GraymalkinNavarre
Lord
Posts: 472
(11/5/03 4:46 am)
Reply
|
Summoner Guide
This one also from Gamefaqs:
Final Fantasy XI Summoner Job guide v0.5
by Sheila Khosla
rinoa@rinoa.nu
rinoa.nu
I originally posted a Summoner FAQ on the FFXIonline.com forums, and this will
be based on it somewhat. I really want to end the recurring questions about
the job since I am continually pelted in game, on forums, and in email about
something that was (at the time) shrouded in a ton of unnecessary secrecy.
Contents:
=========
0.0 Preface
1.0 Introduction
1.1 About the Author
1.2 How to Use this Guide
1.3 Where to Get More Information
1.4 Summoner Background
1.5 Summoner Job Quest
2.0 The Job
2.1 Ability List of the Summoner
2.2 Acquiring Elemental Spirit Summons
2.3 Acquiring Summoned Beasts
2.4 Optional Summon Beast Item List
2.5 Ability List of the Summons
3.0 Advanced Information
3.1 Job Properties and Sub jobs
3.2 Playing by Level
3.3 Artifact Armor Quest
3.4 Modifications to Summoner Job
4.0 Closing Acknowledgments
4.1 Credits
4.2 Version History
1.0: Introduction
=================
1.1: About the Author
---------------------
I'm 'Sheila' on the Ragnarok server since FFXI was first released in Japan. I
spend nearly all of my time in game with Ceis (now Deis) or with other people
on my linkshell: RageOfDark. We have a web site and screens at
rinoa.nu/ffxi
My main job is Black Mage, but I also play White Mage and Summoner to advanced
levels. I ended up being one of the first to wear BLM and SMN AF on my server
like a good little (haijin). The other jobs I enjoy when feeling the need to
spank something are Monk and Dark Knight. They are the powa.
1.2: How to Use this Guide
--------------------------
While this guide is most useful when read from beginning to end, it may
otherwise be consulted as a resource in any order. Note, however, that the
chapters toward the end assume the reader's familiarity with terminology used
and gameplay. I will not be explaining how to make macros, what AF is, or
what's a BCNM because that can be found on forums or other guides.
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. Beginners should just check out what's
found at:
www.ffxionline.com
www.gamefaqs.com
www.playonline.com
ffvault.ign.com
I also reviewed the expansion as it came at flaregamer.com
A site mainly run by all the 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 a
final destination. In Final Fantasy XI the summon job created a huge amount of
chaos when it was first released. Everyone was under the pretense that it
would be the most powerful job. Little did we know Square-Enix had zip and
zilch in store for us.
1.5: Summoner Job Quest
-----------------------
You must already have another level 30 job to open this job. Opening this job
only gives you control of Carbunkle.
First, get a [ Carbunkle'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 Treasure
Hunter abilities.
Locations with leeches:
Zeruhn Mines, Dangruf Wadi, Valkurm Dunes, Ordelle's Caves, Korroloka Tunnel,
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 ] at
Windurst Walls, an event should take place at the door.
Now you must take the item to 'experience' 7 different weather types in Vana
d'iel. An event will occur by zone changing into an OPEN area, not a dungeon
nor a city. Light and Dark weather is not included because you are getting
the 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 do
so you can check NPC weather forecasters at various cities. They will give you
a general idea for the next few (Vana d'iel) days, for certain areas nearby.
Low Jueno (F-11) Shashan-Mishan
Upper Jueno (G-6) Appollonia
Port Jueno (K- Leffquen
Selbina (H-9) Wachiwi
Mhaura (H-9) Pekuku
Rabao (F- Amaja-Kumaja
Kazham (G-7) Tcinono
Norg (H-9) Shidzue
Windurst Forests (K-12) Mushuhi-Metahi
Windurst Waters (F- Furan-Furin
Windurst Port (L-6) Eye Bhithroh
Bastok Markets (H-9) Svana
Bastok Mines (I-9) Mariadok
Bastok Port (J-11) Fo Mocorho
North San d'Oria (J- Maleme
Once you have experienced the 6 weathers listed above, go to (G-6) at La
Theine Plateau and trade the ruby to the monument there. Now you may open the
job 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,
tell their pet to return to them, use an ability once in a while, and have
their pet disappear.
