To make this easier on the eyes, as well as for organization, I'm gonna spread this over a couple of posts.
---- Summoner Improvements ----
Currently, the Summoner job in Final Fantasy XI is a very rarely played job. There are several reasons why Summoner is underplayed; they've been discussed more fully by other players. I have some suggestions for changes, which could help make it a more unique and worthwhile job. Some of these have been mentioned before; a recent thread started by Oceanfish has his feelings and suggestions on the job, with related feedback. I've decided to formalize these changes into a series of suggestions, listed below.
For reference:
BP = Blood Pact ability
MP-Slip = The mp 'drain' that summons cause when they are active
I have several items to mention here; if you have feedback on a particular one, please be specific (some items are similar or related). First, the simpler changes:
A. Summoning Skill
One aspect of being a Summoner that is EXTREMELY annoying is having to do the summon-dismiss-summon practice sessions for hours, just to get skill increases. This is an issue that NEEDS to be changed. Suggestions:
- add skillup checks on each BP use, rather than just on the initial summon
- possibly increase the chance for skillups (summoning and using BP's in normal play don't occur nearly as frequently as the magic usage of other mage jobs)
- This is a high-priority item, and should be an easy fix!
B. /recast for BP's
The current implementation of the '/recast' command doesn't provide information on a Blood Pact unless the summon is already active. Also, the timer is inaccurate. Suggestions:
- fix the timer (it seems to start countdown AFTER completion, and not whent the summoner issues the command. This gives a few seconds difference on the timer)
- make BP timers visible at all times for the summoner, not just when they have the summon active.
---- Summoner Improvements ----
Currently, the Summoner job in Final Fantasy XI is a very rarely played job. There are several reasons why Summoner is underplayed; they've been discussed more fully by other players. I have some suggestions for changes, which could help make it a more unique and worthwhile job. Some of these have been mentioned before; a recent thread started by Oceanfish has his feelings and suggestions on the job, with related feedback. I've decided to formalize these changes into a series of suggestions, listed below.
For reference:
BP = Blood Pact ability
MP-Slip = The mp 'drain' that summons cause when they are active
I have several items to mention here; if you have feedback on a particular one, please be specific (some items are similar or related). First, the simpler changes:
A. Summoning Skill
One aspect of being a Summoner that is EXTREMELY annoying is having to do the summon-dismiss-summon practice sessions for hours, just to get skill increases. This is an issue that NEEDS to be changed. Suggestions:
- add skillup checks on each BP use, rather than just on the initial summon
- possibly increase the chance for skillups (summoning and using BP's in normal play don't occur nearly as frequently as the magic usage of other mage jobs)
- This is a high-priority item, and should be an easy fix!
B. /recast for BP's
The current implementation of the '/recast' command doesn't provide information on a Blood Pact unless the summon is already active. Also, the timer is inaccurate. Suggestions:
- fix the timer (it seems to start countdown AFTER completion, and not whent the summoner issues the command. This gives a few seconds difference on the timer)
- make BP timers visible at all times for the summoner, not just when they have the summon active.


I don't care that the skill is hard to level up, since it's the only skill we have to level up as opposed to three magic skills for whm, two for blm, and way to many for rdm. But it would be nice to see that it affects the duration and magnitude of bloodpacts and avatar strength. 
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