FFXIV Shadowbringers Summoner Demi Summons - FFXIV Shadowbringers Summoner Guide (FFXIV 5.3) | AkhMorning

FFXIV Shadowbringers Summoner Guide 5.3

FFXIV Shadowbringers Summoner Demi Summons

Demi-Summons

In Shadowbringers as of 5.10, Demi-Summons work in the following regards:

  • Each time you cast a GCD spell, your Demi-Summon will execute their “auto” action.
  • Demi-Bahamut now can react to GCDs immediately with Wyrmwave.
  • Demi-Phoenix cannot react to GCDs immediately with Scarlet Flame.

The first case means that Demi-Summons react to GCDs only. OGCDs such as Tri-Disaster & Addle are not required for Demi-Summon rotations.

The second case means that Demi-Bahamut rotations can be streamlined to always begin with Ruin IV into Enkindle Bahamut. No more “Hold” method required while also being much kinder for higher ping players to get more impactful actions under buff windows.

The third case means that Demi-Phoenix has a little “afk” period after being summoned where using an instant GCD too soon will lose a Scarlet Flame (~120p). We have various methods to work around this limitation. They will be explained further below.

Square Enix has accepted Demi-Phoenix’s behaviour as a bug on the Official Forums. Hopefully down the line they will address him to function like Bahamut so that we can have consistency among both Demi-Summons.

One of my recommendations is if Everlasting Flight is the cause of Phoenix’s inability to react due to it carrying an animation lock of 0.6s, then Everlasting Flight should be decoupled from Phoenix, attached to the Firebird Trance action at Lv. 80 so that it comes from the Summoner using Magical Attack Potency (like Vercure) & have its potency scaled down to around 80 potency so that it produces similar numbers to Phoenix being the source.

Demi-Bahamut

As a result of the change for GCD only procs, our goal for Demi-Bahamut actions is to achieve:

  • 8 Wyrmwave (WW)
  • 2 Akh Morn (AM)

Summon Bahamut will typically always be late-weaved as the second OGCD following Deathflare when ending Dreadwyrm Trance (DWT). This is done to maximise the time inside Demi-Bahamut’s window in order to reduce the chance of ghosting a Wyrmwave at the end.

The main takeaway with Bahamut rotations is that all ideal cases will have 4 Ruin IVs.

If the window at the end of a Bahamut is proving tight for the 8th Wyrmwave consider adopting a little more Spell Speed for consistency’s sake.

Note: At our expected GCD speeds the final 2 GCDs in every Bahamut rotation must be instant casts to ensure consistency in performing 8 Wyrmwaves. Even if Ruin II casts must be used in order to do so, this tradeoff is worth it for the 8th Wyrmwave in terms of net potency gained.

1-4-3 Summon Bahamut

1-4-3 Bahamut image by Elevation Xx
1-4-3 Bahamut image by Elevation Xx

1 - 4 - 3 Summon Bahamut

  • Summon Bahamut
  • Ruin IV + Enkindle Bahamut + Fester
  • Ruin IV
  • Ruin III (hardcast)
  • Ruin III (hardcast)
  • Ruin IV + Enkindle Bahamut
  • Ruin III (hardcast)
  • Ruin IV + Energy Drain + Swiftcast
  • Ruin III (instant) + Fester
Video to show the 1-4-3 Summon Bahamut sequence for 8 WW at high ping

This is our standard Summon Bahamut rotation to make the most of strong party buff windows as well as the typical rotation to follow with the 6th GCD Summon Bahamut opener timings unlike the 1-5-2 Summon Bahamut rotation.

Either sequence is fine for general use, however, keep in mind if mechanics would have you move & whether they would favour one over the other.

The 2nd Ruin IV is to make use of the extra potency under buffs but it does require the Swiftcast Ruin III at the tail end as you always must end a Summon Bahamut with 2 instants for the 8th Wyrmwave at typical Summoner Spell Speed values.

Note: If you need to save the Swiftcast for progression or farming, you can always replace that Ruin IV with a hardcast Ruin III & shift that Ruin IV to the tail end instead.

