So, I'll actually respond now. Not sure if you were just trolling because Summoners weren't mentioned in the "Job Adjustments and Additions Part II" notice, but oh well.
They've seperated the supportive and offensive Blood Pacts into two categories, with their own timers.
This was definitely a good
idea, but for some reason our Blood Pact: Wards just don't seem that useful to me.
Yeah, I'm sorry. I just don't find it worthwhile or practical to get your avatars near the majority of your Party and use Hastega/Earthen Ward/etc... considering the hassle of positioning, the avatar's perpetuation while doing so, and how much the Blood Pacts are actually helping.
I may, at some point, find myself throwing my Party a Hastega, but I'm pretty sure Earthen Ward is a waste of MP/never going to save any lives... especially in comparison to the protection a Scholar or White Mage could provide to their Party members.
I'm not sure how Summoners in general feel about this, but in my opinion the Blood Pact: Wards are just not worthwhile 99% of the time.
Anyway, I'm still not using Blood Pacts more than about once per minute.
So, at least in my case, that update was not so influential.
I levelled Summoner to 75 on my old character (couldn't get the account back due to lost credit card info) and just got the job to 75 for the second time, on the character I made last year. So I can sort of make the comparison between how the job was back then (years ago) and how it is now.
Pretty much Elemental Siphon seems to be the only thing that's really made any difference in how we play.
It was very underwhelming at first, as I hit level 75 with a very low level Summoning Magic (which is directly proportional to the MP you can draw from your spirit) but now that I've been working on that - currently level 210 Summoning Magic - I'm really starting to realize how useful it actually is.
It's sort of like Scholar's Sublimation in that it's just a quick chunk of MP that you can get whenever you need it. Extremely convenient.
Another thing that's changed is that your Summoning Magic can skill up when you use Blood Pacts (either Rage or Ward), which makes things a little easier.
(You used to only be able to skill up from casting the Summoning Magic itself... standing outside town summoning and releasing becomes very tedious, quickly)
Other things... while not a direct update to the Summoner job itself, we've gotten a lot of new equipment recently that improves our pets' performance.
For example, the body armor reward for completing the latest downloadable expansion can provide various pet-related "augments", including Blood Pact Delay -4, Avatar Perpetuation Cost -2, Pet: Accuracy +15 & Pet: Ranged Accuracy +15, Pet: Attack +15 & Pet: Ranged Attack +15, Pet: Magic Accuracy +7 & Pet: Magic Attack +7, and Pet: Double Attack +2% & Pet: Critical Hit Rat +2%.
You're allowed to select two "augment" stats to add to your body armor reward, and the ones listed above are the Summoner/pet related options.
If you haven't played since before Wings of the Goddess, we also now have access to Scholar as a subjob.
I haven't been able to use it much yet, but seeing it in action, it's an amazing subjob for both soloing and endgame events, as it gives us access to Sublimation (an MP regeneration ability) as well as Conserve MP and more.
I could be missing a few minor adjustments to the job, but they probably aren't very important.
Either way, the Summoner community as a whole seems to still be pretty displeased with our job's effectiveness in most group activities...
The adjustments that we have received since years ago have definitely made things easier, but they are nothing in comparison to the massive amounts of new gear, abilities, traits, etc. added to other jobs that really just blow Summoners away in most situations.
All of that being said... one thing hasn't changed... playing Summoner is a lot of fun!
Huzzah!
