Summoner Equipment Guide by Alamoth

Disclaimer
'''This Guide Is Incomplete. Sorry. -Al'''

Introduction
Welcome to my Vana'diel Fashion Guide: Summoner Edition

''This is my first guide and as such it will probably be flawed in a number of places. However I intend to stay focused on my goal which is to provide a comprehensive analysis of the equipment available to Summoners in Vana'diel.''

''This guide contains two major sections. The first is a guide to Summoner Equipment by slot. Here the EQ available is divided based on where it is worn. This is meant to give examples of what each slot on the body is meant to provide to the Summoner. The second section is a guide by level. This serves as a walkthrough of sorts so you know what you should be wearing at any given level.''

''Following those two sections is a bonus section about the Level 20 Avatar Battles that only Summoner's may participate in. The theory behind equipment for these battles is very different from that of a Summoner's normal routine.''

If you have any questions or comments please feel free to use the discussion tab at the top!

Weapon
A Summoner, like most mages, has limited options for their weapon of choice. They may choose from Club, Dagger, and Staff. Their skills in those weapons are rated at C, E, and B respectively.

The dagger is a Summoner's weakest weapon and is also the least suited to boost their abilities. Although they have a higher attack speed than our other options they are generally weaker as well. Unless you are fighting very weak enemies or are intent on raising this skill I advise against using daggers.

This leaves us with Clubs and Staves. Summoners have the ability to gain all of the available Weapon Skills for each so there is no benefit there for either case. It turns out that both these weapons have their uses depending on what you want to do as a Summoner. If you want to be a strong support mage then you may want to go with clubs. However, if you want to be act as a strong damage dealer you'll need an equally strong staff.

Examples of Clubs: Maple Wand / Willow Wand / Yew Wand / Solid Wand / etc... These all provide a bonus to INT and MND and are very useful for using a /WHM or /RDM subjob as it will enhance the magic used there.

Hermit's Wand / Ermite's Wand These wands provide a bonus to Spell Interruption rate. This is exceptionally useful if you don't want your spells interrupting, i.e. if you have no intentioning of leveling up your Summoning Skill.

Examples of Staves: Ash Staff / Holly Staff / Elm Staff / etc... ''This family of Staves gives a bonus to HP and MP making it especially useful to combat Summoners who need the HP to live and the MP to use their Blood Pacts.