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Final Fantasy XIV |OT| ARR: Alpha Closed. Beta mid-Feb

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Jinko

Member
nicoga3000 said:
Did that first video show shared loot? I haven't been following GW2 much, but if that's how they're doing loot, that's fantastic. It would really encourage people to work together on a whim knowing they are for sure getting SOMETHING out of it. Pretty sweet. It looks fluid, too.

Yup everyone gets 100% of everything, loot, XP, quest drops, nice idea, I'm sure the hardcore MMO players will consider it a bit too casual but I'm definately in favour of it.
 

nicoga3000

Saint Nic
Jinko said:
Yup everyone gets 100% of everything, loot, XP, quest drops, nice idea, I'm sure the hardcore MMO players will consider it a bit too casual but I'm definately in favour of it.

Yeah, it's not as hardcore at all, but it really pushes teamwork. I think it was Phantasy Star 0 for DS where I first saw that, and online was so much more fun because of it. Nobody was fighting over drops, just working to get the enemy down. Somewhat looking forward to this. Again, I don't follow it at all, so curious as to if there's a Q for release date?
 

hteng

Banned
so is everyone still on Linblum ? I logged on after 3 months of hiatus and so much has changed, the original linkshell is pretty deserted (gunsmithcats), so i played for a few hours and while everything is smooth now, it's still pretty confusing, what's with the "dated" equipments? how do i get a chocobo? where did my stats go? i can't customize my stats now? so many questions.. hmm..
 

Cmagus

Member
hteng said:
so is everyone still on Linblum ? I logged on after 3 months of hiatus and so much has changed, the original linkshell is pretty deserted (gunsmithcats), so i played for a few hours and while everything is smooth now, it's still pretty confusing, what's with the "dated" equipments? how do i get a chocobo? where did my stats go? i can't customize my stats now? so many questions.. hmm..

Yes we are still on Lidblum we are under (Red Dot) now.

Dated equipment is equipment from before the patch.Basically new gear was introduced that allows for materia to be sloted and the dated stuff cannot have it.Not sure if they are getting rid of it down the road or not.

Chocobo requires you to be 25 and complete each of the main cities Grand company quests.From there you will be able to join a GC of your choice after that you will need to run one dungeon to get enough marks to purchase the chocobo license.(save your anima now I will tell you this since you just logged on and have alot or prapre to run everywhere to finish this it's not pretty without anima)

Stat customization and physical levels are gone.
 

Gromph

This tag is currently undergoing scheduled maintenance...
Staff Member
Unknown Soldier said:
I wonder how they will deal with the player revolt when Fleet of Foot is taken away from all jobs except Lancers. I would be willing to quit the game just because of that.

And sentinel removed for all class besides Gladiator :)
 

Allard

Member
Nakazato said:
have we got the second part yet ?

Nope but its expected sometime this week but they never gave a date. My guess is Wednesday morning (Thursday for Japan). Or Friday morning at the end of the week.

In other news. Community organizers rounded up all(most) of the interviews a couple weeks ago with Yoshida and put them all in one place for people to go check out. Couple I hadn't seen before.

http://forum.square-enix.com/ffxiv/threads/30703-Yoshida-s-interviews-around-the-world!?p=445022#post445022
 

Allard

Member
Rentahamster said:
I was hoping part 2 would be as early as today. Oh well.

The reasoning for why it had to be split up in the first place made me think a week at best before we heard more on it. They split up the class identity part because the changes they were planning for that still haven't been solidified yet, at least not where they feel comfortable to take scrutiny. They released the system plans, the stuff that the whole class revamps are hinging on first because that was finalized.
 

Jinko

Member
It doesn't sound good that they are still planning these changes, I guess 1.20 will be delayed, either that or these changes are goignt o be rushed.
 

Rentahamster

Rodent Whores
Jinko said:
It doesn't sound good that they are still planning these changes, I guess 1.20 will be delayed, either that or these changes are goignt o be rushed.
They had all year to think about this. I wonder what's taking so long.
 

Ravidrath

Member
Game development tends to go from more rigid at the start to more fluid at the end, because at first you're making broad strokes and creating whole systems, and at the end you're making all millions of little details people actually see and feel.

