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[dev1206] Class Reforms & Action Lists
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[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.
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.
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.
- Abilities (Abl.)
Indicates whether or not the action can be used by a class or job other than its own.
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.
|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.|
|∟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.|
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.
|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%.|
|∟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.|
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.
|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.|
|∟PGL WS 9||O||Melee attack. Can only be used immediately after evading an attack. Chance to inflict Stun.|
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.
|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.|
|∟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.|
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.
|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.|
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.
|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.|
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.
|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.|
* Peruse the main article on class reforms.