http://ffxi.allakhazam.com/db/item.html?fitem=9499
Now.. why would they give SMN a neck piece with conserve mp if our summons only cost 15 mp and it doesn't effect BPs? i think SE intended SMN to be a healer all along o.O
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Conserve MP item with SMN...
#2
Posted 18 July 2006 - 05:12 AM
Well, SE has repeatedly said that they want SMN to be more than just a healer, but yeah, I think they did kinda expect it to be useful as a healer as well. After all, we have an ass load of mp.
#3
Posted 18 July 2006 - 05:20 AM
That item is just like all the other items that those three jobs can wear so nothing new there. Whm and blm get far more use out of this than a summoner ever would. Why would I even wear that... thing, when i could wear my summoning torque?
#4
Posted 18 July 2006 - 04:17 PM
I don't think this was designed for SMN... they just decided to let us wear it...
#6
Posted 18 July 2006 - 05:00 PM
for the summoning skill, its not exactly meant to look pretty. what else would i wear and get use out of on my neck? lol
#10
Posted 18 July 2006 - 10:04 PM
Kairos :
for the summoning skill, its not exactly meant to look pretty. what else would i wear and get use out of on my neck? lol
for the summoning skill, its not exactly meant to look pretty. what else would i wear and get use out of on my neck? lol
Grandiose Chain.
#11
Posted 18 July 2006 - 10:41 PM
Those are all nice options which i'd probably use if my summoner wasn't set up the way it is. my perpetuation cost and everything is low enough that i don't need more mp than I already have, and I use my summoning skill too much to lose any gear with +skill on it.
#12
Posted 19 July 2006 - 12:10 AM
Kairos :
Those are all nice options which i'd probably use if my summoner wasn't set up the way it is. my perpetuation cost and everything is low enough that i don't need more mp than I already have, and I use my summoning skill too much to lose any gear with +skill on it.
Those are all nice options which i'd probably use if my summoner wasn't set up the way it is. my perpetuation cost and everything is low enough that i don't need more mp than I already have, and I use my summoning skill too much to lose any gear with +skill on it.
How are you "using" your summoning skill before the proposed summoner job update?
And Grandiose Chain isn't about the MP+10, its about the hMP+2.
#13
Posted 19 July 2006 - 01:10 AM
http://s50.photobucket.com/albums/f311/dre...cal&media=image
(i know the red lines are obnoxious but so is reading a log and not knowing what you're looking at.)
some things i did with summoning magic last week. The skill is invaluable with the right setup. i'll probably get a grandoise chain when i feel like completing my resting gear, but all my resting gear goes to my "do not open till x-mas" mule. I have too many things from my other jobs and crafts to carry around resting gear for my only magical job.
(i know the red lines are obnoxious but so is reading a log and not knowing what you're looking at.)
some things i did with summoning magic last week. The skill is invaluable with the right setup. i'll probably get a grandoise chain when i feel like completing my resting gear, but all my resting gear goes to my "do not open till x-mas" mule. I have too many things from my other jobs and crafts to carry around resting gear for my only magical job.
#14
Posted 19 July 2006 - 03:00 AM
Why are you using the spirits on Sea Puks. I reliably hit them for 800-1000 with Predator Claws with criticals for 1200 or more. In fact on average your damage is about the same as what I can do with physical blood pacts that I can control on the same mobs. Granted I think Spirit use is probably the one area that the Summoner community really hasn't really explored fully. But I think about 90% of those cases you could have been doing more or equal damage. Of course that's hard to say since I'm not sure what you have merited. If you have spirt cost merited then it might be interested to see how your mp usage compares. But I'm still inclined to think having control is better.
That said the enfeebles on Kirin are pretty damn cool. I think I'll have to give that a try sometime.
That said the enfeebles on Kirin are pretty damn cool. I think I'll have to give that a try sometime.
#15
Posted 19 July 2006 - 05:36 AM
The reason i usually opt for spirits to do damage on anything not magic resistant is because in a wierd way i have more control than i feel i have with avatars. Anything that requires speed i use a spirit for because my casting timer with them is 20 seconds, so In that party i would buff with avatars and pull while enfeebling and damaging with spirits. I have merits geared towards magic accuracy and spirit cost and use the element of the day usually so with refreh and sanction they were costing me 2mp/tick and 5mp/tick if i wanted to use a different element. There was also no bloodpact cost with spirits which really drains your mp and causes you to rest frequently.
I don't like feeling restricted by the timer so i usually switch between low cost bloodpacts and spirit usage. When i used them in the ksnm 99 was because i hate feeling left out of anything. I originally played smn so i could do a little bit of everything. The blackmages manafonted that fight against the wyrm and hit him with a barrage of spells, so being able to cast thunderIV's/Burst/Shock instead of bloodpacting and waiting on the timer makes me feel better about the job being able to do something in every situation. I hit a spinning dive on the wyrm for 1100, but when he went in the air until the end of the fight i let the spirit nuke it. Shock is also in the best interest of other mages who responded to my spirit's shock by remembering to cast burn on the monster. I use both, but i don't feel like being left completely in the dust by blackmages when there is something I can do.
The problem I had with hnm shells early on is that when the blackmages are told to do something in a strategy, summoners are left out of it and the shell doesn't have any strategy for summoners specifically. Generally nobody sees summoners using spirits, so I had to let my shell know i could do these things by showing them during fights. I believe it makes me more valuable to the shell, and there is one other summoner in my shell who has started being able to use them effectively at most events, making summoners in our shell even more valued for a wider variety of events. I think summoner has the potential to be more similar to redmage or how bluemage is turning out to be. Those two jobs are good to have around no matter what you need and can fit into a majority of the strategies in the game.
I don't like feeling restricted by the timer so i usually switch between low cost bloodpacts and spirit usage. When i used them in the ksnm 99 was because i hate feeling left out of anything. I originally played smn so i could do a little bit of everything. The blackmages manafonted that fight against the wyrm and hit him with a barrage of spells, so being able to cast thunderIV's/Burst/Shock instead of bloodpacting and waiting on the timer makes me feel better about the job being able to do something in every situation. I hit a spinning dive on the wyrm for 1100, but when he went in the air until the end of the fight i let the spirit nuke it. Shock is also in the best interest of other mages who responded to my spirit's shock by remembering to cast burn on the monster. I use both, but i don't feel like being left completely in the dust by blackmages when there is something I can do.
The problem I had with hnm shells early on is that when the blackmages are told to do something in a strategy, summoners are left out of it and the shell doesn't have any strategy for summoners specifically. Generally nobody sees summoners using spirits, so I had to let my shell know i could do these things by showing them during fights. I believe it makes me more valuable to the shell, and there is one other summoner in my shell who has started being able to use them effectively at most events, making summoners in our shell even more valued for a wider variety of events. I think summoner has the potential to be more similar to redmage or how bluemage is turning out to be. Those two jobs are good to have around no matter what you need and can fit into a majority of the strategies in the game.
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