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Beastmaster (FFXI)  

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Job Description

Elvaan Beastmaster
Elvaan Beastmaster
Masters of the natural world, Beastmasters are capable of communicating with various types of monsters and controlling them at will. Because of this affinity for creatures, they are able to enlist their help against foes making the Beast Master the most efficient soloing class, as well as an excellent addition to any group setup.

Available after completing the quest Save My Son (Beastmaster Flag Quest).

Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Familar: Level 1 (2 hour). Enhances your pet's powers and lengthens the duration of charm.

Charm: Level 1. Allows you to control your target. There are some monsters that are un-charmable. These include beastmen, monster like Marids and Cockatrice; these are often called "big game." The success of charm is directly related to your charisma, the level of the monster, your level, and the type of the monster. Charm is a light based attack and therefor gains bonuses from items that improve light based attacks such as the Apollo's Staff. The duration of charm depends on several variables including your level in comparison to your targets level. The charm duration can be extended with the use of armor pieces like beastmaster artifact set.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Pet Abilities

Some jobs go into battle with a faithful pet at their side, pet abilities allow these jobs to issue commands to their pet in order to have them attack, follow, stay and even cast beneficial or damage spells.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Sub-job Combinations

White Mage Red Mage Ninja Warrior

Other Info

This page last modified 2007-09-26 05:35:03.