased so it reaches players who might have to move out for mechanics.
Decoupling Searing Light from combat definitely would cleanup the opener. I would go a step and say removing carby from the equation would be even better. Allowing it to align better for SpS builds may not be what they want to do. I am fine with it, but it is counterintuitive for a class to prioritize huge amounts of SpS when a large number of the casts are instant.
* Energy Drain and Energy Siphon being changed from Ability to a Spell, to have it line up better with Bahamut/Phoenix if players decide to go for spell speed gear.
See previous. I could go either way on this.
* A small MP reduction so players don't have to keep using Lucid Dreaming in a fight. And have it help players save it for raising a player, helping yourself if you have been raised from a player, or for very long extended fights.
Maybe I am doing Summoner wrong, but I haven't found MP to be an issue unless I die with Lucid on CD or am forced to chain rez. A single rez is usually not enough to really dent my MP. Then again, I reflexively mash Lucid on CD.
* An option or some slight tuning to Titan's/Ifrit's animations on the ground. To have them less bright on the ground so players have a easier time seeing mechanics.
REMOVE THE FLASHBANGS! LET ME SEE!!!!!!!!!!!!!!!
Thank you again for making my Dream Summoner and look forward to what's in store in future patches/expansions.
LET ME SUMMON RAMUH/SHIVA/LEVI!!!!!!!!!!