Category:Familiars
Familiars are special pets that are available exclusively to Beastmasters. They are called to the Beastmaster's side by equipping items, commonly referred to as "jugs," into the ammo slot and using using either Call Beast, which consumes the jug, or Bestial Loyalty, which does not.
While familiars are typically weaker than charmed monsters of the same level, familiars can be called instantly and stay for a set amount time before disappearing — they will never fail to be called or "decharm" and attack the Beastmaster like charmed monsters.
Familiars also allow the use of Ready, a pet command which replaces Sic and allows the Beastmaster to choose which attack is used. These abilities give the Beastmaster more tactical options and finer control over the flow of battle. In addition to having control over which ability is used, Ready can typically be used more often than Sic, which often makes familiars more powerful than equivalent charmed pets, even if the familiar has lower stats.
However, due to the relatively long recast of Call Beast and the even longer recast of Bestial Loyalty, familiars are much less disposable than charmed pets. Beastmasters that utilize familiars will need to pay close attention to the familiar's health and the time remaining before another pet can be called.
An Horizon XI specific change is that all HQ jug pets now cap at 75.
Using Ready Moves
To use any of the Familiar's ready moves below, you need Charges. On Horizon these regenerate at 1 per 45 seconds. Further the TP the pet has can modify the action. While it is possible to rest the pet until you build up 3 charges and then use a single charge skill 3 times in a row, the first use will clear/wipe/remove all TP, and the TP for the resulting actions will be low. This can affect behavior like causing an attack to miss, etc.
In a macro you have two options. The "Universal Option" is "/bstpet 2 <me>" This will cause whatever Familiar you have out to use it's second Ready move. This will use move 2 for ALL equipted pets. If you don't want to risk using an AOE move on one pet and a single target on another you can use the "Specfic Option." A macro line with "/pet "Move Name" <me>" will use only that mvoe line if it exists for the current pet.
Since each macro line that doesn't exist is ignored with an error, you can stack TP moves (with no wait commands)
I have 2 macros Single target attack in ALT+1, and Utility in ALT+2, so I might put Frog Kick, Lamb Chop, and Big Scissors in the first three lines of alt+1, and then Numbshroom, Sheep Song, and Scissor Guard in Alt+2
Macro 1: /pet "Frog Kick" <me> /pet "Lamb Chop" <me> /pet Big Scissors" <me>
When you use the macro above, which ever pet you have out will execute his moves and the other lines will return errors.
Access moves via the menu: Abilities, Pet Commands, Ready, [select ready move]
Familiars
Familiar | Family | Ready Moves | Type | Job | Level Available |
Base Level Cap |
Time |
---|---|---|---|---|---|---|---|
Hare Familiar | Rabbit |
|
Beast | WAR | 23 | 35 | 90 minutes |
Sheep Familiar | Sheep |
|
Beast | WAR | 23 | 35 | 60 minutes |
Flowerpot Bill | Mandragora |
|
Plantoid | MNK | 28 | 40 | 60 minutes |
Tiger Familiar | Tiger | Placeholder Text | Beast | WAR | 28 | 40 | 60 minutes |
Flytrap Familiar | Flytrap | Placeholder Text | Plantoid | WAR | 28 | 40 | 60 minutes |
Lizard Familiar | Lizard | Placeholder Text | Lizard | WAR | 33 | 45 | 60 minutes |
Mayfly Familiar | Fly | Placeholder Text | Vermin | WAR | 33 | 45 | 60 minutes |
Eft Familiar | Eft | Placeholder Text | Lizard | WAR | 33 | 45 | 60 minutes |
Beetle Familiar | Beetle | Placeholder Text | Vermin | PLD | 38 | 45 | 60 minutes |
Antlion Familiar | Antlion | Placeholder Text | Vermin | WAR | 38 | 50 | 60 minutes |
Crab Familiar | Crab | Placeholder Text | Aquan | PLD | 23 | 55 | 30 minutes |
Mite Familiar | Diremite | Placeholder Text | Vermin | WAR | 43 | 55 | 60 minutes |
Keeneared Steffi
|
Rabbit | Placeholder Text | Beast | WAR | 43 | 75 | 90 minutes |
Lullaby Melodia
|
Sheep | Placeholder Text | Beast | DRK | 43 | 75 | 60 minutes |
Flowerpot Ben
|
Mandragora | Placeholder Text | Plantoid | MNK | 51 | 75 | 60 minutes |
Saber Siravarde
|
Tiger | Placeholder Text | Beast | WAR | 51 | 75 | 60 minutes |
Funguar Familiar | Funguar | Placeholder Text | Plantoid | WAR | 33 | 65 | 60 minutes |
Shellbuster Orob
|
Fly | Placeholder Text | Vermin | WAR | 53 | 75 | 60 minutes |
Coldblood Como
|
Lizard | Placeholder Text | Lizard | WAR | 53 | 75 | 60 minutes |
Courier Carrie
|
Crab (Courier) | Placeholder Text | Aquan | PLD | 23 | 75 | 30 minutes |
Homunculus | Mandragora (Korrigan) | Placeholder Text | Plantoid | MNK | 23 | 75 | 60 minutes |
Voracious Audrey | Flytrap | Placeholder Text | Plantoid | WAR | 53 | 75 | 60 minutes |
Ambusher Allie
|
Eft | Placeholder Text | Lizard | WAR | 58 | 75 | 60 minutes |
Panzer Galahad
|
Beetle | Placeholder Text | Vermin | PLD | 63 | 75 | 60 minutes |
Lifedrinker Lars
|
Diremite | Placeholder Text | Vermin | DRK | 63 | 75 | 60 minutes |
Chopsuey Chucky | Antlion | Placeholder Text | Vermin | WAR | 63 | 75 | 60 minutes |
Amigo Sabotender | Sabotender | Placeholder Text | Plantoid | WAR | 75 | 75 | 30 minutes |
Monster Correlation
A unique aspect of monsters is that certain types of monsters are strong against others and vice versa. It is extremely important that Beastmasters learn and understand this in order to take advantage of the killer effect you gain for using a pet which is strong against the enemy monster type. A killer effect is when a monster or pet causes another monster or pet to become intimidated. This acts like the paralyze effect and causes the monster to miss a turn. For a full guide on monster correlations please refer to the beast strength chart.
Pages in category "Familiars"
The following 27 pages are in this category, out of 27 total.