Part 106: Summoner
Job Dissection: SummonerWarrior calls illusionary monsters, spirits of the highest rank. Uses 'Summon Magic', a special contract with the spirits.
code:
EQ: Rod, Staff, Hat, Clothes, Robe, Accessory
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HPM: 70 | MPM: 125 | SpM: 90 | PAM: 50 | MAM: 125 | Move: 3 | C.Ev: 05%
HPC: 13 | MPC: 8 | SpC: 100 | PAC: 70 | MAC: 50 | Jump: 3 |
Pros:
+Absurdly strong spells, including the strongest spell in the game at a multiplier of 96
+They hit a huge area and don't hit the wrong side
+Big MP and good MA
+Can hit 6 elements
+Extremely potent healing spells
+Golem
+Low speed, strangely enough, supports casting slow spells
Cons:
-Miniscule HP and PA
-Low speed is bad in every other case
-Very slow spells
-Spells cost a lot of MP
-JP costs are utterly crazy
Summoners are probably the one class I should be showing off more. Despite the statistical weaknesses and the spells that take a long time to happen, Summoners can do some incredible stuff. Their offense is crazy. You saw what Norma did to the first half of Chapter 2! They get other awesome spells like Golem, which negates a lot of physical damage and Leviathan, which is extremely good with a 108 Gems for the water boost. Moogle and Fairy heal a lot of HP for hitting a large area and not affecting enemies.
Yeah, that's right, summons are supposed to be intelligent creatures, so they don't damage allies and heal enemies. You can slap the giant AoE of Leviathan or Bahamut on a Chocobo and send it screaming into the enemy lines like a crazy magical mine and have it survive the whole ordeal. You can heal your melee guys without touching the enemy. It's wonderful.
Summoners are "take care of your mages and good things happen" taken to a logical extreme. They require a lot of care, but you get a hell of a lot of power from them.