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What would you like to see for your job: Summoner Edition!Follow

#1 Sep 29 2012 at 4:39 PM Rating: Excellent
Since the job forums have been pretty inactive for awhile, I thought I'd start a new topic in each devoted to things you'd like or wish that Square Enix would do with each job. They can be legitimate things you'd like to see, or they could be absurd, and, while they can be, they don't have to be any serious or groundbreaking changes you think each job needs, just something you think would improve them a bit in some form. Just try to keep the topic clean and drama free (emphasis on try). Just have some fun with this and let your ideas soar.

More Avatars...'nuff said. In all seriousness though I'd like to see a counter-stance to Avatar's Favor, where the Avatar's perpetuation cost increases, but the Avatar's attack, accuracy, magic attack, magic accuracy, and attack speed increase considerably. Currently one of the big problems that Summoner have is that our damage output is terrible, so when we're not doing stuff with Perfect Defense, our avatars are just not that useful. So I can do 2k damage to a high level mob with Thunderstorm. Given that all the melees there are capable of doing that much more within the same time frame just during their TP phase, it really makes our numbers irrelevant.
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#2 Sep 30 2012 at 12:00 PM Rating: Good
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Auto-summon: JA that is turned on like Avatar's Favor, and only turned off when the player zones and is KO'd. With this active, when an avatar dies (but not when it is dismisssed), the avatar automatically resummons itself and rejoins the fray.
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#3 Oct 02 2012 at 4:16 AM Rating: Excellent
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Make it so pets are not automatically dismissed when you get on a chocobo. I want to see pets, automatons, wyverns and avatars running along side or behind my chocobo. Maybe wyverns could even sit on the chocobo's head :D
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#4 Oct 03 2012 at 4:46 PM Rating: Excellent
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Hello, all. Long time lurker here - since shortly after the NA ps2 release in fact! This board used to be my go-to place for Summoner. I feel a bit sad that this board has fallen into such disuse. The Passing of an Era kinda thing, ya know? To stave off the inevitable end, I feel compelled at last to break my years-long silence.

Personally, before SE goes adding anything new, I'd like some (read: most) of our existing abilities looked at. Specifically:
1 - Wards. I'd like to see older Wards upped in potency to be actually worth using. I don't think I've used anything other than Hastega to buff with in a long time. Most of them stopped scaling in potency back at 75. The durations are finally good, but I can get a better AoE Stoneskin out of my support job than I can out of Titan. That is plain out Not Right.

2 - Avatar's Favor. I'd like to see the aura potency reset removed. We're already penalized with a hefty decrease in damage while the aura is active, but to then tell us that using a Ward will reset the aura to its minimum potency? Really? And it takes longer to rebuild to full than our BP recast? In order to actually get to most from our Favors this not only locks us into one avatar (Pulled out Carby to toss a Healing Ruby? Too bad! Now Ifrit's Favor is back to start!), it also locks us into not using any Blood Pacts . Let's not even get into the issue of positioning when we don't want to have our avatar swinging at the mob...

3 - Blood Pact timer reduction gear. I'd Like to see the restrictions on this eased up some. We don't even need to add new gear, or shorten it's base time. Just... let us have up to -30 seconds in gear. This will help us out so much, both offensively and defensively. We'll be back a little more on par with our spike damage, while able to reasonably offer up a healing Ward without unduly sacrificing time for a a buff/debuff Ward.

(From here on: less seriously, but would still be nice to see!)
4 - Blood Pact activation delay. You know that 4-ish second delay between giving a Blood Pact command and it actually going off? I want this gone, period. Shock Squall has shown us that there's no technical reason for it. It serves only to make Summoners more cumbersome and less able to respond to a rapid shift in battle conditions.

5 - Hitting a sleeping mob. I love that our avatars are proactive in defending their masters. No other pet job gets that. But there's one occasion that it tends to get people killed. Sleeping mobs. We've all been there. We know how it ends. Just... make it so that if a mob is sleeping, the avatar won't attack it, please?

6 - Assault. That's right, one of our basic abilities. I would like it if using Assault no longer dropped Invisible when used. I mean, it doesn't cancel Sneak, does it? We maintain a psychic/magical connection to our avatars - a small shard of an even greater being brought to where ever we happen to be by little more than our very strength of will! Telling one to attack an enemy should take little more than a smidgen of mental effort. Also, Beast Masters can do this, and I am super jealous.
#5 Oct 03 2012 at 6:12 PM Rating: Excellent
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I agree with everything Mokeil said, except for #6 because, correct me if I'm wrong, but I think that every other action/interaction in the game requires you to or results in you dropping invisible.

The request for -30 bp delay can't be repeated enough.
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#6 Oct 03 2012 at 8:39 PM Rating: Excellent
RizzoRazzle wrote:
I agree with everything Mokeil said, except for #6 because, correct me if I'm wrong, but I think that every other action/interaction in the game requires you to or results in you dropping invisible.

The request for -30 bp delay can't be repeated enough.


