FFXI Summoner Guide

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 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 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-Cool Leffquen

Selbina (H-9) Wachiwi

Mhaura (H-9) Pekuku

Rabao (F-Cool Amaja-Kumaja

Kazham (G-7) Tcinono

Norg (H-9) Shidzue

Windurst Woods (K-12) Mushuhi-Metahi

Windurst Waters (F-Cool Furan-Furin

Windurst Port (L-6) Eya Bhithroh

Bastok Markets (H-10) Svana

Bastok Mines (I-9) Mariadok

Bastok Port (J-11) Fo Mocorho

South San d’Oria (J-Cool 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

(Assault), tell their pet to return to them (Retreat), use an ability once

in a while (Blood Pact), and have their pet disappear (Release).

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 an Avatar is

the same as hate for any other pet or party member. It is not shared with the

Summoner.

When told to attack a monster, the summoned pet will do so until it dies or

the monster dies, or it is told to stop. Then the summoned pet will go back to

you, or auto attack any other monster that is attacking you.

If you zone change while the summon pet is still out, it reappear the next

time you zone change into an area where you can battle.

[ Skills ]

Summoner Job has level-able skills with:

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)

*12/16/03 Update: 2h Staff B- became B, 1h Club E became C+

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 3 minutes long.

*12/16/03 Update: SP properties changed

Once activated you can access your summon’s true ability. Elemental Spirits

do not have Astral Flows. Keeping Summon out during this status costs 0MP.

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 level x2 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 abilities.

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

A bonus given to your MP maximum.

[ Level 15 ] Clear Mind

Increasingly faster MP regeneration the longer you sit.

Sitting MP Healing+3 (15)

*10/21/03 Update: Clear Mind has been added for SMN, Clear Mind is stronger

[ 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.

[ Level 30 ] Clear Mind

Hidden boost. Sitting MP Healing+6 (1Cool

[ Level 30 ] MPmax UP

Hidden boost. A bonus given to your MP maximum.

[ Level 40 ] Resist Slow

Hidden boost. Little resistance to ‘Slow’ status.

[ Level 45 ] Clear Mind

Hidden boost. Sitting MP Healing+9(21), every next recovery+1(2)

[ Level 50 ] MPmax UP

Hidden boost. A bonus given to your MP maximum.

[ Level 60 ] Resist Slow

Hidden boost. Little resistance to ‘Slow’ status.

[ Level 60 ] Clear Mind

Hidden boost. Sitting MP Healing+12(24), every next recovery+1(2)

[ Level 70 ] MPmax UP

Hidden boost. A bonus given to your MP maximum.

[ Level 70 ] Clear Mind

Hidden boost. Sitting MP Healing+12(27), every next recovery+2(3)

[ 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. Summoning Magic Skill, seems to affect only the

magic power of your Summon’s magic abilities.

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

Summoned Avatars.

[ 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. Carbuncle 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 Avatars 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 Avatars is about 9mp/3seconds

MP drain for elements at level 60~ is 15mp/3seconds

MP drain for carbuncle at 60~ is 7mp/3seconds

[ 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 RDM

HP G E D

MP A C D

STR F D D

DEX E F D

VIT F D E

AGI D E E

INT B E C

MND B A C

CHR B C D

GAL ELV HUM MIT TAR

HP A C D D G

MP G E D D A

STR C B D E F

DEX D E D A D

VIT A C D E E

AGI E F D B C

INT E F D D A

MND D B D E E

CHR F D D F D

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 Avatars & Carbuncle. However the calling time is much more

faster. 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

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 type Demons in Castle Zvhal Baileys

Earth Spirit - Bought from shop at Norg

Thunder Spirit - not in game yet

*12/16/03 Update: Earth Spirit has been added to the game.

2.3: Aquiring Avatar Summons

—————————-

(Zilart Expansion Required)

In order to accept the quests for each Avatar 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 as well. You must do

one-time quests of a location and many repeatables in order to accept the

Summon Avatar quest. There are 9 Ranks of fame levels, to know if you are

Rank 9, the NPC mentions “the Goddess”. Rank 9 isn’t required for the Avatar

quests, though. Also, all party members must have accepted the quest and

have the Tuning Fork in order to enter the battle.

