Sheila's Summoner Guide v2.4

download Sheila's Summoner Guide v2.4

of 33

Transcript of Sheila's Summoner Guide v2.4

  • 8/2/2019 Sheila's Summoner Guide v2.4

    1/33

    Final Fantasy XI Summoner Job guide v2.4

    by Sheila [email protected]://rinoa.nu

    Contents:=========

    0.0 Preface1.0 Introduction

    1.1 About the Author1.2 How to Use this Guide1.3 Where to Get More Information1.4 Summoner Background1.5 Summoner Job Quest

    2.0 The Job2.1 Ability List of the Summoner

    2.2 Acquiring Elemental Spirit Summons2.3 Acquiring Avatar Summons2.4 Optional Avatar Item List2.5 Ability List of the Summons2.6 Skillchain and Magic Burst2.7 Group 2 Merit Abilities

    3.0 Advanced Information3.1 Job Properties and Sub jobs3.2 Playing by Level3.3 Items, Equipment and Weaponskills3.4 Rare Ex Armors3.5 Modifications to Summoner Job3.6 Random Observations

    4.0 Closing Acknowledgments4.1 Credits4.2 Version History

    1.0: Introduction=================

    1.1: About the Author---------------------I spend most of my game time with friends on my linkshell. My main job was

    Black Mage, but I'm often found on my Summoner. I also play White Mage andmake a real mean Dark Knight. My linkshell site is http://rinoa.nu/ffxi

    1.2: How to Use this Guide--------------------------While this guide is most useful when read from beginning to end, it mayotherwise be consulted as a resource in any order. Note, however, that thechapters toward the end assume the reader's familiarity with terminology usedand gameplay. I will not be explaining how to make macros, what AF is, orwhat's a BCNM because that can be found on forums or other guides.

    Also, often the list of abilities and terms here may have been left overfrom earlier versions of the FAQ, made at the time when FFXI was a Japaneserelease only. If you find anything using a confusing term, please say so.

  • 8/2/2019 Sheila's Summoner Guide v2.4

    2/33

    What you won't find in here is copied unconfirmed lists from other sources,ascii art, or other fluff. Just about everything described in this FAQ hasbeen confirmed because it's been done or worn by the person writing it andfriends.

    Although I welcome emails on additions or corrections, personal questions are

    just that, personal. Please don't ask me what to do with your character.Whatever you decide to do ingame should be your decision. For questionsdirected to me about this FAQ please use email instead of messaging me inthe game.

    The most up to date version of this FAQ can always be found at gamefaqs.comPlease check the version there before emailing me about anything. This FAQis not updated often, however. Although there are changes and additions tothe game regarding Summoner every now and then, you don't need to email me,so please wait for the next version.

    1.3: Where to Get More Information----------------------------------This guide is designed for middle to advanced-level Final Fantasy XI Players.Not for people who have just started. This guide will not contain info onmacros, as macros differ between game clients. Beginners should just check outwhat's found at:

    http://ffxi.somepage.comhttp://www.gamefaqs.comhttp://ffxi.allakhazam.comhttp://ffvault.ign.comhttp://www.ffxionline.com

    http://www.playonline.com

    I also reviewed the expansions as they came http://flaregamer.comA site run by all the elvaan sisters on ROD linkshell.

    1.4: Summoner Background------------------------Summoner is a job that is highly respected in all the Final Fantasy games.Being able to use the summons and the strongest ones is often considered afinal destination. In Final Fantasy XI the summon job created a huge amountof chaos when it was first released. Everyone was under the pretense thatit would be the most powerful job. Little did we know..

    1.5: Summoner Job Quest-----------------------You must already have another level 30 job to open this job. Opening this jobonly gives you control of Carbuncle.

    First, get a [ Carbuncle's Ruby ] RARE EX item by killing leech type monsters.It's a rare drop and this can take hours with or without a Thief's TreasureHunter abilities.

    Locations with leeches:Zeruhn Mines, Dangruf Wadi, Valkurm Dunes, Ordelle's Caves, Korroloka Tunnel,

  • 8/2/2019 Sheila's Summoner Guide v2.4

    3/33

    Buburimu Peninsula, Maze of Shakhrami, Jugner Forest, Pashhow Marshlands,Rolanberry Fields, Qufim Island, Oztroja Castle, Bostanieu Oubliette,Toraimarai Canal, Serpent Grotto, Sanctuary of Zi'tah

    Once you have the item, bring it with you to the [ House of the Hero ] atWindurst Walls, an event should take place at the door.

    Now you must take the item to 'experience' 7 different weather types in Vanad'iel. An event will occur by zone changing into an OPEN area, not a dungeonnor a city. Light and Dark weather is not included because you are gettingthe colors of the rainbow.

    Valid locations of getting the weather for this quest:

    [ Fire ]Valkurm Dunes, Rolanberry Fields, Meriphataud Mountains, East/West Altepa,Cape Terrigan, Yuhtanga Forest, Yhoator Forest

    [ Earth ]

    Valkurm Dunes, Konschtat Highlands, Battalia Downs, Tahrongi Canyon,Meriphataud Mountains, Sauromogue Champaign, East/West Altepa

    [ Thunder ]Konschtat Highlands, Jugner Forest, Pashhow Marshlands, Sauromogue Champaign

    [ Wind ]La Theine Plateau, Buburimu Peninsula, Tahrongi Canyon, Cape Terrigan

    [ Water ]La Theine Plateau, Jugner Forest, Pashhow Marshlands, Rolanberry Fields,Buburimu Peninsula, Yuhtanga Forest, Yhoator Forest

    [ Ice ]Battalia Downs, Beaucedine Glacier, Xarcabard

    [ Clear Weather ]Anywhere with the weather being normal

    You may also want to know the weather before travelling to these places. To doso you can check NPC weather forecasters at various cities. They will give youa general idea for the next few (Vana d'iel) days, for certain areas nearby.

    Low Jueno (F-11) Shashan-MishanUpper Jueno (G-6) AppolloniaPort Jueno (K-8) LeffquenSelbina (H-9) WachiwiMhaura (H-9) PekukuRabao (F-8) Amaja-KumajaKazham (G-7) TcinonoNorg (H-9) ShidzueWindurst Woods (K-12) Mushuhi-MetahiWindurst Waters (F-8) Furan-FurinWindurst Port (L-6) Eya BhithrohBastok Markets (H-10) SvanaBastok Mines (I-9) MariadokBastok Port (J-11) Fo Mocorho

    South San d'Oria (J-8) MalemeTavnazian Safehold (H-8 upper) Gennoue

  • 8/2/2019 Sheila's Summoner Guide v2.4

    4/33

    Once you have experienced the 7 weathers listed above, go to (G-6) at LaTheine Plateau and trade the ruby to the monument there. Now you may open thejob at your Mog House.

    2.0: The Job

    ============

    2.1: Ability List of the Summoner---------------------------------A Summoner is not like a Beastmaster. They can only tell their pet to attack[ Assault ], tell their pet to return to them [ Retreat ], use an ability oncein a while [ Blood Pact ], and have their pet disappear [ Release ].

    Summoned pets can die and be re-summoned, each pet has a recast time, justlike any magic. Also like magic, Summoner must not be attacked and have enoughMP to call it and keep going. Hate gained by an Avatar is the same as hate forany other pet or party member. It is not completely shared with the Summoner.

    When told to attack a monster, the summoned pet will do so until it dies orthe monster dies, or it is told to stop. Then the summoned pet will go back toyou, or auto attack any other monster that is attacking you.

    A problem with Retreat is that it has a recast time for using the command,yet your pets will most likely auto-attack again if you are attacked, soonerthan you can use the command again.

    If you zone change while the summon pet is still out, it reappear the nexttime you zone change into an area where you can summon.

    Astral Flow```````````2hour ability, which is a status that lasts 3 minutes long. Can be used fromlevel 1 Summoner main and above. Once activated you can access your beast'strue ability. Elemental Spirits do not have Astral Flows.

    How to use:Have summon out and already attacking monster. If not attacking monster, itwill miss. Have the ability menu available (this menu is available every 30-60seconds depending on what ability you did last), activate Astral Flow andchoose the last or new option in your pet command menu list. The 2hour foreach summon has a specific name.

    What Happens:On the first use of the beast's Astral Flow ability, your MP will go to 0. Youcan use the Flow ability about 2 more times if you get enough MP to use itagain. All MP will again go to 0 on each use, excess MP doesn't affect damage.

    MP Drain:The cost of upkeep for your pet will be paid during Astral. So if you havean Element Staff you will actually gain MP by using Astral Flow and doingnothing while having the pet out.Ex: Neptune Staff & Leviathan -> 3MP/sec is gained

    Property:

    Cost is level x2 MP. If you have no more MP, the summon can/will disappearduring the charge time of the ability or you cannot select it. Have way morethan your lvx2 MP so you can get the summon out, get it in position, then

  • 8/2/2019 Sheila's Summoner Guide v2.4

    5/33

    activate the abilities.

    In fact, this is the whole basis of playing Summoner right now. Have your MPready, take out Summon, get in position, use ability and then make the Summondissapear. The only difference with your 2hour is that the summon will maybedisappear whether or not you told it to.

    You must use the element strong to the element you are fighting, or it can andwill be resisted. In fact, you should always do this with ALL magic, somemorize the order.

    Strong -> WeakUse this element -> on this elementThunder -> Water -> Fire -> Ice -> Wind -> Earth -> Thunder

    [ Level 10 ] MPmax UPA bonus given to your MP maximum.

    [ Level 15 ] Clear Mind

    Faster MP regeneration the longer you sit. MP Healing+3 (15)

    [ Level 20 ] Resist SlowLittle resistance to 'Slow' status. No use really but primary weapon is a 2hstaff which is slow to begin with. Slow also affects summon/spell casting, ittakes 1.5x longer to recast the same spell even after the countdown shows 0.

    [ Level 25 ] Auto RefreshMP recover at all times. 3seconds/1mp.

    [ Level 30 ] Clear MindHidden boost. MP Healing+6 (18)

    [ Level 30 ] MPmax UPHidden boost. A bonus given to your MP maximum.

    [ Level 40 ] Resist SlowHidden boost. Little resistance to 'Slow' status.

    [ Level 45 ] Clear MindHidden boost. MP Healing+9(21), intervals after that +1(2) more

    [ Level 50 ] MPmax UPHidden boost. A bonus given to your MP maximum.