Basically, this is normal and indicative of nothing more than that they're making a video game.
 

Cmagus

Member
Ravidrath said:
Game development tends to go from more rigid at the start to more fluid at the end, because at first you're making broad strokes and creating whole systems, and at the end you're making all millions of little details people actually see and feel.

Basically, this is normal and indicative of nothing more than that they're making a video game.

Pretty much only difference is it's playing out more public than any normal production would. If this wasn't out yet and they released the game with all this stuff it would be a different story I think the big problem is we are all so high now that anytime new stuff gets thrown out people blow through it in now time.Not so much me lol but you guys don't take long to figure the new stuff and the fact Yoshi mentioned people were speed running ifirit is really funny but that is probably because so many have alot of time to do nothing but that and it's the only thing that keeps them really busy.

Alot of people now have to be close to having all the weapons from ifirit I see so many now and I even see people complaining about how boring it is now.
 
Cmagus said:
Pretty much only difference is it's playing out more public than any normal production would.

Well, most MMOGs don't launch and then the entire development leadership get fired and the game remains live while the new team creates an entirely new game from scratch. That's what's happening here with FFXIV, so in many ways it is the most public development process any MMOG has ever seen, or will ever see most likely.

Rentahamster said:
They had all year to think about this. I wonder what's taking so long.

They're remaking the entire class system from scratch. I'm not surprised it's taken them as long as it has.
 

Cmagus

Member
Unknown Soldier said:
Well, most MMOGs don't launch and then the entire development leadership get fired and the game remains live while the new team creates an entirely new game from scratch. That's what's happening here with FFXIV, so in many ways it is the most public development process any MMOG has ever seen, or will ever see most likely.



They're remaking the entire class system from scratch. I'm not surprised it's taken them as long as it has.

Yes that is right the issue is keeping peoples patience especially in this tight market. They will get it together come 2.0 and I have no doubt they will relaunch it successfully for now we are the guinea pigs. I think the fact that people purchased the game and got ripped off was a major problem and I think until it hits that point people will keep complaining. I'm over that personally I've gotten my moneys worth to this point and although rough have had alot of fun with this game especially recently it's really picking up and alot more people are playing together in general which is great.I'd like the monthly price to be cheaper though till 2.0 because it still isn't fully there.
 

Jinko

Member
I actually laughed out loud when i read those recipe changes.

So first they simplify recipes then add different recipes to change stats, WTF are they doing.

I like the customisation it offers but its just making something more complicated than it needs to be. (it SE though, I guess I should expect it)

From what I understand is that dying is seperate from crafting and just dyes the item, no stat change, but if you use a dye during synthesis it will effect the stats.

Is that right ?
 

Allard

Member
Jinko said:
I actually laughed out loud when i read those recipe changes.

So first they simplify recipes then add different recipes to change stats, WTF are they doing.

I like the customisation it offers but its just making something more complicated than it needs to be. (it SE though, I guess I should expect it)

From what I understand is that dying is seperate from crafting and just dyes the item, no stat change, but if you use a dye during synthesis it will effect the stats.

Is that right ?

Basically when they did the craft simplification they also did class identity gear changes with it. At the time color signified what your attributes were selected to. They didn't want to remove these items from the game, but they wanted to still give people the option to choose the color they wanted (This is all fan response by the way). So instead they renamed the items so it no longer became a color in the final product, and allowed people to add dyes AFTER the product was made. They just made the description seem more complicated then it needed to be, all this stuff was done during the craft recipe overhaul its not new, they are basically just giving a convuluted response to "Nothing is changing except now you can color 'after' a synth is made to make the gear you want!".
 

Allard

Member
Jinko said:
Seems that the achievement system and the players history aren't the same thing and will be independent of one another.

