#Cactus summon taunting

1 messages · Page 1 of 1 (latest)

bright ginkgo
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Just some notes about the cactus summon's taunting effectiveness, but it seemed to worsen noticeably beyond level ~40. Perhaps too large of a skill pool (as it levels up) results in less effective skill usage overall. It may lose more taunting effectiveness for each new skill gained past level 5.

Perhaps a way to toggle/disable skills we don't want summons to use could help with this. Maybe even allow the summon's skills to be added to the summoner's skillbar to give the summoner more control over when/what summon skills are used.

I just recall that while leveling a summoner, taunting started out great, but became quite poor by level 50.

unreal stump
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As soon as it learns Stomp the danged thing falls in love with it and perma stomps even when the summoner is running for it's life

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I'd say taunt on CD

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I'd say the best would be allow us summoners to command the summons to do a certain skill if possible, example would be the homunculus in RO, or the summons in FF11 where you could tell it what to do and it would execute it perfectly

hazy pagoda
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I was wondering why the enemies stopped paying attention to my cactus once I hit level 50..
While I do like the idea of micro managing its skills, I'm running out of slots for skills as is on summoner đź’”, if we can rebind the skill buttons or give certain moves on the summon priority over other, I think both could be good fixes for the issue

edgy furnace
unreal stump
unreal stump
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Like maybe automatically yes, but let us decide what our pet does, summons are essential to summoner classes and having wonky or awful Ai is just yikes

edgy furnace
hazy pagoda
unreal stump
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Meaning more buttons to press

hazy pagoda
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Ooh I see

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Thank you

unreal stump
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Pet jobs will always suffer from balance issues if you just let the pets do stuff automatically has always been the case, that's why I said letting us command them is a good idea, becuase we are actively having to manage our pet, our positioning and casting

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But issue is the unreliability of the taunt, plus the fact that pets do not do that much damage ngl

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So I only use my pet for taunt as it's the only one I find actively useful for leveling, not sure yet for boss fight, but I'd assume solo yes, as you will have massive issues trying to control the boss as it tries to run you down

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But we'll see when necro releases and smn only get 50 points on base job

past goblet
unreal stump
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everything is that new word until they grow tired of it

past goblet
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Bet

unreal stump
# past goblet Bet

from what I can find, the main issue with smn was the angel summon, maybe I haven't gone as further back but can't find anything that makes the summoner look insane

past goblet
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Acolyte and Summoner have been at Shinobi's position before

unreal stump
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warrior/knight

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and shinobi is a 2nd job it should be stronger than any first job even with 70 job points

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balancing second jobs to be on the same level as first job is a bit hmm

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they should be considerably stronger

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so far smn feels... as if it's missing something

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summons don't do much damage so instead of summoner it feels like a weak wizard with a taunting cactus

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and healing

blazing crag
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idk summoner is pretty comparable to wizard

unreal stump
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it shouldn't be

blazing crag
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cantj ust make classses arbitarily weak

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summons do plenty good damage

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wolf build is competitive any other build

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only reason summoner is comparable is because it has a lot of utility baked into its skills and can change the element of its spells

unreal stump
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Never said nerf smn?

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On the contrary we are arguing for a rework of how smn work

blazing crag
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It doesn't need a rework. This is the best, most balanced state summoner has been in a while

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the summons are very solid when acctually invested into and the spells are actually good but not overbearing

unreal stump
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No this isn't a summoner but something else

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Calling this a summoner is quite awful

blazing crag
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how is it not a summoner

unreal stump
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This is not a smn kek, this is basically a healer with a pet

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Most of the kit doesn't revolve around pets but around itself

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Passive skills don't make it a smn

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As a whole this kinda missed the mark by far, the early levels felt fun but after lvl 70 it's been quite underwhelming

blazing crag
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im not sure what "active" skills you want on a summoner. You can easily play where all your damage is coming from your summon and you're just casting utility skills to help your summon.

unreal stump
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How many other games have you played as a smn?

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This is by far not a smn

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I'm not saying that it's bad, is just its form doesn't fit a smn at all

blazing crag
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It fits a summoner perfectly too me.

