Category:Blood Pact

From FFXI Wiki

A list of Blood Pacts usable by the Summoner job class, obtained through leveling and the acquisition of various avatars.

Recast Time

See: Blood Pact Ability Delay for a comprehensive explanation of what reduces recast below the base 60s.

The base recast timer of Blood Pacts is 60s. All rage blood pacts share a timer, and all ward blood pacts share a separate timer. Both timers are impacted by gear with the stats "Blood Pact Ability Delay"(sometimes written as: "Blood Pact Recast Time"), "Blood Pact Ability Delay II", and the two Job Point Gifts that reduce Blood Pact delay. All of these terms represent the same thing: the value of the stat is the number of seconds added or subtracted from the normal recast time.
Total Blood Pact recast timer reduction caps at -30 seconds (i.e. 30 second recast); with "Blood Pact Ability Delay" capping at -15s, "Blood Pact Ability Delay II" capping at -15s, and "Blood Pact Ability Delay III" (the reduction from Job Point Gifts) capping at -10s. -30s is the hard capped total for each type of delay reduction added together.
With the July 2016 update[1], Avatar's Favor now provides up to -10s of delay reduction. This is in addition to the hard capped -30s, making the total maximum delay reduction -40s (or total reduced delay of 20s).

Mechanics

For the Summoner

  • Activating a Blood Pacts is a job ability. As such, they can be used while the summoner is under the effect of Silence.
  • Amnesia prevents the use of Blood Pacts, and Paralysis has a chance to cancel the ability while consuming the job ability timer.
  • Avatars must be in range of the target of the pact, and the player must be within the maximum distance to the avatar and the target in order to activate Blood Pacts.

For the Avatar

  • When Avatars are commanded to use a Blood Pact, they ready them in a similar manner to weapon skills. Meaning, Silence has no affect on Avatars ability to use magical Blood Pacts (e.g. their "nuking" spell equivalent Elemental Magic Tiers II and IV), nor does Paralysis prevent their use.
  • Amnesia and Petrification, however, prevent Blood Pacts from being activated but does not consume the job ability timer, and gives the player a message that that action cannot be performed.
  • If a mob moves out of range of the Avatar while a Blood Pact is being readied, the Summoner will not have the Blood Pact Ability timer used and will receive a message that the target is too far away.
  • If the Avatar is defeated, released, or incapacitated (such as being Stunned, or receiving the effects of Terror, Petrification, Amnesia or any similar effect) while the Blood Pact is being used, one of two things will happen depending on when the Avatar is stopped:
    • If incapacitated immediately after the Blood Pact command has been given but before the Avatar is readying the Blood Pact, the summoner will retain their timer but no Blood Pact will be used.
    • If incapacitated after the Avatar is readying the Blood Pact, then the Blood Pact will not be used and the summoner will lose their timer.

Blood Pacts and Damage Types

Generally, most abilities that affect Magical Damage or Physical Damage damage, such as Elemental Sforzo or Invincible, respectively, will have Blood Pacts behave just the same as all other sources of their respective damage type. However, Blood Pacts are occasionally treated as if they are a unique type of their damage type. Below are some known examples:

  • Mobs that use "Magic Shields", such as Hydra's Polar Bulwark, normally prevent Magical Damage damage and magical effects, such as Enfeebling Magic; however magical Blood Pacts will do damage as normal. (Skillchain Damage and En-spell damage also ignores such "Magic Shields".)
    • Caturae's "Damage Shield" effect, however, does not regard Blood Pacts as different than other similarly typed damage sources. (e.g. if the Caturae's Shield blocks Magical Damage damage, then all Magical Damage Blood Pacts will be negated as well.)
  • Notorious Monsters that have stances which make them avoid all weapon skills (which shows up as a miss in the log), such as in the Tenzen High-Tier Battlefield; will take damage from Physical Damage Blood Pacts as normal.
  • Hate resets caused by Magical Damage damage in fights, such as Dazzling Dolores and Seiryu in Escha - Ru'Aun's Geas Fete, are not triggered by Magical Damage Blood Pacts.
  • Blood Pacts despite doing damage like Jump do not give the mob TP. This can be used in TP denial strategies if the Avatar does not engage.