All previous seasonal event history will not be counted as part of the achievements.

http://forum.square-enix.com/ffxiv/...JP-to-English)?p=446367&viewfull=1#post446367

They are really taking an interesting approach to achievements. Instead of the WoW (And by proxy damn near every other MMO that has mimicked them) approach where achievements are for the most part cosmetic or give a couple items out that don't add anything new to the game, they seem hellbent on using achievements as an actual form of game play where people are rewarded more then simple points for doing a long series of tasks or challenges. For the short term its going to be great, but I worry about what a stance like this will do for the long term, going to make it a "If you didn't start at the beginning, you can never catch" up mentality if they are not careful. Good addiction point for the beginning, but it pushes away people who might not have been there at the start, hell it could push people away right now if know that is the future stance.

I think they need to do an all encompassing seasonal achievement and the rest are regulated to lodestone history pages. If they are going to have such a system then they need to make most achievements something that you can get at any time you play outside of the umbral era stuff.
 

Cmagus

Member
I'd like to see them introduce a waypoint system that doesn't involve me going into my journal everytime once I've read it I'd like it to be marked on the map.
 

Jinko

Member
Cmagus said:
I'd like to see them introduce a waypoint system that doesn't involve me going into my journal everytime once I've read it I'd like it to be marked on the map.

What you mean like Questfinder, joke.

In all honesty though from the looks of the 2.0 UI they have a quest tracker so I won't be surprised to see map markers like every other MMO out there.

Oh how the FF11 fans will cry over that one.
 

Ravidrath

Member
Jinko said:
I actually laughed out loud when i read those recipe changes.

So first they simplify recipes then add different recipes to change stats, WTF are they doing.

I like the customisation it offers but its just making something more complicated than it needs to be. (it SE though, I guess I should expect it)

From what I understand is that dying is seperate from crafting and just dyes the item, no stat change, but if you use a dye during synthesis it will effect the stats.

Is that right ?

I think they're likely to be specific stat-adding items for the second synth.

i.e You make a normal felt robe, and then you can upgrade it to a Sagacious Felt Robe or something with stat items. Then you can dye it to be a Sagacious Felt Robe (Red).

You would also have the option to make just a Felt Robe (Red), too, if you were happy with the base stats.

Jinko said:

Awesome, I loves me some Gigaseses.

Can't wait to see them - I can only assume this must be coming before 2.0, since it would be... kind of asinine to be teasing content stuff this specific a year in advance.
 

Jomjom

Banned
Hmmm since YoshiP stated that he would like the achievements to actually be achievable, that means no FFXI-type achievements like completing all the relic weapons I hope?
 

Allard

Member
Jinko said:

Best news I've heard all day! So sick of hitting a button right after something ends and getting a message saying I haven't completed my previous action yet due to lag and I am forced to press it again till it goes off. If the server restructuring goes well we might not need this feature, but till then its an absolute must for my sanity.
 

Ravidrath

Member
1784.jpg


The armor in the center looks like it has drill arms.

...I want Cobalt drill armor now!
 

Teknoman

Member
Ravidrath said:
1784.jpg


The armor in the center looks like it has drill arms.

...I want Cobalt drill armor now!

Speaking of which, I wonder if there will ever be magitek drill lances, or any games with drilllance.
 

Gromph

This tag is currently undergoing scheduled maintenance...
Staff Member
Changes to repair

[dev1208] Changes to Repairs
* The following changes are planned for patch 1.20.
* All features are under development and subject to change.

The following changes to repairing will be introduced in patch 1.20.

Simplification of the Repair Motion

The repair motion will be simplified and the time required for the procedure shortened.

Removal of the Repair Screen

Since it is now possible to perform repairs using only dark matter, the repair screen will no longer be displayed after selecting the Repair command.

Repairing Accessories via Repair NPCs

As an alternative to repairing an accessory yourself or requesting it of another PC, NPCs will be able to repair accessories as well.

Inclusion of Level Requirements in Item Help

To make it clear from what level a Disciple of the Hand will be able to repair an item, item help will be updated to include this information.

We will continue to improve repairing in further patches beyond patch 1.20.
 

Jinko

Member
Nothing about streamlining the repair NPC, why do I need 4 options then more options and more options again just to repair an item.

Rest of it sounds good though.

The repair motion will be simplified and the time required for the procedure shortened.

Hopefully they got rid of the kneeling down animation.
 

