Summoner (Final Fantasy XI)
From Final Fantasy Wiki
- See also: Summoner (Job).
In Final Fantasy XI, the Summoner class is an advanced job.
Summoners in this game can summon two types of creatures; Avatars and Elementals. Avatars are creatures like the traditional Summons, but in Final Fantasy XI they are treated as pets. Summoners obtain Carbuncle immediately upon unlocking the Summoner job class. The others must be gained by individual quests. Elementals are simply spirits representing one of the 8 energy types in the game; Earth, wind, ice, fire, water, lightning, dark, and light - but spirits are mostly thought of as useless since the summoner does not control the use of their abilities. Spirits make up for this fact by being able to cast Ancient Magic respective of their own element.
Summoners can fill a variety of roles. They can create powerful positive status effects for the party, heal the party, impose unique negative effects, and also do damage.
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[edit] Becoming a Summoner
Upon reaching level 30, a player can try to find a Carbuncle Ruby. These drop mostly off of leech type creatures. It is not a very common item so it could take several hours to find.
After obtaining the ruby, the player must visit the House of the Hero in Windurst Walls, then experience all 8 weather elements with the ruby in the inventory. This requires a player to travel to many different zones because certain weather can only be found in certain zones. After completing this quest though, a player must visit an "stone circle in La Theine Plateau to obtain the Summoner Job Class.
[edit] Summoner Abilities[edit] Job Abilities
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[edit] Job Traits
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[edit] Summons
Avatars can be obtained through quests by obtaining the appropriate elemental tuning forks. Elemental Spirits can be obtained either through merchants, or by defeating certain monsters that drop the scrolls (these scrolls can also be bought on the Auction House). Each Avatar/Elemental Spirit has an inital MP cost as well as a perpetual MP cost that is based on the SMN's level.
[edit] Avatars
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[edit] Elementals
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[edit] Summons Commands
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[edit] Blood Pacts
- Main article: Blood Pact
Blood Pacts are used in place of spells in Final Fantasy XI for summoners. There are two types of Blood Pact; Rage and Ward. Rages will do damage, either with spells or with physical damage attacks. Wards will provide protective magic, curative magic, or positive status effects for the party.
[edit] Combat Skill Ratings
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[edit] Magic Skill Ratings
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[edit] Summoner in Final Fantasy XI
[edit] Strengths
- Avatars offer a variety of abilities that can greatly help party members.
- Avatars offer a unique way to pull single creatures from a group, an ability no other job can quite emulate.
- Avatars can do massive damage, particularly with Astral Flow.
- Summoners, through the use of different abilities, can both provide a magic burst as well as participate in a skillchain--though the latter is unlikely.
[edit] Weaknesses
- Summoners have no spells of their own, which often means they function as a magically weak white mage with massive amounts of MP.
- Summoner's ability to help a party is bottlenecked by recast timers on Blood Pacts.
- Summoners have weak armor and few hit points.
[edit] Subjobs
[edit] White Mage
While some situations might warrant a more creative or unique subjob choice, almost every summoner will have White mage as their subjob. This allows them to cure the party, provides them with the ability to remove negative status ailments, and grants them protective magic that will aid them in their role as summoner. Scholar is occasionally used as a support job for its sublimation ability.
[edit] Scholar
Scholar is gaining popularity with summoners, due to the fact it offers both schools of magic, which is the same as Red Mage, the difference is the arts and Stratagems. These abilities will increase the Summoner's magic skills to that of a B+ skill, calculated from the main job's level rather than the level of the Scholar sub. As such, a 75SMN/37SCH using Dark Arts will have 246 skill in Elemental Magic, Enfeebling Magic, and Dark Magic, making any offensive spells used much less likely to be resisted. Further, under Light Arts, the SMN retains access to healing staples such as Cure III and Raise, and even adds Regen II (which is unavailable to the SMN/WHM). This in turn allows the Summoner to damage deal as well as heal proficently. This is an overlooked subjob, but it has it uses for those that do not just want to be a weaker white mage.
Parts Taken From A Guide For Choosing A Summoning Sub Job: Here
| v · e · dFinal Fantasy XI Jobs |
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| Basic Jobs |
| Warrior - Monk - Thief - White Mage - Black Mage - Red Mage |
| Original Advanced Jobs |
| Beastmaster - Bard - Paladin - Dark Knight - Summoner - Ranger |
| Rise of the Zilart Jobs |
| Ninja - Samurai - Dragoon |
| Treasures of Aht Urhgan Jobs |
| Blue Mage - Corsair - Puppetmaster |
| Wings of the Goddess Jobs |
| Dancer - Scholar |