Summoned pets can die and be re-summoned anytime. Granted the Summoner is not
being attacked and has enough MP to keep going. Hate gained by a Summon Beast
is the same as hate for any other pet or party member. It is not shared with
the Summoner.
Summoner Job has level-able skills with:
Dagger (Skill Rank E, they really suck with these)
1h Staff (Skill Rank E, they really suck with these, too)
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)
Summon 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 will
not be able to. To level up Summon Magic skill, simply summon and make your
pet disappear repeatedly.
[ Level 1 ] Astral Flow
2hour ability, which is a status that lasts as long as any other SP.
Once activated you can access your summon's true ability. Elemental Spirits
do not have Astral Flows.
How to use:
Have summon out and already attacking monster. If not attacking monster, it
will miss. Have the ability menu available (this menu is available every 30-60
seconds depending on what ability you did last), activate Astral Flow and
choose the last option. The 2hour for each summon has a specific name.
Property:
Cost is your lvx2 MP. If you have no more MP, the summon can/will disappear
during the charge time of the ability or you cannot select it. Also, if you
had any more MP it all goes to 0MP after the ability is done. In other words,
have way more than your lvx2 MP so you can get the summon out, get it in
position, then activate the ability.
In fact, this is the whole basis of playing Summoner right now. Have your MP
ready, take out Summon, get in position, use ability and then make the Summon
dissapear. The only difference with your 2hour is that the summon will
disappear whether or not you told it to.
You must use the element strong to the element you are fighting, or it can and
will be resisted. In fact, you should always do this with ALL magic, so
memorize the order.
Strong -> Weak
Use this element -> on this element
Thunder -> Water -> Fire -> Ice -> Wind -> Earth -> Thunder
[ Level 10 ] MPmax UP
About 30MP bonus at level 10. Another bonus comes at 50.
*10/21/03 update - Clear Mind has been added for SMN, Clear Mind is stronger
[ Level 15 ] Clear Mind
Increasingly faster MP regeneration the longer you sit. Clear Mind is boosted
at level 30, 45 and 60.
[ Level 20 ] Resist Slow
Little resistance to 'Slow' status. No use really but primary weapon is a 2h
staff which is slow to begin with. Slow also affects summon/spell casting, it
takes 1.5x longer to recast the same spell even after the countdown shows 0.
[ Level 25 ] Auto Refresh
MP recover at all times. 3seconds/1mp.
[ Notes on Status and Damage ]
From tests it seems your own stats and level versus the monster affects summon
strength. Boosting MP amount is most important. INT MND CHR doesn't affect
summon monster's magic damage. Neither does Summon Magic Skill, it seems to be
a toy skill right now.
All summon monsters have a huge range for damage amount (as in you can do 6
damage 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 for
Summon Beasts.
[ MP Drain Rate ]
Depending on your level and the summon used, your MP will be drained whenever
the summon is out. It also costs MP to actually summon. Carbunkle costs the
least amount of drain, while the elemental spirits cost the most.
This is the general drain rate difference (not including auto refresh):
MP drain at level 1~ for beasts is about 3mp/3seconds
MP drain for elements at level 1~ is 9mp/3seconds
MP drain for carbuncle at 1~ is 1mp/3seconds
MP drain at level 60~ for beasts is about 9mp/3seconds
MP drain for elements at level 60~ is 15mp/3seconds
MP drain for carbuncle at 60~ is 7mp/3seconds
2.2: Acquiring Elemental Spirit Summons
--------------------------------------
These summons have no ability menu and will cast magic of their element at
random. 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 drain
more than the Beasts & Carbunkle. However the calling time is much more
faster. They also can cast ancient magic on the enemy, but it's very slow.
