Hi,
before I start really fast here I want to say I am a summoner ~lv.50 with avatars except
Fenrir. We all know summoner is not effectively functional (as a summoner, not as a WHM) at
this time. However, if they give this job more abilities from other classes or make it too
powerful in certain areas while giving it a wide range of abilities, there is the problem
with it becoming too well rounded and ridiculously unbalanced.
Summoners have one
benefit rarely mentioned over other casting classes, they don't really need to "
purchase" spells. Sure, you can buy a few spirits at the AH, sure you gotta probably buy
your fame stuff for the avatars, but those costs do not amount to but a fraction of what a
white or black mage must do to get their complete set of magic. All mages pretty much use
the same gear types, as well..so there isn't much of a difference in gear spending.
Where am I going with this? Well, we all want the avatar and spirit powers to be
better. But it seems like in every suggestion I've read there are no drawbacks for us, only
pluses. That doesn't really work. Summoners should be a powerful class, but there should be
a catch somewhere, similar to rangers and arrows, mages and spells, ninja with ninjitsu
regeant. My suggestions:
First, revamp avatar and spirit melee damage, accuracy, and
tech efficiency. Make them reasonably powerful, fearsome techniques to use, but not used
frequently as BLM spells or WHM cures. Make keeping the summoned being out a VALUE to the
party's damage output that contributes reasonably to the team within itself, perhaps
stronger than the melee players but at an mp cost that would not warrant the summoned avatar
to melee for more than 1/3-1/2 of the battle except in emergency.
Second, reduce
drastically the MP drain from the spirit spells, and allow recovery while they are out (not
the avatars, the spirits). Make them able to stay out for 3-5 fights before needing to be
recalled to rest.
Third, give all the special avatar techs different cooldown times
to blood pact. Support moves should have LONG cooldown to discourage from during battle use
to prevent perfect damage and support from 1 class at all times. Basically, the more
powerful the move, the more longer the cooldown. The techs should be increased relatively in
power (or in case of group blink, stoneskin kept the same with more cooldown) however, to
reflect these changes.
**Create new Alchemy synth items for summoning magic. Where
somehow you can take crystals and shatter them into crystal shards. Make shard stacks 99
max. Skill level 10-15 for shard creation. 1 crystal=3 shards
**Create a shard cost
for summoning spirits(not avatars). 10 Shards per summon. 1/2 on that element's day, 15 on
it's weakness day.
**Give avatar special moves shard costs, not all the moves, but
most.
Shard costs would be 50% on that element's day, and 150% on it's weak day.
**Create new ability Soul Pact, re-use 15 minutes, no shard cost for next avatar
move.
**During Astral Flow, no shard cost for spirit summoning or avatar moves will
be needed.
**Also, avatars should remain the same for only mp to call, mp to keep
out, but maybe increased mp drain with relative power and accuracy boost.
Hmm..I
can't think clearly its 4am almost for me, but I think if they implemented something like
this where summoner was POWERFUL in short burss but not an INFINITE source of power that can
do everything without some penalty. Feedback?
Page 1 of 1
Ideas to \"Fix\" Summoner
#2
Posted 09 March 2004 - 11:03 AM
You cant
use special moves with spirits. So... shards wouldn't really be effective in that
respect... =(
use special moves with spirits. So... shards wouldn't really be effective in that
respect... =(
#3
Posted 09 March 2004 - 11:11 AM
You're missing the pt.
Summoning a spirit= many shards.
Maintaining spirit=
small mp drain, can regen mp
Spirits will cast random magic at no extra cost to the
summoner just like now, if not a bit more often. Using a spirit wouldn't be the most
powerful way for a summoner with avatars to play, just like now, but better than before.
Summoning avatar: no shard cost
Maintaining avatar: high mp drain, no mp heal,
but higher output than spirit, but abilities cost shards to activate
Avatar would be
powerful for those that had them and ideal for their abilities and the shards to continue to
use their abilities.
It would make being a lower lvl summoner without other avatars
better, but not still not as powerful near a real avatar summoner, and it would let the
player choose the mode of play based on the pt and their money making it disuasive to
constantly use costly moves and abilities.
Summoning a spirit= many shards.
Maintaining spirit=
small mp drain, can regen mp
Spirits will cast random magic at no extra cost to the
summoner just like now, if not a bit more often. Using a spirit wouldn't be the most
powerful way for a summoner with avatars to play, just like now, but better than before.
Summoning avatar: no shard cost
Maintaining avatar: high mp drain, no mp heal,
but higher output than spirit, but abilities cost shards to activate
Avatar would be
powerful for those that had them and ideal for their abilities and the shards to continue to
use their abilities.
It would make being a lower lvl summoner without other avatars
better, but not still not as powerful near a real avatar summoner, and it would let the
player choose the mode of play based on the pt and their money making it disuasive to
constantly use costly moves and abilities.
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