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Job Adjustments: Scholar & Summoner (01/25/2012) Follow

#1 Jan 25 2012 at 2:30 AM Rating: Good
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Gildrein wrote:
[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.


http://forum.square-enix.com/ffxi/threads/20045

Gildrein wrote:
[dev1074] Job Adjustments: Scholar

The required charges for the following abilities will be reduced from two to one:
Altruism / Focalization / Tranquility / Equanimity


http://forum.square-enix.com/ffxi/threads/20049

Edited, Jan 25th 2012 3:41am by Szabo
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#2 Jan 25 2012 at 2:43 AM Rating: Decent
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Three MP off ele spirits instead of one--and spirits will still have exactly one use: Elemental Siphon, then stuffed back into the ether while the REAL avatars do the work.
Oh..and is that per tic or total MP cost to summon, I haven't been on in a while, so I iz confused...

Scholar job changes...I'm rusty as hell, what good are those again?

Edited, Jan 25th 2012 3:45am by Magicalsquirrel
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#3 Jan 25 2012 at 2:44 AM Rating: Decent
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(That's interesting.)
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#4 Jan 25 2012 at 2:55 AM Rating: Excellent
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Here is some fluff, enjoy the fluff, love the fluff.
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#5 Jan 25 2012 at 3:48 AM Rating: Excellent
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Magicalsquirrel wrote:
Scholar job changes...I'm rusty as hell, what good are those again?


-enmity and +MACC for light and dark magic respectively. For the most part, the only useful one could be the -enmity for nukes in longer encounters, but you'll undoubtedly find protest from some what would favor Ebullience's +MATK to presumably kill the foe faster.

Overall, I agree with the adjustment, but this one of those cases where merit spells and JAs should really have just been learned conventionally.
#6 Jan 25 2012 at 3:56 AM Rating: Good
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So, finally, the merit stratagems get the cost they always shoud have had.

Nice, and depending on what they do, it might be interesting to drop 4 levels of Enlightment and put them on -enmity for nukes... Or +macc for trying to proc a difficult enfeble in VW (but if RDMs have problems, I don't see how we could land them anyway...).
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#7 Jan 25 2012 at 5:01 AM Rating: Excellent
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SE needs to do a lot more than this to fix spirits. Overpriced, and under leveled, they justaren't worth using.
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#8 Jan 25 2012 at 5:27 AM Rating: Excellent
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I'm sure Mellowy would enjoy that, but in the long run...?

It's just another addition to the list of "Here, look, we're giving you an update so you cannot complain anymore, but dont expect it to be even remotely useful or for an ability or spell anyone still uses".
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#9 Jan 25 2012 at 6:03 AM Rating: Good
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They could make spirits give you MP and they'd still suck ass.

I never knew why those stratagems needed two charges to begin with; they were never even that good. Most likely will not remove Enlightenment/Stormsurge.
#10 Jan 25 2012 at 7:06 AM Rating: Excellent
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Gildrein wrote:
[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.


Thanks SE - real useful. I tried my hardest to get spirits to be useful, but try as you might they just plain suck. So I guess now they Suck-1.

How about you just do this:

Quote:
Job Adjustments: Summoner

The elementals now have the same attributes (hp/mp/defense/magic defense/MATT/MACC/recast times) as even-match elementals found in the wild. In addition, elementals' skills are now enhanced by equipment you wear.


THAT may have been useful.

Edited, Jan 25th 2012 8:09am by ManifestOfKujata
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#11 Jan 25 2012 at 7:31 AM Rating: Decent
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Gildrein wrote:
[dev1074] Job Adjustments: Scholar

The required charges for the following abilities will be reduced from two to one:
Altruism / Focalization / Tranquility / Equanimity


I wonder what this means for the af2 +2. I heard that the pieces that enhanced these strats allowed the strats to use only one strat at 5/5 anyway. Incoming Emergency Maintenance where the strats are costing 0 charges.

#12 Jan 25 2012 at 1:57 PM Rating: Decent
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ManifestOfKujata wrote:
Gildrein wrote:
[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.


Thanks SE - real useful. I tried my hardest to get spirits to be useful, but try as you might they just plain suck. So I guess now they Suck-1.

How about you just do this:

Quote:
Job Adjustments: Summoner

The elementals now have the same attributes (hp/mp/defense/magic defense/MATT/MACC/recast times) as even-match elementals found in the wild. In addition, elementals' skills are now enhanced by equipment you wear.


THAT may have been useful.

Edited, Jan 25th 2012 8:09am by ManifestOfKujata


Even more useful, with that new buzzword "balance" thrown in...