Beastmaster's Fight ability is the equivalent of Assault, but doesn't drop Sneak or Invisible.
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#7 Oct 04 2012 at 9:16 AM Rating: Excellent
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Quote:
Beastmaster's Fight ability is the equivalent of Assault, but doesn't drop Sneak or Invisible.


Ah, I stand corrected then.

I'd also like to add:
-More DD-oriented gear for avatars. SE has gotten better at adding avatar-orientated gear, but I want more options, specifically to make their normal tping (you know, because SE still won't let us do real damage more than once every 45 seconds). More items like Moepapa Stone, and such.
-Avatars Favor: There's lots of ways to make it better. Personally I'd like to see the JA done away with entirely and have the buffs converted into normal Wards which affect the avatar, too.
-I want Wards to affect other people's avatars. I'm sure this is just a result of SE's fear of making anything at all affect pets, but whenever I'm duoing with another SMN, it annoys me to bits that my Garuda's Whispering Wind doesn't touch his Garuda. You mean to tell me SE, that the goddess or whatever of wind, can't feel a gust of wind originating 2 inches away from her?
-I want another division of blood pacts (again, going off the -probably reasonable- assumption that SE will not be lowering our minimum bp delay) I want some of the pacts (sleepga, shock squall, poison nails, etc) to be in their own category of Blood Pact:Enfeebling. (Yes I know that stun is technically not enfeebling. Someone else can think of a better name.) I also want Whispering Wind, Healing Ruby, etc to be in their own category of Blood Pact: Healing. So, basically, I want separate timers for DD, healing, buffing, and enfeebling pacts.
-I've always wanted avatars and spirits to have their own, inherent (not bp) en-element and spikes, for no real reason except attention to the details. (Wouldn't the very essence of fire be hot to touch?)
-I want more AoE damage Rages.
-I want the maximum assault, retreat, and bp command distance to be raised to 20 yalms.
-I want all of the wards to scale at a respectable pace to level 99.
-I want an AoE reraise Ward for Carbuncle.
-I want Light Spirit to cast raise. I don't care that I will almost always have Raise with my subjob. I just want Light Spirit to have it.
-I want (although I know this will never happen) a spirit AI that can be customized. Nothing huge, just, maybe disabling certain spells, or rearranging their order of spell preference.
-Somewhat less seriously, I want to be able to command Dark Spirit to warp me.
-I want the Caller's Spats model changed. They look like sweat pants, and when I pair them with my YY robe, it looks like I'm doing some sort of bizarre karate workout routine.
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#8 Oct 07 2012 at 3:00 AM Rating: Decent
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RizzoRazzle wrote:
-More DD-oriented gear for avatars. SE has gotten better at adding avatar-orientated gear, but I want more options, specifically to make their normal tping (you know, because SE still won't let us do real damage more than once every 45 seconds). More items like Moepapa Stone, and such.


I've always felt that the focus was supposed to be on the big, hate-free damage spike, and not DoT. Most (all?) of those bits of gear that "Enhance Avatar Attack" only apply only to our Rages after all. Of course, given that our BP timer is still held back to a 45 second minimum, that makes us fall behind the damage curve far too much to really be taken seriously. Since I'm also doubting SE will ever give us that 30 second timer, I can see haste gear being an almost acceptable compromise.

RizzoRazzle wrote:
-I want Wards to affect other people's avatars. I'm sure this is just a result of SE's fear of making anything at all affect pets, but whenever I'm duoing with another SMN, it annoys me to bits that my Garuda's Whispering Wind doesn't touch his Garuda. You mean to tell me SE, that the goddess or whatever of wind, can't feel a gust of wind originating 2 inches away from her?


Oh, man! This one has always bugged me, too. Avatars should at least be able to buff/heal other avatars.

RizzoRazzle wrote:
-Somewhat less seriously, I want to be able to command Dark Spirit to warp me.


I can just see this one now... SE will add this to the Dark Spirit, and then "balance" it by just adding it to the Dark Spirit's standard spell rotation! Next time you give the Assault command your Dark Spirit starts casting Warp II on the healer... Frantically, you and the Black Mage try to desperately stay on top of Cure spells! And that's when it starts casting Retrace on the tank...
#10 Oct 10 2012 at 2:43 PM Rating: Decent
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Zelduh wrote:
Deploy also doesn't drop invisible


I had completely forgotten Pup got that, too! The part with Bst sticks in my mind because of a recent run in Dynamis, where I was sent around with a Bst to grab the time extension mobs. Most of the time there was no way I'd have been able to use Assault without getting aggro from everything. Not so for the Beast Master! Like I said, I was super jealous.

OK, I get that there's some sort of opportunity cost in the potential loss of a pet when doing that - 5 minutes for a jug pet, 1 minute on a weakened Automaton, or about 10 seconds on an Avatar - but it irks me that we get left out of that little bit of trickiness! It's something small that would nonetheless give us an extra little niche to help fill.
#11 Dec 08 2012 at 12:56 AM Rating: Decent
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Summoner is the job of forbidden magic, and what Ive wanted to see for a while is for the job to act like it should be forbidden. But it's just a job that does two things on a 45 second timer. It's absolutely boring, and without an avatar present can't defend itself at all. It's why I propose a couple abilities and adjustments to both increase SMN survivability and maintain the lore. Giving SMN a reason to be called the forbidden magic.


