


I do remember Fenrir! Haha everyone standing outside and couldn't even enter the battle..had to spam a macro and hope ya got in lol, same when Diabolo came out =D
I would like the ability to toggle between AI modes and to issue commands. For instance, have a guard mode, where your pet won't attack unless you attack or something attacks you (this will be the default.) An aggressive mode, where your pet attacks everything (although I would hardly use this, if at all.) And a passive mode, where your pet does nothing or avoids combat. Also, besides the AI portion just to be able to issue commands to your pet via button, action bar or macro: /pet "action" <t>
I'm hoping the pet attack is controlled by an attack action (like archer light shot) considering control of emnity is a pretty huge thing in this game. It would also be nice to have half of the skills control the pet and half of the skills control the character.
That's just me tho. I usually don't play pet classes because the player does nothing but stand around.
EDIT: On the other hand, I'd like pets/companions like battle chocobos or path companions to have an AI of themselves. Really I want to control my summons/puppets.
When all else fails, Heck the Bed.



did someone realize that the official website got updated now with arcanist and summoner? i know it was there allready.. i know people have seen it.. i know its confirmed allready.. but just wondering if people care about the now "official" presentation on the website.
I hope they don't update the image with a screenshot/3D model. I rather like Akihiko's art.![]()



This is still pretty vague. There's two approaches to what you're mentioning.
1) Commands directly from the summoner themselves: We have action bars and will continue to have them going into 2.0. The most the summon would be able to do is auto attack once engaged to the mob, with the summoner triggering abilities from their own action bar.
2) Pet UI separate from player UI: Going again with the fact that we have action bars, summons having individual action bars with pertinent commands that can be triggered by the player and can also be set to auto-use.
Seeing that Arcanist and SMN will have debuffs and DoTs as part of their gameplay, I'm thinking they may go with the latter rather than the former. Otherwise the SMN may not have time to do what they need to do during a fight, especially with the faster pace of combat.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I guess my initial description does lack some of the specifics you detailed, but I was generalizing for the sake of not actually knowing what SE's direction with summons will be. Overall, I agree that the second choice seems more likely.This is still pretty vague. There's two approaches to what you're mentioning.
1) Commands directly from the summoner themselves: We have action bars and will continue to have them going into 2.0. The most the summon would be able to do is auto attack once engaged to the mob, with the summoner triggering abilities from their own action bar.
2) Pet UI separate from player UI: Going again with the fact that we have action bars, summons having individual action bars with pertinent commands that can be triggered by the player and can also be set to auto-use.
Seeing that Arcanist and SMN will have debuffs and DoTs as part of their gameplay, I'm thinking they may go with the latter rather than the former. Otherwise the SMN may not have time to do what they need to do during a fight, especially with the faster pace of combat.
I would love to see some cross skill dynamics between the Summon and Summoner. Something I saw in WAR with White Lion. There were certain abilities that activated a combo attack between pet and master.![]()


I think Arcanist should be the same as the old Summoner job from FF11 having you Carby around
The Summoner job could be totally different and more like the artwork where you maybe summon the summoning just for one spell (afterall a job is just 5 new skills = 5 summon skills?)
If summoner entails losing Carby I might stay as Arcanist![]()
Larek Darkholme @ Ragnarok

I don't know if anyone has suggested this yet and if they have sorry for the duplicate... But anyways... What about a system that combines UI with the player. A custimizable sort of deal where just as we set our abilities, we set Carby's as well and also choose combinations of certain characteristics that directly affect its UI in different circumstances. Just a thought...
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