So what is a Summoner capable of? Basically Summoners change at different levels. In the early levels a Summoner will melee and use avatars to buff, enfeeble and melee. As the Summoner gains levels they will find they become a pure caster class, using their sub-job and avatars to either heal, buff, enfeeble or nuke throughout combat. In the high levels a Summoner only uses avatars generally at the beginning of combat to buff and enfeeble, and their sub-job abilities of nuking or healing til the end of combat.
Pets can zone with you, but they cannot enter cities or be summoned in cities.
So basically you are a caster with pets, the pets have their own aggro, but should your pet die the enemy will come after you, also certain job abilities will give you aggro such as Astral Flow, which is the Summoner two hour job ability. Aside from the job two-hour ability a Summoner has four Pet Commands that can only be used when you have a pet summoned, Assault, Retreat, Release, and Blood Pact (which also has a separate menu). You can resummon a new pet with full health if it dies or is Released, providing you have enough mana, just make sure you do not have an enemy beating on you or you may get interrupted.
The tabulated data below is the skill caps for summoning magic and staff melee. It is important every time you level to increase your skill caps, either by meleeing for staff skills or casting elemental spirits for summon magic skills (due to the cast times).
Level |
Summoning Skill Cap |
Staff Skill Cap |
1 |
6 |
5 |
2 |
9 |
7 |
3 |
12 |
10 |
4 |
15 |
13 |
5 |
18 |
16 |
6 |
21 |
19 |
7 |
24 |
22 |
8 |
27 |
25 |
9 |
30 |
28 |
10 |
33 |
31 |
11 |
36 |
34 |
12 |
39 |
36 |
13 |
42 |
39 |
14 |
45 |
42 |
15 |
48 |
45 |
16 |
52 |
48 |
17 |
54 |
51 |
18 |
57 |
54 |
19 |
60 |
57 |
20 |
63 |
60 |
21 |
66 |
63 |
22 |
69 |
65 |
23 |
72 |
68 |
24 |
75 |
71 |
25 |
78 |
74 |
26 |
81 |
77 |
27 |
84 |
80 |
28 |
87 |
83 |
29 |
90 |
86 |
30 |
93 |
89 |
31 |
96 |
92 |
32 |
99 |
94 |
33 |
102 |
97 |
34 |
105 |
100 |
35 |
108 |
103 |
36 |
111 |
106 |
37 |
114 |
109 |
38 |
117 |
112 |
39 |
120 |
115 |
40 |
123 |
118 |
41 |
126 |
121 |
42 |
129 |
123 |
43 |
132 |
126 |
44 |
135 |
129 |
45 |
137 |
132 |
46 |
140 |
135 |
47 |
143 |
138 |
48 |
146 |
141 |
49 |
149 |
144 |
50 |
152 |
147 |
51 |
158 |
151 |
52 |
163 |
156 |
53 |
168 |
161 |
54 |
173 |
166 |
55 |
178 |
171 |
56 |
183 |
176 |
57 |
188 |
181 |
58 |
193 |
186 |
59 |
198 |
191 |
60 |
203 |
196 |
61 |
207 |
199 |
62 |
211 |
202 |
63 |
215 |
205 |
64 |
219 |
208 |
65 |
223 |
212 |
66 |
227 |
215 |
67 |
231 |
218 |
68 |
235 |
221 |
69 |
239 |
225 |
70 |
244 |
228 |
71 |
249 |
232 |
72 |
254 |
236 |
73 |
259 |
240 |
74 |
264 |
245 |
75 |
269 |
250 |
Allows you to command an avatar (not elemental spirits) to use his mega ability, if it is attacking an enemy. You must select the avatars mega ability within the three minutes (it just like a bonus Blood Pact, it will be listed in the Blood Pact list) otherwise nothing will happen. After the avatar uses its mega ability, it will disappear and you will have 0 mana, unless you have a refresh buff on, which will allow you o start regaining mana enabling you to use your mega ability again (upto three times altogether, with 1 minute wait inbetween, just like normal Blood Pacts).
To use the maga ability Blood Pact you will need your level X 2 mana, so if you are level 20, you will need 40 mana.
