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Spira's Summoner Soloing Guide

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Spira's Summoner Soloing and Astralburn Encyclopedia -Spira of Ragnarok Server

Introduction to Soloing & Astralburn

SMN don't always get invited to parties, but aren't confined to sitting around and waiting. Summoner, being a pet-based job, can also solo their EXP effectively. There are 2 general ways with which SMN can solo but the mechanic that makes this all possible is the avatar instinct where your avatar will immediately head and attack the mob that has aggro on you. Please note: SMN soloing is not for everyone. Soloing usually come with big risks of potential death and may not be suited for people who cannot handle tight situations when they occur. However, the payoff from being able to solo makes up for the effort put into it. As the saying goes, No Risk No Gain. The same principle applies here.

Why Solo? The reason depends on the player. Soloing saves time looking for parties (or avoiding bad ones), or if you cannot party due to time constraints or have to AFK frequently, soloing would be for you. Soloing allows you to play at your own pace on your own time. You can choose to start when you like and stop when you want. Considering it's a 1 man effort, the exp gained from it is a handsome reward. One main drawback with soloing, however, would be its inconsistent EXP rate. This is especially the case with the mobs that self-destruct. The EXP rate can vary anywhere from 3k-6k/hr. (without ring or sanction)

Astralburn parties are PTs made with the Summoner in mind. These are usually either all Summoner PTs or consist of mainly SMN with a refresher (and not necessarily 6 man). The reason why I have appended Astralburn into this soloing guide is because a majority of mobs that Astralburn PTs seek out are the same as that which SMN solo. Information is still mainly focused on soloing tactics, but for those which are suitable for Astralburn, notes will be highlighted in [purple]this color[/purple].[hr]

The 1st basis of SMN soloing - SMN, through the use of expendable avatars, have a natural job advantage in dealing with mobs that self-destruct (while causing massive amount of typically fatal damage), whilst staying unharmed or at a safe distance. This is the 1st basis of SMN soloing, by surviving against mobs that kill themselves or are unable to harm the SMN due to a distance factor. [purple]Astralburn: For mobs that SMN can solo by the 1st basis, it is also possible to kill them with 2-6 SMN as well. There is no need for refreshers in such PTs and because of the strength in numbers, the delicate hate between avatars and their masters is not as big an issue to take note of.[/purple]

The 2nd basis of SMN soloing - Post Level 65, the SMN job evolves into somewhat of a heavy spike damage job class, with their Lv65 and 70 damage blood pacts dealing upwards of 1k damage with relative ease. By exploiting this advantage, SMN are able to solo mobs that have short HP or have weakness to such blood pacts [purple]Astralburn: For mobs that SMN can solo by the 2nd basis, it is recommended that they kill these in groups of SMN with some form of a support jobs who can give refresh. This is due to the MP-intensive nature of the Lv65/70 Bloodpacts and helps to reduce downtime.[/purple][hr]

[sea]1st Basis Soloing[/sea]

The Basics

Soloing Requirements:

Free or nearly-free Carbuncle. SMN need enough MP to keep Carbuncle out for as long as possible. With free Carbuncle, that would mean the SMN could last for an incredibly long time and greatly reduce the downtime between each mob for need of MP. Not having free Carbuncle is also feasible, but you must be prepared to rest at regular intervals and make sure you do not take on mobs with insufficient MP as the duration of battle is unpredictable. (Note: Free Carbuncle is only easily possible from Lv51 and above, but before then, working with Carbuncle Mitts might suffice.)

Equipment Requirements:

Any set of eq that gives free Carbuncle. The most common set would be Light Staff + Carbuncle Mitts from Lv51. Carbuncle Mitts is the most vital piece of EQ to do this, so you will want this. Achieving 0 mp/tic on Carbuncle is sufficient enough, but if you can get a Vermillion Cloak / Yinyang Robe and gain 1mp/tic with Carbuncle out, that would extend your soloability indefinitely. Once again, it is possible to do this without free Carbuncle, but the risk is somewhat higher especially if you run out of MP, so try your best to reduce it as much as you can.