Jomjom

Banned
Yes my rings and earrings that have been broken for ages will finally comeback to life! I hope they allow npcs to repair items to sellable quality as well. I cant sell any of my old equipment.
 

hgplayer1

Member
jling84 said:
Yes my rings and earrings that have been broken for ages will finally comeback to life! I hope they allow npcs to repair items to sellable quality as well. I cant sell any of my old equipment.

Doubt if they will change that. Repairing to 100% is super easy now though. Do you not have friends that can do the repairs?
 

Allard

Member
jling84 said:
Yes my rings and earrings that have been broken for ages will finally comeback to life! I hope they allow npcs to repair items to sellable quality as well. I cant sell any of my old equipment.

Yoshida drew the line and said NPC's won't be able to repair to a resellable value for equipment unless they go through the crafting process. Its a form of item destruction where only crafters can add to the market. (Its not a great mechanism but it obviously does work :p). Thats why he boosted up the NPC repair to 99% but kept it just shy of 100%. Its as good as repaired unless you want to sell it, then you either have to repair it yourself as a crafter or find a friend or someone to repair it. Materia is a form of consolidation for those that don't want to go through crafting to get some value back for used gear.
 

Jinko

Member
Nvm ... /looks down at the floor in defeat

LOL BLM gets convert - BLM Abl. 1 O Switches current HP and MP values.
and BRD gets refresh - BRD Mag. 1 O Self AoE Gradually restores the MP of all party members within range.

Seems like they got rid of water for the time being.

Whm/con - Earth and Wind
Blm/thm - Fire, Ice, Lightning.


This one looks interesting, wonder how much damage it does.
WHM Mag. 3 O Self AoE Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
 

Munba

Member
Yup,

[dev1206] Class Reforms & Action Lists

* The following changes are planned for patch 1.20.
* All features are under development and subject to change.

The following is a listing of changes to actions planned for patch 1.20, along with those to be introduced alongside the implementation of jobs in 1.21.
* The list is sorted by category, and not the order in which the actions are learned.

All features are under development and subject to change.
For instance, actions initially designed to affect a single target may change to AoE. Conditions such as exclusivity may also come under revision.

Details such as potency, effect duration, and recast time are still undergoing finalization, and as such have not been included.
Name
The names of all actions listed are provisional.
The mark ∟ found before certain names indicates a combo.
Class actions are automatically learned upon reaching certain levels within that class.
Job actions are learned by completing quests, and can only be used when that job is active.

Type
The following types of actions exist:
Abilities (Abl.)
Abilities can be performed instantaneously with no risk of interruption. Barring a few exceptions, abilities are governed by a recast timer only.
Weaponskills (WS)
Weaponskills are offensive actions performed with your weapon. Barring a few exceptions, weaponskills require TP to perform.
Magic (Mag.)
Magic, or spells, are actions that require MP to perform. Barring a few exceptions, magic is subject to a casting time.
Exclusive
Indicates whether or not the action can be used by a class or job other than its own.

Range
Indicates who is affected by the action.
Blank: A single target, including yourself.
Target AoE: Enemies or allies within range of the target.
Self AoE: Enemies or allies near you.
Frontal: Enemies or allies within a cone-shaped area in the target's direction.
Direct: Enemies or allies in a line between you and the target.
 

Gladiator & Paladin Action List

A master of sword and shield, the gladiator is a melee specialist who excels in defense. Though his individual blows do not deal great damage, he is able to deliver them in quick succession, a quality that has earned him a reputation for dependability. The paladin job sacrifices maximum HP, but this is compensated by way of greatly enhanced defense as well as the ability to cast healing magic. Valiant by nature, a paladin can shield his comrades from blows, making him the unyielding rock upon which a party’s defense is built.