If the monster you are going to damage moves as you execute the 2 hour Blood Pact, then it will fail and you will have to wait another minute to try again, if available.
Astral flow can be also used in magic bursts to create extra damage.
Macro: /ja "Astral Flow" <me>
Summoners have two types of TP, avatar technical points (pet TP), and summoner technical points.
Summoner TP rises as the player melees in combat, avatar TP rises as the avatar melees in combat. If the Summoner heals / rests, his or her TP will slowly start to decrease. If your avatar stops combat, then its TP will start to decrease. If a Summoner uses thier TP on a weapon skill or dies then thier TP is reset to '0'. If your avatar is released, dies, or it uses a blood pact that is effected by TP, then the avatars TP is reset to '0'.
Type of TP
|
Increase TP
|
Decrease TP
|
Reset TP
|
| Summoner |
Player melee |
Player Heals / Rests |
Player dies or uses weapon skill |
Avatar |
Avatar melee |
Avatar stops melee |
Avatar dies, is released, or uses a TP blood pact |
If your avatars TP is between 100 - 300 percent, then magical blood pacts will cause more damage to the enemy. Physical, enhancing and enfeebling blood pacts are not effected by TP and will not reset TP to '0'.
Not all blood pacts reset your avatar's TP to '0'. This is good playability, as you can summon an avatar, and use it to gain TP and use blood pacts to phyical damage and buff , then do a magical blood pact with damage bonus from the TP, as the phyical and buff blood pacts haven't used any TP up.
*Top Tip* For a list of blood pacts that use TP see the Avatar section or click here.
*Top Tip* All II and IV nukes, all avatar heals, Thunderspark and Meteorite use TP.
Summoners do not generally use weapon skills, because they are not a melee class, however on the occasions you can get your TP above 100, for example when you are soloing mobs, you will get Weapon Skills appropriate to the weapon you are using.
Summoners can use three different weapons:
Two Hand Staff |
|||
| Ability | Skill Level | Attack | Effect |
| Heavy Swing | 10 |
Attacks 1 time | Damage |
| Rock Crusher | 40 |
Earth damage | Damage |
| Earth Crusher | 70 |
Earth damage/Attacks multiple | Damage |
| Star Burst | 100 |
Light or Darkness damage | Damage |
| Sun Burst | 150 |
Light or Darkness damage | Damage |
| Shell Crusher | 175 |
Adds target's defense down | Defense down |
| Full Swing | 200 |
Attacks 1 time | Damage |
One Hand Club |
|||
| Ability | Skill Level | Attack | Effect |
| Shine Strike | 10 |
Light damage | Damage |
| Seraph Strike | 40 |
Light damage | Damage |
| Brain Shanker | 70 |
Adds stun effect | Stun |
| Star Light | 100 |
Mana recovery | Mana recovery |
| Moon Light | 125 |
Mana recovery for party | Mana recovery |
| Skull Breaker | 150 |
Adds target's INT down | INT down |
| True Strike | 175 |
Criticle hit | Critical hit |
| Judgement | 200 |
Attacks 1 time | Damage |
Macro: /pet "Assault" <t>
Macro: /pet "Release" <me>
Macro: /pet "Retreat" <me>
These abilities add to your job automatically, you do not need to cast them and they are continuously enabled.
To explain the mana tic system, once you have the Auto Refresh, you will only gain 1 mana per tic while standing. However, when healing you also have Clear Mind, which is a little more confusing. Basically after Clear Mind III, the longer you heal the more mana you regain every three tics.
You still will gain your 1 mana a tic from the Auto Refresh, but once every three tics (every three seconds) you will receive a bonus tic from your Clear Mind III or above. For example, if you gained +24 mana every three tics from your Clear Mind III, it would increase each time by 2 mana...+24, +26, +28, +29; this is in addition to the Auto Refresh.