Quote:
Job Adjustments: Summoner

In order to enhance the usefulness of Elemental Spirits, we have removed them from the game. To balance this, we have removed all avatars but Carbuncle.



Yes, I'm bored, little sleep, and in a mood to test a bad sense of humor.


Edited, Jan 25th 2012 2:58pm by Magicalsquirrel
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#13 Jan 25 2012 at 2:04 PM Rating: Excellent
Summoner will need a better cure spell if that happens!
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#14 Jan 25 2012 at 2:22 PM Rating: Excellent
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Magicalsquirrel wrote:


Quote:
Job Adjustments: Summoner

In order to enhance the usefulness of Elemental Spirits, we have removed them from the game. To balance this, we have removed all avatars but Carbuncle.



Yes, I'm bored, little sleep, and in a mood to test a bad sense of humor.




Thayos wrote:
Summoner will need a better cure spell if that happens!


In order to balance this, we will be giving SMN Cure V. In the name of balance, RDMs, PLDs, and SCHs highest cure tier will remain at IV.
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#15 Jan 25 2012 at 3:24 PM Rating: Good
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You mean I might actually have a reason to merit those strategems now? I'd been avoiding them due to their abhorrent costs, but if they're going to cost as much as any other strategem, I might just consider picking out a favourite or two.

As for the Summoner changes, I'll just throw a half-hearted 'meh' out. Elementals will never really be that useful aside from MP batteries for Siphon, so I doubt this will entice many people to keep them out longer.
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#16 Jan 25 2012 at 5:29 PM Rating: Excellent
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So they completely forgot about spirits when it came to updating their spell list post 75...

(I'm assuming they still haven't changed that? Although wiki says they randomly gave light spirit an extra tier of banish and holy post 90, it lists no changes for the rest of them. Why they would give only the light based pet new nukes is an entirely unrelated mind boggle..but to be fair I haven't cast any of them, except for siphon, in years.)

...but they remember spirits when it comes to adjusting a merit that 99% of SMNs don't have anyways and still won't bother with. But, even if every single SMN had spirit cost maxed out to 5/5, this adjustment wouldn't affect anyone, because no one in their right mind would keep spirits out regardless.

But this goes a step beyond just 2 degrees of uselessness. Even assuming that every SMN ever had this merit maxed out, and that we all kept our spirits out all the time, this adjustment would still be useless because with all the new gear they have been throwing at us since abyssea, it's almost certainly possible to get a positive tick with spirits out already, with or without merits, and while an even greater positive tick would be nice, it's not extremely important because you don't have to spend mp on blood pacts when you have a spirit out.

/rantoff

Don't get me wrong, I'm happy that it's at least not detrimental, and most of the job adjustments recently have looked kinda "meh," so I didn't expect anything good. I just don't see why SE insists on being so utterly, unbelievably, and remarkably stupid when it comes to SMN.
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#17 Jan 25 2012 at 7:54 PM Rating: Decent
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I saw SCH changes and was excited.

I am now disappoint.
#18 Jan 25 2012 at 11:13 PM Rating: Decent
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In order to balance this, we will be giving SMN Cure V. In the name of balance, RDMs, PLDs, and SCHs highest cure tier will remain at IV.


At least SMN would have something to offer the party outside of an Alex here and there. I say go for it, as long as SE fixes the issue with healing caps I could care less if my 3 cure 4 only healing jobs got C5.
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#19 Jan 26 2012 at 10:05 AM Rating: Excellent
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HAaaaahahahahaha @ that SMN change!

Such a slap in the face! Ouch, SE!
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#20 Jan 26 2012 at 3:01 PM Rating: Excellent
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I think I'd rather be rickrolled for a SMN update. :(
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#21 Jan 26 2012 at 10:29 PM Rating: Excellent
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At this point I'm grateful it wasn't a nerf to how avatar damage is calculated. Smiley: glare

SE: All physical blood pact damage formulas will be adjusted. We can't have SMNs actually doing real damage, now.
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#22 Jan 26 2012 at 11:30 PM Rating: Decent
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SMN got that, I can only wait to see SE's RDM tweaks.

my prediction
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#23 Jan 27 2012 at 2:17 PM Rating: Excellent
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SE: All physical blood pact damage formulas will be adjusted. We can't have SMNs actually doing real damage, now.


An issue where Summoners' avatars proved more useful than their support job skills has been resolved. We apologize for any inconvenience this may have caused.
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#24 Jan 27 2012 at 3:09 PM Rating: Good
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Camate wrote:
Got some information from the development team that they would like to hear feedback on.