*10/21/03 Update: you can only defeat each Avatar once a (realtime) day now

[ Fame Check NPCs ]

South San d’Oria (K-6) Namonutice

*San d’Oria fame is grouped with Selbina & Rabao fame

Bastok Port (E-6) Flaco

Windurst Waters (F-10) Zabirego-Hajigo

Kazham (I-11) Ney Hiparujah

*Windurst fame is grouped with Mhaura & Kazham fame

Low Jueno (H-Cool Mendi

Rabao (G-9) Waylea

*is grouped with San d’Oria & Selbina fame

Norg (H-Cool Vaultimand

*includes Tensyodo related quests in all cities

To accept Fenrir’s quest you must have all previous summons defeated and

the key item from defeating them (do not return to their offering NPC),

when speaking to Leepe-Hoppe you will recieve the key item to enter

Full Moon Fountain BC.

[ Avatar Quest List ]

Quest Name Avatar 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

Moonlit Path Fenrir Toraimarai Canal Leepe-Hoppe Windurst Waters

[ 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) - 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)

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 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’ Avatar.

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:

If party is 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)

If the party is level 70+, any (common sense) strategy will work.

The point is for keeping up the Ba-Spells, MP and Carol up. Only Magic strong

to the Avatar will damage it, therefore the 2 BLM make defeating it quick and

painless.

At around 50% HP, the Avatar 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 Prime Avatar 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 Avatars are similar, except

Shiva which casts SleepGa - so have everyone eating “poison status” items in

order to stay awake.

Upon defeating the Avatar, 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 Avatar, RaEx

equipment or RaEx items.

Fenrir is an exception, it is 10 levels stronger than the others, and has an

attack which removes all enhancing magic, including foods. There is no Ba

spell for Dark defense either, but there is a Carol.

2.4: Optional Avatar 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 during cast

*Spirit Magic Skill is only for BLM, DRK and RDM

*Each Avatar now has an optional quest item, explained under Evoker Ring

[ Ifrit Prime ]

-Ifrit Blade (1h sword) D36 Delay236 STR+3 Atk+10 Added Effect:Fire Damage

Lv65~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 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 club) 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 Effectaralysis

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 ThunderDayEX+3

Lv65~ 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-3

Lv70~ All Jobs

-Fenrir Pierce (Ear) Day:Atk+10 Night:RngAtk+10

Lv70~ All Jobs

-Fenrir Cape (Back) Dayefense+10 Night:Enmity+3

Lv70~ All Jobs

-Fenrir Stone (Throw) D30 Delay276 Dayefense+10 Night:Enmity+3

Lv70~ All Jobs

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, as

it will aggro monsters in a crowded area.

Carbuncle: 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: Judgement Bolt - all enemies in range get thunder damage

Fenrir: Howling Moon - all enemies in range get dark damage

*MP cost in brackets

*many have additional effects but rarely will register nor last long

[ Lv 1 ]

Carbuncle: Healing Ruby (6) - (8+Levelx2) hp recover on target

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 (Cool - physical attack

Ifrit: Punch (9) - physical attack

Fenrir: Moonlit Charge (17) - physical attack, dark status

[ 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 (3Cool all enemies in range get thunder damage attack,

paralysis status

[ Lv21 ]

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

[ Lv23 ]

Ifrit: Burning Strike (4Cool fire damage attack

[ Lv24 ]

Carbuncle: Shining Ruby (44) lasts 3mins. Party in range gets protect/shell

defense +10%

Fenrir: Lunar Cry (41) enemy evade and accuracy down

[ 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 you

watch 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 Spike

status (Ice Spike - ice damage + paralysis effect counter to monster’s attack)

[ Lv30 ]

Ifrit: Double Punch (56) two attacks

[ Lv31 ]

