Beastmaster (FFXI)  

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Job Description

Elvaan Beastmaster
Elvaan Beastmaster
Masters of the natural world, Beastmasters are capable of communicating with various types of monsters and controlling them at will. Because of this affinity for creatures, they are able to enlist their help against foes making the Beast Master the most efficient soloing class, as well as an excellent addition to any group setup.

Available after completing the quest Save My Son.


Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Level Name Recast Duration Effect
1 Charm 00:00:15 Varies Charm a creature as a pet.
10 Gauge 00:00:30 N/A Lets you check a creature and gauges the success of you charming it.
12 Reward 00:01:30 N/A Allows you to feed your pet biscuits to heal HP.
23 Call Beast 00:05:00 N/A Allows you to call beasts using jugs of broth.
30 Tame 00:10:00 N/A Calms a creature to make it passive.
45 Snarl 00:00:30 N/A Transfers hate to your pet. Only works on pets invoked with the "Call Beast" ability.
75 Merit Killer Instinct 00:15:00 N/A Grants your pet's Killer effect to party members within area of effect.
75 Merit Feral Howl 00:15:00 1 to 10 seconds Terrorizes the target.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

LevelNameDescription
1 Wide Scan Scans the area for monsters, revealing them on the map.
10 Vermin Killer Grants you a Killer trait which may Intimidate vermin creatures.
15 Resist Slow I Gives a slight resistance to the Slow effect.
20 Bird Killer Grants you a Killer trait which may Intimidate bird creatures.
35 Resist Slow II Gives a slight resistance to the Slow effect.
40 Lizard Killer Grants you a Killer trait which may Intimidate lizard creatures.
50 Aquan Killer Grants you a Killer trait which may Intimidate aquatic creatures.
55 Resist Slow III Gives a slight resistance to the Slow effect.
60 Plant Killer Grants you a Killer trait which may Intimidate plant creatures.
70 Beast Killer Grants you a Killer trait which may Intimidate beast creatures.
75 Resist Slow IV Gives a slight resistance to the Slow effect.
75 Merit Beast Affinity Increases the level of pets summoned with Call Beast.
75 Merit Beast Healer Enhances the regen effect of Reward.
78 Stout Servant Decreases damage taken by pet.
80 Fencer Increases rate of critical hits when wielding with the main hand only. Grants a TP bonus to weapon skills.
85 Wide Scan V Scans the area for monsters, revealing them on the map.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Level Name Duration Recast Description
1 Familiar 00:30:00 02:00:00 Pet will remain at your side for 30 Minutes and will have an increase in attack and defense.

Pet Abilities

Some jobs go into battle with a faithful pet at their side, pet abilities allow these jobs to issue commands to their pet in order to have them attack, follow, stay and even cast beneficial or damage spells.

Level Name Recast Duration Effect
1 Fight 00:00:10 Instant Commands your pet to attack the target.
10 Heel 00:00:05* Instant Commands the pet to cease attacking and return to you.
15 Stay 00:00:05* Instant Commands the Pet to stay in one place.
25 Sic 00:02:00 Instant Commands the Pet to make a special attack.
25 Ready 00:01:00 per charge (Up to 3 charges) Instant Commands the Pet to make a special attack. Only affects Jug pets.
35 Leave 00:00:05* Instant Sets your pet free.
45 Snarl 00:00:30 Instant Transfers hate to your pet. Only works on pets invoked with the "Call Beast" ability.
83 Spur 00:03:00 00:01:30 Grants "Store TP" effect to pets.
* = Shared Recast

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Axe A- 114 203 269
Scythe B- 109 196 240
Dagger C+ 105 190 230
Club D 101 183 210
Sword E 94 171 200