Name Exclusive Range Description
GLD Abl. 1 Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
GLD Abl. 2 O Blocks the next attack made against you and grants HP in proportion to damage sustained.
GLD Abl. 3 Self AoE Temporarily increases the defense of all party members within range. Generates massive enmity.
GLD Abl. 4 O Removes Bind and Heavy effects.
GLD Abl. 5 Increases block rate and grants TP for each block made while effect is active.
GLD Abl. 6 Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.
PLD Abl. 1 O Redirects a melee attack against the target party member to you.
PLD Abl. 2 O Grants a HoT effect on all party members within range when a healing spell is cast on you.
PLD Abl. 3 O Grants imperviousness to melee attacks. Effect fades upon moving.
PLD Mag. 1 O Restores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own.
GLD WS 1 Melee attack. Damage increased when executed from in front of the target.
 ∟GLD WS 2 Melee attack.
Combo: GLD WS 1, Bonus: Increased enmity.
 ∟GLD WS 3 Melee attack.
Combo: GLD WS 1 Bonus: Increased damage.
   ∟GLD WS 4 O Melee attack. Chance to inflict a DoT effect when executed from behind the target.
Combo: GLD WS 3, Bonus: Increased DoT.
GLD WS 5 O Ranged attack. Defense decreased when executed from behind the target.
 ∟GLD WS 6 O Fivefold attack with low accuracy.Combo: GLD WS 5, Bonus: Increased accuracy.
GLD WS 7 Shield attack. Chance to inflict Stun.
Block
 ∟GLD WS 8 O Self AoE Increases enmity of all enemies within range. Can only be used immediately after blocking an attack.
 ∟GLD WS 9 O Melee attack. Can only be used immediately after blocking an attack.
   ∟PLD WS 10 O Melee attack.Combo: GLD WS 9, Bonus: Increased damage based on your remaining HP.
* The list is sorted by category, and not the order in which the actions are learned.


Marauder & Warrior Action List

Marauders are fearsome frontline combatants whose arsenal of actions enables them to strengthen their offensive and defensive prowess, whichever the situation demands. Charging into battle with a massive axe, the marauder quickly draws the attention of enemies, and turns their attacks against them. Warriors have the honor of possessing the highest HP of any class or job. Thriving on the enmity of his foes, there is no fiercer fighter on the field of battle.

Name Exclusive Range Description
MRD Abl. 1 Increases target enmity. Traits may trigger a chance to reduce target's attack power.
MRD Abl. 2 Increases parry rate. Effect fades upon parrying an attack.
MRD Abl. 3 Grants Absorb HP effect to next attack.
MRD Abl. 4 O Increases attack power and reduces defense with each successful attack. Effect resets upon sustaining damage, and fades upon reuse. Cannot be used simultaneously with MRD Ability 5.
MRD Abl. 5 O Increases attack speed and power for each attack against you, and restores HP for each crit you land. Effect fades upon moving or reuse. Cannot be used simultaneously with MRD Ability 4.
MRD Abl. 6 O Grants imperviousness to enfeebling effects at the cost of reduced movement speed. Allows continuation of MRD Ability 5 effects while moving.
WAR Abl. 1 O Redirects a portion of the next damage you sustain back to its source.
WAR Abl. 2 O Grants an additional attack to the next weaponskill used.
WAR Abl. 3 O Redirects enmity generated by target party member's next attack to you.
WAR Abl. 4 O Self AoE Increases the maximum HP and attack power of all party members within range, and removes any Sleep effects. Stuns all enemies within range.
MRD WS 1 Melee attack. Accuracy increased when executed from in front of the target.
 ∟MRD WS 2 Melee attack.Combo: MRD WS 1, Bonus: Increased enmity.
   ∟WAR WS 1 O Self AoE AoE attack. Consumes MRD Ability 5 effect if active to increase damage.Combo: MRD WS 2, Bonus: Crit.
MRD WS 3 Melee attack. Damage increased when executed from the right or left of the target.
 ∟MRD WS 4 Melee attack.Combo: MRD WS 3, Bonus: Increased accuracy.
   ∟MRD WS 5 O Threefold attack. Consumes MRD Ability 4 if active to increase accuracy.Combo: MRD WS 4, Bonus: Increased crit rate.
MRD WS 6 Melee attack. Chance to inflict Heavy when executed from behind the target.
 ∟MRD WS 7 O Self AoE AoE attack.Combo: MRD WS 6, Bonus: Consumes all TP to increase damage when your HP is below 50%.
Parry
 ∟MRD WS 8 O Melee attack. Can only be used immediately after parrying an attack. Chance to render target unable to use weaponskills.
 ∟MRD WS 9 Frontal AoE Attacks targets in a cone before you. Can only be used immediately after parrying an attack.
* The list is sorted by category, and not the order in which the actions are learned.