Ramuh: Rolling Thunder (52) lasts 1min. Party members in range get EnThunder

status (En Thunder - every physical attack does extra thunder damage)

[ Lv32 ]

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

[ Lv33 ]

Leviathan: Slowga (4Cool All enemies in range get Slow status

[ Lv35 ]

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

status

[ Lv36 ]

Garuda: Whispering Wind (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: 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 bonus of STR,DEX,VIT+1 and AGI,INT,MND,CHR+7

[ Lv44 ]

Carbuncle: Glittering Ruby (62) party members in range get a random status +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: Earthen Ward (92) lasts about 15mins, party members in range get

Stoneskin status (Stoneskin - character will absorb about (50+Levelx2) 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: Spring Water (changed to 99) party members in range get (47+Levelx3)

HP & statuses cured (Esuna type).

Status recovery: Blind, Silence, Petrified, Paralysed, Sickness, Poison, Sleep

Does not cure Erase-needing and Curse ex: DexDown, Heavy, Choke, Bio, Terror,

Bind, specific kinds of Slow

[ Lv50 ]

Shiva: Double Slap (96) 2 physical attacks

[ Lv55 ]

Carbuncle: Meteorite (108) small light damage attack

Fenrir: Ecliptic Howl (57) for 3mins party members in range get a bonus

on accuracy up and evade up.

[ 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 recover

Fenrir: Eclipse Bite (109) 3 attacks

[ 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. That included experimenting.

Currently the SMN job is highly flawed. There are also many bugs involving

all summons. People would still see a summon 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.

Auto attack also is a problem. If the Summoner is attacked, the summoned pet

will automatically engage and attack the enemy. This is problematic as you can

only tell your pet to ‘dissapear’ or ‘come back’ only once every few seconds.

In a BCNM or multiple enemy battle where monsters are continually put to

sleep, the summoned pet often wakes up an enemy by attacking it before you

have the chance to reach for a macro. Another reason why the pet should not be

left ‘out’.

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.

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. No

timing is required either, the only timing I’ve encountered was sticking a

party Ba- spell or Cure between the time I got a Beast out and waiting for

the beast to get in position. On that note, Beasts can not Magic Burst.

[ Party Forming ]

The ideal rear guard (the 3 mages in a party) for a Summoner past level 40

involves having a RDM and a BRD.

Why no WHM? Well, you and the WHM will be curing, overlapping and confused.

There’s nobody Magic Bursting 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. Both have spells/abilities costing lots of MP.

Why BRD? Why not? By this time in the game you will have noticed how powerful

a Bard can make your party. Bards can also adapt to the monsters weaknesses,

sleep linked monsters (Sleepel does not work on undead but Lullaby does) and

not just give Ballad.

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.

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

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

summoned pet! Avatar hate is the same for any party member hate. It is

separate. When you call back your Avatar, the hate generated to it is gone as

though that Avatar member ‘died’. Same for if the Avatar 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 Carbuncle 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: Carbuncle’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 a 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: Carbuncle’s petit meteo, 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, and monsters which have defense against physical attacks.

Summoners with Fenrir should take care when using the Dispel type ability,

as it is an area effect. The accuracy and evade boosting ability is the

main use for Fenrir.

[ 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 Carbuncle, cast Sneak on

yourself, go to the monster, make Carbuncle attack it, then run back to camp

spot. 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. 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)

Mushroom Kabob - MP+10 STR-1 MND+3 sitting MP recover+2 (30min)

Witch Kabob - MP+15 MND+4 sitting MP recover+3 (60min)

Mushroom Stew - MP+20 STR-4 MND+6 sitting MP recover+4 (60min)

Pamama Tart - MP+10 HP+10 DEX-1 sitting MP recover+2 (60min)

Marron Glace - MP+15 AGI+1 INT+4 sitting MP recover+1 (30min)

Wizard Cookie - MP+12 sitting MP recover+1 (30min)

Coin Cookie - MP+20 sitting MP recover+1 (30min)

Choco Drink - sitting MP recover+3 (60min)

Royal Jelly - sitting MP recover+3 (60min)

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.

