WeaponKnight
Member
Does it get stuck if a Scholar casts Miasma after a Shadowbind?The key is to get someone with Miasma.
I'm the kiter in our group but I'm SMN so I don't know how BRDs can do it.
Does it get stuck if a Scholar casts Miasma after a Shadowbind?The key is to get someone with Miasma.
The key is to get someone with Miasma.
Does it get stuck if a Scholar casts Miasma after a Shadowbind?
I'm the kiter in our group but I'm SMN so I don't know how BRDs can do it.
Anyone wanna help me get through T5? I've failed twice in the past week
BRD kiting is same as SMN kiting, except you can only stick Renaud for 10 secs vs the 20 secs or so of Miasma.
I could help you out Friday if you still need it. NO MORE TITAN ON HELP NIGHTS
Could we do Garuda EX on Noob Night maybe?
They were trying but it kept missing! Which wouldn't have been a thing if I could get the guy back on A before voice went out, but lolnope.
My understanding of the timers is:
- Voice goes out every 25 seconds
- Miasma lasts a little over 20 seconds, can be recast on DR if needed, and doesn't remove the innate slow so if it falls off he's still shuffling around
- Shadowbind lasts 10 seconds, can't be recast, and gives the renaud superspeed
It seems like even if your spawn vs voice timers are lining up pretty terribly (which is going to happen with a group as green as we mostly were last night) and the renaud spawns right on the marker, 1 miasma + 1 DR miasma should root him the whole time unless I'm missing something. Which I might be!
Lol never PFing turn 7 'cause I don't want to kite.
The first voice: 12s after engaging (24s interval after)
The first renaud: 25s after engaging (50s interval after)
The first shriek: ??? since it's difficult to tell whether this pops due to adds (48s interval after)
When the first set of adds pop, the voice interval reboots and becomes 12s again, so you can either shorten or increase the delay between that particular voice (If the NM hits 80% before 12, you'll have a shorter wait between voices; if after 12, then a greater wait between voices).
This seems to happen again when you defeat the Petrifaction Lamia as well. When you defeat the lamia:
Petrifaction: 8s after (48s interval)
Voice: 24s after (24s interval); Shriek happens after
Venomous Tail: 42s after (48s interval)
Yeah, and so was Carbuncle in VIII/IX, but you missed the point.
FFXI summoner looked so badass. I want Fenrir in XIV, but as the SMN mount.
But think of the 37 different color options we could have for him.This would be GREAT but I'm afraid they'll add it in for all classes and have it be a rare drop from a Primal pony-style.
FFXIVs traded (a lot of, admittedly) style for substance. Ignoring that these Egis are objectively more useful than pretty much any of those game's summons (especially 11's which is the closest comparison) makes the argument more than a little disingenuous.
The Egis could definitely be...prettier, but at least we can keep them around for more than a few-seconds long stilled image/cs or have to deal with crap like Avatar Perp cost to offset/limit the on-screen graphix which was just gross.
The Primals in this game are just as impressive in this game as in any other, we just can't summon them directly and fry someone's CPU when more than a few summoners are on screen en masse.
This would be GREAT but I'm afraid they'll add it in for all classes and have it be a rare drop from a Primal pony-style.
That's just way too much unnecessary work.Most unique strategy I've seen in T7 was where the tank constantly kept moving Melusine so the kiter didn't have to move the Renaud much. Sounded like madness since this was a pug group but we actually downed it within 30 minutes.
They should just give Summoner a unique LB3 animation, that changes based on what Egi they have out. That way they can have thier classic FF summon moments, while being mechanically the same as they are now.
You do summon. Just because the gameplay of the summoner is different doesn't mean it isn't a summoner.Summons in FF are always been a display of power, even in XI with its problems (Job was gimped until your reached 75) you felt that these avatars who fought near you were powerful entities (also astral flow).
It doesn't matter that FFXIV job "works", it's not what SMN should have been about, it's a WOW Warlok basically. SMN should never have been a DoT class, if I'm playing a SUMMONER I want to SUMMON, not put dots on mobs. And FFXI on PS2 can handle avatars models just fine.
Summons in FF are always been a display of power, even in XI with its problems (Job was gimped until your reached 75) you felt that these avatars who fought near you were powerful entities (also astral flow).
It doesn't matter that FFXIV job "works", it's not what SMN should have been about, it's a WOW Warlok basically. SMN should never have been a DoT class, if I'm playing a SUMMONER I want to SUMMON, not put dots on mobs. And FFXI on PS2 can handle avatars models just fine.
Things have slowed down a ton for me regarding the game.
I'm still playing actively, but regarding endgame, it's basically nonexistent for the remainder of this patch it looks like till my team gets its stuff sorted.
Might as well focus my efforts on getting other shit done.
Time to stack more cash to the ceiling.
your tank stuff still an issue?
Yes please!! Garuda is fun. Unless someone touches spiny.