Sub-job Combinations

Sub JobReasonProsCons
White Mage Access to healing magics as well as enhancing and enfeebling magics Cures, Status Curing Spells, Reraise, Damage mitigation ability through Stoneskin and Blink Low MP, Enhancing spells come at a later time, constant need to rest for mp until obtaining a Gaudy Harness
Red Mage Access to healing magics as well as enhancing and enfeebling magics Enfeebling spells, Cures, Dispel, En-spells for extra damage, damage mitigation through Stoneskin, Blink, and Phalanx No ability to remove status effects without using an item, cures are obtained much later than with WHM sub, Low MP, Constant need to rest for mp until obtaining a Gaudy Harness
Ninja Dual-wielding and large damage mitigation Dual-wield for extra damage, Utsusemi for damage mitigation, Tonko for invisible, capable of casting Ninjutsu and not get magic aggro No way to cure until Rune Axes, no way to fix status ailments without using items, More expensive than going /mage
Warrior An increase in damage and damage mitigation Able to increase damage by using Berserk, and later Warcry, Adds more damage than /mage, Damage mitigation with Defender causing a decrease in attack and having less likely to pull hate No ability to cure until Rune Axes, No ability to fix status ailments without items
Dancer Access to healing, debuffs, such as evasion down and defense down, and gravity. Able to cure based on TP, which is also instant in cast time. Ability to debuff mobs based on the accuracy of your weapon, not magic skill. Ability to gravity mob in pinches either to charm the current mob, or buy time to charm a new mob. Typically useful more for soloing. Since TP is needed to perform the tasks of /DNC, you would either be hindering /DNC ability, or your ability to weapon skill. Ability to erase is not available till level 70.

Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells

Group 1
Name Description
Killer Effects Increases chance of intimidation effects of all killer effects by 1% per upgrade.
Reward Recast Decreases recast time of ability by 3 seconds per upgrade.
Call Beast Recast Decreases recast time of ability by 10 seconds per upgrade.
Sic Recast Decreases recast time of ability by 4 seconds per upgrade.
Tame Decreases recast time of ability by 20 seconds per upgrade.
Group 2
Name Description
Feral Howl Inflicts Terror on the target, each additional upgrade reduces the recast timer by 2 minutes 30 seconds. With five merits the recast time is 05:00.
Killer Instinct Party members within area of effect gain the killer effect of the Beastmaster's pet, each additional upgrade reduces the recast timer by 2 minutes 30 seconds. With five merits the recast time is 05:00.
Beast Affinity Increases level of summoned pets, each additional upgrade to this skill grants +2 levels. With five merits the maximum level of the summoned pet will be increased by 10.
Beast Healer Increases the effectiveness of Reward, each additional upgrade to this skill grants +1 regen.

Artifact and Relic sets

Artifact Artifact +1 Relic Relic +1
Beast Helm Beast Helm +1 Monster Helm Monster Helm +1
Beast Jackcoat Beast Jackcoat +1 Monster Jackcoat Monster Jackcoat +1
Beast Gloves Beast Gloves +1 Monster Gloves Monster Gloves +1
Beast Trousers Beast Trousers +1 Monster Trousers Monster Trousers +1
Beast Gaiters Beast Gaiters +1 Monster Gaiters Monster Gaiters +1
Barbaroi Axe Monster Belt

Other Info

Charm: Allows you to control your target. There are some monsters that are un-charmable. These include beastmen, monsters like Marids and Cockatrice; these are often called "big game." The success of charm is directly related to your charisma, the level of the monster, your level, and the type of the monster. Charm is a light based attack and therefor gains bonuses from items that improve light based attacks such as the Apollo's Staff. The duration of charm depends on several variables including your level in comparison to your targets level. The charm duration can be extended with the use of armor pieces like beastmaster artifact set.

Gauge: A job ability that allows a beastmaster to approximate the success that they will have when attempting to charm a monster. Gauge takes into account your current stats and beastmaster level as well as the level of the monster you are currently targeting. The gauge ability was used to confirm that your overall beastmaster level is what determines your charm success rate. This study was particularly useful in concerns with beastmaster as a sub job.

Reward: This ability allows the beastmaster to feed his/her pet special food that restores the pet's hp, adds a regenerative effect, or erases a negative status effect. There are eight types of pet food; Biscuits Alpha, Beta, Gamma, Delta, Epsilon, Zeta; Roborant; and Poultice. The Biscuits all restore a pet's hit points and adds a regenerative effect. Pet Roborant acts as an erase and removes a negative status effect. Pet Poultice increase the healing hit points of a pet by 5% when used in conjunction with the stay command. The amount of hit points a biscuit restores is affected by the players mind as well as "reward" enhancing gear.

This page last modified 2010-11-29 21:35:48.