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Final Fantasy XI Discussion BoardDiscussion Boards -> General

Elem Spirits...

From: Frank
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Posted: 2006-01-30 09:40:54
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The spirits for smn, sure don't cast very much, and they don't cast anything great. Will this change? I'm lvl 11smn now with 35smn skill. My main concern is over the light spirit. I bought it, because its supposed to be great for pt's, but it hasn't cast one cure yet, just dia, protect, banish. Thankyou.
From: Riflemage@Asura
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Posted: 2006-02-01 11:09:49
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At what frequency do spirits cast their spells?

I`ve heared before that spirits at higher levels even start casting ancient magic.
But at what rate?

Does that anywhere near justify the huge perpetuation cost?

I suppose that comes into play big way when desciding wether they are worth being casted.
So far I've only seen them being used to quickly have something to keep an agro busy while the SMN runs for it..
From: Rena~
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Posted: 2006-02-07 16:10:21
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They Cast spells of the respective type as would hostile elemntals Based on the Whm Blm Rdm equivilent of those spells
Light spirit cure level 1 haste at 40 Using your summons level as its own level
So say earth spirit will be able to cast stone at 1

The frequency they cast however "may" be linked to summoning skill They never really seem to cast to often maybe 1-2 minutes and not always a good buff or debuff or assistance but its there
From: Faustus
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Posted: 2006-02-18 08:44:04
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Really, spirits aren't there for long-term usage. They are there for a fast ally, with a one second casting time. I tend to use them to get away from a mob, and then summon a real avatar I can control.

That being said, I've heard of high end summoners going for a spirit build, so I would assume they cast with more frequency at the high levels (esp 70+).
From: /Anon
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Posted: 2006-02-18 09:46:37
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I read somewhere that it depends on how much MP is drained over time from you by the spirit.
Of course it could just be a complete lie cuz im mainly pld/war.
From: Scree
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Posted: 2006-04-10 23:17:08
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The higher your SMN skill, the faster and smarter your spirits become.

Spirits cast based upon a predetermined timer based on your current skill lvl. Summoning the Light Spirit on Lightsday would reduce it's timer dramatically, allowing for a much more effective spirit.

Conversely, summoning a Light Spirit on Darksday increases it's spell-casting timer, making for a rather innefective spirit.

Spirits also have a set list of spells from which they cast. Light Spirit for instance, has Cure, Curaga, Regen, Haste, Holy, Flash, Banish, Protect and Shell. The trick to manipulating what your spirit casts is simply to eliminate it's options.

By first casting Protect, Shell and Regen on yourself, you can guarantee yourself a Haste on the first try as long as your HP is full.

Light Spirit also has 3 set modes in which it can reside. Upon summoning, your spirit is always in buff mode. By using the Assault command or by getting aggro, your spirit enters offense mode and will only cast offensive spells on the enemy.

Healing mode only occurs when you or someone in your party takes enough damage to get it's attention. Yellow HP will at times be enough to cause Light Spirit to cast a Cure spell, however red HP is a guarantee Cure and/or Curaga spell.

Most impressive of Light Spirit is its ability to cast Curaga spells on alliance members, something not even a lvl 75 WHM can do.

Spirits are incredibly powerful if you know how to use them properly, don't ignore what they have to offer you.
From: Emina215
Registered User

Posted: 2006-04-21 18:51:50
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oooooo so can you tell me how much mp i need to use before the spirits cast the useful spell???
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