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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 00:00:10 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 00:00:10 N/A Command your summoned creature to attack.
1 Release 00:00:10 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 I Increases maximum MP.
15 Clear Mind I 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 summoned avatar to perform its most powerful AOE attack at a cost of 2x user's current level but using all of the Summoner's MP. this ability also reduces perpetuation cost of spirits and avatars to 0, and reduces spirit casting timer by 5 seconds.
1 Searing Light 00:01:00 instant Carbuncle's Astral Flow ability, AOE light damage.
1 Howling Moon 00:01:00 instant Fenrir's Astral Flow ability, AOE Dark damage.
1 Ruinous Omen 00:01:00 instant Diabolos's Astral Flow ability, AOE Dark damage, % based on target's HP.
1 Tidal Wave 00:01:00 instant Leviathan's Astral Flow ability, AOE Water damage.
1 Diamond Dust 00:01:00 instant Shiva's Astral Flow ability, AOE Ice damage.
1 Inferno 00:01:00 instant Ifrit's Astral Flow ability, AOE Fire damage.
1 Earthen Fury 00:01:00 instant Titan's Astral Flow ability, AOE Earth damage.
1 Judgement Bolt 00:01:00 instant Ramuh's Astral Flow ability, AOE Lightning damage.
1 Aerial Blast 00:01:00 instant Garuda's Astral Flow ability, AOE Wind damage.

Avatars 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.


Leviathan
Lord of the oceans and rivers, Leviathan commands the waters to do his bidding to deal water and physical damage to foes, as well as inflicting debuffs that slow. The ability to summon Leviathan is obtained by completing Trial Size Trial By Water at level 20 or Trial By Water at level 65.

Level Name Cast Time Recast Effect
1 Leviathan 00:00:30 00:00:05 Summons Leviathan to fight by your side.
1 Tidal Wave Instant 00:01:00 Leviathan inflicts massive water damage to multiple targets. This uses all Mana and can only be cast after using Astral Flow.
1 Barracuda Dive Instant 00:01:00 Leviathan physically attacks the target.
10 Water II Instant 00:01:00 Leviathan casts Water II on the target.
26 Tail Whip Instant 00:01:00 Leviathan inflicts melee damage against the target, with the added effect of Gravity.
33 Slowga Instant 00:01:00 Leviathan slows all enemies within range.
47 Spring Water Instant 00:01:00 Leviathan cures Blind, Silence, Petrification, Paralyzation, Sickness, Poison, and Sleep.
60 Water IV Instant 00:01:00 Leviathan casts Water IV on the target.
70 Spinning Dive Instant 00:01:00 Leviathan hits the enemy once dealing strong physical damage.
75 Merit Grand Fall Instant 00:01:00 Deals water elemental damage.


Titan
With his massive size and strength, Titan uses rocks and even the earth itself to aid the Summoner in battle. The ability to summon Titan is obtained by completing Trial Size Trial By Earth at level 20 or Trial By Earth at level 65.

Level Name Cast Time Recast Effect
1 Titan 00:00:30 00:00:05 Summons Titan to fight by your side.
1 Earthen Fury Instant 00:01:00 Titan inflicts massive earth damage to multiple targets. This uses all mana and can only be cast after using Astral Flow.
1 Rock Throw Instant 00:01:00 Titan throws a rock at the target, causing physical damage and slowing it.
10 Stone II Instant 00:01:00 Titan casts Stone II on the target
21 Rock Buster Instant 00:01:00 Titan binds the target in place.
35 Megalith Throw Instant 00:01:00 Titan does a ranged physical attack that inflicts damage upon and slows the enemy.
46 Earthen Ward Instant 00:01:00 Titan gives party members within range Stoneskin.
60 Stone IV Instant 00:01:00 Titan casts Stone IV on the target.
70 Mountain Buster Instant 00:01:00 Titan hits the enemy once dealing strong physical damage with additional effect Bind.
75 Merit Geocrush Instant 00:01:00 Deals Earth damage and stuns the target.


Shiva
The Ice Queen herself, Shiva uses her control of frost to perform devastating attacks on your foes that deal considerable damage or put them to sleep for the winter. The ability to summon Titan is obtained by completing Trial Size Trial By Ice at level 20 or Trial By Ice at level 65.