Some spell speed can help with how tight it is to get the 8th Wyrmwave before Bahamut despawns. Try out various GCDs & remember you want to know the slowest that you can consistently do all Demi-Summon rotations with.

1-5-2 Summon Bahamut

1-5-2 Summon Bahamut image by Elevation Xx
1-5-2 Summon Bahamut image by Elevation Xx

1 - 5 - 2 Summon Bahamut

  • Summon Bahamut
  • Ruin IV + Enkindle Bahamut + Tri-disaster
  • Ruin IV + Fester
  • Ruin III (hardcast)
  • Ruin III (hardcast)
  • Ruin III (hardcast)
  • Ruin IV + Enkindle Bahamut + Swiftcast
  • Ruin III (instant)
  • Ruin IV + Energy Drain + Fester
Video to show the 1-5-2 Summon Bahamut sequence for 8 WW

This sequence follows the timings the 5th GCD Summon Bahamut opener sets & is not expected with the 6th GCD Summon Bahamut opener timings which favours the 1-4-3 Summon Bahamut rotation & strong party compositions for raid buffs.

Either sequence is fine for general use, however, keep in mind if mechanics would have you move & whether they would favour one over the other.

The Tri-disaster is not required for Wyrmwaves but is present to snapshot under party buffs for value.

2-4-2 Summon Bahamut

2-4-2 Summon Bahamut image by Elevation Xx
2-4-2 Summon Bahamut image by Elevation Xx

2 - 4 - 2 Summon Bahamut

  • Summon Bahamut
  • Ruin III (hardcast)
  • Ruin IV + Enkindle Bahamut + Fester
  • Ruin IV
  • Ruin III (hardcast)
  • Ruin III (hardcast)
  • Ruin IV + Enkindle Bahamut
  • Ruin IV + Energy Drain + Swiftcast
  • Ruin III (instant) + Fester
5.08 video to show the 2-4-2 Summon Bahamut sequence for 8 WW at high ping

Formerly known as Easy Bahamut, as of 5.10 it is now known as 2-4-2 Summon Bahamut.

Originally it was intended to hardcast a Ruin III as the first spell covered the gap where Bahamut could not react to GCDs, allowing for 2 Wyrmwaves before the first Enkindle Bahamut. By doing so it made for an easier sequence to achieve 8 Wyrmwaves total even for high ping players with a 2.50s GCD.

With the 5.10 changes allowing for Ruin IV + Enkindle Bahamut sequences, 2-4-2 is no longer required for high ping play consistency.

This method now has more niche applications in mind.

e.g. in an encounter you may want to Summon Bahamut just before a boss becomes targetable again after some downtime. Buffs would take small bit of time to go out. By having the first GCD be a hardcast this allows Bahamut’s first 2 Wyrmwaves & Akh Morn to be pushed back in order to catch these buffs.

Substituting GCDs

With Demi-Bahamut the important structure to keep in mind is when hardcast & instant cast GCDs are used.

As an example if your standard DoT timings are off & the sequencing ends up that you have to apply DoTs during Demi-Bahamut, you can consider substituting:

  • Ruin III (hardcast) -> Ruin IV (instant) -> Enkindle Bahamut

with

  • Miasma III (hardcast) -> Bio III (instant) -> Enkindle Bahamut

This will retain the same rhythm for WW generation.

Furthermore, as mentioned in the opener section with why there is a Ruin IV after the first Enkindle Bahamut, if you find yourself needing to hold onto Swiftcast or are entering the Bahamut window with less than 4 Further Ruin stacks, as an example you can always replace the 2nd Ruin IV in the 1-4-3 rotation with a hardcast Ruin III in order avoid needing a Ruin II at the tail end.

Demi-Phoenix

At level 80 every second Trance will be a Firebird Trance (FBT) with Demi-Phoenix being summoned in tandem meaning unlike Demi-Bahamut which is separate following a completed Dreadwyrm Trance, Demi-Phoenix’s timing is very strict. Due to the shared Trance cooldowns, Demi-Phoenix will always manifest at least 45s after the last Dreadwyrm Trance has ended.

