In Final Fantasy 14 Endwalker, the Summoner job has been completely revamped from the ground up. Not only did Endwalker add FF10 summons, but it also made the Job easier for players to play. The old rotation will no longer work, and players might be wondering how the new Summon feels and how their rotation now works.
The Level 90 Summoner Rotation in Endwalker
Bahamut Phase
The beginning of any default speed Endwalker level-capped Summoner's DPS rotation will be demi- Bahamut or any demi-summon that is not in cooldown. Now that Bahamut is out, Dreadwyrm Trance will take over, transforming some of the player's buttons to more powerful versions of those spells. Now players have about 15 seconds while Bahamut or the demi summon will attack to cast the off-global Enkindle Bahamut 20 second cooldown; this will add greatly to the Summoner's overall DPS.
The first global Final Fantasy 14 players should be casting is Astral Impulse for one to two enemies. This single-target spell smashes an enemy for 430 potency. If there are more enemies than two, players should use the AOE version of this spell, called Astral Flare which is a 180 potency for all targets. Players should cast as many of these instant-cast, 2.5-second cooldown spells as possible during the 15 seconds that Dreadwyrm Trance is active.
Deathflare is the next spell in the rotation, hitting a single target for 500 potency, plus splash damage to surrounding enemies. This is cast once in the 15-second span that Dreadwyrm Trance is active. Another spell players will want to make sure to cast at least once during this time is Energy Drain (single-target) or Energy Syphon (multi-target); these Energy spells will not only damage enemies but will also grant players two stacks of Aetherflow stacks that can be spent on Fester or Painflare.
A sample of the first 15 seconds of the rotation would be:
- Bahamut or demi-summon
- Cast Enkindle Bahamut
- Astral Impulse / Astral Flare
- Deathflare
- Astral Impulse / Astral Flare
- Energy Drain / Energy Syphon (get a stack to cast Ruin 4)
- Astral Impulse / Astral Flare
- Fester / Painflare
- Fester / Painflare
- Astral Impulse / Astral Flare
- Astral Impulse / Astral Flare
Arcanums Phase
In the award-winning FF14, Summoners will unlock summons called arcanums by entering Dreadwyrm Trance. Once the Dreadwyrm Trance is gone, players will now have access to the three arcanums. These are Ruby Ifrit, Topaz Titan, and Emerald Garuda. During this phase, players should be able to use each of these arcanum summons once, use all of their attunements, and then be ready for the Summon Pheonix phase when it pops.
During the last phase, Energy Drain / Energy Syphon gave players one stack of Ruin 4, an instant cast, single-target spell that should be used before the next Energy Drain / Energy Syphon cast is available. These Primals can be summoned in any order depending on which will be more useful at the time.
The Ruby Arcanum Summons Ifrit 2 Primal. Ifrit crashes onto the scene with a massive 700 potency attack to a single target with splash damage. This Primal does a ton of damage with every hit but has incredibly long cast times. Players should make sure to use this when they won't have to move around a lot, giving their summoner plenty of time to cast and not have their spell interrupted.
Ifrit gives 2 charges of fire attunement. Players should use these to cast either Ruby Rite for single-targets (Gemshine button) or Ruby Catastophy for multi-target fights (Precious Brilliance button). During this summon, Astral Flow becomes a combo attack called Crimson Cyclone, a dash AOE attack, that combos well into Crimson Strike.
Next is the Topaz Summon Titan 2. Not only does he bring four Earth attunements, but he also starts his time in the arena with a massive single-target attack, just like Ifrit. Players can use the attunements for Topaz Rite and Topaz Catastrophy, just like for Ifrit's Ruby versions.
Every time a Topaz spell is cast, players gain a stack of Titan's Favor to cast Mountain Buster. Therefore, they should alternate the Topaz and Mountain Buster spells while Titan is active. These spells are super fast, so players can use Titan even when they are on the run.
The third Primal is Summon Garuda 2, or Emerald Arcanum. This primal also begins with a high-powered single-target with splash damage and four wind attunements. These attunements can be spent on Emerald Rite and Catastrophe which are very short cast times (1.5 seconds each) and are instant-cast. Since these cast times are so short, players might miss their global Energy Drain / Energy Syphon during this summon.
The Astral Flow attack from Garuda has a long cast time, and it puts the AOE on the ground, so players will want to make sure they only use it when not only they are not moving, but the target of the spell is also going to hold still for a while. This can be difficult for players to get the hang of this one; in that case, they might want to ask a FF14 mentor for some extra tips.
Summon Pheonix Phase
Pheonix is a Final Fantasy Summon based on mytholog y, and it should be ready at this time. If not, cast Ruin 3 or Try-Disaster global filler spell until Pheonix is ready. Once Pheonix is cast, players will enter Firebird Trance, and they will be able to Enkindle Pheonix (a massive strike), Rekindle Pheonix (a healing spell), and Fountain of Fire / Brand of Purgatory.
- Summon Pheonix
- Enkindle Pheonix
- Fountain of Fire / Brand of Purgatory
- Energy Drain / Energy Syphon (get a stack to cast Ruin 4)
- Fountain of Fire / Brand of Purgatory
- Fester / Painflare
- Fountain of Fire / Brand of Purgatory
- Fester / Painflare
- Rekindle (If needed)
After the Summon Pheonix phase, players will have another round of Arcanum Summons. After that, the whole rotation will begin over again. While there are some other things players can do to streamline and do more damage, this is the basic new rotation for the Summoner in Final Fantasy 14 Endwalker.
Final Fantasy 14 is now available for PC, PS4, and PS5.