Yeah, nothing else comes to mind... there's no skill that even seems to become remotely obsolete when you change to a job from a class. I think it's more that Carby is being 'upgraded' to the elemental Primals.
Anything is possible, i just have a hard time seein how you can use carby on arcanist but not summoner. My interpretation of that is it is an arcanist ability. Just as thundaga says thaumaturgy only, yet blm still gets it. Not that i wont use summoner, but ill be rolling arcanist the majority of the time if they implement the single shot summons. I was honestly hoping for a pet class, whether it was bst or pup or smn or w/e.
Because at the time when he said this Ramuh and Shiva weren't confirmed as summons so he could only say maybe incase they decided differently down the line.Thanks for finding these! Ok, I see what you mean about the wandering instances, that makes things a little clearer. But the second interview still sounds ambiguous to me... If it really was one of every Primal in each server, then why does it say "Maybe Shiva, maybe Ramuh".
Does sounds like you were right though, glad they tried to clear that up... I'd've hated being on the only server that had to settle with Ramuh -.-
The SMN Primals would obviously be a lot stronger than Carby, and a lot more specialised in terms of job/role (if they do perma-pets). So even if they did allow Carby to be used by SMN I don't think anybody would use it. Maybe they're making it Arcanist only because some people were/are complaining that there's next to no reason to use any classes above jobs?Anything is possible, i just have a hard time seein how you can use carby on arcanist but not summoner. My interpretation of that is it is an arcanist ability. Just as thundaga says thaumaturgy only, yet blm still gets it. Not that i wont use summoner, but ill be rolling arcanist the majority of the time if they implement the single shot summons. I was honestly hoping for a pet class, whether it was bst or pup or smn or w/e.
That is pretty much my theory on all of this as well, each of the summons being a colour of the rainbow perhaps?
If they do bring the lesser forms of primals as pets/spells i hope they copy the Carbuncle form of two versions. Though it would mean a whole lot of summons(though xi had elementals) it would be a chance for other summons to become obtainable like for example Garuda physical dps/buffer and Typhon magical dps/debuffer. Ifrit physical Dps/buffer and Phoenix magical dps/healer. You could gain access to the lesser forms of the 6 main primals through the Summoner job quest and gain access to more through instanced fights with a team.
Last edited by Alaltus; 11-07-2012 at 09:38 PM.
I doubt there'd be 2 versions of each Primal, but could be wrong. I'd like to see a healer Primal though! Kirin/Unicorn/Phoenix or something... but I think they might come along if they decide to add a second job crystal to each class. It would be nice to have 2 different styles of summoning.That is pretty much my theory on all of this as well, each of the summons being a colour of the rainbow perhaps?
If they do bring the lesser forms of primals as pets/spells i hope they copy the Carbuncle form of two versions. Though it would mean a whole lot of summons(though xi had elementals) it would be a chance for other summons to become obtainable like for example Garuda physical dps/buffer and Typhon magical dps/debuffer. Ifrit physical Dps/buffer and Phoenix magical dps/healer.
This is a very interesting thread ^^ Thanks OP!
Lots of nice ideas in here, but I'm still with the perma-pet crowd. It is a pet class, so it's only logical that a pet should be present (whether permanently or for a limited period of time).
Putting everything into consideration (mainly talking about SMN here), why not have a SMN class that has a pet present AND has a powerful 1-shot move? Too powerful? not if balanced properly! Please hear me out.
- Summoning a pet costs the SMN MP, and drains TP while it's present (a specific summon can stay for a maximum of 15-20mins after being summoned before it disappears, lore-wise also makes sense because their presence drains aether)
- TP (or maybe they call it SP for summoning points?) is drained at different paces by different pets. (stronger drains more)
- Each pet is it's own entity when summoned! It has it's own HP/MP.
- Each pet has a set of 7 moves (just like what Tonkra said) to be unlocked, the more you use the pet the more moves you unlock. The final move to learn is obviously its "signature move".
- Using these moves consumes the pet's MP not the SMN's. There should be an ability for the SMN to transfer his MP to his pet and vice versa.
- Each pet has a "power" gauge that builds up during battle. When it reaches maximum (gauge starts flashing and depleting), then we can use the final move (before the gauge depletes, 30secs window?). However, the pet will disappear after using it and be "exhausted" for a set period of time. Other pets can be summoned in after it if the required MP/ TP are available. If gauge depletes before being used then, Sorry... you missed it
- If the TP is fully drained while a pet is summoned, the pet will disappear and be "exhausted" for a set period of time.
This way your main strength is your pet (the way I think it should be), and taking advantage of it's full power is the main key (the idea of the gauge is so that not everyone starts spamming "Hellfire" the moment they see a boss). I'm not saying this is perfect, but it's some sort of a middle ground.
I really hope it's a perma-pet class![]()
Thanks for the contribution, these are some nice ideas =)
If they use the TP bar then 15 mins may be a bit long, since it shouldn't take too long to regenerate, but I suppose it'd be a bit scary being without your pet for a little while >.>
Could also be drained faster by performing certain abilities? Would their "Special" drain it almost completely? A nice little dilemma about keeping it out longer or performing a strong attack would be niceKinda allows for a '1-shot' type of method in that having a pet out constantly may not be as powerful as someone who goes straight for 'building the gauge' thing you mentioned, but leaves them without a pet for a little while.
I like this. In XI they used the SMNs MP pool for moves and I didn't like that very much =/
Not really sure how this would work. Wouldn't people just stand outside and kill weak mobs over and over again to unlock these other moves?
I don't really like this =$ Don't see the point in keeping the MP pools seperate if you can just transfer between the two,
This ^ =)
- Each pet has a "power" gauge that builds up during battle. When it reaches maximum (gauge starts flashing and depleting), then we can use the final move (before the gauge depletes, 30secs window?). However, the pet will disappear after using it and be "exhausted" for a set period of time. Other pets can be summoned in after it if the required MP/ TP are available. If gauge depletes before being used then, Sorry... you missed it
So, would you think dismissing the pet earlier would be more beneficial?
I think what he was getting at was that when you summon a primal you would have to unlock actions by making them participate in battle and that after they leave battle it resets. A way to limit Summoners from using High powered Aoe moves to wipe out droves of enemies instantly for experience points/power leveling like they did in xi. I'm not sure that it would be needed though because as far as we know there are no 2 hours in ARR instead we have limitbreaks(redesigned battle regiment system) which pretty much does the job this kind of limiter would combat the only thing that could possibly need limiting is the 15 minute ability and we dont know what exactly that will be.
Last edited by Alaltus; 11-07-2012 at 11:08 PM.
Oh I see! That's a pretty cool idea, then =) Like, having to perform 10 actions before a 'special' becomes available?I think what he was getting at was that when you summon a primal you would have to unlock actions by making them participate in battle and that after they leave battle it resets. A way to limit Summoners from using High powered Aoe moves to wipe out droves of enemies instantly for experience points/power leveling like they did in xi. I'm not sure that it would be needed though because as far as we know there are no 2 hours in ARR instead we have limitbreaks(redesigned battle regiment system) which pretty much does the job this kind of limiter would combat the only thing that could possibly need limiting is the 15 minute ability and we dont know what exactly that will be.
The EXP farming with Avatars in XI was kinda buggy in that way, especially in Abyssea when they added Zantetsuken. Instant KO is a bit of a godly feature in MMOs as it is, let alone making it AoE.
The 15 min skills are the XIV equivalent of XI's 2-hour. Just lowering the time made them more useful and better applied to general battles and stuff. I don't think they'll add any recasts which are higher than 15 mins.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.