Pugilist & Monk Action List

A master of hand-to-hand combat, pugilists harbor the power of the elements within their fists. Making use of MP to imbue his already punishing strikes with the power of fire and earth, the pugilist is a reliable damage-dealer against most any kind of foe. The monk job further acquires the power of wind, and in marrying offense and defense in attacks, improves upon the pugilist’s capacity to deal explosive damage.

Name Exclusive Range Description
PUG Abl. 1 Restores HP.
PUG Abl. 2 Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
PUG Abl. 3 O Temporarily focuses the target's attacks on you.
PUG Abl. 4 Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
PUG Abl. 5 O Converts your attacks into fire attacks and grants a bonus to attack power. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 6 or MNK Ability 4.
PUG Abl. 6 O Converts your attacks into earth attacks and grants a bonus to defense. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 5 or MNK Ability 4.
MNK Abl. 1 O Temporarily increases attack speed.
MNK Abl. 2 O Adds kicks to auto-attacks. Effect fades upon reuse. MP is continually consumed while effect is active.
MNK Abl. 3 O Prevents target from executing actions or moving. MP is continually consumed while effect is active. Effect fades upon executing an action, or if you or the target sustain damage.
MNK Abl. 4 O Converts your attacks into wind attacks and grants a bonus to evasion. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 5 or PGL Ability 6.
PGL WS 1 Melee attack. Damage increased when executed from in front of the target.
 ∟PGL WS 2 Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.
   ∟PGL WS 3 O Ninefold melee attack with low damage.Combo: PGL WS 2, Bonus: Increased damage.
 ∟PGL WS 4 O Self AoE AoE attack.Combo: PGL WS 1, Bonus: Chance to inflict Slow.
PGL WS 5 Melee attack. Chance to inflict Stun when executed from behind the target.
 ∟PGL WS 6 Melee attack.Combo: PGL WS 5, Bonus: Chance to dispel an effect.
   ∟PGL WS 7 Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage.
 ∟PGL WS 8 O Melee attack. Chance to absorb MP when executed from the right or left of the target.Combo: PGL WS 5, Bonus: Chance to increase Absorb MP effect.
   ∟MNK WS 1 O Twofold melee attack.Combo: PGL WS 7, Bonus: Chance to render target unable to use weaponskills.
Evasion
 ∟PGL WS 9 O Melee attack. Can only be used immediately after evading an attack. Chance to inflict Stun.
* The list is sorted by category, and not the order in which the actions are learned.


Lancer & Dragoon Action List

The lancer is a class that specializes in wielding a variety of long-hafted spears and polearms. They possess a wide range of weaponskill combinations, but have low HP in comparison to other melee classes, and no abilities enabling them to bolster their defense. The amount of damage generated by a string of critical hits is enough to send any enemies left standing fleeing in terror. The dragoon job possesses even greater offensive abilities. In addition to enhanced attack power, dragoons are also able to take to the skies for short periods of time and rain down attacks on their enemies from above.