Therefore, after level 45, the longer you heal the more efficient your mana regain will be, so it would be better to stay standing and use all your mana up then heal all in one sitting, than to use a little and heal a little in-between monsters.
| Ability | Job Level | Effect | ||||
| Maximum MP Up | 10 |
Increased mana. | ||||
| Clear Mind | 15 |
Mana regeneration +18 every 3 seconds. | ||||
| Resist Slow | 20 |
Increased resistance to slow spells. | ||||
| Auto Refresh | 25 |
Mana Regeneration, 1 tic at all times. | ||||
| Clear Mind II | 30 |
Mana regeneration +21 every 3 seconds. | ||||
| Maximum MP Up II | 30 |
Increased mana. | ||||
| Resist Slow II | 40 |
A little more resistence to Slow. | ||||
| Clear Mind III | 45 |
Mana regeneration +21 and (+2 increments) every 3 seconds. | ||||
| Maximum MP Up III | 50 |
Increased mana. | ||||
| Resist Slow III | 60 |
A little more resistence to Slow. | ||||
| Clear Mind IV | 60 |
Mana regeneration +24 and (+2 increments) every 3 seconds. | ||||
| Maximum MP Up IV | 70 |
Increased mana. | ||||
| Clear Mind V | 70 |
Mana regeneration +27 and (+3 increments) every 3 seconds. | ||||
General macro set up for playing a summoner can be done in many different ways, the best set up is the one you feel most comfortable with. Below are some examples to get you started.
A Macro set has twenty buttons Alt 1-0 and Ctrl 1-0, I personally use Ctrl for sub job and Alt for summoner job, but many people mix them.
Press '-' on the Number pad to open the 'Commands' menu and then the right or left direction arrow to move to the next set in the 'Commands' menu. Six options down you will see 'Macros', in here you can edit any macro sets (you have ten sets, but you only need one at the moment). Press the down directional arrow to select Macro Set #2, as Macro Set #1 has all the default macros.
Macro Set #2
Ctrl1 |
Ctrl2 |
Ctrl3 |
Ctrl4 |
Ctrl5 |
Ctrl6 |
Ctrl7 |
Ctrl8 |
Ctrl9 |
Ctrl0 |
Alt1 |
Alt2 |
Alt3 |
Alt4 |
Alt5 |
Alt6 |
Alt7 |
Alt8 |
Alt9 |
Alt0 |
Now being a summoner you will need a macro for each avatar, so make Alt 1-8 your avatar macros. Each of these macros will summon the avatar and tell it to attack the battle target (Having <bt> battle target means it doesn't matter what you have targeted, the avatar will attack only the monster whose name is red, unless no monster is red then it will attack what ever you have targeted).
Carbuncle
Alt 1 |
Carbuncle |
/ma "Carbuncle" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Garuda
Alt 2 |
Garuda |
/ma "Garuda" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Ifrit
Alt 3 |
Ifrit |
/ma "Ifrit" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Shiva
Alt 4 |
Shiva |
/ma "Shiva" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Titan
Alt 5 |
Titan |
/ma "Titan" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Ramuh
Alt 6 |
Ramuh |
/ma "Ramuh" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Leviathan
Alt 7 |
Leviathan |
/ma "Leviathan" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Fenrir
Alt 8 |
Fenrir |
/ma "Fenrir" <me> |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
Now just in case you want the avatar to assault a different target, or change targets, you will need an Assault macro.
Assault
Alt 9 |
Assualt |
/pet "Assault" <t> |
|
To put the avatar away, you will required a pet release macro, the following example of this also has a timer to alert the user when the next avatar blood pack ability can be recast. This alert message will fail to execute if another macro is used before the timer has finished. The 32 second wait will change depending on if you have and Blood pact equipment, and the echo messages can be anything you want, no one will receive the echo message except you, that's why echo messages are excellent for alerting of a recasting timer.
Ctrl 1 |
Release |
/echo ~~~ Avatar Released ~~~ |
|
/pet "Release" <me> |
|
/echo ~~~ 32 seconds til next recast ~~~ |
|
/wait 32 |
|
/echo ~~~ Avatar Ready!!! ~~~ |
|
Now you will need damage macros, for this you would have one macro, but as you level the macro commands will change to more high damaging abilities. I will enter the abilities as example, but change them to whatever level abilities you have. Whichever avatar you have summoned will do the ability on the macro that is appropriate; the other abilities on the macro will just produce command errors and do nothing.