    [ Level 60 ] Resist SlowHidden boost. Little resistance to 'Slow' status.

    [ Level 60 ] Clear MindHidden boost. MP Healing+12(24), intervals after that +1(2) more

    [ Level 70 ] MPmax UPHidden boost. A bonus given to your MP maximum.

    [ Level 70 ] Clear MindHidden boost. MP Healing+12(27), intervals after that +2(3) more

    Notes on Status and Damage``````````````````````````From tests it seems your own stats and level versus the monster affects summon

  • 8/2/2019 Sheila's Summoner Guide v2.4

    6/33

    strength. Boosting MP amount and lowering MP costs is most important. INT MNDCHR doesn't affect summon monster's magic damage. Summoning Magic Skill is themagic power of your Summon's magic abilities (resist), your Summon's accuracy,and Summon's damage resist with physical attacks. It possibly affects theSummon's defense and evasion but it is hard to measure. It also reduces thechances of the magic your pets are casting from becoming interrupted.

    A less known fact is that CHR increases monster hate on Provoke, so there's noreason why you should boost CHR. The Austere/Penance equipment set has CHRreduction, however I think this is because it simply looks shabby. For thatsame reason the wedding dress set (Opaline) has CHR additions.

    Since Summoners more often than not need to play "back up healer", carryinga set of Enmity minus equipment is helpful in critical situations.

    All summon monsters have a huge range for damage amount (as in you can do 6damage or 1000) based on your level and the monster you are fighting.Important note is that there is NO DAMAGE CAP in the damage equation forSummoned Avatars. Your damage potential will grow as you level up, along with

    the amount of HP your Avatars have.

    09/14/2004 Modifications````````````````````````-Avatars can now participate in skillchains and magic bursts by carefullytiming the use of the ability "Blood Pact." Astral Flows also can betimed to magic burst.-The damage and accuracy of several avatar attacks have been adjusted.-Avatar TP will now enhance the potency of magical Blood Pact abilities.Just as with normal player TP, after the ability the avatar's TP will bereset to zero. Avatar TP does not affect physical Blood Pact techniques,and thus TP will not be lost after an avatar uses one of these abilities.

    -Avatar TP is gained like player TP. Dealing and recieving damage, includingmagic damage. It is lost after any magic ability.-Using avatar abilities without TP results in the normal strength.

    MP Drain Rate`````````````Depending on your level and the summon used, your MP will be drained wheneverthe summon is out. It also costs MP to actually summon. The cost of drainhas been modified in July 2004. The MP is drained every 3 seconds. Diablos isconsidered one of the regular Avatars.

    Calculating Drain:Carbuncle initial cost is 1, every 9 levels +1Spirits initial cost is 2, every 4.5 levels +1Fenrir initial cost is 1, every 7.3 levels +1Avatars (before level 62) initial cost is 3, every 9.3 levels +1Avatars (after level 62) initial cost is 3, every 3 levels +1

    The general drain rate difference (not including auto refresh):

    MP drain at level 1~ for Avatars is about 3mp/3secondsMP drain for Spirits at level 1~ is 2mp/3secondsMP drain for Carbuncle at 1~ is 1mp/3seconds

    MP drain for Fenrir at 1~ is 1mp/3seconds

    MP drain at level 30~ for Avatars is about 6mp/3seconds

  • 8/2/2019 Sheila's Summoner Guide v2.4

    7/33

    MP drain for Spirits at level 30~ is 8mp/3secondsMP drain for Carbuncle at 30~ is 4mp/3secondsMP drain for Fenrir at 30~ is 5mp/3seconds

    MP drain at level 60~ for Avatars is about 9mp/3secondsMP drain for Spirits at level 60~ is 15mp/3secondsMP drain for Carbuncle at 60~ is 7mp/3seconds

    MP drain for Fenrir at 60~ is 9mp/3seconds

    In chart form by Starfox of Odin Server:

    Carbuncle Fenrir Avatar ElementalSpell Cost 5MP 15MP 7MP/15MP* 10MPMP/tick: 1 Lv. 1 Lv. 1 --- ---

    2 Lv. 9 Lv. 8 --- Lv. 13 Lv. 18 Lv. 15 Lv. 1 Lv. 54 Lv. 27 Lv. 22 Lv. 10 Lv. 95 Lv. 36 Lv. 30 Lv. 19 Lv. 14

    6 Lv. 45 Lv. 37 Lv. 28 Lv. 187 Lv. 54 Lv. 45 Lv. 38 Lv. 238 Lv. 63 Lv. 51 Lv. 47 Lv. 279 Lv. 72 Lv. 59 Lv. 56 Lv. 3210 --- Lv. 66 Lv. 65 Lv. 3611 --- Lv. 73 Lv. 68 Lv. 4012 --- --- Lv. 71 Lv. 4513 --- --- Lv. 74 Lv. 4914 --- --- --- Lv. 5415 --- --- --- Lv. 5816 --- --- --- Lv. 6317 --- --- --- Lv. 6718 --- --- --- Lv. 72

    * All Celestial Avatars are 7MP. Diabolos is 15MP.

    Summoner Job Skills```````````````````Dagger (Skill Rank E, not good to use as Summoner)1h Club (Skill Rank C+, not very good either)2h Staff (Skill Rank B their best weapon, more proficient than WHM

    with it, but still weak)Evasion (Skill Rank E, just like all other back line magicians)Summoning Magic (Skill Rank A-, only SMN job can level up this skill)

    I suggest leveling up your weapons and evasion by some other job, as SMN willnot be able to in party. To level up Summon Magic skill, simply summon andmake your pet disappear repeatedly. The day of week, moon and weathersupposedly helps. However, by my observation it seems completely random andyou are limited to getting about 1.0 skill up within a real time hour.

    Status Ranks````````````Race, Job and Sub Job combined affect your final stats.These are the rankings of the Summon Job, possible sub and Races.

    SMN WHM RDMHP G E D

  • 8/2/2019 Sheila's Summoner Guide v2.4

    8/33

    MP A C DSTR F D DDEX E F DVIT F D EAGI D E EINT B E CMND B A C

    CHR B C D

    GAL ELV HUM MIT TARHP A C D D GMP G E D D ASTR C B D E FDEX D E D A DVIT A C D E EAGI E F D B CINT E F D D AMND D B D E ECHR F D D F D

    2.2: Acquiring Elemental Spirit Summons---------------------------------------These summons have no ability menu and will cast magic of their element atrandom. You can use them starting at level one (as with all summons) if you'eat' a Scroll, much like other magic. They cost more MP to summon and drainmore than the Avatars & Carbuncle. However the calling time is much morefaster. They also can cast ancient magic on the enemy, but it's very slow.Most people simply use these for skill up.

    Air Spirit - Dropped by SMN type Yagudo in Oztroja Castle, Sauromogue

    ChampaignIce Spirit - Dropped by SMN type Demons in Castle Zvhal BaileysFire Spirit - Dropped in level 40 or 50 BCNM battlesWater Spirit - Dropped by SMN type Tonberries in Temple of UggalepihLight Spirit - Dropped by NM Tonberry in Temple of Uggalepih, BCNM30(God

    coin), BCNM50 (Comet Orb @ Palborough)Dark Spirit - Dropped by NM Demon in Castle Zvhal BaileysEarth Spirit - Bought from shop at NorgThunder Spirit - Dropped by BC20 (Comet Orb @ Ghelsba)

    2.3: Aquiring Avatar Summons----------------------------(Zilart Expansion Required)In order to accept the quests for each Avatar you need to have fame in thecity which is offering it. This is not the same fame as finishing one-timequests. It involves fame from doing repeatable quests as well. You must doone-time quests of a location and many repeatables in order to accept theSummon Avatar quest. There are 9 Ranks of fame levels, to know if you areRank 9, the NPC mentions "the Goddess". Rank 9 isn't required for the Avatarquests, though. Also, all party members must have accepted the quest andhave the Tuning Fork in order to enter the battle.

    Warning: You can only clear each Avatar quest once a (realtime) day.

    Fame Check NPCs

  • 8/2/2019 Sheila's Summoner Guide v2.4

    9/33

    ```````````````South San d'Oria (K-6) Namonutice*San d'Oria fame is grouped with Selbina & Rabao fame

    Bastok Port (E-6) Flaco*Bastok fame is grouped with Selbina & Rabao fame

    Windurst Waters (F-10) Zabirego-Hajigo*Windurst fame is grouped with Mhaura & Kazham fame

    Low Jueno (H-8) Mendi*Jueno fame is grouped with San d'Oria, Bastok and Windurst

    Kazham (I-11) Ney Hiparujah

    Rabao (G-9) Waylea

    Norg (H-8) Vaultimand*includes Tensyodo related quests in all cities

    Quest Name Avatar Cloister Area Offering NPC NPC Location`````````````````````````````````````````````````````````````````````````````Trial of Wind Garuda Cape Terrigan Agado-Pugado RabaoTrial of Earth Titan Quicksand Caves Juroro Bastok PortTrial of Thunder Ramuh Boyahda Tree Ripapa MhauraTrial of Water Leviathan Den of Rancor Edal-Tahdal NorgTrial of Fire Ifrit Ifrit's Cauldron Ronta-Onta KazhamTrial of Ice Shiva Fei Yin Gulmama North San d'OriaMoonlit Path Fenrir Toraimarai Canal Leepe-Hoppe Windurst WatersWaking Dreams Dialos Pso'Xja Kerutoto Windurst Waters

    Fenrir Notes:To accept Fenrir's quest you must have all previous summons defeated andthe key Whisper item from defeating them (do not return to their offeringNPC). When speaking to Leepe-Hoppe you will recieve the key item to enterFull Moon Fountain BC.

    *You do not necessarily need to have all previous Avatars either.Say you are a melee who only wants Fenrir items, you can defeat the previousAvatars and keep the key Whisper item without ever having recieved theability to Summon those Avatars.

    Diablos Notes:To accept Diablos' quest, you must have completed certain chapters of theChains of Promathia expansion. Simply speak to Kerutoto and you will begiven a key item to enter the BC at the Shrouded Maw.