Latent Refresh from Sanction or Sigil is also a welcome bonus but not necessary if you are dealing with free Carbuncle and low MP costs already.

In addition to this, it is also helpful to go for EQ that have "Enmity -" or "Avatar: Enmity +". Avoid EQ that give the opposite effects. (ie. EQ such as AF Horn or Doublet) The reason for this? Emnity - means that after Carby is dead and the bomb is heading for you, the 'claim hate' that makes the bomb come for you is lesser, so Carby can snatch it from you easier. Also, "Avatar: Enmity -" is not useful here because this is a solo situation and any less hate on the avatar will potentially mean more hate for yourself. (note: all AF gear contain "Avatar: Enmity -". Those that don't are due to translation error. In either case, keeping the Pigaches on is fine with soloing because they give your avatar added Accuracy which can help your avatar build TP on the mob faster.) EQ that affect enmity - direct link to somepage

Finally, elemental resistance equipment (especially fire) may help you if you're caught in the wrong place at the wrong time and end up taking damage from strong aoes. Water or Fire staves help when soloing bombs and snolls especially. However, you should note that you need to stack a substantial amount of elemental resistance before you can see any obvious effects.

Environmental Factors:

The most important factor is having enough space to run far enough from Carbuncle that you cannot see his HP bar anymore, and a little bit more than that. The zones you choose to solo in should also not have other things that can easily aggro you and kill you in the process. At the very least, the location where you solo needs to have at least enough space for 2 Carby-kiting positions. [purple]Astralburn: Space isn't as much of a constraint but enough room to do at least 2 positions is still ideal[/purple]

Technique: Carby-kiting

I'd like to believe I was the one who kinda invented this term, but if not then whatever. The concept of Carby-kiting is to kite something through repeated castings of Carbuncle (or other avatars). The reason why we commonly choose Carbuncle is because his perp. cost is lowest, of course. By summoning from a distance the moment Carbuncle is dead (and with the mob hate on you), Carbuncle will automatically head for the mob and attack, buying you time to run to your next kiting position.

Soloing mobs by Carby-kiting in 10 Easy Steps:

1) Go to a safe spot.

2) Summon Carbuncle.

3) Run near to the mob.

4) /ja Assault your mob.

5) Run away until you cannot see Carbuncle's HP bar anymore.

6) Run a slight bit more.

7) Stop.

8) Wait for Carbuncle to die. (Carbuncle's name where the pet HP bar is will disappear)

9) /ma Carbuncle (recast Carbuncle) Carbuncle will automatically run towards the mob and attempt engage it.

10) Repeat steps 5-10 until the mob is dead.

[purple]Astralburn: It is difficult to simply Carby-kite in Astralburn because hate bounces between players and when the mob does not have main hate on you, your Carbuncle will NOT automatically attempt to attack the mob. Fighting such mobs with 2 or more summoners is basically speeding up the process because you are feed them more TP in the same amount of time. It also makes it safer for players to recast avatars because they do not have to worry about the mob chasing them down while doing so.[/purple]

How to know if the mob is dead?

1) Carbuncle will run back to you with a little life left. This means the mob blew up and didn't kill him.

2) Carbuncle dies. You resummon him and instead of running away he stays by your side. This means the mob died, and Carby died from the blast.

3) You see it die from a distance while running from it. Or you see the blow up WS in the log. At that point just run from it, the range isn't that big.

4) The obvious "Playername gains XXX experience points" or "You are too far to gain experience points" will show in your log. If it's the 2nd, it means you are indeed too far.

5) If you are at full inventory and the mob drops any item, the treasure chest symbol will appear above your name at the bottom right of the screen.

In rare cases, Carbuncle will run back to you but the mob did not die, meaning that it somehow lost interest in you or depopped. This isn't supposed to happen so I would consider it a glitch. However, if you encounter this, you are safe as the mob will not chase after you until you aggro it again.