Air Spirit - Dropped by SMN type Yagudo in Oztroja Castle, Sauromogue
Champaign
Ice Spirit - Dropped by SMN type Demons in Castle Zvhal Baileys
Fire Spirit - Dropped in level 40 or 50 BCNM battles
Water Spirit - Dropped by SMN type Tonberries in Temple of Uggalepih
Light Spirit - Dropped by NM Tonberry in Temple of Uggalepih, BCNM30(God
coin), BCNM50
Dark Spirit - Dropped by NM Demon in Castle Zvhal Baileys
Thunder & Earth Spirit are still unknown or not ingame.
2.3: Aquiring Summoned Beasts
-----------------------------
(Zilart Expansion Required)
In order to accept the quests for each Summon Beast you need to have fame in
the city which is offering it. This is not the same fame as finishing one-time
quests. It involves fame from doing repeatable quests. So if you have done all
the one-time quests of a location, you must still do (MANY) repeatables in
order to accept the Summon Beast quest. Also, all party members must have
accepted the quest in order to enter the battle.
*10/21/03 update - you can only do each quest once a (realtime) day now
[ Fame Check NPCs ]
*Cities Grouped together share the same fame
North San d'Oria (K-6) Namonutice
Rabao (G-9) Waylea
Bastok Port (E-6) Flaco
Norg (H- Vaultimand
Windurst Waters (F-10) Zabirego-Hajigo
Kazham (I-11) Ney Hiparujah
Low Jueno (H- Mendi
(is grouped with Mhaura/Selbina)
[ Summon Beast Quest List ]
Quest Name Beast Cloister Area Offering NPC NPC Location
----------------------------------------------------------------------------
Trial of Wind Garuda Cape Terrigan Agado-Pugado Rabao
Trial of Earth Titan Quicksand Caves Juroro Bastok Port
Trial of Thunder Ramuh Boyahda Tree Ripapa Mhaura
Trial of Water Leviathan Den of Rancor Edal-Tahdal Norg
Trial of Fire Ifrit Ifrit's Cauldron Ronta-Onta Kazham
Trial of Ice Shiva Fei Yin Gulmama North San d'Oria
[ Getting to the Cloister Areas ]
Use the maps found at Lonely Vana d'iel for how:
www58.tok2.com/home/lonelyff/
This is the type of MGS needed to get through without battling.
Kuftal Tunnels (to get to Terrigan) - Sneak
Cape Terrigan - Sneak and Invisible
Quicksand Caves - Sneak
Boyahda Tree - Sneak
Temple of Uggalepih (to get to Rancor) - Invisible
*Entering Rancor requires a party member with the Paintbrush
Den of Rancor - Sneak and Invisible
Ifrit's Cauldron - Silent Oils and Prism Powders (magic sensitive)
Fei Yin - Sneak, Sneak and Invisible at basement level (some magic sensitive)
[ 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 Protocrystal
and enter a BCNM, a short cut scene will happen to everyone until they are
able to move around inside. You then must defeat the 'Prime' Summon Beast.
In this BCNM only 6 party members are allowed, it can be escaped by exiting
through 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 time
limit. The time limit is 30 minutes.
For each battle I suggest this lineup:
Level 65+
PLD/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)
The point is for keeping up the Ba-Spells, MP and Carol up. Only Magic strong
to the beast will damage it, therefore the 2 BLM make defeating it quick and
painless.
At around 50% HP, the Beast will use its 2hour ability. Depending on whether
Ba and Carol has been up, it can either obliterate your front line of the
party or you will survive. Recently, the Ba-Spell equation power has been
changed, making Summon Beast battles much easier. Before, Ba-Spells will give
you +20 resistance to that element. Now the Strengthen Magic Skill level could
boost Ba-Spells to around +90 at level 70. All beasts are similar, except
Shiva which casts SleepGa - so have everyone eating "poison status" items in
order to stay awake.