    Getting to the Cloister Areas`````````````````````````````Use the maps found at Lonely Vana d'iel for how:http://www58.tok2.com/home/lonelyff/

    This is the type of MGS needed to get through without battling:Kuftal Tunnels (to get to Terrigan) - SneakCape Terrigan - Sneak and Invisible

  • 8/2/2019 Sheila's Summoner Guide v2.4

    10/33

    Quicksand Caves - SneakBoyahda Tree - SneakTemple of Uggalepih (to get to Rancor) - Invisible*Entering Rancor requires a party member with the PaintbrushDen of Rancor - Sneak and InvisibleIfrit's Cauldron - Silent Oils and Prism Powders (magic sensitive)Fei Yin - Sneak, Sneak and Invisible at basement level (some magic sensitive)

    Toraimarai Canal - Sneak

    Recommended Battle Strategy```````````````````````````When you reach the Cloister, cast all prepatory spells, eat foods, etc.Once everyone is ready, members in the party then click onto the Protocrystaland enter a BCNM, a short cut scene will happen to everyone until they areable to move around inside. You then must defeat the 'Prime' Avatar.

    In this BCNM only 6 party members are allowed, it can be escaped by exitingthrough the Protocrystal. One party can be in there at a time, and if everyone

    is dead, they will be removed automatically from the BCNM after the timelimit. The time limit is 30 minutes.

    For each battle I suggest this lineup:

    If party is level 60-PLD/WAR or NIN/WAR (damage tank)RDM/BLM or RDM/WHM (can stay at front line and recast Ba-Spells, Refresh)WHM/BLM or WHM/SMN (main cure tank, recast Ba-Spells at rear line)BLM/WHM (main attacker and support healing)BLM/WHM (main attacker and support healing)BRD/WHM (main job is keep Carol up)

    If the party is level 60+, any (common sense) strategy will work. Keep in mindthat anything can happen, and sometimes the Flow will still do full damage.

    The point is for keeping up the Ba-Spells, MP and Carol up. Only Magic strongto the Avatar will damage it, therefore the 2 BLM make defeating it quick andpainless.

    At around 50% HP, the Avatar will use its 2hour ability. Depending on whetherBa and Carol has been up, it can either obliterate your front line of theparty or you will survive. Recently the Ba-Spell equation power has beenchanged, making Prime Avatar battles much easier. Before, Ba-Spells will giveyou +20 resistance to that element. Now the Strengthen Magic Skill level couldboost Ba-Spells to around +90 at level 70. All Avatars are similar, exceptShiva which casts SleepGa - so have everyone eating "poison status" items inorder to stay awake.

    Upon defeating the Avatar, another cut scene will occur and everyone willautomatically leave the Protocrystal battle field. After this, you will geta "Whisper" key item. By going back to the Quest offer NPC you get either:ability to use the Avatar, RaEx equipment, RaEx items or 10,000 gil.

    Fenrir is an exception, it is 10 levels stronger than the others, and has anability which removes all enhancing magic, including foods. There is no Baspell for Dark defense either, but there is a Carol.

    Mini Quest Strategy```````````````````

  • 8/2/2019 Sheila's Summoner Guide v2.4

    11/33

    An optional quest allows Summoners to get the avatars other than Fenrir solo.Talk to the NPC near the respective taru and you will recieve a mini fork.The Summoner is warped to the Cloister and fights the battle solo withCarbuncle and a cap of level 20, only. Without Carbuncle Mittens (somethingneeding high level) I doubt many actual low leveled Summoners would do thisjust to get the Avatar. It also turns out that in a later patch, a dezonescroll was added, so you can use it to go back to homepoint.

    The only strategy I can think of is use Carbuncle's Astral Flow and chuckEthers, Hi-Ethers and Pro-Ethers while having Yagudo Drinks.

    [ Notes from Players who tried ]-Do all buffs and heal MP to full before entering-The beasts have sense magic, so if you summon near them, they will aggro-Summon Carbuncle from just the right distance, and have it attack-If Carbuncle dies, beast name becomes yellow and beast regens it's HP-Resummon ASAP and it will automatically attack beast to stop regen-Continue until enemy HP is less than 50%, then use Shearing Light-Use Ethers and resume attacking beast/resummoning Carbuncle

    -When Astral Flow is available use Shearing again-If the Avatar is not yet dead, repeat the first steps with Carbuncle

    2.4: Optional Avatar Item List------------------------------*The plus and minus for elements mean resistance to that damage*Conserve MP is a BLM passive ability which randomly lessens the cost ofmagic spells during cast*Some Avatars have an optional quest item, explained under Evoker Ring

    [ Ifrit Prime ]

    -Ifrit Blade (1h sword) D36 Delay236 STR+3 Atk+10 Added Effect:Fire DamageLv65~WAR THF DRK BST RNG SAM-Fire Belt (Belt) Defense6 Water-20 Ice+20 FireDay:STR+3 Lv65~ All Jobs-Fire Ring (Ring) Defense2 FireDay:HP-15% Atk+15 RngAtk+15 Lv65~ All Jobs

    [ Titan Prime ]-Titan Cudgel (1h club) D22 Delay278 VIT+3 Added Effect:Earth DamageLv65~All Jobs-Earth Belt (Belt) Defense6 Wind-20 Thunder+20 EarthDay:VIT+3 Lv65~ All Jobs-Earth Ring (Ring) Defense2 EarthDay:HP-15% Defense+15 Lv65~ All Jobs

    [ Leviathan Prime ]-Leviathan Rod (1h club) D22 Delay288 MND+3 Added Effect:Water DamageLv65~WHM BLM SMN-Water Belt (Belt) Defense6 Fire+20 Thunder-20 WaterDay:MND+3 Lv65~ All Jobs-Water Ring (Ring) Defense2 WaterDay:MP-15% Conserve MP+15 Lv65~ All Jobs

    [ Garuda Prime ]-Garuda Dagger (Dagger) D19 Delay183 AGI+3 Atk+7 Added Effect:SilenceLv65~WAR BLM RDM THF PLD DRK BST BRD RNG SAM NIN DRG SMN-Wind Belt (Belt) Defense6 Earth+20 Ice-20 WindDay:AGI+3 Lv65~ All Jobs-Wind Ring (Ring) Defense2 WindDay:HP-15% Evade+15 Lv65~ All Jobs

    [ Shiva Prime ]-Shiva Claw (Hand to Hand) D+11 Delay60 INT+3 Aim+8 Added Effect:Paralysis

    Lv65~WAR MNK RDM THF DRK BST NIN-Ice Belt (Belt) Defense6 Wind+20 Fire-20 IceDay:INT+3 Lv65~ All Jobs-Ice Ring (Ring) Defense2 IceDay:MP-15% Spirit Magic Skill+15 Lv65~ All Jobs

  • 8/2/2019 Sheila's Summoner Guide v2.4

    12/33

    [ Ramuh Prime ]-Ramuh Staff (2h Staff) D29 Delay366 DEX+3 Added Effect:Thunder DamageLv65~WAR MNK WHM BLM RDM BST BRD SMN-Lightning Belt (Belt) Defense6 Water+20 Earth-20 ThunderDay:DEX+3Lv65~ All Jobs-Lightning Ring (Ring) Defense2 ThunderDay:HP-15% Aim+15 RngAim+15

    Lv65~ All Jobs

    [ Fenrir Prime ]-Fenrir Torque (Neck) Day:MP+30 Night:Enmity-3Lv70~ All Jobs-Fenrir Earring (Ear) Day:Atk+10 Night:RngAtk+10Lv70~ All Jobs-Fenrir Cape (Back) Day:Defense+10 Night:Enmity+3Lv70~ All Jobs-Fenrir Stone (Throw) D30 Delay999 Day:HP+30 Night:Evade+10Lv70~ All Jobs

    [ Diablos Prime ]-Diablos Pole (2h Staff) D57 Delay402 Added Effect:SlowDark Weather:Enhances Drain and Aspir Lv75~ All Jobs-Diablos Earring (Ear) Lv65~ All Jobs Accuracy+3Dark weather: Accuracy-3 Magic Accuracy+2-Diablos Torque (Neck) Lv70~ All Jobs Ranged Accuracy+8Dark weather: Ranged Accuracy-8 Ranged Attack+9-Diablos Ring (Ring) Lv65~ All JobsDarkDay: MP-15% Dark Magic Skill+15

    2.5: Ability List of the Summons

    --------------------------------At level 1 all Avatars (including Carbuncle) have an Astral Flow ability.These are all wide range attacks! Keep that in mind when using them, asit will aggro monsters in a crowded area. The astral flow can be resistedif your skill is low, and it also can miss if the monster moves.

    Carbuncle: Shearing Light - all enemies in range get light damageIfrit: Inferno - all enemies in range get fire damageTitan: Earth Fury - all enemies in range get earth damageGaruda: Aerial Blast - all enemies in range get wind damageShiva: Diamond Dust - all enemies in range get ice damageLeviathan: Tidal Wave - all enemies in range get water damageRamuh: Judgement Bolt - all enemies in range get thunder damageFenrir: Howling Moon - all enemies in range get dark damageDiablos: Ruinous Omen - reduce enemy HP by random % value

    *MP cost in brackets*many have additional effects but rarely will register nor last long

    [ Lv 1 ]Carbuncle: Healing Ruby (6) hp (8+Levelx2) recover on targetShiva: Axe Kick (10) physical attackGaruda: Claw (7) physical attackTitan: Rock Throw (10) ranged attack, slow statusRamuh: Shock Strike (6) physical attack, stun status

    Leviathan: Baracuda Dive (8) physical attackIfrit: Punch (9) physical attackFenrir: Moonlit Charge (17) physical attack, dark status

  • 8/2/2019 Sheila's Summoner Guide v2.4

    13/33

    Diablos: Camisado (20) physical attack

    [ Lv 5 ]Carbuncle: Poison Nail (11) attack, poison status

    [ Lv10 ]All Avatars except Fenrir at this level get 'version 2 black magic' (24)

    of their respective element. The magic is easily resisted ex: Thunder2.

    [ Lv11 ]Fenrir: Crescent Fang (19) physical attack, paralysis status

    [ Lv19 ]Ramuh: Thunder Spark (38) all enemies in range get thunder damage andparalysis status

    [ Lv20 ]Diablos: Somnolence (30) physical attack, gravity status

    [ Lv21 ]Titan: Rock Buster (39) ranged physical attack, bind status

    [ Lv23 ]Ifrit: Burning Strike (48) fire damage attack

    [ Lv24 ]Carbuncle: Shining Ruby (44) lasts 3mins. Party in range gets protect/shelldefense +10%Fenrir: Lunar Cry (41) enemy evade and accuracy down depending on moon phase

    [ Lv25 ]Garuda: Aerial Armor (92) lasts 15minutes or until worn off. Members in range

    get Blink (Blink - 3 times will randomly evade physical or magical attacks)Carbuncle: Auto Regen (no MP) this is not listed anywhere but it seems if youwatch Carbuncle's HP bar closely, he regens a little HP every 3 seconds.

