Final Fantasy 14 offers a diverse range of exciting and impactful jobs, but none quite match the distinctiveness of the Summoner. As a Magical Ranged DPS class, the Summoner stands out with its impressive burst damage, agility, and an engaging yet simple skill set that appeals to both new and veteran players.
Moreover, the Summoner plays a crucial role in team dynamics, thanks to its ability to heal allies and revive fallen teammates. This class excels at delivering high damage from a distance while also providing vital support in chaotic encounters, making it a rewarding position to fill.
To become a Summoner, players need to achieve Level 30 with a starting class. You can choose your initial class during character creation or opt for a different job during your journey.
The required prerequisite class is the Arcanist, which is located in Limsa Lominsa if you select it as your starting class. If not, you can unlock it by visiting the Arcanist’s Guild in the Lower Decks of Limsa Lominsa, where you will find Murie. Speak to her to accept the quest titled "Way of the Arcanist."
Completing this quest unlocks the Arcanist class, allowing you to reach Level 30 to transition into the Summoner job!
Transition from Arcanist to Summoner
Once you hit Level 30 as an Arcanist, it’s time to specialize in the Summoner job. Head back to Limsa Lominsa Lower Decks and talk to Thubyrgeim to receive the quest "Austerities of Fire." Completing this quest will give you the Soul of the Summoner crystal, which enables you to equip and level up as a Summoner.
This guide will largely focus on the responsibilities and gameplay of a Level 100 Summoner. If you’re playing as a different job or haven’t reached Level 100 yet, you might want to check out our leveling guide for helpful tips.
For more information on unlocking various jobs in the game, there’s a guide available to assist you on how to obtain every class and job.
Summoner Rotations
The Summoner class, being unique and position-specific as a Magical Range DPS, has a distinct rotation that might take some time to adapt to, especially if you’ve transitioned from another job.
Rather than combining actions into short combos, Summoners alternate between phases, selecting either Single-Target or Multi-Target Global Cooldown (GCD) actions based on the circumstances.
Keep in mind that the following rotations will focus solely on GCD actions essential for executing basic combos.
Basic Single-Target Rotation
- Phase 1: Summon Bahamut > Astral Impulse
- Phase 2: Summon Garuda, Ifrit, and Titan > Gemshine (the order of summons doesn’t matter)
- Phase 3: Summon Phoenix > Fountain of Fire
- Phase 4: Repeat Phase 2, then return to Phase 1 and start over.
Basic AoE Rotation
- Phase 1: Summon Bahamut > Astral Flare
- Phase 2: Summon Garuda, Ifrit, and Titan > Precious Brilliance (again, the order does not matter)
- Phase 3: Summon Phoenix > Brand of Purgatory
- Phase 4: Repeat Phase 2, then back to Phase 1 and continue.
Breakdown of Summoner Phases
The Summoner job can be somewhat intricate in certain aspects, so let’s explore what each summon does and how they contribute to the rotations outlined above.
Summon Bahamut (Phase 1)
- Summons Demi-Bahamut for 15 seconds
- Changes Ruin III to Astral Impulse (Single-Target)
- Changes Tri-disaster to Astral Flare (AoE)
- Turns Astral Flow into Deathflare
- Activates Enkindled Bahamut
- Prepares Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
Summon Garuda (Phase 2 and 4)
- Summons Garuda-Egi that casts Aerial Blast
- Changes Gemshine to Emerald Rite (Single-Target)
- Changes Precious Brilliance to Emerald Catastrophe (AoE)
Summon Ifrit (Phase 2 and 4)
- Summons Ifrit-Egi that casts Inferno
- Changes Gemshine to Ruby Rite (Single-Target)
- Changes Precious Brilliance to Ruby Catastrophe (AoE)
Summon Titan (Phase 2 and 4)
- Summons Titan-Egi that casts Earthen Fury
- Changes Gemshine to Topaz Rite (Single-Target)
Summon Phoenix (Phase 3)
- Summons Demi-Phoenix for 15 seconds
- Changes Ruin III to Fountain of Fire (Single-Target)
- Changes Tri-Disaster to Brand of Purgatory (AoE)
Off-GCD Actions for Summoner
After discussing the more complex aspects of the Summoner, let’s highlight some key Off-GCD actions that you’ll frequently use, especially during your Openers.
Essential Off-GCD Actions
Action | Recast Time | Information |
---|---|---|
Searing Light | 120s | Increases damage for you and nearby party members by 5% for 20 seconds. |
Energy Drain | 60s | Hits with a potency of 200 and gains maximum stacks of Aetherflow. |
Akh Morn | N/A | Attacks with a potency of 1,300. |
Fester | 1s | Deals 300 potency damage and consumes one stack of Aetherflow. |
Swift Cast | 60s | Cast your next spell instantly; lasts for 10 seconds. |
Necrotize | 1s | Deals 420 potency damage at the cost of one Aetherflow charge. |
Support Actions
You also have critical support options available to assist your party during encounters. Here are some notable ones:
Action | Recast Time | MP Cost | Information |
---|---|---|---|
Radiant Aegis | 60s | N/A | Creates a damage-absorbing barrier for 30 seconds. |
Physick | 2.5s | 400 MP | Restores 400 potency health to your target. |
Resurrection | 2.5s | 2,400 MP | Revives a downed target. |
Best Summoner Opener
Using what you’ve learned about the Summoner’s phases and Off-GCD actions, you can combine these abilities into a strong opener that optimizes damage output.
Basic Opener
- Pre-Pull: Ruin III
- Sum: Solar Bahamut, followed by sequential Umbral Impulse and the relevant Off-GCD actions.
For those looking to maximize their performance, selecting the right gear and melding materia to focus on beneficial stats will enhance overall damage output significantly. The right setup plays a crucial role in elevating a Summoner’s performance in any encounter, offering an enjoyable gaming experience.