Upon defeating the Beast, another cut scene will occur and everyone will
automatically leave the Protocrystal battle field. After this, you can go back
to the Quest offer NPC and get either: ability to use the Summon Beast,
10000gil, RARE EX weapon, RARE EX ring, RARE EX belt
You can do this as many times as you want until you have all the items.
2.4: Optional Summon Beast Item List
------------------------------------
*The plus and minus for elements mean resistance
*Conserve MP is a BLM passive ability which randomly lessens the cost of
magic spells
*Spirit Magic Skill is only for BLM, DRK and RDM
[ Titan Prime ]
Titan Cudgel (1h staff) D22 Delay278 VIT+3 Added Effect:Earth Damage
Lv65~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 staff) D22 Delay288 MND+3 Added Effect:Water Damage
Lv65~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:Silence
Lv65~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
[ Ramuh Prime ]
Ramuh Staff (2h Staff) D29 Delay366 DEX+3 Added Effect:Thunder Damage
Lv65~WAR MNK WHM BLM RDM BST BRD SMN
Lightning Belt (Belt) Defense6 Water+20 Earth-20 ThunderDay EX+3
Lv65~ All Jobs
Lightning Ring (Ring) Defense2 ThunderDay:HP-15% Aim+15 Range Aim+15
Lv65~ All Jobs
2.5: Ability List of the Summons
--------------------------------
At level 1 all Beasts (including Carbunkle) have an Astral Flow ability. These
are all wide range attacks! Keep that in mind when using them, as it will
aggro monsters in a crowded area.
Carbunkle: Shearing Light - all enemies in range get light damage
Ifrit: Inferno - all enemies in range get fire damage
Titan: Earth Fury - all enemies in range get earth damage
Garuda: Aerial Blast - all enemies in range get wind damage
Shiva: Diamond Dust - all enemies in range get ice damage
Leviathan: Tidal Wave - all enemies in range get water damage
Ramuh: Judge(ment) Bolt - all enemies in range get thunder damage
*MP cost in brackets
*many have additional effects but rarely will register nor last long
[ Lv 1 ]
Carbunkle: Ruby Healing (6) - a little hp recover
Shiva: Axe Kick (10) - physical attack
Garuda: Claw (7) - physical attack
Titan: Rock Throw (10) - ranged attack, slow status
Ramuh: Shock Strike (6) - physical attack, stun status
Leviathan: Baracuda Dive ( - physical attack
Ifrit: Punch (9) - physical attack
[ Lv 5 ]
Carbunkle: Poison Nail (11) - attack, poison status
[ Lv10 ]
All summons at this level get 'version 2 black magic' (24) of their respective
element. ex: Blizzard2, Thunder2.. The magic is easily resisted
[ Lv19 ]
Ramuh: Thunder Spark (3 all enemies in range get thunder damage attack,
paralysis status
[ Lv21 ]
Titan: Rock Buster (39) ranged physical attack, bind status
[ Lv23 ]
Ifrit: Burning Strike (4 fire damage attack
[ Lv24 ]
Carbunkle: Ruby Shine (44) lasts 3mins. Party in range gets protect/shell
defense +10%
[ Lv25 ]
Garuda: Vacuum Armor (92) lasts 15minutes or until worn off. Members in range
get Blink (Blink - 3 times will randomly evade physical or magical attacks)
[ Lv26 ]
Leviathan: Tail Whip (49) physical attack, heavy status
[ Lv28 ]
Shiva: Freeze Armor (63) lasts 1min30s. Party members in range get Ice Spike
status (Ice Spike - ice damage + paralysis effect counter to monster's attack)
[ Lv30 ]
Ifrit: Double Punch (56) two attacks
[ Lv31 ]
Ramuh: Thunder Hand (52) lasts 1min. Party members in range get EnThunder
status (En Thunder - every physical attack does extra thunder damage)
[ Lv33 ]
Leviathan: Slowga (4 All enemies in range get Slow status
[ Lv35 ]
Titan: Megalith Throw (62) Physical attack where Titan throws huge rock, slow
status
[ Lv36 ]
Garuda: Wind's Whisper (119) Party members in range are cured about 100+ HP.