    [ Lv26 ]Leviathan: Tail Whip (49) physical attack, heavy status

    [ Lv28 ]Shiva: Frost Armor (63) lasts 1min30s. Party members in range get Ice Spikestatus (Ice Spike - ice damage + paralysis effect counter to monster's attack)

    [ Lv29 ]Diablos: Nightmare (42) area sleep while bio status

    [ Lv30 ]Ifrit: Double Punch (56) two attacks

    [ Lv31 ]Ramuh: Rolling Thunder (52) lasts 1min. Party members in range get EnThunderstatus (En Thunder - every physical attack does extra thunder damage)

    [ Lv32 ]Fenrir: Lunar Roar (27) enemies in range loose two enhancing effects

    [ Lv33 ]

    Leviathan: Slowga (48) All enemies in range get Slow status

    [ Lv35 ]

  • 8/2/2019 Sheila's Summoner Guide v2.4

    14/33

    Titan: Megalith Throw (62) Physical attack where Titan throws huge rock, slowstatus

    [ Lv36 ]Garuda: Whispering Wind (119) Party members in range are cured about 100+HP.

    [ Lv37 ]

    Diablos: Ultimate Terror (27) Area reduction of enemy attributes, if a linkof monsters has occured, it will stop them from linking

    [ Lv38 ]Ifrit: Crimson Roar (84) Lasts a short time, party members in range get astatus like War Cry (War Cry - attack power +15% for very short time)

    [ Lv40 ]Shiva: SleepGa (54) Sleep on all enemies in range.

    [ Lv42 ]Ramuh: Lightning Armor (91) for 2mins party members in range get Shockspike

    (Shockspike - lightning damage + stun status counter to monster's attack)

    [ Lv43 ]Fenrir: Ecliptic Growl (46) for 3mins party members is range get a stat bonusto STR,DEX,VIT and AGI,INT,MND,CHR depending on the moon phase

    [ Lv44 ]Carbuncle: Glittering Ruby (62) party members in range get a random status +10for short time, and it slowly goes back down to normal, ex: +9 +8 +7. Similarto Ab-spells of DRK job.

    [ Lv46 ]Titan: Earthen Ward (92) lasts about 15mins, party members in range get

    Stoneskin status (Stoneskin - character will absorb about (50+Levelx2) damageuntil it wears off)*10/21/03 Update: cannot overlap recast this spell anymore, to get the Titanstoneskin spell on, party members must click other stoneskin off

    [ Lv47 ]Leviathan: Spring Water (changed to 99) party members in range get some(47+Levelx3) HP & statuses cured (Esuna type).Status recovery: Blind, Silence, Petrified, Paralysed, Sickness, Poison, SleepDoes not cure Erase-needing and Curse ex: DexDown, Heavy, Choke, Bio, Terror,Bind, specific kinds of Slow

    [ Lv48 ]Garuda: HasteGa (129) party members in range get Haste status, lasts shorterthan actual Haste spell.

    [ Lv49 ]Diablos: Nocturne Shield (92) party members get Phalanx status

    [ Lv50 ]Shiva: Double Slap (96) 2 physical attacks

    [ Lv55 ]Carbuncle: Meteorite (108) small light damage attackFenrir: Ecliptic Howl (57) for 3mins party members in range get a bonus

    on accuracy up and evade up depending on the moon phase

    [ Lv56 ]

  • 8/2/2019 Sheila's Summoner Guide v2.4

    15/33

    Diablos: Dream Shroud (121) party members get magic attack and magic defenseboosted by about +10 for a short time

    [ Lv60 ]All summons get 'version 4 magic' (118). Damage is often resisted.

    [ Lv65 ]

    Carbuncle: Ruby Light 2 (166) Party members in range (28+Levelx4) HP recoverFenrir: Eclipse Bite (109) 3 attacksDiablos: Nether Blast (109) Ranged attack, dark elemental damage

    [ Lv70 ]Garuda: Predator Claw (164) 3 physical attacksShiva: Rush (164) 5 physical attacksTitan: Mountain Crash (164) physical attack, Bind statusRamuh: Chaos Strike (164) 3 physical attacks, Stun statusLeviathan: Spinning Dive (164) physical attackIfrit: Flame Crash (164) physical attack

    Notes on Spirit Avatars```````````````````````They only cast spells of their element and randomly at certain intervals.Some of them get spells at the same level that a WHM or BLM main would. Soif your SMN job is 50, the Ice Spirit gains Freeze.

    The time your Spirit takes to cast a spell depends on Summoning skill.Spirit Timer = 48 - (Current skill/3) + (Max skill for your level/3)

    If Spirit is cast on its day, -4 secsIf Spirit is cast on a day it is weak to, +4 secsIf Spirit is cast on its weather, -2 secs

    If Spirit is cast on weather it is weak to, +2 secsAF2 Spats or Astral Flow, -5 secs

    2.6 Skillchain and Magic Burst------------------------------Added on the 09/14/2004 update were new properties to summon abilities.The more TP a pet has, the more potent magic abilities become.

    For more information on skillchain possibilities, try the calculatorfound at http://ffxi.xenoveritas.org/tools/skillchainsor the chart found at http://www.geocities.jp/ffxi_smn/chain.html

    Avatar Skill Elements`````````````````````Dark: Moonlit Charge, Double PunchLight: Poison Nail, Crescent FangWater: Baracuda Dive, Rock BusterIce: Axe Kick, Megalith ThrowThunder: Shock Strike, Burning StrikeFire: PunchEarth: Rock Throw, Double SlapWind: Claw, Tail Whip

    Burst Possibilities```````````````````To magic burst, time a magic ability to land after the end of a chain

  • 8/2/2019 Sheila's Summoner Guide v2.4

    16/33

    the same way a Black Mage would. Burstable abilities are:-Version II and IV spells-Magic from Spirits (unlikely)-Astral Flows-Petit Meteo-Thunder Spark

    2.7 Group 2 Merit Abilities---------------------------Level 75 Summoners can access Group 2 abilities by spending points on theabilities they wish to learn. Spending more points on a certain abilitywill enhance it (more damage per TP) in some way. Only the 6 originalAvatars have accessible abilities, which were previously only seen atPrime Avatar battle fights. The damage is based on TP, and even withfull TP the damage is nowhere near the level 70 physical abilities.

    Ifrit - Meteor Strike (fire damage)

    Shiva - Heavenly Strike (ice damage)Garuda - Wind Blade (wind damage)Titan - Geocrush (earth damage, additional effect: Stun)Leviathan - Grand Fall (water damage)Ramuh - Thunder Storm (thunder damage)

    3.0: Advanced Information=========================

    3.1: Job Properties and Subjobs-------------------------------

    This is all my opinion after playing more than 70 levels of the job. However,I lead just about all my parties, allowing myself the freedom to avoidbecoming a brainless curetank. I was able to cast and use abilities at my owndiscretion. That included experimenting.

    Currently the SMN job is highly flawed. There are also many bugs involvingall summons. People would still see a summon onscreen although you recalledthem. If someone unequips an item or moves while you do a party strengthenability, you loose the MP, the summon will freeze, the summon wont even do theability. The timer will reset and say "you can't do anything for anotherminute". This also happens if you and/or your pet fell asleep or becamestunned as you commanded it, the timer resets and nothing happens. Reallyfrustrating and can mean life or death for your party.

    The same thing happens if the monster died just after you activated thecommand while your pet had been targeting the monster previously. Your petwill freeze, the timer resets, MP is gone but nothing has happened. Also,attempting to use an ability just before the MP you have for that abilityis gone, will result in a frozen pet along with no command window.

    Another bug involving lag has the summon pet out, you have no commands at allin the pet menu nor can you use macros. The only way out of it is toreconnect, or to let your MP drop to 0 so the pet disappears.

    As well, if a monster moves as your summon does any ability (astral flow,

    magic, ranged attacks included) it too will get the "out of range, thisability could not go" message. Your MP is lost, nothing happens and yourability menu is gone, too.

  • 8/2/2019 Sheila's Summoner Guide v2.4

    17/33

    Auto attack also is a problem. If the Summoner is attacked, the summoned petwill automatically engage and attack the enemy. This is problematic as you cantell your pet to 'dissapear' or 'come back' only once every few seconds. In aBCNM or multiple enemy battle where monsters are continually put to sleep, thesummoned pet often wakes up an enemy by attacking it before you have the timeto make it stop. Another reason why the pet should not be left 'out'.

    A SMN is a messy cure tank and defense booster most of the way. The best knownuses for this job are at level 70. Used mainly as defense or timed offense inHNM and BCNM battles. Even then, other jobs are often preferred. The job'soffensive attacks are nowhere near as strong and reliable as BLM magic, thisis offset by the fact that the damage dealt is 'safe'.

    There is also little skill or active thinking involved in playing as Summoner.One can do an ability then go AFK to get coffee while their MP regens. Littletiming is required outside of attempting to magicburst, which often isn'tas useful as the other ability commands available.

    Which brought me to the question, what is my role as a Summoner? Maybe thisis what makes Summoner versatile. Although you have the pact ability onceevery minute, you have to make sure you make the most out of it. Thatincludes recasting party effects only when necessary, or making sure thatyour pet is safe from attacks such as Sleep or Paralyse if you are movinginto battle position. Depending on each monster or situation you are put into,try to keep in mind the status of your party members, their locations, monsterAI and TP (determine what it may do next) and what is the most productive pactability to use at that exact moment.

    Party Forming`````````````

    The ideal rear guard (the 3 mages in a party) for a Summoner past level 40involves having a RDM and a BRD or a COR. Certain monsters will require aWHM for status recovery spells and such, however.

    It's good to always have a mage standing at the ready during battles. SinceSMN needs to sit a lot, it's generally not good for a SMN to party with aBLM. Two mages sitting usually leads to delays in reacting to situations.

    ToAU has added the new job Corsair which has an ability at level 40 called"Evoker's Roll". When a COR is combined with a SMN in party, this rollgives an extra 1mp/3sec. The other oft used ability COR has is "Healer'sRoll" which lessens the sitting duration for regenerating MP.

    Support Job```````````For the current level cap, the best subjob is WHM and no other. Also, the onlyjob useful with SMN as a subjob for practical purposes is WHM Lv50~. In rarecases, a COR or BRD will also sub SMN to fight certain HNM battles.

