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Summoner (FFXI)  

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Job Description

Tarutaru Summoner
Tarutaru Summoner
Using pacts made with their avatars Summoners are able to grant beneficial buffs to party members while maintaining the ability to heal (with a White Mage subjob) or deal massive damage.

Available after completing the quest I Can Hear A Rainbow (Summoner 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.

Level Name Recast Duration Effect
1 Blood Pact: Ward 00:01:00 N/A Orders the avatar to use support abilities
1 Retreat N/A N/A Orders summoned creature to return to it's summoner
1 Blood Pact: Rage 00:01:00 N/A Orders the avatar to use special attacks.
1 Assault N/A N/A Command your summoned creature to attack.
1 Release N/A N/A Releases your summoned creature.

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.

LevelNameDescription
10 Maximum MP Up Increases maximum MP.
15 Clear Mind Base HMP becomes 15.
20 Resist Slow I Gives a slight resistance to the Slow effect.
25 Auto Refresh Gain refresh effect. 1MP/Tick.
30 Clear Mind II Base HMP becomes 18.
30 Maximum MP Up II Increases maximum MP.
40 Resist Slow II Gives a slight resistance to the Slow effect.
45 Clear Mind III Base HMP becomes 21.
50 Maximum MP Up III Increases maximum MP.
55 Resist Slow III Gives a slight resistance to the Slow effect.
60 Clear Mind IV Base HMP becomes 24.
70 Maximum MP Up IV Increases maximum MP.
70 Clear Mind V Base HMP becomes 27.
75 Resist Slow IV Gives a slight resistance to the Slow effect.

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.

Level Name Recast Duration Effect
1 Astral Flow 02:00:00 00:03:00 Allows you to command your summon to perform its most powerful AOE attack.

Summons and Their Abilities

Carbuncle
Based on the element Light, Carbuncle is your first companion upon obtaining the Summoner job class with abilities that focus mostly on healing and party buffs.

Level Name Cast Time Recast Effect
1 Carbuncle 00:00:05 00:00:30 Summons Carbuncle to fight by your side.
1 Healing Ruby Instant 00:01:00 Carbuncle heals some of the target's Hit Points.
1 Searing Light Instant 00:01:00 Carbuncle inflicts massive Light damage to multiple targets. Consumes all mana and can only be used after Astral Flow ability.
5 Poison Nail Instant 00:01:00 Carbuncle poisons the target.
24 Shining Ruby Instant 00:01:00 Carbuncle boosts Defense and Magic Defense by 10%.
44 Glittering Ruby Instant 00:01:00 Carbuncle raises one random stat of each member, amount raised decreases as time goes on.
55 Meteorite Instant 00:01:00 Carbuncle casts a powerful light attack on the target.
65 Healing Ruby II Instant 00:01:00 Carbuncle heals all party members in range.


Garuda
Garuda uses her wind-based abilities to deal damage and buff party members with spells like Haste and Blink. The ability to summon Garuda is obtained by completing Trial Size Trial By Wind at level 20 or Trial By Wind at level 65.

Level Name Cast Time Recast Effect
1 Garuda 00:00:30 00:00:05 Summons Garuda to fight by your side.
1 Aerial Blast Instant 00:01:00 Garuda does massive wind damage to the target. This uses all Mana and can only be cast after Astral Flow.
1 Claw Instant 00:01:00 Garuda claws the enemy for damage.
10 Aero II Instant 00:01:00 Garuda casts Aero II on the target.
25 Aerial Armor Instant 00:01:00 Garuda casts Blink on the group.
36 Whispering Wind Instant 00:01:00 Garuda heals some hit points on each party member.
48 Hastega Instant 00:01:00 Garuda casts haste on the party.
60 Aero IV Instant 00:01:00 Garuda casts Aero IV on the target
70 Predator Claws Instant 00:01:00 Garuda hits the enemy 3 times for strong physical damage.
75 Merit Wind Blade Instant 00:01:00 Deals wind elemental damage.


Ifrit
Master of fire, Ifrit's powers focus on dealing massive damage to your enemies. The ability to summon Ifrit is obtained by completing Trial Size Trial By Fire at level 20 or Trial By Fire at level 65

Level Name Cast Time Recast Effect
1 Ifrit 00:00:30 00:00:05 Summons Ifrit to fight by your side.
1 Inferno Instant 00:01:00 Ifrit inflicts massive fire damage to multiple targets. This uses all Mana and can only be cast after using the Astral Flow.
1 Punch Instant 00:01:00 Ifrit punches the target and inflicts damage.
10 Fire II Instant 00:01:00 Ifrit casts the Fire II spell on the target
23 Burning Strike Instant 00:01:00 Ifrit casts a fire attack on the target.
30 Double Punch Instant 00:01:00 Ifrit punches the target twice for damage.
38 Crimson Howl Instant 00:01:00 Ifrit roars and increases the attack power of the party.
60 Fire IV Instant 00:01:00 Ifrit casts Fire IV on the target.
70 Flame Crush Instant 00:01:00 Ifrit hits the enemy once dealing strong physical damage.
75 Merit Meteor Strike Instant 00:01:00 Deals fire elemental damage.

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

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Other Info

This page last modified 2007-10-21 11:47:47.