('?')?U
other recent changes to summoner:
shiva/ramuh/etc was 30 MP, now 7MP to call
current state of job:
Still highly flawed. I played this crazy, to help someone get to 60.
There are also many many MANY bugs involving summon beasts. People would still see beast onscreen although you recalled them. If someone unequips an item or moves while you do a party strengthen ability, you loose the MP, the summon will freeze, the summon wont even do the ability! The timer will reset and say "you can't do anything for another minute". Really frustrating.
As well, if a monster moves as your summon does any ability (astral flow, magic, ranged attacks included) it too will get the "out of range, this ability could not go" message. Your MP is lost, nothing happens and your ability menu too is gone.
A SMN is simply a messy cure tank all the way. The ideal rear guard for a summon involves having a rdm and a bard.
yes BRD = duh
no WHM = will be curing, but so will smn! There's nobody MBing or adding to the kind of damage only magic can do. This simply makes battles too long.
yes RDM = rdm can help cure, help MB and at later levels refresh everyone, then convert and keep going at the same pace as smn's MP which can keep going for a long time
no BLM = two people taking really long to get MP back is the worst possible situation
The only job useful with summon subjob = WHM 50+
Even with Ballad1, Ballad2, Refresh, Autorefresh, having your summon out during battle is completely pointless. Really not feel like a summoner.
For the current level cap, the best subjob is WHM and no other. Curing statuses and some weaponskills are only available with it.
AF does not have hate minus for summoner, it has hate minus for the summon beast! Beast hate is the same for any party member hate, separate.
When you call back your beast, the hate generated to the smn is gone as though that beast member 'died', same for if the beast actually died. It does not affect your hate or other party members hate. It makes no sense because we WANT our summons to take hits. Summons can also be hit by statuses and cannot be cured aside from being recalled and called out again.
Sleep however is another story, if you fall asleep, your summon is too. If you wake up, your summon wakes up.
This was an overhyped job that turned out as bad as ninja.
The only time you see a SMN's true potential is when putting them against a weak opponent, because the beasts don't have a damage cap.
How can summoner ever be fixed? Getting rid of the huge MP slip is the first step...
from my other post:
1-10: Use your summons as purely attackers
10-24: Attacker and occasionally ver2 magic/abilities
24: Play with the barely useful carbunkle pro/shell
25+: Garuda party blink, most used ability for a long while
28: Shiva icespike, para is barely effective and just for show
31: Ramuh pt enthunder, lasts shorter than ice spike but fun
36: Garuda's pt cure, not even useful since you will have curega
38: Ifrit Warcry, used before renkei, for the MP it costs why bother
40: Shiva sleepga, I'm expecting this to be for BCNM40 as the mandrags are about tsuyo to 40. Sleepga does not work well on totetote++ when linked while leveling.
42: RAmuh pt shockspike, very useful if monster lands hits often as it stuns monster
44: Carbunkle's pt "random status up by 10" fun but the stats go back down fairly quickly after cast anyway
46: Titan (after 40 levels of not using him) has pt stoneskin, a cut on the max amount of damage you can take
47: Leviathan (after 20 levels of ignoring) has pt heal/esuna
48: Garuda (after all that blink) has hastega, it too is cut down in the amount of time it lasts. much shorter than real haste, and by this time only 1 or 2 party members need haste anyway..
after this summoner gets nothing new that's really of use. People will rotate between Blink, Stoneskin, Hastega and rarely using Leviathan's cure.
50: Shiva's double slap, in case you already haven't noticed that Shiva is so weak physically, this can do lots of damage if she hits BOTH times
55: Carbunkle's meteor (slightly weaker than the version 4s
60: version4 spells, instead of using party strengthening only, using version4 to finish off monster becomes your main goal. BARD threnody is required for it to not be resisted. Your damage can vary from 100 to nearly 500 depending on the resist down. A good bard would redo their threnody for your incoming spell.
Why party blink is so important: Not only do monsters miss attacks, their magic can miss too - until it wears off. This means way less healing.
As for the party healing abilities, since it takes time to get the summon OUT and in position, the inability to use this job for reacting to situations makes it all the more flawed.
Elemental summons:
They do random spells, and cost more MP (to get out and the drain) than even the beasts. There's rumors of them doing ancient spells and other things, but I believe its too rare or not worth it.
another new site but not much up
http://vanana.com/smn/