Also, just because you see the blow-up WS it doesn't mean you can dismiss Carby straight away. That will glitch the mob's TP move. The mob would be alive (and may keep its TP), your Carby gone and you'd be left in grave danger.

Soloing Notes

> FFXI has a certain Summoner job glitch that even after Carby is dead you wont be able to summon an avatar for a while. Also, if Carbuncle dies too quickly before his recast timer is up, this is what you should do. Instead of calling for Carby, call an elemental spirit (preferably the cheapest perpetuation cost one for you - for me its Light Spirit) because you wont have enough time to cast Carbuncle before the mob gets too close, or in magic-aggro range. Use it to tank just like Carby would, run to your next spot where you would cast, release the spirit and then recast Carby for MP efficiency. This would be safer than if you cast Carby after the lag period, and it gains hate with the mob, and it'll come for you first each subsequent time you recast Carby.[hr]

I - Bombs & Snolls

Snolls require access to Chains of Promathia areas.

The prime targets for SMN to solo under the 1st basis are Bombs and Snolls. The reason why these 2 mobs are grouped together is because they are effectively the same mob. For Djinn, see the section below this. Because bombs/snoll are the favoured targets by most SMN, I will elaborate on them in most detail. Carby-kiting is essentially how SMN solo bombs/snolls here. It does not take that many rounds of Carby-kiting to down a bomb/snoll because they tend to blow up rather frequently. However, the TP move they use is still based solely on luck.

Technique: Magic-Aggro Pull

When your pull area has sight aggro mobs that you wish to avoid, it is hard to assault Carby without getting extra aggro. You can go about pulling the bomb by magic-aggro. Since your invis will only drop once the spell completes casting, by aggroing the mob while casting and then interrupting it, you can perform magic-aggro pull.

1) Cast Carbuncle and then cast Invisible on yourself. 2) Run to the pull area. 3) Cast a long spell and run around so that it interrupts (I recommend Stoneskin or any Tele-spell) The bomb should have aggroed at this point, and Carby will proceed to auto-attack. 4) Run back to next kiting/recast position.

Dangers: Magic aggro is non-specific. Make sure there is only 1 Bomb (or any other arcana) in your radius when you pull. Doing this also gains a slight bit of extra hate with the bomb, so the bomb may not go for Carby immediately on the next few castings.

Soloing Notes:

Bomb types have 3 to 4 TP moves (depends on which expansion area), Snoll type have 4. The TP move you'll want them to do are as follows: Bomb - Self-Destruct (AoE fire-based damage) Snoll - Hypothermal Combustion (AoE ice-based damage) The amount of damage from both these attacks depend on the mobs remaining HP. Snolls are relatively weaker than Bombs cos they dont Berserk as much, so your Carby can last more hits.

If you get aggro from the bomb (meaning that after Carby dies, and you resummon and it hits you before Carby can attack it. OR if Carby misses and it comes for you cos you have hate) don't run from the bomb. Let Carby steal the hate from you with its attacks. Having blink at this point is very useful. If you absolutely cannot afford to wait, get Carby to Meteorite (Lv55) to gain hate, but try not to do this as much as it will build more hate on you in the long run.

If you have never gotten hate on yourself from the bomb directly (like casting magic or performing any move close to it), each time you cast Carbuncle, the hate that is gained from Carbuncle simply going to attack the bomb is enough to make the Bomb head for Carby first instead of you. It may not make sense here, but if you have soloed them its easier to understand.

If you manage to get hit by Cold Wave at least once on a particular Snoll, then you already have gotten hate on yourself from the bomb directly. It will take a while to shed this hate during subsequent castings so you'll need to prepare yourself for this. Also, the Frost DoT from Cold Wave is quite deadly. You should have the Erase spell, Stoneskin, Regen or Au Laits to counter this.

Bombs and Snoll are Arcana. They aggro sight (but are quite blind) and magic. They also do not link.

Do not mistake Bomb Clusters for bombs as they are an entirely different kind of bomb which blow up far less frequently. In addition, the bombs in Aht Urhgan areas are not solo friendly because they can cast powerful magic and the area around them is quite hostile. Djinn are another type of bomb which have a section dedicated to them below.

