Ff14 When Does The Summoners Dmg Get Good

FFXIV Summoner Egis Tips and Tricks by FawksB

With the reduction of MP Costs for Summoner with Ruin and Ruin II, Summoners are starting to find themselves with more MP then they are use to. Which actually allows the Summoner to switch Egis mid-fight without straining their MP as much as it use to. This opens the door to more Egis usefulness which is the point of this guide. I will not be addressing SMN rotations, just different ways to use the Egis, including where certain Egi shine better then others, i.e. Ifrit and Titan actually have valid uses now.

  1. Aug 19, 2019  One of Final Fantasy XIV’s newest jobs, Dancer is as much a support class as it is a damage dealer. For that reason, its output is the lowest of all the DPS classes. For that reason, its output is the lowest of all the DPS classes.
  2. If we then add in the pet which in with ifrit does atleast 200 dmg every 3 seconds which can be every minute boosted to 280 dmg every 3 second for 20 seconds. That means I do 9800 dmg per minute + a minimum of 4400 dmg from pet. My dmg on a stationery boss is now on average 14200 dmg per minute 13200 on a non stationery boss.

Bio does more damage now. That's about it. Level 30: Bane. This handy skills spreads Bio and Miasma to surrounding targets. As with most AoE abilities, this is a good idea to use if there are 3+ targets. The damage is reduced to 60% for every target except the first, but not requiring a GCD makes up for that. Level 30: Summon III.

ALL EGIS

All of your Egis start with 2 moves at Lv. 1, then get new moves are 20, 40, and 50. Though the Egis learn different moves at these levels, when they are level 50 they all have similar attacks. Your Egi will have a basic attack, an area attack, an utility attack, a special move, and Enkindle.

It should be noted that Egis share cooldown timers, however the moves may not have the same cooldown time. This becomes important when trying to switch Egis. The best example is Aerial Slash (Garuda) and Earthen Ward (Titan). They share a cooldown timer, however Aerial Slash is only 30 seconds, where as Earthen Ward is 120 seconds. So, if Titan uses Earthen Ward and then you switch to Garuda, Aerial Slash will retain the remainer of that 120s cooldown.

Also, if using advanced Summoner tips, your Egi must always be on Obey. Just sticking that in there.

IFRIT-EGI

Ifrit is pretty much the set-it-and-forget-it Egi. Ifrit’s has the highest potency moves of the three, however, his main use is for single-target DPS. This is where he excels. Ifrit deals Slashing and Blunt damage, so he receives bonus damage when a WAR/NIN/MNK are in the party.

Ifrit’s Utility is Crimson Cyclone, which is a Stun. Nothing really special about it but good when you need a stunner. Mhw hp dmg from falling rocks video.

Ifrit’s Special is Radiant Shield. This one takes a lot of management to make use of. Basically, while Radiant Shield is active, you want Ifrit to be taking physical damage. If the enemy has physical aoes that Ifrit can get hit by, it’s worth using Radiant Shield. Download mac os installation file dmg. But, this Special is one of the worst of the 3.

Hellfire is an alright Enkindle. It deals great damage, however, it’s radius is a pain to aim properly if you’re trying to hit multiple targets. If there is only one target though, Hellfire is the best of the Enkindle.

Cannot delete dmg files from trash mac. Summary – Ifrit’s ideal when there are other melee dps present. Against a single, low-mobility target, Ifrit is the best Egi. However, he completely lacks any real utility. Just leave him on Obey, and he’ll do just fine.

GARUDA-EGI

Everyone’s favorite egi… or arguable the only Egi. Garuda has much higher stats then the other Egis, this is to make up for the fact that she has no Auto-Attack. Wind Blade and Aerial Slash are much stronger then Ifrit’s and Titan’s moves respectively, however Ifrit’s auto-attack+basic move is stronger then Wind Blade. Aerial Slash gets a special note here because it should be used anytime there is more then 1 mob present, and only has a 30 second cooldown.

Garuda’s Utility attack is Shockwave. Weak attack with a strong Knockback. While annoying in a PvE environment, it’s very useful in PvP.

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Garuda’s Special is Contagion. Every SMN worth their salt should know the ins and outs of Contagion, but since it’s a guide, I’ll briefly cover it. Contagion increases ALL DOTS that the SUMMONER has placed on the target. This includes Bio, Bio II, Miasma, Miasma II, Poison Potions, even Aero if you’re still an Arcanist for some reason. Where Contagion really shines is when it’s combined with Bane, Raging Strikes, or both. When not used with Raging Strikes on only a single target though, Contagion loses a lot of it’s awesomeness, since it basically allows the Summoner to get in a few more Ruins is all. It use to be a good MP management tool, but even that has lost some of it’s shine.