Like Demi-Bahamut, Demi-Phoenix also mirrors buffs with us with the exception of Dragonsight only applying to the Summoner & not the summon.

Our goal in Firebird Trance for GCDs cast is:

  • 4 Fountain of Fire (FoF)
  • 4 Brand of Purgatory (BoP)

However, our goal with Demi-Phoenix actions in the same window is also:

  • 8 Scarlet Flame (SF)
  • 2 Revelation (R)

Below are our recommended methods. Try them out to find which are more consistent for you.

1-5-2 “Triple Weave Method”

Not high ping friendly

5.10 Triple Weave Method image by Elevation Xx
5.10 Triple Weave Method image by Elevation Xx
Video to show the Triple Weave Phoenix sequence for 8 SF

Spells with a cast time are subject to something known as “caster tax” where there is a 0.1s animation lock added at the end of a cast to allow for queueing when casting GCDs back to back meaning 2.5s base hardcast spells act as 2.6s.

With Firebird Trance GCDs all being instant they are not subject to caster tax meaning that we have more time available in the Demi-Phoenix window than Demi-Bahamut. One way to fill the gap between summoning Demi-Phoenix & using a GCD is by triple weaving going into Firebird Trance.

Note: This method is not recommended as high ping friendly due to the excess additional animation lock Enkindle Phoenix takes up at high ping, denying the opportunity to get the initial Scarlet Flame before Revelation.

Favours a GCD of 2.48s or faster.

The final Scarlet Flame at lower speed with high ping still can feel tight enough to be close to ghosting territory (when the damage didn’t really happen). Some Spell Speed can help give some breathing room at the end there.

It is, however, more suited to general buff windows due to not requiring an additional GCD to enter Firebird Trance but not at the cost of losing a Scarlet Flame.

If this method is inconsistent, try an alternative!

1-4-3 “Single Weave Method”

High ping friendly with practice

Single Weave Method FBT image by Elevation Xx
Single Weave Method FBT image by Elevation Xx
Video to show the 1-4-3 Single Weave Method Phoenix sequence for 8 SF

If you can get the timing right of the Firebird Trance single weave, this method is reliable for 8 Scarlet Flames even at high ping with only one double weave.

If the timing is too early you will waste too much of the Firebird Trance timer risking the ghosting of the last Scarlet Flame. Too late & the Fountain of Fire will not register resulting in the first Scarlet Flame being lost altogether. This emphasises the importance of having to get the timing just right with your ping in mind.

Note: For myself at 200+ ms, this is about 5 o’clock on the GCD dial due to my higher OGCD animation lock. For players with lower ping this can be done a bit later.

With practice this method is one of the more consistent ones for high ping players to ensure 8 SF in total. It is, however, marginally worse than the Triple Weave method for general buff alignment due to the extra GCD needed before entering Firebird Trance.

1-5-2 Delayed FoF: “Hold Method”

Not high ping friendly

5.08 Hold Method FBT image by Elevation Xx
5.08 Hold Method FBT image by Elevation Xx
5.08 Video to show the Hold Method Phoenix sequence for 8 SF

The Hold Method Phoenix is done by taking a brief pause between 0.3-0.6s depending on your latency (ideally around 0.5s) after Firebird Trance before your first Fountain of Fire GCD. By doing so enough time is taken to go past Phoenix’s initial window of doing nothing in order to react to the Fountain of Fire thus executing a Scarlet Flame. You will need to test the timing to determine what’s good for you.

To test the timing:

  • go to a striking dummy
  • cast Ruin II -> any oGCD + Firebird Trance
  • wait for your GCD to cool down, take a breath, then cast Fountain of Fire

If the Demi-Summon reacts with their action, you have it.

Note: One downside to this method is that at expected GCD speeds, if you take too long with the initial delay you can lose too much time to fit the last Scarlet Flame before Phoenix despawns at the end of his 20s window resulting in 7 attacks.