So the mods were thinking of me with the recent title change lol
So the mods were thinking of me with the recent title change lol
While I really do not care for the role they pushed Summoner into, it's the execution that really sucks. As it stands, it's less interesting than a Warlock was in World of Warcraft 1.0 (SM/Ruin was a lot of fun!). It's very simple but very clunky despite that and for a class that is historically flashy and and powerful feeling you get none of that from XIV's iteration. For all of the good XIV does with its classical design, it really botched a couple of the jobs, SMN being the chief among those, IMO.
I still feel they would have been better off holding classes like Summoner and Bard to fit them in with a support archetype in the future. I'm not talking about XI style design as XI's combat design was just dire outside of skillchains, but fun hybrid kit and content that could support it. Really, putting SCH and SMN in at the last minute was probably a bit misguided considering how many new mechanics had to go in with them. Heck, pets still need some work.
I hope instead of just bombing in a glut of new classes for the expansion that they also work hard on cleaning up existing ones for 3.0. Most need some healthy cleanup and there's a few that are on the cusp of greatness that just need some nonsense sorted out.
At this point I'm not even sure if it's all that great of an idea to dump all your points into mind as a scholar. I dunno maybe it's crazy but I'm dpsing a lot as SCH in second coil, especially if the WHM is doing a good job.
But then I haven't done T9 yet, seems like it might be a game changer.
Only catgirls complain about that issue
Of course you dump them all into MND. If you don't need the healing you pop Cleric Stance and all that MND turns into extra DPS. Lustrate's fine and all but you only get 3 a most a minute, and I love nice big Adlo crits and so does every tank that gets one.
Anyone else noticing a steady decline in prices for a lot of stuff on the Ultros MB recently? Been looking at number of popular ingredients and HQ items and there's been more and more undercutting working into the system of late. =/
Anyone else noticing a steady decline in prices for a lot of stuff on the Ultros MB recently? Been looking at number of popular ingredients and HQ items and there's been more and more undercutting working into the system of late. =/
They would need to radically change the game to support the concept of a support role.
Won't happen.
With the nerf to spiritbonding and the fact that Ixali dailies get more rewarding later on, that takes away more opportunities for gil making.
While I really do not care for the role they pushed Summoner into, it's the execution that really sucks. As it stands, it's less interesting than a Warlock was in World of Warcraft 1.0 (SM/Ruin was a lot of fun!). It's very simple but very clunky despite that and for a class that is historically flashy and and powerful feeling you get none of that from XIV's iteration. For all of the good XIV does with its classical design, it really botched a couple of the jobs, SMN being the chief among those, IMO.
Wait, the hub between Turns is NOT an instance?
I think you're looking back at WoW 1.0 Warlock's with nostalgia-tinted lenses, friend.
A rotation that basically just amounted to three DoT's and spamming Shadowbolts was not engaging gameplay. Especially when dealing with a 16 debuff limit in 40 man raids. FFXIV's SMN is a lot more fleshed out between Aetherflow management, actually useful pet abilities, and more mobility thanks to Ruin 2. The summon also still comprises about 30% of our damage, whereas in WoW, the imp's damage was pretty irrelevant and was just a health buff bot.
I probably still would've gotten bored with the class until I learned I could smack enemies with my book in between casts.
I think it would've been a lot of fun though if summons were not permanent pets but temporary pets that only lasted for 15 seconds or so, that provided either damage or utility, each on a 1-2 minute cooldown. Would've greatly expanded the SMN's rotation as well. It would've reminded me a lot of the Theurgist in DAoC, which I don't think any other MMO has really replicated (ie. a caster that summoned fire and forget elementals that would expire after a short duration). I guess the closest is the Mesmer in GW2 which spawned illusions, but you didn't really control these at all. They could then leave a perma pet for a future job like Beastmaster.
I think you're looking back at WoW 1.0 Warlock's with nostalgia-tinted lenses, friend.
A rotation that basically just amounted to three DoT's and spamming Shadowbolts was not engaging gameplay. Especially when dealing with a 16 debuff limit in 40 man raids. FFXIV's SMN is a lot more fleshed out between Aetherflow management, actually useful pet abilities, and more mobility thanks to Ruin 2. The summon also still comprises about 30% of our damage, whereas in WoW, the imp's damage was pretty irrelevant and was just a health buff bot.
I probably still would've gotten bored with the class until I learned I could smack enemies with my book in between casts.
I think it would've been a lot of fun though if summons were not permanent pets but temporary pets that only lasted for 15 seconds or so, that provided either damage or utility, each on a 1-2 minute cooldown. Would've greatly expanded the SMN's rotation as well. It would've reminded me a lot of the Theurgist in DAoC, which I don't think any other MMO has really replicated (ie. a caster that summoned fire and forget elementals that would expire after a short duration). I guess the closest is the Mesmer in GW2 which spawned illusions, but you didn't really control these at all. They could then leave a perma pet for a future job like Beastmaster.