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Ive played most mmos with summoners. They aren't too different. It'd be nice to have more control over it, but yknow we're in a playtest so its something to come later.

unreal stump
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As someone that mainly plays smn this started out interesting but soon lost it for me

unreal stump
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I'll wait for the necros to make my opinion

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Imo the best summons were from old mmos

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Where you had the control over them and not just Ai

blazing crag
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I mean its literally just a feature that can be added whenever Phil has time. Something thats been repeatedly suggested. But other things take prio. Isn't even an "advanced class" thing

unreal stump
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True, but I don't think is as easy as letting adding it

blazing crag
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But direct control or not, doens't really change the class from b eing a summoner.

unreal stump
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It would require an entire re work

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Right now it's all over the place I won't lie

blazing crag
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It's a base class that is meant to be a jack of all trades.

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Of course its "over the place"

unreal stump
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That's why I'm waiting on the necros

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I feel like it could have some more smn oriented skills instead of some of the stuff we have

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Like banishment field or suppression field

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@blazing crag question, have you played ff11

blazing crag
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no I was playing GW1 during its time

unreal stump
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sorry give me a few finishing something first

unreal stump
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  • Basics

You summon Avatars - big elemental gods like Ifrit, Garuda, Titan, Shiva, Leviathan, Ramuh, and Carbuncle.

Each costs MP per tick to keep out (called perpetuation cost).

You control them with Blood Pacts - commands that make them act.

You’re not spamming - you manage MP and time your pacts.

  • Your Core Buttons
  • Summon

Calls your avatar.

Each one has its own element and set of skills.

Example: Ifrit = fire DPS, Titan = tank, Garuda = evasion, etc.

  • Blood Pact: Rage

Makes your avatar attack using a special move.

Think of it like their “nuke.”

Example moves:

Ifrit - Flaming Crush (fire/physical hit)

Garuda - Predator Claws (wind melee combo)

Shiva - Heavenly Strike (ice nuke)

Ramuh - Thunderspark (AoE lightning)

  • Blood Pact: Ward

Defensive or support actions.

Example buffs:

Garuda - Hastega (AoE haste)

Carbuncle - Shining Ruby (protect/shell)

Leviathan - Slowga (AoE slow debuff)

Titan - Earthen Ward (stone skin)

  • Release

Dismiss your avatar to stop MP drain.

  • Astral Flow (2-hour ability / SP ability)

Big limit break mode.

Lets you use the avatar’s signature attack once.

Example:

Ifrit - Inferno

Shiva - Diamond Dust

Leviathan - Tidal Wave

Bahamut - Megaflare (special event summon)

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then you have the playstyle flow

you would summon the avatar you want, normally we start with pre fight buff so fenrir, Blood pact ward, then garuda bloodpact ward, then titan and ward again
(in endgame you use catsith once to get re raise)
this gives you a bunch of buffs

then you summon your summon dps, the one you are geared towards, I tended to use ifrit or garuda for this, let's use ifrit

the astral flow let's you also use your blood pact without cd for a while

so you'd astral flow, spam rage, while also using your other abilities that let you double up, do more damage or retain MP

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you dealt damamge thru your summons

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not by yourself

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althought this is way too complex similar idea can be applied

summons did use their own special attacks when acting on AI too but not as fast or reliably, as you couldn't choose what you wanted from ward or rage ( you are able to choose from their abilities)

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if you ran out of MP? no worries cast an elemental spirit, I normally did light spirit, and then used absorption I don't remember the name, of the ability but it helped me get MP back

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SMN was about managing your summon, your MP and utilizing each summon wisely as they each had their downsides

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@blazing crag

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bit long but this is one of the best smn of any game for me

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and it truly felt like you were summoning

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ESO had the same kinda with the fact each pect had unique abilities you would trigger and a bit of commands

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It also had a nice relationship with elements as each avatar had its Innate element so you wouldn't use ramuh the thunder summon to fight an enemy of type rock

past goblet
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If that is really your impression, it lowkey invalidates the whole post

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It's saying "it's perfect until you're supposed to be an advanced class, but we don't have those yet"

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Then the effort for reworking it should just be aimed at making the advanced classes

unreal stump
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That's why I'm waiting for necros

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To make a suggestion

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Rn it kinda feels all over the place

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But can't say much besides the cactus being in love with impale and stomp

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2 impale 2 stomp 0 taunt