Regarding “reduced elemental MP cost,” we decided to implement this given that we’re planning on adjusting elementals in the future, as we mentioned previously.

At first, we were considering changing “reduced elemental MP cost” to a totally different effect, “reduced summoning casting time,” so the possibility exists that we change it to this.

However, please note that we wouldn’t use “reduced elemental MP cost” if we switch to “reduced summoning casting time” and that we will need some time to implement this change.

Please let us know your feedback on this.

http://forum.square-enix.com/ffxi/threads/20057-SMN-adjustments....seriously?p=269500#post269500
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#25 Jan 27 2012 at 3:59 PM Rating: Excellent
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the changes to elemental summons can probably be chalked up to a combination of mellowy ceaselessly campaigning and the devs figuring "meh, they're useless anyway, this lets us say we updated something without actually making smn better"
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#26 Jan 27 2012 at 4:18 PM Rating: Excellent
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If they want to make them useful, they can simply add their spells into the Blood Pact Ward/Rage lists and let us pick the ones they use and when. As useless as they are, they might actually serve a purpose if they were controllable rather than autonomous.
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#27 Jan 27 2012 at 4:29 PM Rating: Excellent
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I don't think they actually want them to be useful. I could be wrong, but I don't think any pet job has be overall top tier since they they were added to the game. I'm doubtful that they will do anything to change that.
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

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#28 Jan 28 2012 at 2:55 AM Rating: Excellent
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Olorinus wrote:
I don't think they actually want them to be useful. I could be wrong, but I don't think any pet job has be overall top tier since they they were added to the game. I'm doubtful that they will do anything to change that.

I don't think Summoner's are after top-tier, just a little variety. It took a long while since Summoner's inception, but Summoner's can finally keep avatars out for extended periods of time rather than just summoning them to use Blood Pacts as was the norm. Spirits however have always been notoriously pointless until they gave us Elemental Siphon, and even then their only purposes were to be summoned briefly to rob them of mana or to quick-summon them to escape mob aggro.

Advocates of the elemental spirits would argue that they have X spell or Y spell, that they can Protect/Shell you before missions and so on. All of those things are great, but usually they drain a lot of MP before they'll cast the one spell you're after, and there's no guarantee they'll cast it at all.

Until SE addresses the reason no one actually summons them for more than the 5 seconds it takes to Siphon them, the Spirit MP changes (and the merits for them) will remain completely useless.

Edited, Jan 28th 2012 3:55am by Glitterhands
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#30 Jan 28 2012 at 8:09 AM Rating: Excellent
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Zelduh wrote:
What exactly do you wants spirits to do? Dark Spirit to cast Death and Meteor and Light Spirit to cast Auto-Reraisega III and Ultima? They're used to siphon MP and to quickly summon without interruption to get away from mob aggro (god knows most SMN have such abyssal skill that they will get 100% interrupted for 1 point of damage from a level 1 rarab). They serve their purpose. They're not meant to be godly. They have their situational uses already.

That's really my point. Their 'purpose' is little more than an excuse. The only benefit in having all the elements is getting a little extra MP on the corresponding day of the week. Otherwise, they level with each other in terms of usability.

They have virtually zero accuracy on enfeebles and very low damage on nukes. At the very least they could give players control over the spells they cast and when rather than have them randomly cast them when it feels like it (only to have it cast Paralyze instead of Cure V!). It would also give Summoner's great utility if they used Light Spirits to supplement healing, since they're one of the few that can cast Curaga spells on alliance parties.
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#31 Jan 28 2012 at 8:14 AM Rating: Good
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What exactly do you wants spirits to do? Dark Spirit to cast Death and Meteor and Light Spirit to cast Auto-Reraisega III and Ultima?


Yes. That's exactly what we want. You must be a frickin mind reader!
#32 Jan 28 2012 at 8:35 AM Rating: Excellent
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What exactly do you wants spirits to do? Dark Spirit to cast Death and Meteor and Light Spirit to cast Auto-Reraisega III and Ultima?


No, I don't think anyone actually believes that will make them useful. People don't use them for their spells now, and they already have pretty useful spells, even if a bit out-dated. However, being able to control their actions like those of avatars (even at the cost of spending mp on their spells, imo) would make them more useful. You can give them all an irresistible death spell. It won't matter if they just insist on enfeebling the mob over and over.

Quote:
They're used to siphon MP and to quickly summon without interruption to get away from mob aggro (god knows most SMN have such abyssal skill that they will get 100% interrupted for 1 point of damage from a level 1 rarab). They serve their purpose. They're not meant to be godly. They have their situational uses already.