Blood Pact: Rage
Level Name Avatar Damage Type Property
1 Inferno Two-Hour ability Ifrit Magical Damage Element: Fire
1 Earthen Fury Two-Hour ability Titan Magical Damage Element: Earth
1 Tidal Wave Two-Hour ability Leviathan Magical Damage Element: Water
1 Aerial Blast Two-Hour ability Garuda Magical Damage Element: Wind
1 Clarsach Call Two-Hour ability Siren Magical Damage Element: Wind
1 Diamond Dust Two-Hour ability Shiva Magical Damage Element: Ice
1 Judgment Bolt Two-Hour ability Ramuh Magical Damage Element: Thunder
1 Searing Light Two-Hour ability Carbuncle Magical Damage Element: Light
1 Howling Moon Two-Hour ability Fenrir Magical Damage Element: Dark
1 Ruinous Omen Two-Hour ability Diabolos Magical Damage Element: Dark
Sub-Job Accessible
1 Punch Ifrit H2H Liquefaction
1 Rock Throw Titan Slashing Scission
1 Barracuda Dive Leviathan Slashing Reverberation
1 Claw Garuda Piercing Detonation
1 Welt Siren Slashing Scission
1 Axe Kick Shiva H2H Induration
1 Shock Strike Ramuh Blunt Impaction
1 Camisado Diabolos Blunt Compression
1 Regal Scratch Cait Sith Slashing Scission
5 Poison Nails Carbuncle Piercing Transfixion
5 Moonlit Charge Fenrir Blunt Compression
10 Fire II Ifrit Magical Damage Element: Fire
10 Stone II Titan Magical Damage Element: Earth
10 Water II Leviathan Magical Damage Element: Water
10 Aero II Garuda Magical Damage Element: Wind
10 Blizzard II Shiva Magical Damage Element: Ice
10 Thunder II Ramuh Magical Damage Element: Thunder
10 Crescent Fang Fenrir Piercing Transfixion
19 Thunderspark Ramuh Magical Damage Element: Thunder
21 Rock Buster Titan Blunt Reverberation
23 Burning Strike Ifrit Hybrid (Physical and Magical) Damage (H2H) Impaction (Element: Fire)
25 Roundhouse Siren H2H Detonation
26 Tail Whip Leviathan Blunt Detonation
30 Double Punch Ifrit Blunt Compression
35 Megalith Throw Titan Slashing Induration
Sub-Job Accessible
Level Name Avatar Damage Type Property
Sub-Job accessible with a Master Leveled job only} ▼
50 Double Slap Shiva H2H Scission
55 Meteorite Carbuncle Magical Damage Element: Light
Sub-Job accessible with a Master Leveled job only} ▲
60 Fire IV Ifrit Magical Damage Element: Fire
60 Stone IV Titan Magical Damage Element: Earth
60 Water IV Leviathan Magical Damage Element: Water
60 Aero IV Garuda Magical Damage Element: Wind
60 Blizzard IV Shiva Magical Damage Element: Ice
60 Thunder IV Ramuh Magical Damage Element: Thunder
65 Sonic Buffet Siren Magical Damage Element: Wind
65 Eclipse Bite Fenrir Slashing Gravitation / Scission
65 Nether Blast Diabolos Breath Damage Element: Dark
70 Flaming Crush Ifrit Hybrid (Physical and Magical) Damage (Blunt) Fusion / Reverberation (Element: Fire)
70 Mountain Buster Titan Blunt Gravitation / Induration
70 Spinning Dive Leviathan Slashing Distortion / Detonation
70 Predator Claws Garuda Slashing Fragmentation / Scission
70 Rush Shiva H2H Distortion / Scission
70 Chaotic Strike Ramuh Blunt Fragmentation / Transfixion
75 Zantetsuken Two-Hour ability Odin Magical Damage Element: Dark
75 Meteor Strike Merit Points Ifrit Magical Damage Element: Fire
75 Geocrush Merit Points Titan Magical Damage Element: Earth
75 Grand Fall Merit Points Leviathan Magical Damage Element: Water
75 Wind Blade Merit Points Garuda Magical Damage Element: Wind
75 Tornado II Siren Magical Damage Element: Wind
75 Heavenly Strike Merit Points Shiva Magical Damage Element: Ice
75 Thunderstorm Merit Points Ramuh Magical Damage Element: Thunder
75 Level ? Holy Cait Sith Magical Damage Element: Light
76 Holy Mist Carbuncle Magical Damage Element: Light
78 Lunar Bay Fenrir Magical Damage Element: Dark
80 Night Terror Diabolos Magical Damage Element: Dark
99 Conflag Strike Ifrit Breath Damage Element: Fire
99 Volt Strike Ramuh Blunt Fragmentation / Scission
99 Hysteric Assault Siren Piercing Fragmentation / Transfixion
99 Crag Throw Titan Slashing Gravitation / Scission
99 Blindside Diabolos Slashing Gravitation / Transfixion
99 Regal Gash Cait Sith Slashing Distortion / Detonation
99 Impact Fenrir Magical Damage Element: Dark
Blood Pact: Ward
Level Name Avatar
1 Altana's Favor Two-Hour ability Cait Sith
Sub-Job Accessible
1 Healing Ruby Carbuncle
15 Lunatic Voice Siren
15 Raise II Cait Sith
20 Somnolence Diabolos
21 Lunar Cry Fenrir
24 Shining Ruby Carbuncle
25 Mewing Lullaby Cait Sith
25 Aerial Armor Garuda
28 Frost Armor Shiva
29 Nightmare Diabolos
30 Reraise II Cait Sith
31 Rolling Thunder Ramuh
31 Katabatic Blades Siren
32 Lunar Roar Fenrir
33 Slowga Leviathan
36 Whispering Wind Garuda
37 Ultimate Terror Diabolos
38 Crimson Howl Ifrit
39 Sleepga Shiva
42 Lightning Armor Ramuh
42 Chinook Siren
43 Ecliptic Growl Fenrir
44 Glittering Ruby Carbuncle
46 Earthen Ward Titan
47 Spring Water Leviathan
48 Hastega Garuda
49 Noctoshield Diabolos
Sub-Job Accessible
Level Name Avatar
Sub-Job accessible with a Master Leveled job only} ▼
50 Bitter Elegy Siren
54 Ecliptic Howl Fenrir
55 Eerie Eye Cait Sith
56 Dream Shroud Diabolos
Sub-Job accessible with a Master Leveled job only} ▲
65 Healing Ruby II Carbuncle
75 Perfect Defense Two-Hour ability Alexander
75 Deconstruction Atomos
75 Chronoshift Atomos
82 Earthen Armor Titan
84 Tidal Roar Leviathan
86 Fleet Wind Garuda
88 Inferno Howl Ifrit
88 Wind’s Blessing Siren
90 Diamond Storm Shiva
92 Shock Squall Ramuh
94 Soothing Ruby Carbuncle
96 Heavenward Howl Fenrir
98 Pavor Nocturnus Diabolos
99 Pacifying Ruby Carbuncle
99 Hastega II Garuda
99 Soothing Current Leviathan
99 Crystal Blessing Shiva

References

Official Forums' Blood Pact WSC Property Data List

Pages in category "Blood Pact"

The following 122 pages are in this category, out of 122 total.