(Djuwal wrote this (with slight spelling corrections):) Ever since the MPK patch I've noticed that the mobs I've been fighting will despawn in the middle of a kite session, but I think I've figured out why. Let's see if I can explain this right, though: I'm in the middle of a kite session with a Moro and somehow I get hate. Take a little damage, but then Carby gets hate back (usually after the Moro hits me twice - unless Berserk is on, then that just sucks). Run away, resummon when Carby is dead, and if I'm lucky Carby will have hate back, if not I'll get pounded again a couple of times and then Carby will get the hate back on him. Now, let's say I have a straight run where I don't have to pass the Moro on the next kite. If I summon Carbuncle and then run away, but notice that the Moro is chasing me (Carby's hp won't be diminishing, so I'll know by that) but I keep running, and eventually Carbie gets hate back (I think he runs a little faster than the Moro) before the Moro is able to hit me. If the Moro doesn't explode on this round...it will despawn. So, the rule is, if you have hate, make sure the snoll/bomb hits you before running away, because if it doesn't it will despawn if Carbuncle gets hate back before it's able to hit you.

Map References

Ifritgas

Ifrit's Cauldron

This map is made by combining the 3 maps that are connected where Volcanic Gas spawn.. (primarily near the entrance area). Beginners should start in the area enclosed in the cyan box, then can proceed to the area near the Yhoator Jungle (1) exit. More experienced players can move on into the tunnel area (which is actually that big area highlighted in green). Few people would go on beyond the flame spout, but I also indicated the gas mobs there for general reference.

Map with recommended recast areas, courtesy of Tomiko

Ulemap

Uleguerand Range

I've chosen to show the recommended kiting areas as opposed to all possible areas and also indicated the snoll families around those kiting areas with the colored dots. This does not imply those are the only snoll mobs of that type in the zone.[hr]

[sea]II - Djinn[/sea]

Djinn requires access to Wings of the Goddess areas.

Djinn are almost identical to Bombs and Snolls. They are greyish-black in color and also self-destruct. However, because the means by which they blow up is different from Bombs and Snolls they have been given their own section. Djinn are unique because you have to 'set' them to get them to blow up. This can be done by dealing any form of elemental damage to it corresponding to the current day (eg. Stone on Earthsday)

Djinn have since been nerfed by SE so that they won’t only use their self-destruct move when you set them and feed them TP. However, this does not mean you cannot still kill them using this method. Whilst they are no longer the supreme EXP vaults they used to be, they can still be used as viable EXP targets. As I have no personal experiences with Djinn since the nerf, I cannot offer up to that extent. However, I have reinstated a slightly edited ‘pre-nerf’ guide at request as they may still be of some use to players. Also, I have included information provided by Yajirobe. Thanks.

Technique: Setting the Djinn

As a summoner, you will have many tools to allow you to set the Djinn to add Nocturnal Combustion to its TP movelist. At the same time, these are the same moves that help speeden up fights with them as they gain extreme amounts of TP when hit with an elemental attack of the same day, enough to use a TP move immediately. This is in addition to setting them. These moves are mainly your BP: Rage nukes and spikes Wards. Because of the reliance on these avatars, it is advisable to use the Celestial avatar of the day primarily when fighting Djinn. Only 1 elemental attack is required to set the bomb per TP move. Note: It has been reported that the Djinn has to be the target of the elemental attack, and will not be set if it were a secondary target of AoE or -ga moves.

If the element of the day is Fire, Thunder, Wind, Water, Earth or Ice, Tier II nukes are sufficient. Also, Tier I nukes from /RDM work. Elemental Ninjutsu and Elemental-based weapon skills (not that you will want to use this) work too. Enspells also work. If it is Lightsday or Darkday, Meteorite and Nether Blast work well. Somnolence should also work. Also, Dia and Bio are more MP efficient, and work. However, since the nerf, it has been suggested that Djinn are only safe/good exp targets during Iceday and Thunderdays, which is the day when you can use Shiva's and Ramuh's spikes Wards to effectively feed it TP so rapidly that it will blow up very quickly.