Ff14 When Does The Summoners Dmg Get Goodbye

Aerial Blast is actually the weakest Enkindle out of all of the Egis, even with Garuda’s bloated stats. However, it’s also the easiest to aim. It will do aoe damage around the target of your choice. So, it at least has that going for it.

Summary – Garuda is very universal, and since she’s ranged, requires very little to no healing. Contagion and Aerial Slash are outstanding moves, and she’ll always be a good Egi to use. Her only real downside is she’s the least responsive Egi.

TITAN-EGI

The chicken nugget everyone loves to hate on. Titan-Egi is designed as a tank pet and every attack has an enmity multipler, however, he does actually provide utility to a party setting. Like all pets, Titan-Egi takes significantly lowered aoe damage, so against mobs that only use aoe attack, Titan-Egi is actually a better tank then any player. Also, Titan-Egi has roughly 200% the HP of his Summoner, so that hunk of rocks can easily have more HP then a WAR (without the enmity gains, of course).

Titan’s Basic and Area attacks have bonus enmity gain on top of the bonus enmity Titan has on all attacks. They seem to generate enmity with a x5 or x6 enmity multipler. Rock Buster and Mountain Buster are also very fast, and apply immediate enmity, good for snap aggro situations. Granblue fantasy what is c.a dmg. Mountain Buster should only be used when trying to hold multiple mobs, then it should be used whenever it’s up.

Titan’s Utility Attack is Landslide. It’s a Stun. Like his other moves, it’s very fast, and because of this, Titan can be used to Stun if you’re in a situation where you need a Stunner in an all-caster party. (Stone Vigil, Snowcloak, Sastasha HM, etc.)

Titan’s Special is Earthen Ward. It’s a damage reduction to Titan. Combined with Eye for an Eye, this allows Titan to stay up for a while, but the long cooldown means to use it sparingly.

Ff14 When Does The Summoners Dmg Get Good Back

Earthen Fury is, and I’m serious here, the best and strongest Enkindle. Due to the Razed Earth effect, which works exactly like Shadow Flare, Earthen Fury tops the chart as long as the targets stay in the circle. Earthen Fury is centered on Titan, so make sure he’s where you want him to be before using Enkindle.

Earthen Fury has another amazing use, and this is the part tanks get annoyed at. Earthen Fury is a great at ripping aggro off of the MT, which is exactly why this move is great for large pulls. Either one of two scenerios happens. One, the MT maintains aggro, at which you’ve just used a strong Enkindle and no harm, no foul. Or two, you rip aggro and Titan turns into a shield for the MT until Titan dies… at which point all aggro goes back to the MT. Either way, it’s a win-win.

Summary – Titan is still the weakest DPS of the 3, however Titan also offers the most utility. And, having a pocket tank is always nice. He’s also the most responsive Egi.

SWITCHING SUMMONS TRICKS

Now, there are two very good Egi Switches I’ve come across, but I’m still playing around and finding more. It should go without saying, you should only switch Egis with Swiftcast. The most common one is starting with Garuda and using a full-buffed Contagion, then switching out to Ifrit and using a full-buffed Enkindle. This works even in FCoB. When using Ifrit, make sure he’s only on Obey, this way, Contagion will always be ready for use if and when you need to switch back to Garuda.

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Ff14 When Does The Summoners Dmg Get Good Work

The other main one is using Titan and sticking him right in the middle of a large pull and using a full-buffed Enkindle with a Shadow Flare, and then as soon as Razed Earth wears off (or he dies), switch to back to Garuda for Aerial Slash and Contagion/Bane and general Garuda pew pew.

Ff14 When Does The Summoners Dmg Get Good Time

Please feel free to experiment, and have fun trying to find new uses for cycling through your Egis. And with 3.0 just around the corner and more Egis coming out, consider it a good time to practice if anything.

