Notes/Description
This secret technique allows a Summoner to draw out an avatar's full power. It requires the use of your entire magical essence to boost the avatar, who then can release that energy to make a devastating magical attack against the enemy.
- Astral Flow is a Summoner's Two Hour Ability.
- While active, Avatar Perpetuation Cost (the MP drain a Summoner normally incurs every 3 seconds whenever he/she has an avatar out) is reduced to zero for all summoned avatars and spirits. However, if the Summoner's MP ever remains at zero for any reason while an avatar is out (such as when following one of the below Astral Flow attacks that consumes all MP) and is not immediately restored in some way to an amount greater than zero, the avatar will automatically dismiss itself despite having no perpetuation cost. Be aware of this if you are using an avatar to tank.
- Only perpetuation cost is negated. MP is still required (and consumed) to initially summon avatars and invoke Blood Pacts.
- Any form of Refresh or Auto Refresh, no matter how slight, is sufficient to allow an avatar to stay active even after all MP has been consumed, and is by far the easiest way to accomplish this. Before the avatar is able to dismiss itself, at least 1 point of MP will always be regenerated, due to perpetuation costs being negated. It is a good idea for Summoners to carry with them at least one juice item, such as Melon Juice, in order to bestow a Refresh effect on themselves, especially at levels below 25 when they still do not possess Auto Refresh (and when other jobs are still too underdeveloped to grant a Refresh effect to the Summoner, as well).
- While active, each avatar gains the ability to perform their special Blood Pacts. They can be found under the Blood Pact: Rage category, and have the following names and effects:
- In order to use the above Blood Pacts, the user must have MP = (their current job level * 2). (ex: a level 50 Summoner must have at least 100 MP available.) If the Summoner has insufficient MP, the Blood Pact command may be issued and the avatar will ready the attack, but it will not execute. If Astral Flow wears off after issuing the command but before the avatar uses the attack, it will also fail to execute. (If either of these events occur, any MP the Summoner did have will be retained and not drop to zero.
- Upon usage of any of the above Blood Pacts, all of the Summoner's MP is consumed. Despite this variable MP cost, the amount of MP consumed by these Blood Pacts has no effect on how much damage they deal. Any extra MP over the amount necessary to use the special Blood Pact is essentially wasted.
- The special Blood Pacts only usable during Astral Flow inflict magical damage, and can therefore be resisted, but will not miss (as long as its intended target is within range of the attack). They may also be used to perform Magic Bursts, similar to standard offensive magic spells.
- Damage inflicted by these attacks can be reduced by Shell and other "magic damage taken -%" effects.
- Damage inflicted by these attacks is not reduced by the number of targets hit, as is the case with Black Magic
- While active, Elemental Spirits do not obtain any new Blood Pacts to use, but will cast magic far more quickly, and the AI's chance to use more powerful spells will be increased.
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Macro Syntax
- /ja "Astral Flow" <me>
- /pet "Blood Pact Name" <t>
- Since Astral Flow is a two hour special, some people prefer not to make a macro for it to prevent unintentional activation.
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