1. Choco Mog lvl 20(single target) Instantly stuns target or binds for 10 seconds. This is to help it so SMN can have better kiting abilities to keep them staying alive. Instant cast 1% mp cost. Instant cast. Give it High enmity like animated flourish. Give him 1/3rd of the normal avatars HP. 5 minute recast. Worth it.

2. Avatar favor fixes should be as follows. While under the effect. Summoner cannot be hurt as long as avatar that gives favor is out. Increase avatars HP by about 20%. Grant a base trait to each avatar that stacks with their favor. (Ifrit double attack native trait stacks with his favor.)

3. Each avatar when summoned during avatars favor comes with two spirits on each side. One casting nukes and enfeebles, the other enfeebles, enhancement, and ancient magic. Example: Summon ifrit and two fire spirits appear. One casts Fire I-V, and Burn. The other casts Addle, Boost-STR, Pyrohelix, blaze spikes, enfire, and flare.

4. Elemental spirits don't take DMG but can physically and magically attack. They generate 0 enmity, it all transfers to Ifrit and once Ifrit is defeated all 3 disappear and the summoner can once again be hit. If its too strong then weaken the physical attacks of all 3 avatars, just give a extremely potent form of subtle blow. You can control Ifrit but cannot control what spells the spirits cast, they should cast every 15 seconds. To cycle through their spells from the moment you engage a target.

5. The enhancement buffs from the favor will extend to all npcs within AoE. This includes the enspells, helix spells, and spike defensive spells. They will not extend to party members(Avatars, Npcs, Summoner only affected by spell buffs casted by spirits.) This is how it will be different from Scholar, and white Mage abilty to buff party. Also would make fights in campaign exciting to have a summoner in the the battle. It'll be able to buff all the knights. Avatars favor direct buffs still effect party members within area of effect. Increase area of effect to 20"

6. Remove the reset of avatars favor potency after blood pacts. If you do elemental siphon, you take from both pools of mp which will instantly cause the spirits to disappear until you dismiss and resummmon the avatar.

7. Make avatar and summon share tp pool. Not borrow, not steal, not use. SHARE. Would let summoner WS if they want to, more often, could use it regain mp,

8. Allow it so after 1:15 seconds of avatars favor, when you turn the ability off, the spirits disappear, but the full effect of the favor stays on the avatar until it is dismissed, defeated, or zoned.

I imagine this is a lot on a Christmas list, so I would be willing to have it cost extra mp in perpetuation. HP in perpetuation(forbidden magic) as well as seeing significant stat decreases while under the favor. If your invincible and front lines might as well lose everything except for melee stats anyway. A cool idea would be that every 10 ticks of hp/mp you lose 1 stat, which counts as a tick. That you can reach 0 mp, but if you still have HP, it starts taking that. If you don't turn it off, and leave your avatar out you die. If you activate Astral Flow while under avatar favor with no MP, only one you can summon is Odin. He'll take all of your HP down to 1 HP. And increases success by your HP amount left. Now that's what I call forbidden magic.

Oh and the invincibility only is active when in range of the favor. If Ifrit has 10 HP left and he gets smacked by meteor, you still have your current HP, just a dead Avatar and ****** off Behemoth...... CHOCOMOG I CHOOSE YOU!!

I know you'll say enfeebles, and enhancements are RDM/SCH/WHM territory, nope. This white/black magic game is all sorts of #$&@ed up. It's how a spell is used that matters, not by who. Make helixes, enspells, spikes all (npc/self) target only. Make it look like the avatar has given power to everyone around you. Yes I'm saying take away the current wards that give spike DMG, enspell. Let them use them on pets, and npcs. COR is the only job that gives buffs to pets, let summoner do that.

And for the love of god, Let someone who is subbing SMN use an avatar that is their current level. They just don't get avatars favor or any spells past their subs cap. Simple enough, there would be so much variety in gameplay if they would just let people try without all the gimp. You have half the mp pool, and no end game blood pacts, there is nothing remotely broken about this.

Edited, Dec 8th 2012 2:09am by Evokerofsorts

Edited, Dec 8th 2012 2:15am by Evokerofsorts

Edited, Dec 8th 2012 2:34am by Evokerofsorts

Edited, Dec 8th 2012 2:35am by Evokerofsorts

Edited, Dec 8th 2012 2:39am by Evokerofsorts
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#12 Feb 17 2013 at 8:37 PM Rating: Good
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Give Cait Sith a treasure hunter blood pact.

Seriously. dnc/thf, thf/dnc, pup/thf, and bst/dnc are all strong solos with access to treasure hunter. smn/thf is not viable. As things stand there is no reason to ever solo on summoner unless it is the only job that can solo a fight.

Edited, Feb 17th 2013 8:41pm by Thydonon
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#14 Jan 03 2014 at 5:45 AM Rating: Excellent
With 2013 behind us and 2014 just starting, what would you like to see come to the Summoner job? Has Adoulin changed these heretical mages in a way that you do or don't like? Is there an unresolved issue that you think they still need to fix?
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