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  1. #1
    Player
    Valmaxian's Avatar
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    Aug 2013
    Posts
    209
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100

    Yet ANOTHER Sumooner rework/revamp

    Summoner Rework - PART 1

    Hold my La Noscean Ale.

    My idea for Summoner retains some of the concepts and mechanics present in the current iteration of the job, while adding nuance to every aspect of the rotation. The global concept is for Summoner to be a high burst damage job with an extremely powerful opener that then requires a buildup to meet that output. The job will also feature some utility, with more control given to the Summoner as to when utility is used. Since we are currently faced with a 2 minute buff window (barf), I’ve tailored the rotation to match that. I’ll structure this job rework as follows: Current abilities, changes, removals, etc. then propose new abilities and summons.

    CURRENT ABILITIES

    Physick – remove
    Resurrection – remove
    Energy Drain/Syphon – remove
    Fester/Nectrotize/Painflare – remove
    Solar Bahamut – remove
    Bahamut/Phoenix – increase cast time to 1.5/2 seconds respectively.
    Akh Morn – increase damage from 1300 to 1400
    Revelation – increase damage from 1300 to 1500
    Everlasting Flight – remove auto-trigger from Summon: Phoenix. Add effect: Resurrects all downed nearby ally targets to a weakened state.
    Summon Bahamut – keep ST/AoE GCDs and auto attacks. Add OGCD Necrotize/Painflare to skill loadout. Keep Fester sound effect for Necrotize. Adds GCD Megaflare while Bahamut is active.
    Summon Phoenix – keep ST/AoE GCDs and auto attacks. Add OGCD Everlasting Flight (as is, can be activated at any point during the duration of Summon: Phoenix). Add OGCD ability Brands Aflame.
    (0)

  2. #2
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    Part 2 - NEW ABILITIES

    Megaflare: Deals unaspected, unmitigatable damage to target and all enemy targets within an 8 yalm radius with a potency of 600 for all targets. Casting time: 1.5 seconds.

    Brands Aflame: Creates a placeable zone of power. Within the zone, increases ally damage done by auto attacks, weaponskills, and abilities by 3%. Additionally increases ally critical hit rate of all magical attacks by 5%, and all magical critical hits are direct critical hits. Field duration: 15 seconds. 20 yalm radius.

    GEMFLOW

    As with the current iteration of Summoner, I’ve incorporated the use of gems as part of the rotation. Here is how it will work: all six Astral/Umbral summons will be available to the Summoner. Summons can be repeated. Invoking 3 gems of either Astral or Umbral persuasion will unlock either Bahamut or Phoenix respectively. Gemflow is unlocked after the use of Summon: Alexander or Summon: Odin. Players start with Temporal Pearl and Temporal Onyx.

    Ruby = Ifrit – Astral summon
    Emerald = Garuda – Astral summon
    Topaz = Titan – Astral Summon
    3 Astral summons = Diamond – Summon: Bahamut – grants Temporal Onyx

    Sapphire = Shiva – umbral summon
    Amethyst = Ramuh – umbral summon
    Aquamarine = Leviathan – umbral summon
    3 Umbral summons = Summon: Phoenix – grants Temporal Pearl.

    Summon: Shiva: Summons Sapphire Shiva and orders it to execute Diamond Dust. Diamond Dust Effect: Deals ice damage to target and all enemies within 5 yalms with a potency of 800 for the first enemy, and 50% less for all remaining enemies. Additional effect: grants 8 stacks of Ice Attunement. Duration: 30s. Ice Attunement effect: Gemshine and Precious Brilliance become Ice aspected. Additional effect: Grants Shiva’s Favor. Effect of Shiva’s Favor ends upon execution of certain Summoner actions. Can only be executed while under the effect of Sapphire arcanum and Carbuncle is summoned. Current pet will leave the battlefield while Sapphire Shiva is present, and return once gone.

    Sapphire Rite: Spell, Instant cast, 1s gcd, 25y, 150MP: Deals ice damage with a potency of 140. Ice Attunement cost: 1.

    Sapphire Catastrophe: Spell, 1.5s, 1.5gcd, 25y, 150MP: Deals ice damage with a potency of 220 to target and all enemies nearby it. Ice Attunement cost: 2

    Tundra: Spell, Instant, 2.5s, 0y, 25y.: Creates an area of slick ice around the caster. Allies within the area of effect have their movement speed increased. Duration: 10s.
    (0)

  3. #3
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    Summon: Ramuh: Summons Amethyst Ramuh and orders it to execute Judgment Bolt. Judgment Bolt Effect: Deals lightning damage to target and all enemies within 5 yalms with a potency of 800 for the first enemy, and 50% less for all remaining enemies. Additional effect: grants 1 stack of Lightning Attunement. Duration: 30s. Lightning Attunement effect: Gemshine and Precious Brilliance become Lightning aspected. Additional effect: Grants Ramuh’s Favor. Effect of Ramuh’s Favor ends upon execution of certain Summoner actions. Can only be executed while under the effect of Amethyst arcanum and Carbuncle is summoned. Current pet will leave the battlefield while Amethyst Ramuh is present, and return once gone.