Alt 0 |
Damage |
/pet "Double Punch" <bt> |
|
/pet "Megalith Throw" <bt> |
|
/pet "Meteorite" <bt> |
|
/pet "Double Slap" <bt> |
|
/pet "Thunderspark" <bt> |
|
/pet "Tail Whip" <bt> |
|
Similar to the Damage macro, now make a nuke macro for the avatars. The nukes will depend on your level, under level 60 will use the II nukes, and over level 60 will use the IV nukes.
Ctrl 0 |
Nuke |
/pet "Water II" <bt> |
|
/pet "Fire II" <bt> |
|
/pet "Thunder II" <bt> |
|
/pet "Stone II" <bt> |
|
/pet "Aero II" <bt> |
|
/pet "Blizzard II" <bt> |
|
Next is the Enfeeble macro, this macro will weaken or have some kind of negative effect on the monster, making it easy to kill or control the killing. Again depending on your level alter the abilities to which you have available.
Ctrl 9 |
Enfeeble |
/pet "Poison Nails" <bt> |
|
/pet "Rock Throw" <bt> |
|
/pet "Sleepga" <bt> |
|
/pet "Shock Strike" <bt> |
|
/pet "Slowga" <bt> |
|
/pet "Lunar Cry " <bt> |
|
Finally the last two macros are the party buff macros. You need two of these because some of the avatars like Garuda have two very good buffs, and if you put them on the same macro only the first listed ability would execute. Please note the target needs to be <me> for buffs on players.
Ctrl 8 |
Buff1 |
/pet "Healing Ruby" <me> |
|
/pet "Aerial Armor" <me> |
|
/pet "Earthen Ward" <me> |
|
/pet "Crimson Howl" <me> |
|
/pet "Lightening Armor" <me> |
|
/pet "Ecliptic Growl" <me> |
|
Ctrl 7 |
Buff2 |
/pet "Shining Ruby" <me> |
|
/pet "Hastega" <me> |
|
/pet "Frost Armor" <me> |
|
/pet "Shock Strike" <me> |
|
/pet "Ecliptic Howl" <me> |
|
/pet "Spring Water" <me> |
|
An alterative method of avatar macros, which work well if you have few avatars, or you are using an ability frequently, is a timed macro. It summons the avatar, commands it to attack if required (commanding the avatar to attack will position it at the melee members in the party for buffs or attacks), and then do the ability and continue attacking until Released. The following example of this is using Hastega, but should you wish to use a different ability, just alter the ability name.
Ctrl |
Hastega |
/ma "Garuda" <me> |
|
/p Gather together at Garuda for Hastega |
|
/wait 9 |
|
/pet "Assault" <bt> |
|
/wait 7 |
|
/pet "Hastega" <me> |
|
The two-hour macro can be set to use Astral Flow then nuke the monster with its powerful ability. Personally I think the two hour should not be put on a macro for two reasons, 1) so it is not accidentally pressed, and 2) because the powerful avatar nuke if different depending on which avatar you have summoned. For those that want to know anyway, the following is the Carbuncle two-hour macro.
Ctrl |
2Hour |
/ja "Astral Flow" <me> |
|
/wait 3 |
|
/pet "Searing Light" <bt> |
|
Macros make a good player an excellent player, they allow you to perform many tasks very quickly. Once you have learnt the macro basics you can be creative and develop your own style of playing, there are no set rules aside the syntax, so change the macros to how you play summoner.
Important notes to remember:
A magic burst is bonus damage done to an enemy after a successful skill chain, by using the correct elemental blood pact within 5 seconds.
The avatar must use a blood pact that corresponds with the skill chain elemental effect, so it lands on the enermy within five seconds after the skill chain effect message. The magic burst will do bewteen two to ten times the normal damage of the blood pact that was used.
The best way to time a magic burst is wait until the last melee has performed his or her weapon skill, you will see the message and then you will see an animation...just before the end of the animation press your macro that has the blood pact you want to use on.
So what blood pacts can you use to perform magic bursts?
Knowing what element to use to perform a magic burst:
Level 1 Skill Chains Elements
Level 2 Skill Chains Elements
Level 3 Skill Chains Elements
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