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.

[ Special SMN Equip ]

There are also some (good) summoner specific equipment being released but most

of it is far more rare or expensive to get. For now you can oogle at them.

*MP cost means the MP cost to keep the summon out.

*Attribute Magic means the power of that summon beast’s magic.

*HealingMP means the MP you recover while sitting down.

Conjurer Ring (Rare) from Comet Orb 50BCNM

Lv50~ Potential (not always): SMN MPcost-1

Summoning Torque (Rare) Moon Orb BCNM (used at Leviathan’s Protocrystal)

Lv65~ Lightning+5 Summon Magic Skill+7

Conjurer Pierce (Rare) from Clotho or Lachesis BCNM

Lv70~ Potential (not always): 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

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 it

will 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-Toothed

Pawberry 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-1

Just like preparing for the Fenrir quest, defeat all the other Avatars

including Fenrir. However, after winning choose to recieve the quest

items. Trade them to Mamaurabin in Norg and recieve the ring. Each of the

item names are related to previous FF games.

Summon Cost Reduction 2h Staff List

———————————–

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 Damage

Hidden: 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 Damage

Hidden: 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 Damage

Hidden: Attribute Magic+15% Fenrir/Dark MPcost-2

Pluto Staff Lv51~

D35 Delay356 STR+2 DEX+2 VIT+2 AGI+2 INT+2 MND+2 CHR+2 Light+20 HealingMP+10

Added Effect: Dark Damage

Hidden: Attribute Magic+20% Fenrir/Dark MPcost-3

Fire Staff Lv51~

D30 Delay366 STR+4 Ice+15 Atk+10 RngAtk+10

Added Effect: Fire Damage

Hidden: Attribute Magic+15% Ifrit/Fire MPcost-2

Vulcan Staff Lv51~

D35 Delay356 STR+5 Ice+20 Atk+10 RngAtk+10

Added Effect: Fire Damage

Hidden: Attribute Magic+20% Ifrit/Fire MPcost-3

Ice Staff Lv51~

D30 Delay366 INT+4 Wind+15 Spirit Magic Skill+10

Added Effect: Ice Damage

Hidden: Attribute Magic+15% Shiva/Ice MPcost-2

Aquilo Staff Lv51~

D35 Delay356 INT+5 Wind+20 Spirit Magic Skill+10

Added Effect: Ice Damage

Hidden: Attribute Magic+20% Shiva/Ice MPcost-3

Wind Staff Lv51~

D30 Delay366 AGI+4 Earth+15 Evade+10

Added Effect: Wind Damage

Hidden: Attribute Magic+15% Garuda/Wind MPcost-2

Auster Staff Lv51~

D35 Delay356 AGI+5 Earth+20 Evade+10

Added Effect: Wind Damage

Hidden: Attribute Magic+20% Garuda/Wind MPcost-3

Earth Staff Lv51~

D30 Delay366 VIT+4 Thunder+15 Physical Damage-20%

Added Effect: Earth Damage

Hidden: Attribute Magic+15% Titan/Earth MPcost-2

Terra Staff Lv51~

D35 Delay356 VIT+5 Thunder+20 Physical Damage-20%

Added Effect: Earth Damage

Hidden: Attribute Magic+20% Titan/Earth MPcost-3

Thunder Staff Lv51~

D30 Delay366 DEX+4 Water+15 Critical Hit+15

Added Effect: Thunder Damage

Hidden: Attribute Magic+15% Ramuh/Thunder MPcost-2

Jupiter Staff Lv51~

D35 Delay356 DEX+5 Water+20 Critical Hit+15

Added Effect: Thunder Damage

Hidden: Attribute Magic+20% Ramuh/Thunder MPcost-3

Water Staff Lv51~

D30 Delay366 MND+4 Fire+15 Holy Magic Skill+10

Added Effect: Water Damage

Hidden: Attribute Magic+15% Leviathan/Water MPcost-2

Neptune Staff Lv51~

D35 Delay356 MND+5 Fire+20 Holy Magic Skill+10

Added Effect: Water Damage

Hidden: Attribute Magic+20% Leviathan/Water MPcost-3

[ 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 have

it leveled up.

