POL News: SMN Job Adjustment 10/3/06

rhinegold

Cerulean avians? Or...
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The next version update will feature adjustments to several jobs. In this installment, we would like to describe the changes on the way for summoners.


Changes to the Summoner Job
Summoners use the Blood Pact pet command as their main way of doing battle. Both attacks and support/healing magic are included in this command and operate with a single recast time.

The development team has decided to split Blood Pact into two commands to allow players to select a strategy to fit the current situation once every minute.

[The New Blood Pacts]
The summoner pet command Blood Pact will be divided into two categories, each with its own recast time. "Blood Pact: Rage" will focus on direct damage and special attacks, while "Blood Pact: Ward" will center on support, enfeebling, and healing magic.

· Blood Pact: Rage (Recast time: 1 minute)
Orders the avatar to use special attacks.

· Blood Pact: Ward (Recast time: 1 minute)
Orders the avatar to use support abilities.

[Summoning Magic Skill]
- Effects on Blood Pact
Blood Pact will receive different effects when the value added by equipment or merit points exceeds the skill cap for that level.

For example, players can experience increased accuracy when using Blood Pact: Rage or lengthened effect durations when using Blood Pact: Ward. The length of the duration increased varies depending on which Blood Pact is used, but will not exceed 180 seconds.

A player whose summoning magic skill is lower than the skill cap will not experience any penalties, such as a decrease in accuracy or shortened effect durations.

- Skill Increases
The instances in which players can increase their skill will also be changed in accordance with the adjustments to summoning magic skill.

Originally, calling forth an avatar would sometimes improve a player's summoning magic skill. Soon players will also be able to experience increases in skill when using the Blood Pact: Rage and Blood Pact: Ward pet commands.

That wraps up the job-related changes coming in the next version update. More are scheduled for future updates, though, so keep checking the main page for the latest news!

Sounds cool! Discuss.
 
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Sounds good, just wish I had it when I was levelling, so I didnt have to choose between renewing the buff that just expired and MBing the upcoming SC.

Only use I can see for it in endagme is being able to keep earthen ward up AND keep doing damage.

Il hold on buying a summoning torque/earring tho until I see the effects of summoning skill over the cap parsed. I like the way they say having a summoning skill under the cap will have no negative effects lol.
 
Galaika said:
I like the way they say having a summoning skill under the cap will have no negative effects lol.

That's probably because you'd experience a penalty every time you lvled then, lol.

I do think however that it'd be better to make the strenght based on summoning magic skill, instead of the ammount you have over the current cap.
 
Uzor said:
That's probably because you'd experience a penalty every time you lvled then, lol.
Like every other job and their skills :)

I'm glad theyve finally done something with summoning skill exept helping lolspirits, but unless the bonus is exceptional, itll still be the joke skill its always been.
 
For example, players can experience increased accuracy when using Blood Pact: Rage or lengthened effect durations when using Blood Pact: Ward. The length of the duration increased varies depending on which Blood Pact is used, but will not exceed 180 seconds.

Wondering what they mean by that...does that mean up to 180 seconds more than current set durations, or are Aerial Armor/Earthen Ward getting nerfed to a 3-minute timer max?
 
WTS: 8 Summoning Torques. 20 million for the batch or 3 mill each. :biggrin:
 
Wow. All those arguments for Summoners who hate to main heal are going to get changed to "What are you going to do during the thirty seconds between Blood Pacts?" since they could do two per minute.
 
Like every other job and their skills :)

I'm glad theyve finally done something with summoning skill exept helping lolspirits, but unless the bonus is exceptional, itll still be the joke skill its always been.

Only, no other jobs suffer a penalty due to uncapped skills when they level :wink:
 
depends if you count uncapped skills all of a sudden a penalty lol
 
Uzor said:
Only, no other jobs suffer a penalty due to uncapped skills when they level :wink:

Well its not large, but they will have a small deficit in their accuracy/ability copared to what they would have at their new cap. Not noticeable tho really.
 
Galaika said:
Well its not large, but they will have a small deficit in their accuracy/ability copared to what they would have at their new cap. Not noticeable tho really.
your accuracy will still be the same when you level. Your accuracy isn't based on your current skill in comparison to your current cap.

This is off topic though <.<
 
/excitement!!!!

we have a reason to use more of our smn af now! (i think i have to relook at the stats)

also about the non penalty for undercapped smn magic i think what they are saying is that the effect suck as EW will just go to its base enchantment instead one enhanced fully with capped smn skill.

When they mean no penalties they mean that there will not be any negative subtractions on the base value of the buff ex: base EW 260 with capped magic 360 having less than cap wont make the original base value go under 260. And no those arent right values only an example.

This also infers(if im correct with my explanation and example) that we will have to repeatedly raise our smn skill to get the best effects. Which should be easy since now our actions will raise our skill now
 
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Khidir said:
/excitement!!!!

we have a reason to use more of our smn af now! (i think i have to relook at the stats)

also about the non penalty for undercapped smn magic i think what they are saying is that the effect suck as EW will just go to its base enchantment instead one enhanced fully with capped smn skill.

When they mean no penalties they mean that there will not be any negative subtractions on the base value of the buff ex: base EW 260 with capped magic 360 having less than cap wont make the original base value go under 260. And no those arent right values only an example.

This also infers(if im correct with my explanation and example) that we will have to repeatedly raise our smn skill to get the best effects. Which should be easy since now our actions will raise our skill now

To be fair, legs and shoes are great SMN AF, the perp- isn't good on the head and hands, and the perp-1 on the aussy gear is awesome. So I dunno about other SMN, but I will stick with Aussy hat and body, AF feet n legs and Carby Mitts/Evokers hands for now. Even with this buisness tweaked, I think this will remain the better set up. (for now.)
 
All the more reason I'm looking forward to leveling SMN once my bst is 75 :)
 
I'm glad its two separate timers now. Now people can stfu when i want to use an attack bp once in a while.

I'm also glad there isn't a penalty for lower smn skill. Pasquale has been very very lazy when it comes to capping that shit.

{Excitement} all around. When does this happen?
 
Updates on it are happening more and more frequently, so I think very soon.
 
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