FFXIV Endwalker – COMPLETE SUMMONER Changes & New Skills Overview



Start – 00:00
Changes From 5.0 – 00:32
New Skills – 02:50
Rotation Changes – 08:31
Final Thoughts – 14:01

Endwalker Media Tour Playlist: https://www.youtube.com/watch?v=jXkyq_yUMjI&list=PLNONxPk8TDQqRCAXswWPiuOiD2Zc02nbk

We are now sponsored by Steelseries! Check out the gear here w/ a 12% discount using the code MRHAPPY http://steelseries.7eer.net/c/198881/100327/2390

Facebook: www.facebook.com/mrhappy1227
Twitter: www.twitter.com/mrhappy1227
Twitch: www.twitch.tv/mrhappy1227

Mrhappy Coffee: http://www.doublejumpcoffee.com/mrhappy

Green Man Gaming: http://www.greenmangaming.com/?tap_a=1964-996bbb&tap_s=3349-015e5

source

42 thoughts on “FFXIV Endwalker – COMPLETE SUMMONER Changes & New Skills Overview”

  1. If I'm honest, I might actually hate Summoner now. These look like, if anything (and this is being generous) simply over-glorified stance changes. So I guess Carbuncle is utterly useless now? Carbuncle's just an aesthetic piece now? Literally why do we have him now? And these different summons' attacks just look like… reskins of each other.

    Reply
  2. I main summoner since I started playing years ago and I’m super excited to try and experiment with all this! Plus summoning the primals now? Like…YESSSS!!!

    Reply
  3. I'm so excited for all this! I'm gonna miss the dots, sure, but increased coherence over level ranges, increased utility/adaptability/party support, and actual summons are all really good and really exciting changes.

    Reply
  4. God, I cannot wait. I was a SMN from 2.0 through 4.0, but reluctantly switched to MCH in 5.0 because I didn’t like the changes and MCH’s rework ended up better fulfilling another job fantasy (that being replicating Edgar’s style in FFVI). MCH is by far my favorite job now, but my heart was broken over SMN. Truly a bad break-up after 3 years together. The whole reason I chose to play SMN in the first place was because one of my favorite FF heroines is Yuna from FFX, and her version of the job was my favorite. I didn’t mind that FFXIV SMN was different, I still enjoyed it, especially how rote the rotation was. I preferred it that way. But the pet changes and Ruin IV changes threw that off for me and it ended up feeling bloated and clunky and even more like a job that couldn’t pin down its identity.

    But THESE changes? Oh man. Not only does it fit the SMN job fantasy, it fits Yuna’s version of summoning A LOT in the way it changes your attacks based on the summon and lets you control them instead of attacking automatically. The summons that ACTUALLY look like proper summons! Also, Carbuncle has traditionally always been a support summon, so I’m pleased to see it return to its roots as well. My only question is (and this is very important!): does Carbuncle still follow you around outside of battle? I don’t remember if it did during Yoshi-P’s live letter demonstration.

    Reply
  5. I'm actually glad we still get egis. That would have messed up the lore and the job quest story otherwise.
    Honestly this all looks awesome. I know some people will miss the DoT caster, but at least they can now build another job for that identity as it is free to use.

    Reply
  6. I'm so glad DOTs are gone because they never were something that SMN's should've had from the beginning. They are SUMMONERS lol. Make me summon shit and it's something Square FINALLY got right with this job. So many players were afraid of SMN's rework but then became thrilled when seeing the changes. I personally think a lot of the 1.0 jobs should get some sort of rework. I'm not saying that they're bad.. but they feel outdated. SMN and MNK got serious glow ups and are perfect examples of what I mean.

    Reply
  7. They gave us what we wanted while at the same time not making current lore incorrect and at the same time future proofing smn since they can literally just further upgrade ifrit, titan, garuda into stronger versions or into completely different summons. fucking amazing work by the devs

    Reply
  8. 8:49 – Wait…so Bahamut lasts 20 seconds, right? So you have him summoned at t = 6. Then you have him leave at t = 21. That's 15 seconds. Shouldn't he be leaving at t = 26, 5 seconds later? <goes back to 5:57 to check if he misread the tooltip…> No…the tooltip says "Duration: 20s". Haps, were you told that it was only 15s and the tooltip was wrong?

    Reply
  9. Now they can iterate over on 7.0 and add three different gems for Fenix part to have Shiva, Ramuh and Leviathan, rounding up 6 elements and getting a something better than the egi-glamour that never came into fruition (carbuncle not counting).

    Reply
  10. 3:47 – Alrighty, so Astral Flow is basically used for consuming the charges you get. Though I wonder why the fire summons each only give 2 but earth and wind give 4… 4:33 – Oh, so I guess Astral Flow DOESN'T use charges? Or does it? The tooltip doesn't list a charge cost. 4:45 – And they're on the GCD? So they aren't oGCD weaves between Gemshine and Precious Brilliance? So do you just use G/PB down to 1 charge left, then spam AF until the 30 sec is ALMOST up, then use the other G/PB so you can transition into the next summon? It seems the AFs are better than Ruin/Outburst, right?