    Amethyst Rite: Spell, channeled, 50MP/tick: Deals lightning damage with a potency of 520. Lightning Attunement cost: 0. Damage and chance to critically hit increases by 10% per tick. The 6th tick is guaranteed to be a direct critical hit.

    Amethyst Catastrophe: Spell, channeled, 25y/8y, 50MP/tick: Deals lightning damage with a potency of 180 to target and 50% less for nearby targets. Lightning Attunement cost: 0. Damage and chance to critically hit increases by 10% per tick. The 6th tick is guaranteed to be a direct critical hit.

    Fury of the Fey: Spell, 3s, 3.5s, 25/5y: Deals lightning damage to target and all enemies nearby it with a potency of 600 and 60% less for all remaining enemies. This is guaranteed to direct critically hit. Amethyst Attunement cost: 1

    Summon: Leviathan: Summons Aquamarine Leviathan and orders it to execute Tidal Wave. Tidal Wave Effect: Deals water damage to target and all enemies within 5 yalms with a potency of 800 for the first enemy, and 50% less for all remaining enemies. Additional effect: grants 2 stacks of Water Attunement. Duration: 30s. Water Attunement effect: Gemshine and Precious Brilliance become water aspected. Additional effect: Grants Leviathan’s Favor. Effect of Leviathan’s Favor ends upon execution of certain Summoner actions. Can only be executed while under the effect of Aquamarine arcanum and Carbuncle is summoned. Current pet will leave the battlefield while Aquamarine Leviathan is present, and return once gone.

    Aquamarine Rite: Spell, 4s, 2.5s, 25y, 300MP: Deals water damage with a potency of 1,300. Additional effect: inflicts heavy and slow on enemy. Aquamarine Attunement cost: 1

    Aquamarine Catastrophe: Spell, 4s, 2.5s, 25y/5y, 300MP: Deals water damage to target and all enemies nearby it with a potency of 800 for the first target and 60% less for all remaining enemies. Additional effect: Stun – 3s. Aquamarine Attunement cost: 1

    Reflectga: Spell, Instant, 2.5s, 0, 25y: Reduces magical damage taken by self and nearby party members by 20%. Additional effect: enemies take damage equal to 50% of the damage mitigated. Duration: 15 seconds.
    (0)

  4. #4
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    Summon: Alexander: Call upon an echo of the mighty Alexander. Executes Light of Judgment upon summoning. Tome weapon changes to Ethereal clock. Changes ability loadout to include GCDs Banish, Banishga, and Chronolocus, and OGCD Saintly Wall. Casting time: 2 seconds. Requires Temporal Pearl.

    Light of Judgment: Deals radiant damage to an enemy and all targets close by with a potency of 1600 for the first target, and 50% less for remaining targets. Chance to critically hit increased by 20% when used against undead or demon targets.

    Banish (gcd): Deals radiant damage with a potency of 580 to target. Chance to critically hit increased by 10% when used against undead or demon targets.

    Banishga (gcd): Deals radiant damage with a potency of 280 to primary target, and 60% damage to all targets within 8 yalms. Chance to critically hit increased by 10% when used against undead or demon targets.

    Chronolocus (ogcd): Creates a shimmering temporal bubble at the designated area. Enemy targets within the bubble are afflicted with Lethargy and Slow, reducing attack and movement speed by 10%. Additionally deals damage over time with a potency of 120 to all enemy targets within the bubble. 20 yalm radius.

    Saintly Wall (ogcd): Erects a magical shield around target party member that converts 25% of all damage received into HP for the duration.

    Summon: Odin: Summon the horrifying aspect of the dread lord Odin. Executes Zantetsuken upon summoning. Tome weapon changes to shadow blade. Changes ability loadout to include GCDs Dread Slash, Mortal Cleave, and Execute, and OGCD Eldritch Dagger. Casting time: 2 seconds. Requires: Temporal Onyx.

    Zantetsuken: Deals unmitigatable dark physical and magical damage to an enemy with a potency of 1,600. Inflicts mortal wound on the target, increasing damage taken by 5%. Duration: 15 seconds.