[ Lv38 ]
Ifrit: Crimson Roar (84) Lasts a short time, party members in range get a
status like War Cry (War Cry - attack power +15% for very short time)
[ Lv40 ]
Shiva: SleepGa (54) Sleep on all enemies in range.
[ Lv42 ]
Ramuh: Raiden Armor (91) about 2mins Pt members in range get Shockspike
(Shockspike - lightning damage + stun status counter to monster's attack)
[ Lv44 ]
Carbunkle: Ruby Sparkle (62) party members in range get a random status up +10
for short time, and it slowly goes back down to normal, ex: +9 +8 +7. Similar
to Ab-spells of DRK job.
[ Lv46 ]
Titan: Earth Protection (92) lasts about 15mins, party members in range get
Stoneskin status (Stoneskin - character will absorb about 150-200 damage until
it wears off)
*10/21/03 update - cannot overlap recast this spell anymore, to get the new
stoneskin spell on, party members must click it off
[ Lv48 ]
Garuda: HasteGa (129) party members in range get Haste status, lasts shorter
than actual Haste spell.
[ Lv47 ]
Leviathan: Springwater (changed to 99) party members in range get HP &
statuses cured. Statuses it cures: Blind, Silence, Petrified, Paralysed,
Sickness, Poison, Sleep
Does not cure Erase needing and Curse statuses ex: DexDown, Heavy, Choke,
Bio, specific kinds of Slow, Bind
[ Lv50 ]
Shiva: DoubleSlap (96) 2 physical attacks
[ Lv55 ]
Carbunkle: Petit (french for small) Meteo (10 small light damage attack
[ Lv60 ]
All summons get 'version 4 magic' (11 . Damage is often resisted.
[ Lv65 ]
Carbunkle: Ruby Light 2 (166) Party members in range get some HP recovered
[ Lv70 ]
Garuda: Predator Claw (164) 3 physical attacks
Shiva: Rush (164) 5 physical attacks
Titan: Mountain Crash (164) physical attack, Bind status
Ramuh: Chaos Strike (164) 3 physical attacks, Stun status
Leviathan: Spinning Dive (164) physical attack
Ifrit: Flame Crash (164) physical attack
3.0 Advanced Information
========================
3.1 Job Properties and Subjobs
------------------------------
This is all my opinion after playing more than 60 levels of the job. However,
I lead just about all my parties, allowing myself the freedom to avoid
becoming a brainless curetank. I was able to cast and use abilities at my own
discretion.
Currently the SMN job is highly flawed. There are also many bugs involving
summon beasts. People would still see a beast onscreen although you recalled
them. If someone unequips an item or moves while you do a party strengthen
ability, you loose the MP, the summon will freeze, the summon wont even do the
ability! The timer will reset and say "you can't do anything for another
minute". Really frustrating.
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, this
ability could not go" message. Your MP is lost, nothing happens and your
ability menu is gone, too.
A SMN is simply a messy cure tank all the way. The only known uses for this
job are at level 70. Used mainly as defense in HNM and BCNM battles.
The ideal rear guard for a summon past level 40 involves having a rdm and a
bard.
Why no WHM? Well, you and the WHM will be curing, overlapping and confused.
There's nobody MBing or adding to the kind of damage only magic can do. This
simply makes battles take too long.
Why RDM? RDM can help cure, help MB and at later levels refresh everyone,
then convert and keep going at the same pace as SMN's MP which can also keep
going for a long time.
Why no BLM? Two people taking really long to get MP back is just the worst
possible situation.
Even with Ballad1, Ballad2, Refresh, Autorefresh piled up, having your summon
out during battle is still completely wasteful. After all that complicated
party forming, I still did not feel like an actual Summoner.