Level Name Cast Time Recast Effect
1 Shiva 00:00:30 00:00:05 Summons Shiva to fight by your side.
1 Diamond Dust Instant 00:01:00 Shiva inflicts massive ice damage on multiple targets. This uses all mana and can only be cast after using Astral Flow.
1 Axe Kick Instant 00:01:00 Shiva kicks the target for physical damage.
10 Blizzard II Instant 00:01:00 Shiva casts Blizzard II on the target
28 Frost Armor Instant 00:01:00 Shiva casts Ice Spikes on the party.
39 Sleepga Instant 00:01:00 Shiva causes multiple targets to fall asleep.
50 Double Slap Instant 00:01:00 Shiva slaps the target twice, causing physical damage.
60 Blizzard IV Instant 00:01:00 Shiva casts Blizzard IV on the target.
70 Rush Instant 00:01:00 Shiva hits the enemy 5 times for physical damage.
75 Merit Heavenly Strike Instant 00:01:00 Deals ice damage to an enemy.


Ramuh
The wise old god of lightning, Ramuh uses his ability to call forth electricity to aid you against your enemies. The ability to summon Titan is obtained by completing Trial Size Trial of Lightning at level 20 or Trial By Lightning at level 65.

Level Name Cast Time Recast Effect
1 Ramuh 00:00:30 00:00:05 Summons Ramuh to fight by your side.
1 Judgement Bolt Instant 00:01:00 Ramuh does massive lightning damage on multiple targets. This uses all Mana and can only be cast after using Astral Flow.
1 Shock Strike Instant 00:01:00 Ramuh stuns the target.
10 Thunder II Instant 00:01:00 Ramuh casts Thunder II on the target.
19 Thunderspark Instant 00:01:00 Ramuh inflicts thunder damage on multiple targets.
31 Rolling Thunder Instant 00:01:00 Ramuh gives party members in range Enthunder for 60 seconds.
42 Lightning Armor Instant 00:01:00 Ramuh casts Shock Spikes on the party.
60 Thunder IV Instant 00:01:00 Ramuh casts Thunder IV on the target.
70 Chaos Strike Instant 00:01:00 Ramuh hits the enemy 3 times dealing strong physical damage and stunning the target.
75 Merit Thunderstorm Instant 00:01:00 Deals lightning damage to the target.


Diabolos
Said to have dominion over dreams, Diabolos uses this power to devastate enemies with powerful debuffs and darkness attacks. The ability to summon Diabolos is granted after the completion of PM 3-5 Darkness Named which is a level 40 capped battle and defeating him again in Waking Dreamswhich requires a party of 70+ players.

Level Name Cast Time Recast Effect
1 Diabolos 00:00:30 00:00:05 Summons Diabolo to fight by your side.
1 Ruinous Omen Instant 00:01:00 Diabolos reduces the HP of enemies within area of effect by a random percentage.
1 Camisado Instant 00:01:00 Deals physical damage.
20 Somnolence Instant 00:01:00 Diabolos deals physical damage and inflicts Gravity.
29 Nightmare Instant 00:01:00 Deals darkness elemental damage that puts all enemies within the area of effect to sleep and gradually reduces their HP.
37 Ultimate Terror Instant 00:01:00 Decreases attributes of enemies within area of effect.
49 Noctoshield Instant 00:01:00 Gives party members within area of effect the effect of Phalanx.
56 Dream Shroud Instant 00:01:00 Enhances magic attack and magic defense of party members within area of effect. 180 second duration.
65 Nehter Blast Instant 00:01:00 Delivers a ranged attack that deals darkness elemental damage.


Fenrir
Summoned to push the Shadow Lord's armies back from the Federation of Windurst during the Great War, Fenrir uses the phases of the moon to determine the results of his buffs and deal darkness damage in defense of the Summoner. The ability to summon Fenrir is obtained upon completion of The Moonlit Path.

Level Name Cast Time Recast Effect
1 Fenrir 00:00:30 00:00:05 Summons Fenrir to fight by your side.
1 Howling Moon Instant 00:01:00 Fenrir inflicts massive darkness damage on multiple targets. This uses all mana and can only be cast after using Astral Flow.
5 Moonlit Charge Instant 00:01:00 Fenrir hits the enemy for melee damage and inflicts blind.
10 Crescent Fang Instant 00:01:00 Fenrir hits the enemy for melee damage and inflicts paralysis.
21 Lunar Cry Instant 00:01:00 Inflicts accuracy and evasion down depending on moon phase. The closer to a new moon, the more evasion is decreased, while the closer to a full moon, the more accuracy is decreased.
32 Lunar Roar Instant 00:01:00 Area of effect Dispel which removes two buffs from enemies.
43 Ecliptic Growl Instant 00:01:00 Increases stats for party members in range. The closer to full moon it is, the more that STR, VIT, and DEX are increased, while the closer to new moon that it is, the more AGI, INT, MND, and CHR are increased.
54 Ecliptic Howl Instant 00:01:00 All party members in range get Evasion and Accuracy up. The amount of evasion increased is greater as the moon is closer to a new moon, while the amount of accuracy increased is greater when closer to a full moon.
65 Eclipse Bite Instant 00:01:00 Fenrir delivers a 3-fold attack for strong physical damage.