    Dread Slash (gcd): Consume HP equal to 5% maximum. Deals dark physical and magical damage with a potency of 500 to target.

    Mortal Cleave (gcd): Consume HP equal to 5% maximum. Deals dark physical and magical damage with a potency of 250 to target and all targets within 8 yalms.

    Eldritch Dagger (ogcd): Deals poison physical and magical damage to target with a potency of 50 to target, and inflicts dark bio, dealing damage over time with a potency of 85. Duration: 20 seconds.

    Execute: Consume HP equal to 10% maximum. Channels the full might of the Temporal Onyx into your shadow blade, dealing dark physical and magical damage with a potency of 800 to target.
    (0)

  5. #5
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    GEMFLOW

    As with the current iteration of Summoner, I’ve incorporated the use of gems as part of the rotation. Here is how it will work: all six Astral/Umbral summons will be available to the Summoner. Summons can be repeated. Invoking 3 gems of either Astral or Umbral persuasion will unlock either Bahamut or Phoenix respectively. Gemflow is unlocked after the use of Summon: Alexander or Summon: Odin. Players start with Temporal Pearl and Temporal Onyx.

    Ruby = Ifrit – Astral summon
    Emerald = Garuda – Astral summon
    Topaz = Titan – Astral Summon
    3 Astral summons = Diamond – Summon: Bahamut – grants Temporal Onyx

    Sapphire = Shiva – umbral summon
    Amethyst = Ramuh – umbral summon
    Aquamarine = Leviathan – umbral summon
    3 Umbral summons = Summon: Phoenix – grants Temporal Pearl.

    SUMMARY

    This new system keeps in place the big, impactful summon phases, while providing the player with a unique rotation for each individual summon, and featuring various types of utility. Flexibility is given to the Astral and Umbral phases to account for movement and fight needs. Also, Mega summons (Alexander and Odin) provide significant flexibility to choose between a single target (Odin) vs. AoE (Alexander) option.
    (0)

  6. #6
    Player
    Khryseis_Astra's Avatar
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    Dec 2019
    Posts
    1,732
    Character
    Khryseis Astra
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Interesting, although I’d point out that the gems would have to be switched a little if you’re going for the astral/umbral split (something I’d definitely love to see). Ramuh would go alongside Garuda and Ifrit, and Titan would be on the other team with Levi and Shiva.

    Also like the idea of Pearl and Onyx for Alexander and Odin. While I don’t think they’d actually remove Sol, maybe we could get Odin for its dark counterpart… although like many, I fear it’ll be Lunar Bahamut as a Zodiark standin. lol
    (0)

  7. #7
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,300
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Just a minor point but I feel like Reflectga (which wouldn’t be allowed to use that naming because of conventions, it would be Reflect II+) should be a Carbuncle skill and not Leviathan. Carby has always been associated with party wide reflect so seems like a missed opportunity to give that to another summon.

    Isn’t Alexander’s Saintly Wall just Macrocosmos with less steps? I think it’s a cool effect but it sounds way too strong for a dps healing wise. What if instead of healing proportionate to damage it could work similarly to Rekindle? Like granting a HP shield to all party members then restoring HP if they fall below a certain threshold? Or maybe something similar to Ifrit-Egi’s Radiant Shield where every party member gets a HP shield that deals damage to the enemy when struck?
    (0)

  8. #8
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,530
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valmaxian View Post
    Reflectga: Spell, Instant, 2.5s, 0, 25y: Reduces magical damage taken by self and nearby party members by 20%. Additional effect: enemies take damage equal to 50% of the damage mitigated. Duration: 15 seconds.
    Small addendum: "...magical damage from most sources taken by...", same exemption as with tank invuln so you cannot have someone sacrifice themselves to reflect 1 mil damage back at a boss from a 10 mil hit.
    (0)

  9. #9
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,300
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Carighan View Post
    Small addendum: "...magical damage from most sources taken by...", same exemption as with tank invuln so you cannot have someone sacrifice themselves to reflect 1 mil damage back at a boss from a 10 mil hit.
    I mentioned in my post but we did have an ability similar to this (idk if anything similar exists on tanks), it was Ifrit-Egi’s Radiant Shield which I think existed up until ShB or maybe Stormblood.

    For that skill, the damage reflection was a set potency (I think like a 50 potency attack for every hit or something like that). So maybe Reflectga could work like that to balance it out? Rather than reflecting a portion of damage taken (as interesting as that effect sounds), it could just do X potency damage on each hit, maybe up to X amounts of hits if necessary? Same function just more balanced? Maybe lol
    (0)

  10. #10
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    I agree! I hadn't really considered Integrating Carbuncle more, but that could be fun and interesting.
    (1)

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