[ Subjob ]
For the current level cap, the best subjob is WHM and no other. Also, the only
job useful with SMN as a subjob is WHM Lv50~. People wonder if they can have
two pets by subbing DRG or BST, but it will not work as you will get the "you
already have a pet" error.
Why WHM subjob:
1. Cure bad statuses, RDM sub cannot cure statuses
2. 2h staff skills which are available only to WHM/PLD/MNK when main or sub
3. Party spells you can use without significant loss in power or effectiveness
What did people think SMN/RDM gets?
1. If skill maxed beforehand, useless dagger skills
2. 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 HP (ick)
4. 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. Do
you want to wait until lv80~ to find out? The word is that Convert will not
be allowed for sub, and Refresh will be available (but with no strengthen
skill, imagine how short it will last).
Summons do not use their weapons in battle normally due to lack of skill, STR
and DEX. They belong in the traditional "back row". So really, RDM's Enchant
is useless when you miss and won't do damage, it's useless enough on most RDM
main, and equally useless on Ramuh's party enthunder ability. Summoner also
has the weakest defense out of all jobs (even less than BLM), so they should
never be near a monster.
[ Why cure tanking is so bad ]
SMN job does not include "Recovery Magic Skill", the skill is only as good as
your subjob's and then it is halved. Your cures do not do much, so in turn you
cure even more than a WHM or RDM do, generating hate and dangerous problems.
Even AF does not have hate minus for summoner, it has hate minus for the
summon beast! Beast hate is the same for any party member hate. It is
separate. When you call back your beast, the hate generated to it is gone as
though that beast member 'died'. Same for if the beast actually died. It does
not affect your hate or other party members hate.
It makes no sense because we want our summons to take hits. Summons can also
be hit by statuses and cannot be cured aside from being recalled/died and
called out again. Sleep however is another story, if you fall asleep, your
summon is too. If you wake up, your summon wakes up.
3.2 Playing by Level
--------------------
This is more of my old forum posts from back when I was playing. Chances are
your leader would request otherwise.
1-10: Use your summons as purely attackers
10-24: Attacker and occasionally ver2 magic/abilities
24: Play with the barely useful Carbunkle pro/shell
25+: Garuda party Blink, most used ability for a long while
28: Shiva Icespike, para is barely effective and it's just for show
31: Ramuh's Enthunder, lasts even shorter than Ice Spike but fun
36: Garuda's cure, not even useful since you will already have CureGa, which
is faster and less mp.
38: Ifrit Warcry, used before renkei, 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 show
44: Carbunkle's "random status up by 10" fun but the stats go back down too
soon anyway
46: Titan (after 40 levels of not using him) has party Stoneskin
There is cut on the max amount of damage you can take, it is weaker than
'real' Stoneskin.
47: Leviathan (after 20 levels of ignoring) has party Cure/Esuna
48: 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. People
will rotate 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 so
weak physically, this can do lots of damage if she hits BOTH times.
55: Carbunkle's Meteor, slightly weaker than the version 4 magics
60: Version4 spells, instead of using party strengthening only, using version4
to finish off monster becomes your main goal. BRD's threnody is required
for it to not be resisted on strong enemies. Your damage can vary to above
the cap, depending on level.
70: The summon's new physical attacks are the best damage you can do. Great on
tote or weaker leveled monsters. Will easily miss on totetote++, HNM, boss
type, etc.
[ Blink 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 the
party healing abilities, since it takes time to get the summon out and in
position, the inability to use this job for reacting to instant situations
makes it all the more flawed and MP costly.
[ How to Fish Monsters with your Pet ]
Something extremely useful for SMN or people with SMN subjob. When leveling in
an 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 why
you either need to let the pet take/give a few beatings and build more hate
towards your party.
