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

We would like to take a moment to outline the class reforms scheduled for patch 1.20 as well as explain the impetus behind the changes.

In carrying out class reforms, we aim to:
  • Streamline the Armoury system.
  • Accentuate the uniqueness of each class.
  • Introduce a character development system and battle elements distinct to FINAL FANTASY XIV.
The Armoury system offers high levels of freedom, allowing players to switch classes simply by changing their equipped weapon. By the same token, however, the system has been deemed unnecessarily complicated when it comes to gear restrictions and setting actions, and is also bothersome from a UI standpoint.

Furthermore, no differentiation is currently being made between setting an action learned through the current class and one belonging to another. This has rendered it difficult for each class to retain its uniqueness.

To address these issues, patch 1.20 will see the adjustment and redistribution of actions for all classes. New actions will be added, and individual combos (name tentative) introduced. Further down the track, patch 1.21 will usher in the job system, which will serve as a new focal point for character development.
* The inner workings of actions will be prioritized in 1.20, and graphical resources will be reused where possible. Cosmetic changes are expected to commence from patch 1.21 and continue in stages ahead of Version 2.0.

Changes to the mechanics of actions scheduled for patch 1.20 are outlined below. Details such as the concept behind each class and a list of specific actions scheduled for adjustments will be released at a later date. The explanations are centered on battle classes; however, the same changes will apply to Disciples of both the Hand and the Land where the setting of actions is concerned.

* The following revisions have yet to be finalized and are subject to change.

1. Class-specific Actions
The following changes will be made to class-specific actions:
  • Actions learnable by each class will undergo comprehensive review and revision.

  • At present, only executable actions such as abilities, spells, and weaponskills can be learned by gaining in level. This will be revised to include traits.

  • Upper tiers of an action (such as Fire II and Fire III) will be abolished in favor of a system wherein potency and MP cost are scaled based on the player’s level.

  • Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained. Job-exclusive actions will be made obtainable via quests and treated separately.
    * For information on actions and their levels, please refer to 4. Setting Actions and Traits.
A comprehensive list of actions scheduled for change will be released in the near future.

2. Traits and Guild Tokens
As mentioned above, traits will be learned as players rise in level. As such, the system wherein traits are obtained in exchange for guild tokens will be abolished.

Methods are being considered to reimburse players for the guild tokens they have spent on acquiring traits. Discussion is ongoing whether to devise alternate uses for guild tokens or do away with them completely. In the case of the latter, we will provide players with a means to exchange their tokens for gil, company seals, and items. Details will be announced pending finalization.

3. Shield Skill
Not being bound to any class in particular, the shield skill has been handled as an irregularity when it came to the obtainment of experience points and actions. In reviewing the identity of each class, it was decided that shield actions should be made a part of the gladiator arsenal. In order to streamline the system and accentuate class uniqueness, the shield skill will be phased out and instead take the form of actions and traits learnable by gladiators.

Please be aware that the above changes will render all gains associated with the shield skill (levels and EXP) invalid.

4. Setting Actions and Traits
The following reforms will be made to the conditions for setting actions and traits:
  • Upon learning an action for your current class, that action will automatically be set to the action bar and cannot be voluntarily removed. It will be possible, however, to move the action to another slot.

  • Action costs will be abolished. Instead, a cap will be imposed upon the number of actions from other classes that can be set. The cap will be determined by the level of your current class.

  • Players will no longer be bound by level restrictions when setting actions from other classes.
    For instance, a level 1 pugilist will be able to set a level 30 gladiator action. However, the effectiveness of that action will be scaled down accordingly.

  • All traits will be made class-exclusive.
    Adjustments will be made so that certain actions will only unleash their full potential when paired with traits belonging to the same class.

  • In conjunction with the above changes, the Actions & Traits interface will undergo redesign in order to make action placement and repositioning more intuitive. Readying an action for use will become a two-step process: players set an action, after which they will have the opportunity to rearrange the action bar.

The levels at which actions and traits are learned, along with the cap for setting actions from other classes, are as follows:

LevelActionsTraitsActions permitted from other classes

5. The Influence of Levels on Actions
As mentioned under 1. Class-specific Actions, upper tier actions will be abolished in favor of scaling the potency of the base action according to level. The effectiveness and MP cost of the action will be dependent upon the level of your current class.

6. Individual Combos (name tentative)
As part of action reforms planned for patch 1.20, a system will be implemented wherein the majority of weaponskills and spells will receive a bonus if certain conditions are met. Conditions fall into the categories listed below, the third of which pertains to combos.
  1. Position
    Striking the enemy from the direction specified, e.g., the flank.
  2. Status
    Avoiding or incurring enmity from the enemy in question and so forth.
  3. Sequence
    Landing the specified weaponskill or spell on the enemy immediately beforehand.
Not only will a successful combo grant you the bonus indicated; TP cost will also be waived for the weaponskill used to execute it. For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs.

Examples of weaponskills and their bonus conditions:

Weaponskill 1
Deal physical damage to a single target. Damage increases by 20% when executed from the front.
Weaponskill 2
Deal physical damage to a single target, increasing enmity.
Combo: Weaponskill 1 Bonus: Enmity+50%
Weaponskill 3
Deal physical damage to a single target.
Combo: Weaponskill 1 Bonus: Damage+20%
Weaponskill 4
Deal physical damage to a single target. Inflicts gradual HP reduction when executed from behind.
Combo: Weaponskill 3 Bonus: HP reduction +25%

Individually executed, the above weaponskills will deal out only what is indicated in the first line of their descriptions. The bonuses granted by weaponskills 1 and 4 (Damage+20% and Gradually reduces HP, respectively) are dependent on positioning.

Weaponskills 2 through 4 each offer a combo bonus. For instance, performing 2 immediately after landing 1 will grant you Enmity+50%. Furthermore, the TP cost for performing 2 will be waived. In the case of the above weaponskills, the following two combinations can be identified:
1) 1 → 2
2) 1 → 3 → 4

Please note that all bonus conditions must be fulfilled for a weaponskill to be considered valid in a combo. For this reason, 3 → 4 alone do not form a combo, as 1 is a requirement for 3.

In addition to system messages, consideration is being given to graphically display combos.