Name Exclusive Range Description
LNC Abl. 1 Grants TP. TP does not diminish out of combat while effect is active.
LNC Abl. 2 O Consumes TP to increase attack power and damage sustained, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 3.
LNC Abl. 3 O Consumes TP to grant an Absorb HP effect to auto-attacks, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 2.
LNC Abl. 4 O Absorbs HP the next time damage is sustained. Consumes LNC Ability 2 or LNC Ability 3 effects to increase HP absorbed.
LNC Abl. 5 Sacrifices HP to increase damage of next attack.
LNC Abl. 6 Sacrifices HP to reduce recast time of next weaponskill.
DRG Abl. 1 O Performs a jumping attack on the target.
DRG Abl. 2 O Performs a jumping evasion and attack that triggers when you are attacked.
DRG Abl. 3 O Target AoE Deals fire damage to all enemies within range of the target.
LNC WS 1 Melee attack. Accuracy increased when executed from in front of the target.
 ∟LNC WS 2 Self AoE AoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.
   ∟LNC WS 3 Direct Piercing attack.Combo: LNC WS 2, Bonus: Increased accuracy.
   ∟DRG WS 1 O Short-range attack.Combo: LNC WS 2, Bonus: Draws in enemies with enmity towards you.
 ∟LNC WS 4 Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
LNC WS 5 Melee attack with low accuracy. Crit rate increased when executed from behind the target.
 ∟LNC WS 6 Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.
   ∟LNC WS 7 O Sixfold melee attack with low accuracy.Combo: LNC WS 6, Bonus: Increased crit rate.
   ∟DRG WS 2 O Self AoE AoE melee attack.Combo: LNC WS 6, Bonus: Increased crit rate.
Miss
 ∟LNC WS 8 Melee attack. Can only be used immediately after missing an attack.
 ∟LNC WS 9 O Melee attack with increased TP generation. Can only be used immediately after missing an attack.
* The list is sorted by category, and not the order in which the actions are learned.


Archer & Bard Action List

Archers are gifted at concealing themselves to avoid detection and deftly attacking their enemies at range. They are capable of generating large amounts of damage in brief spans of time, but are less effective the longer a battle drags on. The bard is a versatile job that performs songs to bolster various attributes of his companions. Coupled with his ability in battle, this enables the bard to carry his own weight in either an offensive or defensive capacity.

Name Exclusive Range Description
ARC Abl. 1 Increases accuracy.
ARC Abl. 2 Reduces enmity and increases TP generated by next action.
ARC Abl. 3 Consumes MP to evade a single ranged or magic attack.
ARC Abl. 4 Reduces enmity.
ARC Abl. 5 O Sacrifices accuracy to convert your next shot into a multifold attack.
ARC Abl. 6 O Increases attack power each time an attack lands, up to a maximum of three stacks. Effect fades upon missing an attack.
ARC Mag. 1 O Self AoE Increase the movement speed all party members within range. Effect fades upon sustaining damage.
BRD Abl. 1 O Self AoE Increases the maximum HP and certain magic effects of all party members within range.
ARC Auto-attack O Ranged attack. Does not consume TP.
ARC WS 1 Ranged attack.
 ∟ARC WS 2 Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.
   ∟ARC WS 3 O Target AoE Deals damage to all enemies within range of the target. Low accuracy.Combo: ARC WS 2, Bonus: Increased accuracy.
 ∟ARC WS 4 O Frontal AoE Delivers a close-range, cone-shaped attack in the target's direction.Combo: ARC WS 1, Bonus: Fivefold attack on target.
   ∟BRD WS 1 O Target AoE Deals damage to all enemies within range of the target.Combo: ARC WS 4, Bonus: Chance to inflict Stun.
ARC WS 5 Ranged attack.
 ∟ARC WS 6 Ranged attack.Combo: ARC WS 5, Bonus: Chance to inflict Blind.
    ∟ARC WS 7 O Ranged attack. Chance to inflict DoT effect.Combo: ARC WS 6, Bonus: Deals additional damage when DoT effect fades.
 ∟ARC WS 8 O Binds target.Combo: ARC WS 5, Bonus: Increased Bind duration.
BRD Mag. 1 O Self AoE Gradually restores the MP of all party members within range.
BRD Mag. 2 O Self AoE Gradually increases the TP of all party members within range.
BRD Mag. 3 O Self AoE Increases the physical and magic accuracy of all party members within range.
* The list is sorted by category, and not the order in which the actions are learned.


Conjurer & White Mage Action List

Conjurers are a casting class known for their specialization in healing and defense-enhancing magic. They also possess some skill with elemental magic, granting them a degree of offensive ability, and can put single targets to sleep, providing a valuable source of control. White mages are powerful casters whose talents enable them to fully restore the HP of all party members in a mere instant. Beyond healing, they can also apply their MP towards attack magic, granting them extremely powerful offensive abilities.