    People wonder if they can have two pets by subbing DRG or BST, but it will notwork as you will get the "you already have a pet" error.

    Why WHM subjob:

    1. Cure bad statuses, RDM sub cannot cure statuses2. 2h staff skills which are available only to WHM/PLD/MNK when main or sub3. Party spells you can use without significant loss in power or effectiveness

  • 8/2/2019 Sheila's Summoner Guide v2.4

    18/33

    4. Can teleport at very high level.5. Curega, CuregaII, Goddess Seal, Reraise and Raise.

    What SMN/RDM gets:

    1. If skill maxed beforehand, useless dagger skills2. Slight increase in cure cast speed since its the only thing you can use.

    Summons cannot have their "speed up" by RDM sub, nor would they need to be.3. Less MP more HP4. Offensive spells you will never use since the power, spells and skill is

    half of your level.5. People believe a SMN can convert and refresh in the future cap levels.

    Turns out level 75 is the last cap rise (Refresh and Convert impossible).

    Summoners don't use their weapons in battle normally due to lack of skill, STRand DEX. They belong in the traditional "back row". So RDM's Enchant isuseless when you miss and won't do damage (as the Enchant damage is based onthe EnhancingMagic skill of the subjob), it's equally useless on Ramuh's

    party EnThunder ability. Summoner also has the weakest defense out of all jobs(even less than BLM) and HP, so they should rarely ever be near a monster. Onepossible use for SMN/RDM is Dispel and Phalanx at higher levels, however bothare usually unnecessary or weaker on sub.

    Why cure tanking is so bad``````````````````````````SMN job does not include "Recovery Magic Skill". The skill is only as good asyour subjob's and then it is halved. Your cures do not do much, so in turn youmust cure more than a WHM or RDM, generating hate and dangerous problems.

    To boost your cure power, you would need a special staff of some kind. Your

    cure magic casting will also be interrupted very very easily should you gethit, even if only by a small amount of damage.

    As well, AF does not have hate minus for summoner, it has hate minus for thesummoned pet! Avatar hate is the same for any party member hate. It isseparate. When you call back your Avatar, the hate generated to it is gone asthough that Avatar member 'died'. Same for if the Avatar actually died. Itdoes not affect your hate or other party members hate.

    It makes no sense because we want our summons to take hits. Summons can be hitby statuses and cannot be fixed aside from being recalled/defeated and thencalled out again. Sleep however is another story. If you fall asleep fromcertain spells or boss/monster weaponskills your summon can fall asleep, too.When you wake up, your summon should wake up at the same moment. The onlyequipment that adds a little avatar hate (enmity) is the new Yinyang robe.

    3.2: Playing by Level---------------------This is an old forum post of mine, written when I was leveling. Chances areyour leaders would request otherwise as the game has changed nowadays. If youare soloing to 75, your style will be lot more different.

    1-10: Use your summons as purely attackers

    10-24: Attacker and occasionally ver2 magic/abilities24: Play with the barely useful Carbuncle pro/shell25+: Garuda party Blink, most used ability for a long while

  • 8/2/2019 Sheila's Summoner Guide v2.4

    19/33

    28: Shiva Icespike, para is barely effective and it's just for show31: Ramuh's Enthunder, lasts even shorter than Ice Spike but fun36: Garuda's cure, not even useful since you will already have CureGa, which

    is faster and less mp.38: Ifrit Warcry before renkei but for the MP it costs why bother?40: Shiva SleepGa, I'm expecting this to be for BCNM40

    Sleepga does not work well on totetote++ when linked while leveling

    42: Ramuh Shockspike, feels the same as IceSpike, for show44: Carbuncle's "random status up by 10" fun but the stats go back down too

    soon anyway46: Titan (after 40 levels of not using him) has party Stoneskin

    There is a cut on the max amount of damage you can take, it is weakerthan 'real' Stoneskin.

    47: Leviathan (after 20 levels of ignoring) has party Cure/Esuna48: Garuda (after all that Blink) has HasteGa, cut down in the amount of time

    it lasts. By this time only 1 or 2 party members ever need haste anyway.

    After this summoner gets nothing new that's really of use until 70. Most willrotate between Blink, Stoneskin, Hastega and rarely using Leviathan's

    cure/esuna (which is a very slow ability).

    50: Shiva's Double Slap, in case you already haven't noticed that Shiva is soweak physically, this only does lots of damage if she hits both times.

    55: Carbuncle's Petit Meteo, slightly weaker than the version 4 magics60: Version4 spells, instead of using party strengthening only, using version4

    to finish off monster becomes your main goal. BRD's threnody is requiredfor it to not be resisted on strong enemies. Your damage can vary to abovethe cap, depending on level.

    70: The summon's new physical attacks are the best damage you can do. Great ontote or weaker leveled monsters. Will easily miss on totetote++, HNM, bosstype, and monsters which have defense against physical attacks.

    Summoners with Fenrir should note that the accuracy and evade modifyingabilities are the main use for Fenrir outside of attacking. Make sure tonote the moon phase before using it.

    Fenrir's Eclipse Bite is not as strong as the level 70 attacks but it's MPcost and early level is what makes it so useful. The other thing to look forwhen choosing which 70 attack to use is the type versus that monster. Forexample, Garuda's predator claw seems to be strong on skeletons, butLeviathan is better on monsters with high evade. Then again, the multi-hitattacking of Garuda gives monsters more TP than Leviathan would. Givingcertain monsters more TP than usual is a danger in itself.

    70 ability damage from Highest to Lowest:Garuda, Leviathan, Titan, Ifrit, Ramuh, Shiva

    Ability Range and Positioning`````````````````````````````Take time to figure out how to make your Summoned pets appear in the spotyou want when you call them. Also know the range of your pets abilities,both offensive and defensive, as they are very small. Learning to eyeballit comes with plenty of practice and use.

    Eventually you will be in situations where your character cannot be nearthe melee, but needs to use the Summoned pet defense abilities on them.

    By positioning yourself (with pet out) then finding the perfect spotwhere you are safe and the melee are in range of the ability, you canresummon a pet and it will appear where you last had it. This saves time

  • 8/2/2019 Sheila's Summoner Guide v2.4

    20/33

    from repositioning or waiting for the pet to get in range. Time savingis extremely important as you can only use your pact once a minute.

    Blink, Stoneskin and Healing````````````````````````````Blink is so important because not only do monsters miss attacks, their magic

    can miss too, until it wears off. This means way less healing. As for theparty healing abilities, since it takes time to get the summon out and inposition, the inability to use this job for reacting to instant situationsmakes it all the more MP costly and dependant on other players.

    Only give your party Stoneskin if many targets are getting it, and theirSkin has completely worn off. Also be sure to give people using Ninja job (asmain or sub) the Stoneskin instead of Blink.

    Lunar Cry, Ecliptic Growl and Ecliptic Howl```````````````````````````````````````````

    The pattern and amount of stat boosts is rather unclear naturally, dependingon the moon phase decide whether to boost your frontline or your rearline.Until anyone can figure out the english equivalents of the Moon Phases, Iwill have to leave this chart as is. The phases are different in theJapanese client, while the English client has percentage values.STR stat boosts go to STR, DEX, VITINT stat boosts go to AGI, INT, MND, CHR

    Moon Phase Lunar Cry Ecliptic Growl Ecliptic Howl``````````````````````````````````````````````````````````````````````````New Moon Acc-1 Eva-31 STR+1 INT+7 Acc+1 Eva+25Waxing Crescent Acc-6 Eva-26 STR+2 INT+6 Acc+5 Eva+21Waxing Crescent Acc-11 Eva-21 STR+3 INT+5 Acc+9 Eva+17

    First Quarter Moon Acc-16 Eva-16 STR+4 INT+4 Acc+13 Eva+13Waxing Gibbous Acc-21 Eva-11 STR+5 INT+3 Acc+17 Eva+9Waxing Gibbous Acc-26 Eva-6 STR+6 INT+2 Acc+21 Eva+5Full Moon Acc-31 Eva-1 STR+7 INT+1 Acc+25 Eva+1Waning Gibbous Acc-26 Eva-6 STR+6 INT+2 Acc+21 Eva+5Waning Gibbous Acc-21 Eva-11 STR+5 INT+3 Acc+17 Eva+9Last Quarter Moon Acc-16 Eva-16 STR+4 INT+4 Acc+13 Eva+13Waning Crescent Acc-11 Eva-21 STR+3 INT+5 Acc+9 Eva+17Waning Crescent Acc-6 Eva-26 STR+2 INT+6 Acc+5 Eva+21

    How to Fish Monsters with your Pet``````````````````````````````````Something extremely useful for SMN or people with SMN subjob. When leveling inan area where monsters link, or it's too dangerous for a fighter to go fish,you can use pet to get a monster.

    If you make your pet disappear too soon, the monster may give up. This is whyyou either need to let the pet take/give a few beatings and build more hatetowards your party.

    Example A (No Link Monster):Monster is in an area filled with Ghosts. Summon Carbuncle, cast Sneak onyourself, go to the monster, make Carbuncle attack it, then run back to campspot. Your Sneak will not be cancelled. Either call back Carbuncle or let it

    die to the monster. The monster will automatically come to your party. Placesneeding Invisible will not work. Telling your pet to do things cancelsInvisible status.

  • 8/2/2019 Sheila's Summoner Guide v2.4

    21/33

    Example B (Link Monster):There are 4 Spiders you want to fight near each other and will link. Make yourpet attack one until it dies. Do not panic when the other 3 spiders attack it.When your pet dies, the other 3 spiders will stop while the originallyattacked monster will come to your party. If a spider pops on the way back, itwill link. So be sure that all the monsters which may link are grouped

    together when you let the pet die.

    Warning:Using offensive SMN abilities will cause you to loose your Sneak andInvisible spells. Also avoid attacks that target an area of monsters.

    3.3: Items, Equipment and Weaponskills--------------------------------------What to eat as a Summoner`````````````````````````

    There's only two cheap things you really need. Chocolate and Juice. BubbleChocos are easy to make or buy in dozens, and they increase your "whilesitting MP recovering rate". High quality of the Bubble Choco is the HeartChoco.

    The other thing you need is lots and lots of juice if there is no RDM in theparty. It's easy to make Pine Juices using 2x Kazham Pines + Water crystal.Since juice cannot be stacked, carry the pines in dozens and crystals indozens with you to the party.