Example A:
Monster is in an area filled with Ghosts. Summon Carbunkle, cast Sneak on
yourself, go to the monster, make Carbunkle attack it, then run back to camp
spot. Your Sneak will not be cancelled. Either call back Carbunkle or let it
die to the monster. The monster will automatically come to your party. Places
needing Invisible will not work. Telling your pet to do things cancels
Invisible status.
Example B:
There are 4 Spiders you want to fight near each other and will link. Make your
pet 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 originally
attacked monster will come to your party.
[ What to eat as a Summoner ]
There's only two cheap things you really need. Chocolate and Juice. Bubble
Chocos are easy to make or buy in dozens, and they increase your "while
sitting MP recovering rate". High quality of the Bubble Choco is the Heart
Choco.
The other thing you need is lots and lots of juice if there is no RDM in the
party. 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 in
dozens with you to the party.
Stats of useful foods for SMN:
Bubble Choco - sitting MP recover+1 (30min)
Heart Choco - sitting MP recover+4 (30min)
BBQ mushrooms - MP+10 STR-1, MND+3 sitting MP recover+2 (30min)
Pamama Tart - MP+10 HP+10 DEX-1 sitting MP recover+2 (60min)
Wizard Cookie - MP+12 sitting MP recover+1 (30min)
Coin Cookie - MP+20 sitting MP recover+1 (30min)
Apple Juice - 1MP/3sec (120sec)
Orange Juice - 1MP/3sec (90sec)
Grape Juice - 2MP/3sec (90sec)
Tomato Juice - 1MP/3sec (180sec)
Pine Juice - 1MP/3sec (240sec)
Melon Juice - 2MP/3sec (135sec)
[ What to wear as a Summoner ]
Most people stick to all MP boosting equip possible. Aside from that, RSE
equipment (if MP boosting) will do great until the level for AF equipment, but
will be very low defense.
Your main weapon should be a staff with an MP boosting quality to it. Most of
them look like the shape of a crook, the traditional Summoner's weapon. When
fighting something solo, use a Pole type of weapon. They have stronger attack,
no MP boosting and look like they are wrapped with white at the middle.
If you are rich and high level, the best MP boosting weapon is a Lilith Rod
(MP+10) and an Astral Shield (HP-30 MP+30 and some element resist up). Lilith
Rod is dropped randomly by a Windurst Quest NM, while Astral Shield is a
Quadav lv60 BCNM random drop. SMN job can wear shields, but like BLM they have
no skill whatsoever. Their subjob's shield skill is applied.
Another thing, cloaks with "Refresh" added to them will work with your "Auto
Refresh". So yes, you will get the refresh from your equipment item, combined
with your job's refresh. Instead of 1MP/3sec, it will become 2MP/3sec.
There are also some (good) summoner specific equipment being released but most
of it is far more rare or expensive to get. Also, avoid those "hidden power"
items, although it looks useful, they only work on certain rare conditions!
3.3. Artifact Armor Quest
-------------------------
I did this in a mad rush around July & August, so I barely remember details.
I will just give a (corrected) list of instructions from 2ch. AF1 requires
you to be lv40~ summoner, AF2 requires you to be lv50~. All the BCNM battles
have NO limit in party members, you can have an alliance inside! The key item
can be reused as many times until you are successful, the key item can either
be kept in mog or discareded anytime (like any other BCNM orb). One key item
can unlock the BCNM for multiple people on the quest and in the same
party/alliance (one battle is enough for all).