    3:57 – Okay, so Gemshine is for single target, Precious Brilliance for AOE. Though do these require an element to be active, or can you use them without one? I guess that would just make them Ruin/Outburst though…..hm. Seems they should have just made Ruin/Outburst do this. XD

    5:03 – AHHHhhh, I see. AF consumes a stack of FAVOR (other than every even numbered one under Ifrit, since the second attack is a combo action, not a Favor consumer) Okay, so THAT makes sense. So you get Favor (Ifrit/Ruby Ifrit, and Emerald Garuda) then use AF to consume the Favors, then hit with the attacks to consume the Arcanum; with Titan, you use his attacks to get Favor and then burn that Favor on AF. Got it. But unlike the AF under Ifrit, Titan's IS an oGCD used between attacks, while Garuda's G/PB are her short attacks and her AF is her long cast attack instead.

    …that's kind of jarring for people who like muscle memory, but also kind of neat for those that like a rotation that swaps around a lot, since each of the summons will switch around how you use your same basic three buttons.

    6:25 – Wait, TWICE or THRICE? Bahamut lasts 20 seconds, right? So in theory, if you use Enkindle Bahamut when he comes out (t = ~0), and after 8 seconds (t = ~8), then you should be able to use it once more (t = ~16), right? Granted, lag and "summon sickness" could apply here to prevent the third from getting out unless you have a good connection, but with 4 seconds extra to work with, you SHOULD be able to fit in 3, right?

    7:08 – Huh…so if Regen and Excogation had a baby?

    8:02 – Yay….yay……..woooooo….? Hey, maybe they'll make SMN Physic scale off of Int like RDM's does…someday..?

    8:49 – Wait…so Bahamut lasts 20 seconds, right? So you have him summoned at t = 6. Then you have him leave at t = 21. That's 15 seconds. Shouldn't he be leaving at t = 26, 5 seconds later? <goes back to 5:57 to check if he misread the tooltip…> No…the tooltip says "Duration: 20s". Haps, were you told that it was only 15s and the tooltip was wrong? Yeah…what am I missing here? o.O

    .

    EDIT: Since it was answered where I posted it alone – 15 seconds, tooltips just haven't been updated. Thanks! :ENDEDIT

    .

    14:19 – For those of us that aren't hyper amazing hardcore players like you are, my man, "not having a lot of buttons" is a PLUS, not a negative. 🙂 Especially for controller players that don't use those weird double tap hold whatever things that make me think of the time travel suit from the Bob and George comic strip in the early 2000s that used MegaMan sprites ("Geeze, George, it's just ONE button!" -Dr. Light) I love how streamlined this looks. I get wanting some creativity and flexibility, but considering how many instants are out there, and that you still do have a few oGCDs to play with – and considering how rigid SMN is RIGHT NOW – I don't see this as a negative.

    .

    Thanks for the video. Though I'm not keen on SCH, SMN looks amazing! If only its healing brother could get some of that love…

    Reply
  11. I'm honestly torn. As pretty as new Summoner looks, I'm expecting it to feel god awful to play in the long run. It looks good, but it's 4 button gameplay. It's going to get old. I'm gonna miss DoT management, Aetherflow being a significant portion of the rotation, Egi Assault and Ruin IV management, and hardcast uptime being a significant portion of my gameplay. I'm sure 6.0 Summoner will be better in raids, owing mostly to the fact it has way too many instant-casts and good utility, but calling this a 'good' iteration of the job with the trappings of Arcanist all but stripped out of it entirely and way less oGCDs to press? I think I'm gonna need a new main in the long run. Or to ask one of my static healers to swap to it so I can play Scholar. Four buttons is better than one, and healer cooldown management is probably more interesting than this in the long run for me.

    Reply
  12. Nothing wrong with physick on summoner, it's helpful when doing solo content.

    I do wonder if new players will struggle with the new arcanist. I was constantly using topaz carbuncle to give me a shield so I could take more hits while standing and casting. Looks like that isn't available anymore…

    Reply
  13. I've been a SMN main since ARR first came out and grew to love it even though the dots felt off for a summoner. Was very nervous when the initial info came out about how massive the changes were going to be but getting to see the changes in action has helped to ease that some. Only thing I wish is that I could start over and relearn the class instead of trying to relearn it at level 80 lol.

    Reply
  14. I've been a summoner main/secondary main since like 2.3, and these changes make me want to start a new alt just to feel the leveling progression all over again. I really like how each of the different summons have a different feel to them, like how each of the bard's songs plays differently. Guess it's time to redo my SMN hotbar again, only this time, I actually have enough space to put everything in a way that makes sense in my head, versus ShB SMN where everything just fits where I can cram it

    Reply
  15. I also LOVE that they're balancing jobs to be more consistent at lower levels. Not only does it let people learn their main gameplay loop at a much earlier level, it also makes syncing down to do low level content way more fun because 3/4 of your kit isn't blacked out. Brilliant!

    Reply

Leave a Comment