SUMMONER: STAR OF THE FFXIV ENDWALKER JOB TRAILER?!



Quazii discusses the Summoner reveal at the FFXIV Endwalker Job Trailer.

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24 thoughts on “SUMMONER: STAR OF THE FFXIV ENDWALKER JOB TRAILER?!”

  1. I've been a SMN main since ARR beta and I know I'm gonna be in the minority when I say this, but I'm gonna miss the DoTs. Managing them is pretty much second nature to me and there have been multiple moments where they've come in clutch at the end of a very close fight.

    That said, while I'll miss their rather niche usage, I'll fully admit they've never really fit with SMN aesthetic/lore in general, and the changes they've added in lieu of them are sick as hell, so I wouldn't say I'm anywhere near disappointed, either. Just both anxious and excited about the unknown in equal measure I suppose lol

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  2. I started playing in 4.4 as a SMN cause my boyfriend said it was one of the hardest classes to master. I stuck with SMN through 5.0 carpel tunnel and the 5.1 update that brought us to the mobile power house we are right now.

    I love the thought of this rework and am super excited to see media tour footage of the actual skills and traits to understand it better. I'm not married to dots. I liked the management but new SMN looks like we will have more energy in managing our Primal phases and which goes where. Where can we stand still for long Ifrit Cast and the like. Looking forward to that. And I think this opens dots up to a different dot caster being added later (Time Mage???).

    This looks like it will feel like being a Summoner from 3 or 5 and I wonder if Yoshi Ps work on XVI has influenced this direction. I think we will gain our SMNs through the 30 – 50 job quests where we got egis before but I'm curious to see how those abilities are spaced out with so few buttons to go around and what is obviously changes to Dreadwyrm Trance (now happening during Bahamut phase?).

    All in all, very excited to play through the EW story on SMN like I have all the other expansions before and start raiding with new SMN for P1-P4S

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  3. as a smn main there are a few things I think about …..

    – the job will now be very busy meaning you will need to use the avatars regarding of situation..
    – while you are not using the avatars your dmg will not be much to speak of meaning you will now need to know the battle something similar to blm (which is nice)
    – removal of dots.. not excited about this however if the dmg from the avatars are up to par I understand
    – even though the rotation of avatars will be the main focus I believe this will give the us more time to think as to how we use the avatars rather than just using garuda and ifrit and forgetting about titan
    – i use to dislike the egi's and now with a forced glam I hope that later we will get more glams to possibly unlock or quest for.. could be cool

    This is my short list .. for all my smn mains out there what do you think ??? anything to add ?

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  4. This is basically like FF11 Online summoner except the primals are there to just do one attack. I am super curious to know how AOE works for SMN now. Would it only be during Garuda phase?

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  5. i started ffxiv a bit before 5.3 dropped but i've been a smn main since day one! really excited about the rework and getting to re-learn my rotation. coming up with the optimal order of primals to summon for different high end encounters sounds super interesting

    i will miss the dots but i think them being removed makes sense. i'm more surprised we still have physick haha

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  6. I've never had a problem with the dots, I quite enjoy them most of the time… Bleeding monsters to death is fun for me I guess lol. These animations with the primals look sick though, can't wait to mess around with all of the class changes when endwalker is upon us, a lot of the classes seem to be getting some interesting additions and changes. Very exciting!

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  7. SMN isnt my main main, but its one of my mains; and I AM SUPER HYPE! This is what I wanted since SMN was announced during the road to 2.0. FINALLY! The only way it can be improved is if there WAS a way to glamour your Primals, if I could get a Zurvan Primal….oh man……also, if there was a way to Toggle Limited Job status so that you got full utility out of summons and could summon all the Primals after you defeat it and unlock, like in classic FFs…that would be sick. But I am happy with this rework!

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  8. Based on the footage it looks like the Trances are necessary to refresh the Primal jewels. My leveling experience theory is that when you unlock the job at 30, you get the Ifrit Jewel along with a pseudo Trance or just Dreawyrm Trance without Deathflare, for the sake of being able to refresh the Jewel. From there to level 50 you get the Titan and Garuda Jewels. 51 – 60 is when you get Dreadwyrm Trance for real and can use Deathflare along with whatever. 61-70 is being able to summon Bahamut and its respective skills. And 71-80 would be unlocking Firebird Trance. Of course there are the ability additions/upgrades somewhere inbetween, but for I am mostly theorizing on the summoning parts of the rotation.

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  9. Well it's cool to see summoner becoming more of a summoner rather than a Warlock ripoff but now I'm just hoping they make a dedicated dot-based caster. I like mah dots. :/

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  10. SMN main here. I dont mind the removal of dots. I think they're replace that lost dps with more damage from your actual abilities. Maybe ifrit can cause burn, titan stun and garuda could maybe cause the enemies parry rate to fall. It's very exciting to think about what the job quest will be like, I'm hoping in a long instanced duty where you take your egis out and fight another primal and once you win they get reborn into their actual primal state. I'd probably cry lol.

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  11. If I had to guess, SMN up to 70 will stay the same. You get the primal summons after your Bahamut phase ends (the gems on the gauge "unlock") and in turn rotating through all 3 unlocks your Phoenix. Dreadwyrm Trance (level 60 cap ability) stays pretty much the same, Summnon Bahamut seems to be incorporated into Trance at level 70 without the need for an extra button. So my prediction is that pre-70 you'll still have the Egis, and maybe at level 72 you'll get a trait that gives you a baseline Carbie and unlocks Garuda. That way they won't have to change the job quests too.

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  12. Trivia time: True or false, since ARR, every single new expansion, the SMN class changed into something totally different all the way to End Walker (this was the most drastic) I've been SMN since ARR and to have…..Bio3, Bio, Miasma as main dots, Shadowflare, Miasma2, Thunder, Aero as bonus dots, these are all the DoT skills you can have as SMN in ARR 2.0. Then they take away Thunder, Aero one expansion, then they take away Shadowflare Miasma2, then they take away Bio, in Shadowbringer, you have 2 main DoTs left. Now they took everything DoT away, we'll have to see. It looks really really really good, like what a SMN should be though, and nothing really changed for SMN because they've always been playing differently every expansion already ๐Ÿ˜›

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  13. The addition of the actual primal forms to the job is a dream come true. And that Carbuncle remains as a familiar was great as well. However, I really don't think all the DoTs needed to be removed to accomplish this overhaul. I've always loved the resource management for Summoner, and without something to keep track of, when you strip away all the fancy effects, I fear there's not much to manage if anything. Aetherflow CD was increased to 60 seconds, which means Fester/Painflare will be used even less often. It very much looks like a 1-2-3 job, and for anyone who enjoyed Summoner in the past, this rework could force some to find another main job.

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