    Many Summoners love to "raise" their MP by eating pies, which I findwasteful because the power of a Summoner only is seen once a minute. The restof the time is spent sitting and healing MP. The more MP you get sitting, the

    better. Pies are more useful for jobs like BLM or RDM which benefit from theadded stat boosts.

    Stats of some useful foods for SMN:Bubble Choco - sitting MP recover+1 (30m)Heart Choco - sitting MP recover+4 (60m)Mushroom Kabob - MP+10 STR-1 MND+3 sitting MP recover+2 (30m)Witch Kabob - MP+15 MND+4 sitting MP recover+3 (60m)Pamama Tart - MP+10 HP+10 DEX-1 sitting MP recover+2 (60m)Sweet Rice Cake - MP+17 VIT+2 INT+3 MND+1 sitting MP&HP recover+2 (30m)

    Wizard Cookie - sitting MP recover+7 (5m)Ginger Cookie - sitting MP recover+5 (3m)Coin Cookie - sitting MP recover+6 (5m)Cinna-Cookie - sitting MP recover+4 (3m)Choco Drink - sitting MP recover+3 (3hr)

    Apple Juice - 1MP/3sec (120s)Orange Juice - 1MP/3sec (90s)Grape Juice - 2MP/3sec (90s)Tomato Juice - 1MP/3sec (180s)Pine Juice - 1MP/3sec (240s)Melon Juice - 2MP/3sec (135s)

    What to wear as a Summoner``````````````````````````Most people stick to all MP boosting equip possible. Aside from that, RSE

  • 8/2/2019 Sheila's Summoner Guide v2.4

    22/33

    equipment (if MP boosting) will do great until the level for AF equipmentdespite the very low defense.

    Your main weapon should be a staff with an MP boosting quality to it or aMP cost down quality to it. When fighting something solo, use a Pole type ofweapon. They have stronger attack, no MP boosting and look like they arewrapped with white at the middle. My own SMN uses the Mercurial Pole instead

    of a Light or Apollo Staff to spam the Spirit Taker WS for MP.

    SMN job can wear shields, but like BLM they have no skill whatsoever. Theirsubjob's shield skill is applied.

    Another thing, cloaks with "Refresh" added to them will work with your "AutoRefresh". So yes, you will get the refresh from your equipment item, combinedwith your job's refresh. Instead of 1MP/3sec, it will become 2MP/3sec.

    There are also throw items which boost MP such as Morion Tathlum, PhantomTathlum, Hedgehog Bomb and Mantra Coin. There's also the MP Egg from Easterevents. In any case, don't throw them and do not make any macros for range

    attacks. Even if it's on another palette, remove it when you are SMN.

    Special SMN Equip`````````````````*MP cost means the MP cost to keep the summon out.*Refresh means 1MP/3seconds recovered when wearing it.*Attribute Magic means the power of that element magic.*HealingMP means the MP you recover while sitting down.

    Conjurer Ring (Rare) from Comet Orb 50BCNMLv50~ Latent (HP Yellow and TP 100+%): SMN MPcost-1

    Summoning Torque (Rare) Moon Orb @ Leviathan's Protocrystal BCNMLv65~ Lightning+5 Summon Magic Skill+7

    Conjurer's Earring (Rare) from Clotho or Lachesis BCNMLv70~ Latent (HP Yellow and TP 100+%): Damage-20%

    Astral Signa dropped by Tzee Xicu the Manifest (Yagudo Avatar, Rare HNM pop)Lv70~ D32 Delay366 HP+18 MP+18 SMN MPcost-2

    Avatar Belt (Rare) from Sky Orb 30BCNMLv30~ Latent (Support Job SMN, not main): SMN MPcost-2

    Archalaus's Pole (Rare) from Moon Orb @ Throne Room BCNMLv60~ D48 Delay402 INT+4 MND+4 Added effect: MP Drain

    Grim Staff (Rare) from Themis Orb @ Waughroon or Balga's Dais BCNMLv71~ D60 Delay390 STR+5 MND+6 Added effect: HP Drain

    Himmel Stock (Rare) from Star Orb 40BCNMLv40~ D19 Delay366 MP+63 Time until next Blood Pact+3

    Yinyang Robe (Rare+Ex) from Shikigami Weapon (Ro Maeve, 21 hour pop)Lv71~ defense43 MP+25 RefreshTime until next Blood Pact-5 Avatar: Enmity-3

    Astral Pot (Rare+Ex) ammo from ENM Pulling The StringsLv61~ D30 delay999 20 uses/30s use/30m reuseEnchantment: increases Magic Attack Bonus of Avatars

  • 8/2/2019 Sheila's Summoner Guide v2.4

    23/33

    [ Carbuncle Mittens ]Rare+Ex Defense5 MP+14 Lv20~Hidden Power: Carbuncle MPcost-4 (-3 depending on level)A "???" randomly appears every two hours in Temple of Uggalepih. Touching itwill give you a 'Tonberry's Offering'. Trade it to a "???" in a room at the

    top of the temple which needs a 'High Priest Key' to open. Crimson-ToothedPawberry will pop. The drop is 100% and takes 9+ Lv65~ members or 6 Lv75~members to defeat. The "???" for the NM appears every 15 minutes.

    [ Evoker Ring ]Rare+Ex Lv71~ MP+25 Summoning Magic Skill+10 Summon MPcost-1Just like preparing for the Fenrir quest, defeat all the other Avatarsincluding Fenrir. However, after winning choose to recieve the questitems. Trade them to Mamaurabin in Norg, you can trade each item one at atime so they don't fill your inventory. Each of the item names arerelated to previous FF games. After waiting JPN 0:00 next day, talk to

    him to receive your ring.

    [ Level 50 RareEx JSE ]Duende Cotehardie: Def26 ConserveMP+4 Dark Spirit MPcost-1 Lv50~ BLM/SMNNimbus Doublet: Def26 Regen Light Spirit MPcost-1 Lv50~ WHM/SMNYou get these by doing Brygid's quest in Bastok Markets. An Aries Subligaris needed for the Duende Cotehardie, a Capricorn Subligar is needed forthe Nimbus Doublet. Subligars are RareEx level 50, dropped by Fomors inSacrarium or Phomiuna Aqueducts.

    Summon Cost Reduction 2h Staff List

    ```````````````````````````````````Keep in mind that if you are Summoning something which is the element weakto the staff you are wearing, a hidden MP cost is added. Also if castingspells weak to the element of the staff you are wearing, their strength islowered. Magic strength is only that of the caster, and not of your pets atall. Don't expect your pets to do more damage physically or magically, the"attribute magic" boosts only affect yourself.

    Examples:Wear Fire Staff and cast Blizzard, your damage is loweredWear Light Staff and summon Fenrir, MP cost becomes +2Wear Aquilo Staff and summon Garuda, MP cost becomes +3

    Light Staff Lv51~D30 Delay366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 Dark+15 Cure Magic+10%Added Effect: Light DamageHidden: Attribute Magic+15% Carbuncle/Light MPcost-2

    Apollo Staff Lv51~D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Dark+20 Cure Magic+10%Added Effect: Light DamageHidden: Attribute Magic+20% Carbuncle/Light MPcost-3

    Dark Staff Lv51~D30 Delay366 STR+1 DEX+1 VIT+1 AGI+1 INT+1 MND+1 CHR+1 Light+15 HealingMP+10

    Added Effect: Dark DamageHidden: Attribute Magic+15% Fenrir/Dark MPcost-2

  • 8/2/2019 Sheila's Summoner Guide v2.4

    24/33

    Pluto Staff Lv51~D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Light+20 HealingMP+10Added Effect: Dark DamageHidden: Attribute Magic+20% Fenrir/Dark MPcost-3

    Fire Staff Lv51~D30 Delay366 STR+4 Ice+15 Atk+10 RngAtk+10

    Added Effect: Fire DamageHidden: Attribute Magic+15% Ifrit/Fire MPcost-2

    Vulcan Staff Lv51~D35 Delay356 STR+5 Ice+20 Atk+10 RngAtk+10Added Effect: Fire DamageHidden: Attribute Magic+20% Ifrit/Fire MPcost-3

    Ice Staff Lv51~D30 Delay366 INT+4 Wind+15 Spirit Magic Skill+10Added Effect: Ice DamageHidden: Attribute Magic+15% Shiva/Ice MPcost-2

    Aquilo Staff Lv51~D35 Delay356 INT+5 Wind+20 Spirit Magic Skill+10Added Effect: Ice DamageHidden: Attribute Magic+20% Shiva/Ice MPcost-3

    Wind Staff Lv51~D30 Delay366 AGI+4 Earth+15 Evade+10Added Effect: Wind DamageHidden: Attribute Magic+15% Garuda/Wind MPcost-2

    Auster Staff Lv51~D35 Delay356 AGI+5 Earth+20 Evade+10

    Added Effect: Wind DamageHidden: Attribute Magic+20% Garuda/Wind MPcost-3

    Earth Staff Lv51~D30 Delay366 VIT+4 Thunder+15 Physical Damage-20%Added Effect: Earth DamageHidden: Attribute Magic+15% Titan/Earth MPcost-2

    Terra Staff Lv51~D35 Delay356 VIT+5 Thunder+20 Physical Damage-20%Added Effect: Earth DamageHidden: Attribute Magic+20% Titan/Earth MPcost-3

    Thunder Staff Lv51~D30 Delay366 DEX+4 Water+15 Critical Hit+15Added Effect: Thunder DamageHidden: Attribute Magic+15% Ramuh/Thunder MPcost-2

    Jupiter Staff Lv51~D35 Delay356 DEX+5 Water+20 Critical Hit+15Added Effect: Thunder DamageHidden: Attribute Magic+20% Ramuh/Thunder MPcost-3

    Water Staff Lv51~D30 Delay366 MND+4 Fire+15 Holy Magic Skill+10

    Added Effect: Water DamageHidden: Attribute Magic+15% Leviathan/Water MPcost-2

  • 8/2/2019 Sheila's Summoner Guide v2.4

    25/33

    Neptune Staff Lv51~D35 Delay356 MND+5 Fire+20 Holy Magic Skill+10Added Effect: Water DamageHidden: Attribute Magic+20% Leviathan/Water MPcost-3

    Austere/Penance Equipment Set

    `````````````````````````````To use this equipment properly, only switch to it just before you activatea blood pact ability, then change back to your regular equipment afteractivating. The reduced timer will be in effect.