Soloing Djinn:

As soloing this mob is very flexible, there are a few options you can try.

1) Summon the avatar of the day. 2) Move within considerable distance of a Djinn (almost close enough for the BP you will be using to be in range) 3) Activate Blood Pact: Rage on the Djinn. (The Djinn will respond to aggro and head towards you. The BP will land, and draw hate from the Djinn. The Djinn is now "set")

Option A (forcing the TP move): 4) Run away. Around 18" is sufficient. 5) Cast a nuke according to current elemental day. With this option, you are required to have a subjob like RDM, BLM or NIN (It is best to do this at maximum casting distance 21.5". This is beyond magic-aggro distance, in case other Djinn are nearby.) 6) Run if the Djinn starts running toward you. 7) The Djinn will use a TP move very soon.

Option B (waiting it out): 4) Run away to a distance a little further than when the avatars HP bar disappears. 5) Wait for the avatar to die. (Djinn may have blown up by this point) 6) Recast any avatar that can Carby-kite the Djinn until it blows up.

Note: I have not received reports stating whether or not you need to set the Djinn again if its TP move after the first setting is not Nocturnal Combustion. However, if you choose to set it again, it will gain a substantial TP boost which helps to speeden up the process of killing it, but at the expense of hate issues.

Ramuh and Shiva on Thundersday and Iceday: As Ramuh and Shiva are able to cast Shock Spikes and Ice Spikes on themselves, and deliver rapid continuous elemental attacks, they are the MOST EFFICIENT avatars to use when fighting Djinn.

1) Summon Shiva or Ramuh on their corresponding day. 2) Move within considerable distance of a Djinn. 3) Activate Blood Pact: Ward for the Spikes buff. 4) Assault the avatar on the Djinn. 5) Make sure you are out of blast radius. 6) The Djinn will use a TP move very soon.

Yajirobe notes that you should cancel the spikes on your own self so that you will not be able to feed the Djinn TP if it comes to attack you. This helps to prevent unnecessary death from the self-destruct move.

[purple]Astralburn: Djinn are faster to kill for Astralburn parties as you have more tools to build TP on the Djinn and set them faster – thus allowing them to blow up faster. It is also safer as the mobs hate will be split.[/purple]

Soloing Notes:

> Djinn have around 4 TP moves. Their self-destruct move is known as Nocturnal Combustion, but they will NEVER use this move unless you have "set" them to.

> Any form of elemental damage attack corresponding to the current day will feed the Djinn TP and its next TP move could be Nocturnal Combustion (AoE HP-based Dark (i guess). It also gives them enough TP to use it immediately, so you must be out of range once you have "set" the Djinn.

> Additional elemental damage attacks beyond the first will simply speed up the rate at which it will use TP moves. In fact, when hit by a second elemental attack, Djinn will almost always respond with a TP move immediately. 1 theory to this is that each elemental attack gives the mob 100% TP, and by the 2nd elemental attack, together with physical attacks dealt or received, the total TP comes up to 300%, whereby the mob is forced to use the TP move.

> The best days to fight Djinn are Thundersday and Iceday, when you are able to use Ramuh and Shiva with their respective spikes wards.

> Nocturnal Combustion is a very punishing TP move. If you get hit by it, you're almost certain to die. Stoneskin is as good as useless.

> Fighting Djinn can be MP intensive as you are using celestial avatars. Always start fights with sufficient MP and switch to Carbuncle as a last resort.

> There are 2 important points to take note of when you solo Djinn. Firstly, you do not want hate, and secondly, you do not want to be near the Djinn. Having as much Enmity reduction gear helps this alot.

> Note day changes. If day changes in the middle of a battle, change your avatar accordingly.

> Do remember to get Sigil before heading out to these camps for the EXP bonus it gives.

Source entry: Spira's Summoner Soloing Guide. Cached on this server on 4 November 2026.

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