Name Exclusive Range Description
CON Abl. 1 Grants AoE to next enhancing magic spell, but increases cast time.
CON Abl. 2 Temporarily halves enmity and gradually restores MP.
CON Abl. 3 O Increases attack magic potency by 20% and reduces healing magic potency by 20%. Effect fades upon reuse.
CON Abl. 4 O Gradually stores MP while reducing HP. Effect fades and stored MP is obtained upon reuse.
WHM Abl. 1 O Eliminates cast time of next spell.
WHM Abl. 2 O Instantly restores HP of all party members.
CON Mag. 1 Restores a portion of the target's HP.
CON Mag. 2 O Restores a large portion of the target's HP.
CON Mag. 3 O Target AoE Restores HP of all party members within range of the target. Healing priority is given to those with lowest HP.
CON Mag. 4 Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
CON Mag. 5 Creates a barrier around the target that prevents a fixed amount of damage.
CON Mag. 6 Target AoE Increases the defense of all party members within range of the target.
CON Mag. 7 O Puts the target to sleep.
CON Mag. 8 Deals wind damage to the target. Chance to inflict DoT effect.
 ∟CON Mag. 9 O Target AoE Deals wind damage to all enemies within range of the target. Chance to dispel an effect.Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
CON Mag. 10 Deals earth damage to the target. Chance to reduce evasion against earth magic.
 ∟CON Mag. 11 O Target AoE Deals earth damage to all enemies within range of the target. Chance to inflict Heavy.Combo: CNJ Magic 10, Bonus: Increased damage towards target.
WHM Mag. 1 O Removes an enfeebling effect from the target.
WHM Mag. 2 O Gradually restores the target's HP.
WHM Mag. 3 O Self AoE Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
* The list is sorted by category, and not the order in which the actions are learned.


Thaumaturge & Black Mage Action List

Thaumaturges are casters who command spells of the six elements to wreak havoc on their enemies. Their unparalleled devotion to the realm of magic endows them with the largest MP and smallest HP pools among all the classes. Though known for their inherently weak defenses, thaumaturges are feared for the destructive forces they wield. Specializing as a black mage serves to further strengthen class characteristics and also increases MP. Black mages are able to invoke devastating spells of ancient magic and subdue multiple enemies with a single cast.

Name Exclusive Range Description
THM Abl. 1 Increases magic accuracy of next spell.
THM Abl. 2 Increases range of next spell.
THM Abl. 3 Gradually increases magic crit rate. Effect fades upon a successful crit.
THM Abl. 4 O Restores HP when next attack magic spell is cast.
THM Abl. 5 Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
BLM Abl. 1 O Switches current HP and MP values.
THM Mag. 1 O Puts the target to sleep.
THM Mag. 2 Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
THM Mag. 3 O Deals ice damage to target. Chance to inflict Heavy.
THM Mag. 4 O Self AoE Deals ice damage to all enemies within range. Chance to inflict Bind.
THM Mag. 5 Target AoE Deals fire damage to all enemies within range of the target.
 ∟THM Mag. 6 Target AoE Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
   ∟THM Mag. 7 O Target AoE Deals fire damage to all enemies within range of the target.Combo: THM Magic 6, Bonus: Reduced cast time.
THM Mag. 8 Deals lightning damage to target.
 ∟THM Mag. 9 O Deals lightning damage to target. Chance to inflict Stun.Combo: THM Magic 8, Bonus: Increased damage and reduced cast time when Stun fails to trigger.
   ∟THM Mag. 10 O Deals lightning damage to the target.Combo: THM Magic 9, Bonus: Increased magic crit damage.
   ∟BLM Mag. 1 O Deals lightning damage to target.Combo: THM Magic 9, Bonus: Lower health yields greater damage.
BLM Mag. 2 O Target AoE Puts all enemies within range of the target to sleep.
BLM Mag. 3 O Self AoE Deals fire damage to all enemies within range. Chance to inflict DoT effect.
BLM Mag. 4 O Deals ice damage to target and reduces enmity.
* The list is sorted by category, and not the order in which the actions are learned.
 

Nakazato

Member
the Mnk skills for evasion/att/Def is great mp will be more important tho and might limit Mnks in PTs without a brd. hopefully the eva move that refreshes MP will be better that is has been
 
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