    Austere Robe Lv50~ Def29 CHR-2Avatar perpetuation cost -1 / Blood Pact ability delay -3

    Penance Robe Lv50~ Def30 CHR-3Avatar perpetuation cost -2 / Blood Pact ability delay -4

    Austere Hat Lv50~ Def13 MP+8 CHR-1Summoning Magic Skill +2 / Blood Pact ability delay -2

    Penance Hat Lv50~ Def14 MP+8 CHR-2Summoning Magic Skill +3 / Blood Pact ability delay -3

    Austere Sabots Lv50~ Def7 MP+10 VIT-1 CHR-1Summoning Magic Skill +3 / Enmity -3

    Penance Sabots Lv50~ Def8 MP+15 VIT-2 CHR-2Summoning Magic Skill +4 / Enmity -4

    Austere Slops Lv50~ Def19 VIT-1 INT+2 MND+2 CHR-1

    Summoning Magic Skill +3

    Penance Slops Lv50~ Def20 VIT-2 INT+4 MND+4 CHR-2Summoning Magic Skill +4

    Austere Cuffs Lv50~ Def8 MP+15 CHR-1Summoning Magic Skill +2 / Blood Pact ability delay -1

    Penance Cuffs Lv50~ Def9 MP+17 CHR-2Summoning Magic Skill +3 / Blood Pact ability delay -2

    Weapon Skills`````````````You probably won't be using these in battle, but when soloing you might.Summoner gets these weaponskills, at these job and weapon levels, if you haveit leveled up. This list is SMN useable weaponskills only.

    Dagger WS JobLv WSLv Ex Notes````````````````````````````````````````````````````````````````````````Wasp Sting 4 10 PoisonGust Slash 16 40 Wind DamageShadowstitch 28 70 BindViper Bite 40 100 Y Poison, 2 Attacks

    Cyclone 50 125 Y Wind Damage, Area AttackEnergy Steal 56 150 Drain MP from certain monstersEnergy Drain 63 175 Y Drain MP from certain monsters

  • 8/2/2019 Sheila's Summoner Guide v2.4

    26/33

    Evisceration ? 230 5 Attacks (requires quest)*need to sub THF/RDM/BRD/RNG/NIN for the Exclusive Dagger skills.

    1h Club WS JobLv WSLv Ex Notes````````````````````````````````````````````````````````````````````````Shine Strike 4 10 Light Damage

    Seraph Strike 16 40 Y Light DamageBrainshaker 28 70 StunStarlight 40 100 10%of MP:1MP/TP (little MP recover)Moonlight 50 125 Y PT members in area: little MP recoverSkull Breaker 56 150 INT DownTrue Strike 63 175 Critical Hit, TP: aimBlack Halo 75 230 2 Attacks (requires quest)*need to sub WAR/WHM/PLD/DRK/SAM for the Exclusive 1h Club skills.

    2h staff WS JobLv WSLv Ex Notes````````````````````````````````````````````````````````````````````````

    Heavy Swing 3 10 Very weakRock Crusher 14 40 Earth DamageEarth Crusher 24 70 Y Earth Damage, Area AttackStarburst 34 100 Light or Dark DamageSunburst 51 150 Y Light or Dark DamageShell Crusher 56 175 Defense DownFull Swing 62 200 TP: DamageSpirit Taker 68 215 Damage: MP recoverRetribution 71 230 TP: Damage (requires quest)*need to sub WAR/MNK/WHM/PLD for the Exclusive 2h Staff skills.

    [ Gate of Tartarus ]

    WS "Gate of Tartarus" can only be used by a level 75 SMN or BLM. Whenthe WS is used, it has an additional effect of attack down, while theeffect is active the SMN or BLM recieves a Refresh status. The WS isgotten by upgrading the Relic 2h Staff multiple times. At full upgradethe staff becomes:

    Claustrum lv75~D72 Delay390 Acc+20 Additional effect: Dispel

    3.4: Rare Ex Armors-------------------I did Artifact Armor quests in a mad rush when it was first released, so Ibarely remember details. AF1 requires you to be lv40~ summoner, AF2requires you to be lv50~. All the BCNM battles have NO limit in partymembers, you can have an alliance inside! The key item can be reused asmany times until you are successful, the key item can either be kept in mogor discarded anytime (like any other BCNM orb). One key item can unlock theBCNM for multiple people on the quest and in the same party/alliance (onebattle is enough for all). You can throw away the key item (RaEx pendulum)after winning each battle.

    AF1 Quest: Windurst Walls-Go to the "House of the Hero" in Windurst Walls

    -Speak to Juroro in Bastok Port (get a key item)-Go to Quicksands -> Earth Cloister -> trade the key item to Protocrystal-BCNM battle with Gazer type monster (hint: use magic attacks)

  • 8/2/2019 Sheila's Summoner Guide v2.4

    27/33

    -Speak to Juroro in Bastok Port-Speak to the "House of the Hero" in Windurst Walls-Speak to the Principal (Kuro-Muro)-Kukulcan's Staff (weapon) get

    AF2 Quest: Windurst Walls-Go to the "House of the Hero" in Windurst Walls

    -Speak to Kuro-Muro, trade 4 Astragalos (throw ammo, made by Bone Guild)-Speak to Shantoto, Freppe (Aurastery) and Furakku-Norakku (Optistery)-Speak to Gulmama in North San d'Oria (get a key item)-Go to Fei Yin -> Ice Cloister -> trade key item to Protocrystal-BCNM battle with 6 Sapling type monsters (hint: BRD or BLM is useful)-Speak to Kuro-Muro, Evoker's Spats (pants) get

    AF3 Quest: Windurst Walls-Speak to the "House of the Hero" in Windurst Walls-Speak to Kuro-Muro-Speak to Ripapa in Mhaura (get a key item)-Go to Boyahda Tree -> Thunder Cloister -> trade key item to Protocrystal

    -BCNM battle with 2 Weapon type monsters-Speak to Kuro-Muro-Speak to Agado-Pugado in Rabao (get a key item)-Go to Cape Terrigan -> Wind Cloister -> trade key item to Protocrystal-BCNM battle with 1 Manticore type monster (hint: buy Cure Silence items)-Speak to Kuro-Muro, Evoker's Horn (helmet) get

    Gloves Quest (same as other AF Gloves):Sea Serpent Grotto Coffer for the key item, can open as any job

    Boots:Toraimarai Canal Coffer(easier if you have the key to the door from Windurst Walls, from a quest)

    Body:Temple of Uggalepih Coffer(easier if you are lv68~ as most monsters will not aggro)

    Artifact 1 Stats````````````````This is the equipment which is explained above.

    Kukulcan's Staff (2h staff)lv41 D22 delay366 MP+20

    Evoker's Horn (head)lv60 defense15 MP+20 INT+3 Summoning Magic Skill+5 Avatar: Enmity-3

    Evoker Doublet (body)lv58 defense35 MP+15 MND+3 Avatar: Enmity-2Avatar Elemental Resistance+20

    Evoker's Bracer (gloves)lv54 defense11 MP+15 VIT+4 Avatar: Enmity-2Occasionally converts damage taken to Avatar Element to MP

    Evoker's Spats (pants)

    lv52 defense25 MP+15 Evade+10 Avatar: Enmity-2Enhances Avatar Accuracy

  • 8/2/2019 Sheila's Summoner Guide v2.4

    28/33

    Evoker's Pigaches (boots)lv56 defense10 MP+15 AGI+5 Avatar: Enmity-2Enhances Avatar Evasion

    Artifact 2 Stats````````````````

    Artifact 2 and Relics are random drop in specific Dynamis areas.

    Summoner's Horn (head)lv75 defense18 MP+25 INT+3 Weather: SummonCost-3Time until next Blood Pact-3

    Summoner Doublet (body)lv74 defense38 MP+20 Week: SummonCost-3Time until next Blood Pact-3 Avatar: Critical Hit+3%

    Summoner's Bracer (gloves)lv72 defense15 MP+25 Summoning Magic Skill+10

    Time until next Blood Pact-2 Enhances Avatar Accuracy

    Summoner's Spats (pants)lv71 defense26 MP+20 MND+3 Spirit Summon: less spell interruptionTime until next Blood Pact-2

    Summoner's Pigaches (boots)lv73 defense14 MP+20 VIT+3Time until next Blood Pact-2 Enhances Avatar Attack

    Zenith Equipment Stats``````````````````````

    This is gotten by using scrolls from HNM monsters to uncurse equipment.All of it can be worn at level 73~ by WHM BLM RDM BRD or SMN.

    Zenith Crown (head)INT+3 MND+3 Converts 50 HP to MPResist Silence up

    Dalmatica (body)Magic Defense Up+5 Refresh Converts 50 HP to MPResist Paralyze up

    Zenith Mittens (hands)Magic Attack Up+5 Converts 50 HP to MP

    Zenith Pants (legs)MND+4 CHR+4 Evasion-3 Converts 50 HP to MP

    Zenith Pumps (feet)INT+2 CHR+2 Converts 50 HP to MP

    Artifact+1 Stats````````````````These are gotten by participating in Limbus to upgrade your AF.

    Evoker's Horn+1 (head)lv74 defense15 MP+25 INT+6 MND+6 Summoning Magic Skill+5 Avatar: Enmity-3

  • 8/2/2019 Sheila's Summoner Guide v2.4

    29/33

    Evoker Doublet+1 (body)lv74 defense35 MP+45 HealingMP+5Time until next Blood Pact-4 Avatar Elemental Resistance+25

    Evoker's Bracer+1 (gloves)lv74 defense11 MP+19 Avatar: Enmity-2Time until next Blood Pact-1

    Occasionally converts damage taken to Avatar Element to MP

    Evoker's Spats+1 (pants)lv74 defense25 MP+22 Enmity-3 Avatar: Enmity-2Enhances Avatar Accuracy

    Evoker's Pigaches+1 (boots)lv74 defense10 MP+25 Enmity-4 SummonCost-1Enhances Avatar Evasion

    3.5: Modifications to Summoner Job----------------------------------Square-Enix changed quite a few things to Summoner Job but it will never beenough. So far they have increased the Astral Flow damage and lowered the costof only two abilities. The one major change occured when they lowered the costof summoning Avatars (Shiva, Ifrit, etc) from 30MP to 7MP, yet raised the costof summoning Elemental Spirits (now 10MP). Fenrir and Diablos however are 15MP.They've also added skillchain and magic burst for certain Avatar abilities.