AF1 Quest: Windurst Walls
-Speak 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)
-Speak to Juroro in Bastok Port
-Speak to the "House of the Hero" in Windurst Walls
-Speak to the Principal
-Kukurukan Staff (weapon) get
AF2 Quest: Windurst Walls
-Speak to the Principal, trade 4 Astralgalus (throw ammo, made by Bone Guild)
-Speak to Shantoto, and the NPCs in charge of Aurastery and 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 Principal, Evoker's Pants (pants) get
AF3 Quest: Windurst Walls
-Speak to the "House of the Hero" in Windurst Walls
-Speak to the Principal
-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 Principal
-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 Principal, Evoker Horn (helmet) get
Gloves Quest (same as other AF Gloves):
Sea Serpent Grotto Coffer for the key item
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)
[ AF Stats ]
Kukurukan Staff (2h staff)
lv41 D22 delay366 MP+20
Evoker Horn (head)
lv60 defense15 MP+20 INT+3 Summon Magic Skill+5 Summon Beast Hate-3
Evoker Dublet (body)
lv58 defense35 MP+15 MND+3 Summon Beast Hate-2
Summon Beast resist to its own element+20
Evoker Bracer (hand)
lv54 defense11 MP+15 VIT+4 Summon Beast Hate-2
Randomly Summon Beast will absorb same element damage into MP
Evoker's Pants (pants)
lv52 defense25 MP+15 Evade+10 Summon Beast Hate-2
Summon Beast's Aim up
Evoker Pigasshu (boots)
lv56 defense10 MP+15 AGI+5 Summon Beast Hate-2
Summon Beast's Evade up
3.4 Modifications to Summoner Job
---------------------------------
Square-Enix changed quite a few things to Summoner Job but it still is never
enough. So far they have increased the Astral Flow damage and lowered the cost
of only two abilities. The one major change occured when they lowered the cost
of summoning Beasts (Shiva, Ifrit, etc) from 30MP to 7MP, yet raised the cost
of summoning Elemental Spirits.
Where is Fenrir and other summons?
Turns out Fenrir was in the October patch, but not as a useable summon. For
now Fenrir shows up in a Windurst Mission's cutscene.
[ Fenrir Ability List ]
Astral Flow: Howling Moon S (area dark damage)
lv10: Lunatic Fang (additional effect, paralysis)
lv?: Howling
lv?: HowlingII
lv?: Dispel
lv?: Triple Bite (3 attacks)
lv?: HowlingIII
lv?: Howling Moon
lv70: Rush (additional effect, darkness)
[ What Summoners want (2ch BBS) ]
-Skill up to become easier, right now it is wasteful to try to do
-Can either solo or be useful in party outside of being a cure tank
-MP costs change (if a less people get a party ability, then less mp cost)
-2h staff skill rank A
-Faster summoning and ability use
-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
4.0: Closing Acknowledgments
============================
4.1: Credits
------------
This guide would not have been possible without the following:
- FFXIOnline.com, GameFAQs.com
The largest discussion forums for Final Fantasy XI. Thanks goes to Ping for
making our ideals of bringing importers together happen. Posters have helped
in correcting and suggesting additions.
- RageOfDark Linkshell
Without them I wouldn't be able to have any experiences ingame to write
this. Farplaner always helps in correcting and finding the latest info.
- 2ch BBS FFXI Summoner Forum
Nearly all information right and wrong that has ever been discovered about
Summoner is from here, first. The posters here are all anonymous.
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.
End of Guide v0.5
As you can see, when you first become a Summoner, the only summon you have is Carbuncle. All the others (Garuda, Ifrit, Leviathan, Ramuh, Shiva, and Titan) must be beaten in combat during a quest in order to be accessed. The way it looks, you also need high level peeps to do this as well. There are also elemental spirits, which appear to come from scrolls that drop off higher level mobs. Also, she says the best sub-combo for Summoners is WHM, and not RDM (though the Sub-Job Combo FAQ seems to indicate otherwise). She lists her reasons why RDM is not as hot as you'd think, and why the WHM combo is superior. So I guess I'll be doing the old BLM/WHM combo instead. Next time you see a Summoner with all the summons, give him (or her) mad props!
Graymalkin Navarre
52 Wanderer (R.I.P.)
2000-2003
Ookla
Creature Handler/Commando/Smuggler
Ookla (Current)
Ookla (Future)
Barnabas
6 Black Mage
.jpg) Edited by: GraymalkinNavarre at: 11/5/03 5:03 am
|