The first part of your proposed purpose for them wasn't even implemented until several years after their release. The second part is completely useless to anybody for whom keeping a free/positive tick avatar out full time is a viable option. This has been easily done with Carbuncle for years (possibly since their release- I don't know when C. Mitts were added), and now all of the other avatars as well. I highly doubt that was all SE intended for them. If so they wouldn't have been given top-of-the-line magic (at 75 cap anyways).

They are sadly just another example of SE being unable to implement pet jobs properly. I like the idea of them operating like normal mages with normal spells, and I like the idea of SMN skill being the basis of their recast time. I don't even mind their high perp cost, because as I said earlier in the thread, they should be nearly free or more than free for most SMNs now anyways. I don't even mind them operating somewhat independently. I just wish their choices in spells to cast were a little smarter..

There are plenty of solutions to this. SE could throw in the towel and redesign them to be like avatars, where the SMN spends mp to direct it to use a certain spell. SE could tweak their AI themselves. SE could let the SMN set the rules for the spirit's AI in a way that's similar to BLU spell setting (for example, the ability to disable certain spells, or to change which spells they make a priority in what situations).

As for all SMNs having low SMN skill, it is by and large the hardest skill I have ever had the misfortune of trying to level. I can't blame other SMNs for not being capped. Old school SMNs were trapped in the main healing slot and barely used their summoning magic leveling up. New age SMNs have let their skills rot in Abyssea with everyone else's skills. Aside from that, it's just a pain to skill up anyways. If they hadn't added skill ups to bloodpacts, my skill would be pretty embarrassing.
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#33 Jan 28 2012 at 8:45 AM Rating: Good
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The issue is that spirits use the same AI as enemy SMNs, at least as far as I have seen. I've yet to see one of them toss a last minute cure on their controller to save its life.

Giving them a puppetmaster-style AI will undoubtedly cause a ton more issues than it solves. In addition, it would just lead to either having unified blood pacts with them and avatars, or a situation where you'd summon the spirit, let it do one cast, release, summon avatar, use blood pact... You can see the issue and why they don't want to open that door.

Spirits aren't what make a SMN, the avatars do.
#34 Jan 28 2012 at 10:31 AM Rating: Decent
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What exactly do you wants spirits to do? Dark Spirit to cast Death and Meteor and Light Spirit to cast Auto-Reraisega III and Ultima?


Ultima has traditionally been a non elemental magic, wouldn't make sense to tie it to a light elemental jeez kids these days.
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#36 Jan 31 2012 at 6:45 AM Rating: Excellent
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Zelduh wrote:
Ultima was White Magic in FF2.
But anyway, I'll never understand why SMN need so desperately for their elemetals to be useful. Every job has useless spells. That's like a DRK crying that their poisonga needs an update because they have no reason to cast it. Or BRD demanding that they update Puppet's Operetta or WHM complaining that their Deoderize has almost no use. Elementals are spells. Useless spells, sure, but they do what they do. They don't do what they can't do/weren't designed to do. Get over it! You already have multiple avatars for every element. Making elementals do even more than they currently do would be redundant. Why summon an elemental when you can summon the damn avatar of that element?

That's a bit disingenuous isn't it, saying SMN shouldn't expect useful Spirits simply because other jobs have useless spells or abilities?

I'd think that everyone has a right to expect their powers to be useful, and if they aren't then it needs to be fixed, no matter what it is.

Is this likely to happen? Not at all (I personally think SMN should just relegate Spirits to occasional mana batteries and focus on the real avatars), but that doesn't mean we shouldn't expect better, nor should we deride someone or others that do.

Edited, Jan 31st 2012 4:46am by SunriderRagnarok
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#37 Jan 31 2012 at 6:58 AM Rating: Excellent
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WHM complaining that their Deoderize has almost no use.


What?!? This is the most useful spell of all ... how else do you expect us to hang out with Galkas without Deoderize? Smiley: laugh

Zelduh wrote:
But anyway, I'll never understand why SMN need so desperately for their elemetals to be useful. Elementals are spells. Useless spells, sure, but they do what they do. They don't do what they can't do/weren't designed to do. Get over it! You already have multiple avatars for every element. Making elementals do even more than they currently do would be redundant. Why summon an elemental when you can summon the damn avatar of that element?


In all seriousness, SE is making an adjustment to Spirits, which SMN only uses for elemental siphon. The kicker is the adjustment is to merits that no SMN's use. Why would you make this type of adjustment to something the player base doesn't use. Spend the time making adjustments to things that people use regularly or to things that are broken, so they can be used regularly.