    *03/14/2006 Update: 1UP has a new ToAU interview promising changesSUMMONER: One observation the development team has noticed has been thetendency of Summoners to only cast an avatar when they need a specific spell(i.e. Aerial Armor), and then to release them. The team would like the

    Summoner to leave the avatars out longer. To achieve this it's consideringgiving the Summoner more MP, although in reality a lower perpetuation costmight be more effective. The duration of Summoner-derived party buffs willdepend -- finally -- on the level of a Summoner's summoning magic skill. TheFFXI team is planning to add more abilities for avatars. There are no plansto add Bahamut as an avatar. The reason for this is because if the developerswere to add Bahamut as a summonable avatar, they would have to reduce hisstrength considerably, and the team didn't want to do that. New avatars will,however, be added in the future.

    *06/12/2006 Update: During the Fan Fest in Santa Monica, it was statedthat the abilities of avatars will be based on summoning skill.

    What Summoners want (from 2ch BBS, Summoner's Dream)````````````````````````````````````````````````````-Skill up to become easier, right now it is wasteful to try to do-2h Staff skill rank A since it's a SMN's main weapon.-Adapting MP costs (if less people get a party ability, then less mp cost)-Summon's attacks having enchant already-Keeping summons out having less mp slip (or none at all)-The damage summons do is valid for the MP cost, so it does not feel wasteful-Auto Refresh 2 at level 50 (2mp/3sec)-Teleport or Escape ability-More traditional FF Summons (Odin, Siren, Bahamut, etc)

    What I want

  • 8/2/2019 Sheila's Summoner Guide v2.4

    30/33

    ```````````-Toggle on/off for pet's auto attack-Modify /wait settings for macros so that we can use other macros too-Pet abilities have better descriptions and the boost values visible-Some sort of party saving ability involving crowd control-Increase range of party abilities-Fix bugs with player movement and equip change

    -See where your pet is on the map-Know what statuses (positive and negative) are on your pet-Know when your pet's weakening on monsters has worn off, such as Tail Whip

    3.6: Random Observations------------------------These are various notes that came after 75 levels of playing in parties,HNM battles, Missions or farming/hunting as SMN. You can see what myequip is like somewhat: http://ffxi.allakhazam.com/profile.xml?17975

    Maximizing your Power`````````````````````Merit points should be put into MP first, as that affects you most no matterwhat level. It's generally agreed upon that boosting avatar's physical damageand accuracy are the most important for endgame. However many CoP missionsand BCs still rely on your astral flow for success. Other good places toput your merit points are enmity reduction and magic cast interruption.

    Having level 75 SMN job opens the new merit category for the job. Most havegone the route of Attackx3 then Aimx2. It is the the same route I took, asI do not have the time to spend more than 3 merits on one upgrade. Whateverconfiguration you choose is up to you and the time you have.

    Take time to learn about monster weaknesses the way a Black Mage would,it will help you in selecting correct Blood Pacts and Astral Flows touse on monsters. Magic based Blood Pacts are still magic and can be resisted,the lesson is to stick to the correct elements. Memorizing the elementwheel and memorizing which monsters are weak to what types of attacks (beit physical or magical) also helps. It also is important to remember whichattacks have higher accuracy than others, so you are always giving yourbest possible shot.

    Although many Summoners like to renkei, it generally does not occur. Severalcharts on avatar skillchain can be found here http://adennak.com/blog/?postid=3

    Timing``````Our main strength is in Blood Pacts and the more frequent you can usethem, the better. Some HNMs can only be attacked at certain times (thinkof the 3 new dragons such as Tiamat), so getting equipment which reducesthe pact time helps immensely.

    To also save time, make sure to use macros instead of using the menu. Theseconds spent opening menus and waiting for the Pact menu to open arecostly. This is why Astral Flow lasts longer than other SPs, it givesplayers extra time to cycle through windows.

    For people who hate waiting for parties```````````````````````````````````````

  • 8/2/2019 Sheila's Summoner Guide v2.4

    31/33

    Use the time to go just outside of town and level up your Summon Magic skill.You can make a macro so that you can study while leveling it up or do otherthings. This skill is impossible to level up normally in party. It isnaturally low.

    Summoners are able to also solo various monsters decently at level 71+. Ifyou're feeling risky you can even solo for exp almost anywhere, just expect

    some long downtimes and close calls.

    Indispensible Summoner Stuff````````````````````````````-Dark/Pluto StaffEver since the Elemental Ore staves were introduced, Dark Staff is the mostimportant piece of equipment one can get. The amount of time a SMN spendssitting must be shortened as much as possible. On that same note, anyoneabove level 72 should invest in the Errant Houppelande shirt for an extra5MP when Healing and macro the standing/sitting equipment.

    -Light/Apollo StaffWith Light Staff you get the needed power to your Cure Magic and the neededMP cost reduction to keep Carbuncle out at levels 51+.

    -Spirit Taker WSRussta reminded me about this WS, the damage you do is returned in a 1:1ratio for MP. You can do a blood pact then get all the MP back by doing thisWS on a monster which doesn't have high defense or evade.

    -Carbuncle MittensAt low levels you can even solo with these. They're valuable help in lowlevel BCNMs, and an MP cost saver when using your pet to fish monsters.With these you can have Carbuncle following to keep you safe in dungeons.

    -Evoker RingWith these you get a large equip boost in Summon Magic Skill and an MP boostwithout loosing HP (something SMN needs). The MP cost reduction makes itpossible for Carbuncle drain no MP at level 71+ when combined with CarbuncleMittens and Light Staff.

    -SMN AF1 PantsThese pants give your pet the needed aim to land their physical hits andphysical attacks with greater accuracy than normal.

    -Anything that boosts Summon Magic Skill or cuts Pact DelayIf you are playing by using your pets offensively, the most important thingto boost aside from the obvious is anything which boosts your skill. If youplayed the job like most normal players, your skill is most likely behindby many levels. AF, Evoker Ring, Summoner Torque are the easiest boosts.

    Hate and Pet Behaviours```````````````````````Doing anything builds hate towards your character, but how much andunder what conditions? I did some experimenting:

    -When pets automatically Assault monstersIf a monster faces you, before it even attempts to hit you, your pet will

    automatically engage with the monster. The pet AI will recognize themonster AI targetting you.

  • 8/2/2019 Sheila's Summoner Guide v2.4

    32/33

    -Telling Pet to Assault before engaged with monsterAlways do this at a neglible distance from any monster, being too close mayhave the monster turn to you for a second. Allow your pet to take/do a fewhits so that hate is built towards the pet. Telling Pet to Assault doescreate a small amount of hate from the monster towards yourself.

    -Telling Pet to Retreat when engaged with monster

    This builds a little more hate towards you, and will drag the monster andwhatever links with it towards you (and not your pet). Monsters which werehit by your pet (built hate) will only target your pet. Other monsterswhich were linked on the way will target you until hate is built towardsthem by someone or something else.

    -Using Blood Pact before engaged with monsterUsing an offensive Blood Pact is considered an act of agression towards amonster. Therefore a little hate will go towards you, even before yourpet has done the attack. If your pet has landed the attack, hate will go toyour pet. If your pet did not land it, hate will still be towards you.

    -Pets may give upIf you tell a pet to attack something and the monster moves further away,you may have to repeat the command as the pet will go back to you instead.

    -Ability/Macro lagThe time between your button press and the action being sent and appearing onyour screen is delayed by about one second. So you can hit your macro aboutone second before you are able to do an ability and it will execute on time.This is faster than physically possible by using the menus, where you spendan extra second scrolling, targetting and pressing buttons.

    4.0: Closing Acknowledgments

    ============================

    4.1: Credits------------This guide would not have been possible without the following:

    - FFXIOnline.com, GameFAQs.com, ffxi.allakhazam.comThe largest discussion forums for Final Fantasy XI. Thanks goes to Ping formaking our ideals of bringing importers together happen. Posters have helpedin correcting and suggesting additions.

    - RageOfDark LinkshellWithout them I wouldn't be able to have any experiences ingame to writethis. Farplaner always helps in correcting and finding the latest info.They also were kind enough to tell me what all of my abilities look like inthe english game screen as I tapped it out from the tab menu.

    - Juventus LinkshellWithout them I wouldn't have any uber gear or the chance to test out mySummoner job on various HNMs, nuff said.

    - 2ch BBS FFXI Summoner ForumNearly all information right and wrong that has ever been discovered aboutSummoner is from here, first. The posters here are all anonymous.

    - FFXI Mystery Tour http://mysterytour.web.infoseek.co.jpFor extracting and putting up the relic and AF info.

  • 8/2/2019 Sheila's Summoner Guide v2.4

    33/33

    - F Memo http://miara.sakura.ne.jp/ffFor storing the "Final Answer" chart from 2ch on Fenrir's abilities

    - Ragnarok PlayersFFXI Players have contacted me through /tell to correct various typos.

    - Lydya on server Cerberus

    For pointing out the elemental staves and added MP cost.

    4.2: Version History--------------------v0.1 August 18, 2003. started typing stuff using old FAQ as a template.v0.2 October 14, 2003. got up and wrote more.v0.3 October 20, 2003. corrections and anticipating additions.v0.4 October 21, 2003. revisions due to the version up.v0.5 October 30, 2003. some clarification and additions.v0.6 November 5, 2003. official translations added due to NA release.

    v0.7 November 9, 2003. new weapons added from Farplaner, some corrections.v0.8 November 28, 2003. some changes due to updates and weaponskills added.v0.9 December 7, 2003. additions and new high level rare SMN items.v1.0 January 4, 2004. many many changes due to the game's update.v1.1 February 26, 2004. Fenrir, Relics, AF2 and Evoker Ring quest.v1.2 May 1, 2004. New equipment and quest information added.v1.3 May 30, 2004. Quest information clarified and more details added.v1.4 June 10, 2004. Various details added and typos fixed.v1.5 June 28, 2004. New observation section, clarifications and details.v1.6 July 6, 2004. More details added and corrections.v1.7 August 30, 2004. Some calculation additions and more info verified.v1.8 November 10, 2004. More additions and clarifications.v1.9 December 15, 2004. New equipment added.

    v2.0 November 9, 2005. New equipment added and various revisions.v2.1 December 12, 2005. Added information about Diablos.v2.2 March 14, 2006. Added information about ToAU changes.v2.3 June 12, 2006. Added more information about Diablos.v2.4 July 22, 2006. Added information about Group 2 Merits.

    End of Guide v2.4