Dagger WS JobLv WSLv Ex Notes

————————————————————————

Wasp Sting 4 10 Poison

Gust Slash 16 40 Wind Damage

Shadowstitch 28 70 Bind

Viper Bite 40 100 Y Poison, 2 Attacks

Cyclone 50 125 Y Wind Damage, Area Attack

Energy Steal 56 150 Drain MP from certain monsters

Energy Drain 63 175 Y Drain MP from certain monsters

Evisceration ? 240 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 Damage

Brainshaker 28 70 Stun

Starlight 40 100 10%of MP:1MP/TP (little MP recover)

Moonlight 50 125 Y PT members in area: little MP recover

Skull Breaker 56 150 INT Down

True Strike 63 175 Critical Hit, TP: aim

Black Halo 75 240 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 weak

Rock Crusher 14 40 Earth Damage

Earth Crusher 24 70 Y Earth Damage, Area Attack

Starburst 34 100 Light or Dark Damage

Sunburst 51 150 Y Light or Dark Damage

Shell Crusher 56 175 Defense Down

Full Swing 62 200 TP: Damage

Spirit Taker 68 215 Damage: MP recover

Retribution 71 230 TP: Damage (requires quest)

*need to sub WAR/MNK/WHM/PLD for the Exclusive 2h Staff skills.

3.3. Artifact Armors

——————–

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 discarded 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

-Kukulcan’s Staff (weapon) get

AF2 Quest: Windurst Walls

-Speak to the Principal, trade 4 Astragalos (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 Spats (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’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)

[ AF Stats ]

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-2

Avatar Elemental Resistance+20

Evoker’s Bracer (gloves)

lv54 defense11 MP+15 VIT+4 Avatar: Enmity-2

Occasionally converts damage taken to Avatar Element to MP

Evoker’s Spats (pants)

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

Enhances Avatar Accuracy

Evoker’s Pigaches (boots)

lv56 defense10 MP+15 AGI+5 Avatar: Enmity-2

Enhances Avatar Evasion

[ AF2 & Relic Stats ]

Apparently AF2 and Relics are random drop in Dynamis.

Summoner’s Horn (head)

lv75 defense18 MP+25 INT+3 Weather: SummonCost-3

Time until next Blood Pact-3

Summoner Doublet (body)

lv74 defense38 MP+20 Week: SummonCost-3

Time 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-3 Enhances Avatar Evasion

Summoner’s Spats (pants)

lv71 defense29 MP+20 MND+3 Spirit Summon: less spell interruption

Time until next Blood Pact-2

Summoner’s Pigaches (boots)

lv73 defense14 MP+20 VIT+3

Time until next Blood Pact-2 Enhances Avatar Attack

Relic Staff lv75 D1 delay999

Sage’s Staff lv75 D1 delay402 Dynamis: D55 delay402 Fire+7

Dynamis Staff lv75 D55 delay402 Dynamis: D58 delay402 Fire+9

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 Avatars (Shiva, Ifrit, etc) from 30MP to 7MP, yet raised the cost

of summoning Elemental Spirits. Fenrir however is 15MP.

[ Future Beast Ability List ]

These are used by the “rime” summons and are not usable by players yet.

They’re magic damage.

Ifrit: Meteo Strike

Titan: Geo Crash (additional affect: Stun)

Garuda: Wind Blade

Ramuh: Thunder Storm

Shiva: Heaven Strike

Leviathan: Grand Fall

[ 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.

They also were kind enough to tell me what all of my abilities look like in

the english game screen as I tapped it out from the tab menu.

- 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.

- FFXI Mystery Tour http://mysterytour.web.infoseek.co.jp

For extracting and putting up the relic and AF info.

- Ragnarok Players

FFXI Players have contacted me through /tell to correct various typos