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  1. #1
    Player
    Roaminggnome's Avatar
    Join Date
    Aug 2013
    Posts
    109
    Character
    F'whalon Yhisa
    World
    Faerie
    Main Class
    Conjurer Lv 33
    Ryuko I think your missing the point some people are making which is people will not want too many summoners in their group because of the limit.
    (2)

  2. #2
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Roaminggnome View Post
    Ryuko I think your missing the point some people are making which is people will not want too many summoners in their group because of the limit.
    My point is... You don't NEED that many summoners in your group. As I said, this could be a measure to prevent class stacking.

    Let's look at a typical 8 person party. For argument's sake, we'll have an equal distribution of classes (leaving out the arguments/bickering of who is the better tank/healer/caster/melee).

    2 tanks (paladin+warrior)
    2 healers (white mage+scholar)
    4 dps (four of the following: dragoon/monk/black mage/summoner/bard)

    Keep in mind that a LOT of classes share certain 'additional effects' that overwrite each other and affect diminishing returns. One good example is blind. I bring this up because summoners have Ruin II which applies this. If other classes use an effect that blinds, you will notice the diminishing returns and you will also notice their effect 'replace' yours. It is also important to remember that not every class will be attacking the same mob at the same time. Main tanks and off tanks often 'split up', effectively splitting their effects. Healers don't often cast much on a mob outside of the occasional Virus.

    If you don't class stack, summoners really have nothing to worry about. YES, the 30 debuff limit should be changed and/or lifted... but like I said, even if you have one summoner per party in the three party 'alliance', that's only 12 'constant' debuffs from the SMN (assuming you use thunder, which you should), give or take a few for situations (namely virus although plenty of other mages will throw this up as needed because of the large cooldown... such as on Titan for MB). We are the class with the MOST debuffs by far, only three of which actually affect our fester burst damage.

    Still... it seems almost silly to speculate because we don't know what will happen in 24-man dungeons. I can understand why they put a 'cap' on FATE mobs... too many debuffs and the mobs would die even faster than they already do, and that's already way too fast... those fights are a joke.
    (0)
    Last edited by Ryuko; 09-28-2013 at 03:58 PM.

  3. #3
    Player
    Menubrea's Avatar
    Join Date
    Sep 2013
    Posts
    79
    Character
    Edda Menubrea
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Ryuko View Post
    Snip
    It's only a concern for larger scaled fights, like open world ones and the upcoming 24 man raid, not in 8 or 4 dungeons.
    (1)

  4. #4
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Menubrea View Post
    It's only a concern for larger scaled fights, like open world ones and the upcoming 24 man raid, not in 8 or 4 dungeons.
    I know, and that's what I'm talking about.

    If there is one summoner per 'raid' party, that's three summoners per raid... 12 total DoTs from all summoner (considering the typical four DoTs a summoner USUALLY keeps rolling on one target).

    As I said... we don't know how this 'cap' will be changed/altered in Crystal Tower. It hasn't even been added yet. To be quite honest, I am not at all concerned about whether or not I will be wanted in a 24-man dungeon.
    (0)