Elemental Spirit Pacts

A Summoner's Elemental Spirit Pacts are attainable at level 1 and allow the Summoner to cast spirits that will attack foes and occasionally cast spells of their particular element either on enemies or the summoner themselves depending on the nature of the spell.

Level Name Cast Time Recast Effect
1 Air Spirit Pact Instant 00:00:10 Summons an Air Spirit to fight by your side.
1 Water Spirit Pact Instant 00:00:10 Summons a Water Spirit to fight by your side.
1 Light Spirit Pact Instant 00:00:10 Summons a Light Spirit to fight by your side.
1 Dark Spirit Pact Instant 00:00:10 Summons a Dark Spirit to fight by your side.
1 Earth Spirit Pact Instant 00:00:10 Summons an Earth Spirit to fight by your side.
1 Lightning Spirit Pact Instant 00:00:10 Summons an Lightning Spirit to fight by your side.
1 Ice Spirit Pact Instant 00:00:10 Summons an Ice Spirit to fight by your side.
1 Fire Spirit Pact Instant 00:00:10 Summons an Fire Spirit to fight by your side.

Magic Skills

Skill Grade Level 37 Level 60 Level 75
Summoning A- 114 203 269

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.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Staff B 109 196 250
Club C+ 105 190 230
Dagger E 94 171 200

Sub-job Combinations

White Mage: Possibly the most common subjob choice, White Mage, allows a Summoner to become an effective healer while they use their avatars for party buffs.

Black Mage: A Summoner placed into a damage dealing role in a party may choose to sub Black Mage for the mp boost and other beneficial stats.

Red Mage: A not so common job choice, but available if you have it leveled. Lacks the status removal of a White Mage, however you do gain En-spells, Phalanx, your Enfeebling Magic Skill is higher than that of other mages, and you retain your ability to use non-Blood Pact healing magic.

Samurai: A very unpopular choice, but a good choice if you need something to drive Spirit Taker to replenish MP during solo/farming. A Summoner using this Sub-job retains the ability to dodge/counter-attack via Third Eye and Seigan, and also gains Hasso for a nice melee bonus. Meditate is a key ability as it allows you to build TP without actually landing a hit.

Thief: A great choice for farming, but also for solo. With Sneak Attack, some Summoners find that the return of MP from Spirit Taker is worth the trade off for lack of support magic.

Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells

Group 1
Name Description
Avatar Physical Accuracy Enhances the Avatar's melee accuracy by 3 per upgrade.
Avatar Physical Attack Enhances the Avatar's melee attack power by 2 per upgrade.
Avatar Magic Accuracy Enhances the Avatar's Magic Accuracy by 3 per upgrade.
Avatar Magic Attack Power Enhances the Avatar's Magic Attack Bonus by 2 per upgrade.
Elemental MP Cost Reduces the MP needed to maintain Elemental Spirit Pacts by 1.
Group 2
Name Description
Geocrush Allows Titan to deal elemental Earth damage that will also stun the target. Additional upgrades to this spell will increase the TP granted when used by 40.
Grand Fall Allows Leviathan to deal elemental Water damage to the target. Additional upgrades to this spell will increase the TP granted when used by 40.
Heavenly Strike Allows Shiva to deal elemental Ice damage to the target. Additional upgrades to this spell will increase the TP granted when used by 40.
Meteor Strike Allows Ifrit to deal elemental Fire damage to the target. Additional upgrades to this spell will increase the TP granted when used by 40.
Thunderstorm Allows Ramuh to deal elemental Lightning damage to the target. Additional upgrades to this spell will increase the TP granted when used by 40.
Wind Blade Allows Garuda to deal elemental Wind damage to the target. Additional upgrades to this spell will increase the TP granted when used by 40.

Other Info

This page last modified 2008-01-28 12:52:15.