A GCD of 2.48s or faster is recommended for this method.

If you cast the initial GCD too early & clip the double weaves due to high ping you can lose a Scarlet Flame at the beginning & end for a total of 6 out of 8!

As a result this is also not recommended for players with high ping.

General Demi-Summon Things

Demi-Summon Number Notation

In the past people have asked what do the numbers for a Demi-Summon rotation mean?

They refer to the Demi-Summon procs surrounding the Demi-Enkindles to give an idea of the rhythm of their rotations.

e.g. 1-4-3 Summon Bahamut means 1 WW + AM + 4 WW + AM + 3 WW

The total sum of the numbers will always add up to 8 for 8 WW or 8 SF.

Correctly Ending Demi-Summons

It is important to remember that in a single target scenario you must not use Demi-Summon Enkindles within the last ~5s of the timer.

Enkindles take ~2s of Demi-Summon animation lock to resolve while WW/SF both have a 1.5s recast. When used at 5s remaining, while you will have one WW/SF execute, the last one will fall within Demi-Summon ghost territory.

Therefore as a general rule, do not Demi Enkindle in the last 5s for single target.

In the case of AoE however, if delaying Enkindle would hit multiple targets vs not at the cost of some WW/SF then it is more correct to delay it.

Never Demi Enkindle with less than 2s remaining as this risks ghosting the Demi Enkindle damage.

Ghosting

Ghosting is a term we use for when Demi-Summons will execute an action’s animation & sends a message for ACT to record, however, the cast does not resolve in game resulting in no actual damage dealt. It will look like it happened but in reality it will not have.

Ghost actions can be confirmed using your in-game battle log to check & account for all of a Demi-Summon’s actions that were successfully cast or by looking at the floating text damage numbers that appear (or lack there of).

Recently FFLogs has adopted some measures to verify whether actions resolved for damage. This should mean that FFLogs & thus XivAnalysis now has accurate ghost checking.

Unfortunately, ACT will still list ghosted actions as actual casts. As a result these are not an accurate assessment of your Demi-Summon rotations.

Movement Checks & Pet Positioning

This is a big one surrounding Demi-Summons that is the source of many frustrations to Summoners out there, while being a matter not touched on much.

Consider that around a player there are 8 compass points at all times. One for each cardinal & intercardinal. Pets, Squadron members & Trusts all make use of these in their default state. Our pets in particular enjoy hanging out at our intercardinals, typically the ones behind us, but they will not exclusively stand there.

Example positions around players
Example positions around players

Demi-Summons by default are not aggressive pets. They are like Egis in Steady stance where when you move far enough out of range they will follow you.

As such, big movement while Demi-Summons are present will cause them to perform a move check because in the pauses between their actions they notice you’re far away & will try to return to one of the positions around you.

This can delay their Enkindles from resolving which is why we recommend keeping movement minimum while you resolve the Demi-Summon Enkindles, however, movement is typically fine for WWs/SFs, although be mindful as to whether excessive movement is compromising you from executing 8 total.

With this in mind, how you move & where you are facing can be important to help mitigate & minimise the amount of movement your Demi-Summons will need to do. When you rotate, so do the 8 positions around you that pets like to hang out at which can increase, or decrease the total distance they will want to move, or even change which position they go to altogether.

Here is a diagram I made showing this in action with Demi-Bahamut back in 4.0 showing how strafing to the right & rotating counter clockwise would increase the distance Demi-Bahamut would move:

Demi-Bahamut extra movement example
Demi-Bahamut extra movement example

While this is more of an advanced consideration to think about, how you move & where you face can matter for our Demi-Summons. Ideally, we’ll want to turret for them, but sometimes that’s not always feasible with what’s happening in an encounter.

Alternative Rotations

While there are other methods that do work for achieving 8 WW/SF Demi-Summons, the ones above are the ones we recommend to adopt in order to see what methods end up as more consistent for you the player given your GCD speed & your lag factor.

Practice makes perfect & for happy Demi-Summons!