Gildrein wrote:

[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.
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#38 Jan 31 2012 at 7:40 AM Rating: Excellent
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The real kicker is that for some reason Elementals drain 20 MP per tick at level 99. If they didnt, -maybe- they would have had some use.

No one is going to 5/5 Elemental Spirit cost over Attack/ACC/MAB/MACC.

Yes, with the right setup of gear you -may- have a free spirit out. But what good will that do you with their current AI and taking away the option to actually summon something useful to deal 1000~5000 damage in a few seconds.

Can you afk and let the spirit do your healing?
No.

Can you afk and let the spirit nuke for damage?
No, expect 1/8 and 1/16 damage resists on non-geared spells.

Can you let the spirit do the healing/nuking if they were actually unresisted heavy damage things?
No, because they cast with an incredible delay between spells and cast things at random instead of the strongest/best for the situation.

How about you simply remove Spirit perpetuation costs anyhow and change the merit options to taking 10 seconds off Spirit spell-casting cooldown. Even then people would only use it for Syphon.
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#39 Jan 31 2012 at 1:45 PM Rating: Decent
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I personally think splitting SMN buffs from other spells (primarily White Magic) would be a huge help for the job. Having their own unique buff category would be huge. A separate AoE haste that stacked with BRD haste or EnhMag. Haste, Stat buffs that stacked with gain@#%^you se boost spells and BRD songs. So on and so forth.

It would revolutionize the jobs utility, likely to the point it would be wanted for more than additional healing and Alexander.
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#40 Jan 31 2012 at 2:00 PM Rating: Decent
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Man doing that would be so awesome, it would be more awesome if SE allowed AoE buffs to hit everyone outside the party too. You could have 1 super buffing tank party. (and if SE let Temper and Gain spells be cast it would be great.)

WHM/SCH - AoE barpells, Healing tank AoE boost spells
SMN/RDM - AoE haste (primarily) AoE Stat+ (Secondary)
BRD/RDM - AoE ACC, ATK, ATK, Haste (Refresh on mages)
COR/RDM?- AoE TP, STP
RDM/NIN - AoE ATK%+, AoE Damage Recution (ParaII/SlowII/BlindII) AoE ACC+ (if they ever let Gravity land), (Refresh II WHM, PLD, SMN, Self) Haste (Tank, Self) (Temper if allowed to work, Tank, Self), -Magic resistance through enspell, Ninjitsu, Death Blossom
Tank -

Would that be to bad ass or would it be a fair shake considering in VW we live and die by temp items. A change like this that allows for reduced support #'s buffing from 1 party (I say tank PT because it brings lots of healing as well, which is nice to have in a tank PT.) This opens up slots for more Melee, Nukers, Healers to allow us to not depend on temps. It would also allow SE to make stronger content down the road without the use of temps.

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Edited, Jan 31st 2012 3:06pm by rdmcandie
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#41 Jan 31 2012 at 2:35 PM Rating: Excellent
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I'll never understand why SMN need so desperately for their elemetals to be useful. Every job has useless spells. That's like a DRK crying that their poisonga needs an update because they have no reason to cast it. Or BRD demanding that they update Puppet's Operetta or WHM complaining that their Deoderize has almost no use.


Complaining about one or 2 spells being useless and complaining about half of your arsenal being useless is the same thing? The only other job that has the same complaint, really, is BRD.

I'm not desperate for my spirits to be useful, or not desperate for that specifically. I'm desperate for something, anything that's going to rejuvenate SMN and make it useful in more situations.

Edited, Jan 31st 2012 3:37pm by RizzoRazzle
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#42 Jan 31 2012 at 2:46 PM Rating: Excellent
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I honestly would rather them add some new avatars than work on the spirits.
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#43 Jan 31 2012 at 2:48 PM Rating: Excellent
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BRD can't really complain, their songs stack with spells, same with COR (whose buffs are for the most part unwanted). SMN's have no real unique buff system, any RDM, WHM, /RDM, /WHM can provide most of the buffs a SMN would be able to over the same time. SMN's stuff is just not reliable enough silly recasts allow them for only a few buffs every couple minutes.

SMN is in a sad sad way, and has been for some time.

(although if mellowy was here id be telling him SMN is fine Smiley: sly)

Edited, Jan 31st 2012 11:25pm by rdmcandie
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#44 Jan 31 2012 at 8:08 PM Rating: Decent
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rdmcandie wrote:
BRD can't really complain, their songs stack with spells, same with COR (whose buffs are for the most part unwanted)


huh?
#45 Jan 31 2012 at 10:25 PM Rating: Decent
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in the same vein as BRD my friend, they are wanted for a handful of their long list of buffs. Thats it, so for the most part their buffs are unwanted.

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