At level 30 you can transition to a Summoner or Scholar. While it's possible to unlock both jobs, you should focus on one more so than the other because the attribute points you can distribute as you level up are the same across both jobs. If you want to be a Summoner, you should put all of your points into intelligence. If you want to be a Scholar, you should put all of your points into mind. Splitting the points will only make you a weaker version of both jobs, so it's best to just pick one of the two jobs as your primary focus. Be sure to check out our Arcanist and Scholar articles for a detailed look at both.
Both jobs share a few abilities as you make your way to level 50. You'll learn Bane at level 30, Eye for an Eye at 34, Ruin II at 38, Rouse at 42, Miasma II at 46, and Shadow Flare at 50. Bane is one of your most effective abilities. It allows you to use all of your DoTs on one enemy, then spread them to any enemies in the immediate area. For instance, you should start all fights with Bo II, Miasma and Bio. Once all three DoTs are applies to one enemy, use Bane to spread them to the surrounding enemies. Using this strategy, the DotS typically last until halfway into fighting the second enemy. When they run out, switch to the third enemy to reapply the DoTs. If the second enemy is still alive, use Bane again to spread the DoTs to that enemy as well.
Keep in mind, Bane can only be used when Aetherflow is active. However, at level 20 you gain the ability to have two stacks of Aetherflow instead of one, and at level 40 you can have up to three stacks. Once you have multiple stacks of Aetherflow, recast it only when all of your stacks have been used. If a fight ends and you still have one stack of Aetherflow, do not recast Aetherflow until you use the last stack. This allows for maximum Aetherflow effectiveness.
Eye for an Eye is an ability that can only be cast on another party member or pet, giving the target a 20 percent chance that an attacking enemy will inflict 10 percent less damage for 20 seconds. It's generally used on the tank during a boss battle, but any time it's available it should be used to make things a little easier on the tank.
Ruin II is very similar to the first Ruin, except it's an instant cast, blinds an enemy, and uses more MP. If MP is not an issue, Ruin II should simply replace Ruin. However, if your MP is low, switch back to Ruin. Miasma II is basically an area of effect (AoE) version of Miasma. Unfortunately, the area of effect is the area surrounding the caster, which means you need to run into the center of the enemies, then use Miasma II. In general, you should do this after casting your other three DoT spells and Bane (Bane does not spread Miasma II because it's already an AoE spell).
Rouse increases the potency of your pet by 40 percent for 20 seconds, in both healing output (for a Scholar) and damage output (for a Summoner). It also makes your pet immune to stun, sleep, bind, heavy, paralysis, and disease. It has a recast time of 90 seconds, but for a Summoner it should be used at boss fights, and whenever it's available at the start of normal fights. For a Scholar it should be used primarily for boss battles or when the party is taking heavy damage.
Shadow Flare is yet another DoT spell, which has a five percent chance of causing Slow in addition to the damage over time. Once you have this spell, your rotation as a Summoner should change to: Shadow Flare > Bio II > Miasma > Bio > Bane > Miasma II > Ruin or Ruin II repeatedly until the enemy is defeated. This maximizes your DoT spells, but be careful because you'll be inflicting considerable damage to every enemy. It's not uncommon for tanks to only focus on one enemy, meaning you'll take the hate from secondary enemies regularly. This is where Topaz Carbuncle (or Titan at this point) comes into play until the tank gets his act together.
As a Summoner, your strategy won't change much from your time as an Arcanist. It's basically the same class, only with more tools to work with. At level 30 you learn to summon Ifrit, at 35 you learn Fester and how to summon Titan, at 40 you get Tri-disaster, at 45 you get Spur and learn to summon Garuda, and at 50 you learn Enkindle. Ifrit is a brand new summons, but Titan and Garuda take over for Topaz Carbuncle and Emerald Carbuncle respectively. That means that once you have all three, you no longer have the ability to summon Carbuncle, but don't worry, Ifrit, Titan and Garuda are more useful.
For damaging dealing purposes, you'll use Ifrit until Garuda becomes available. The only time this should change is if you need to deal damage from a specific range. Ifrit moves right next to the mob it's fighting, while Garuda stays away like Emerald Carbuncle. Titan is for tanking, just like Topaz Carbuncle, but at higher levels he won't survive as long as Topaz did early on. This is mainly because the enemies hit considerably harder. However, Titan still works very well for soloing, or if you need to keep an enemy occupied while the tank is being raised.
Fester uses one stack of Aetherflow and causes damage based on the number of DoTs inflicted on the enemy. Because of this, you want to use Fester after you've applied Bio II, Miasma, and Bio. It doesn't matter how much time is remaining on the DoTs so long as all three are active when you use Fester. In some cases you can use it multiple times against the same enemy, but remember that it uses one stack of Aetherflow each time it's used.
Spur increases your pet's damage by 40 percent for 20 seconds. It has a recast time of two minutes, which means you can't use it every battle. It should be saved for boss fights, or any time it's available at the start of a battle. Enkindle is very similar, except it allows your pet to use its signature attack and has a recast of five minutes. The signature attack varies with each pet, but it's essentially your pet's strongest attack. It should be used in conjunction with Spur to maximize the damage.
Tri-disaster is a very situational spell. It inflicts a small amount of damage, but its primary use is to bind enemies in place for 20 seconds. A few boss battles become much easier with the use of Tri-disaster, but you won't use it much during normal fights. It can come in handy when a large group of enemies is attacking, or if the tank goes down and you want to keep the enemies in place until the tank is revived.

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