Battle
- [dev1033] A new job system has been introduced to enhance specialization within the main classes.
<Purpose of the job system>
In FINAL FANTASY XIV, the core of the growth system is the Armoury System. It is a broad ranging "horizontal" system in which players can develop other classes and thereby strengthen and grow in their main class. In contrast to this, the new job system focuses on growing and strengthening the main character class.
The system starts at level 30 and features a sequence of special quests available at certain levels that unlock systems, abilities, and job-specific equipment. The series of job quests do not involve extremely difficult tasks such as fighting primals. Rather, they are new game elements intended to boost character growth and motivate players.
<Acquiring a job>
Patch 1.21 includes seven jobs with their own dedicated quests. To take on the special quests, player characters must have reached level 30 in any one class and level 15 for one other specified class. Class and level requirements for each series of job quests are shown in the table below:
* See the Event section above for a list of the quests in each job's storyline
Job Name Conditions Paladin Gladiator, Level 30 & Conjurer, Level 15. Monk Pugilist, Level 30 & Lancer, Level 15. Warrior Marauder, Level 30 & Gladiator, Level 15. Dragoon Lancer, Level 30 & Pugilist, Level 15. Bard Archer, Level 30 & Conjurer, Level 15. White Mage Conjurer, Level 30 & Gladiator, Level 15. Black Mage Thaumaturge, Level 30 & Pugilist, Level 15.
<How to Switch Between Class and Job>
Upon completing the initial quest, you will receive a "soul crystal" that enables you to switch jobs. To do so, simply open the Gear interface from the main menu and equip the soul crystal to the dedicated gear slot.
* Soul crystals are classified as key items.
* You can also change jobs with text commands.
/job [subcommand] → Toggle the job associated with your current class.<Learning Job-specific Actions>
>> Subcommands:
on – Activate the associated job.
off - Deactivate the associated job.
Toggle between on and off when no subcommand is specified.
In patch 1.21, five job-specific actions have been added for each job. See here for a list of the job-specific actions that have been added.
The first job-specific action is learned when the character acquires the corresponding soul crystal. The other actions are learned as the player advances through the remaining job quests.
* See the Event section above for details about the quests.
Job-specific actions can only be used with the associated job, and are automatically set to the action bar when acquired.
* With this change, the feature whereby action placement is saved has been expanded. Action bar slots have also been allocated for job-specific actions.
* Job-specific actions that have already been learned are automatically set when the player switches to that job.
<What Happens after a Job Change?><Mutual Class/Job Elements>
- Job-specific actions
Players are able to use job-specific actions.
- Using other class-specific actions (by class)
When switched to a job, characters can still use the actions they learned for the base class. For example, when playing a paladin, gladiator actions are automatically equipped and available for use. For other class-specific actions, only actions from certain classes can be equipped by certain jobs, as per the table below.
Job Conditions Paladin Marauder/Conjurer Monk Lancer/Archer Warrior Gladiator/Pugilist Dragoon Pugilist/Archer Bard Conjurer/Thaumaturge White Mage Gladiator/Pugilist Black Mage Pugilist/Archer - Using other class-specific actions
When players switch to a job, they can use a certain number of other class-specific actions, as per the table below.
For example, a level 35 gladiator can normally equip seven class-specific actions from other classes, but a level 35 paladin can only equip three.
Level Number of Class-specific Actions Class Job 30-34 6 → 3 35-39 7 → 3 40-44 8 → 4 45-49 9 → 4 50 10 → 5
- Changes to base attributes
When the player changes jobs, base attributes change automatically.
* Attribute points that have been distributed to the main class are carried over to the associated job.
- Different rules for equipped gear
When switched to a job, characters can equip job-specific gear. Existing gear that can be equipped by the base class can also be equipped by the associated job.
* Class-specific gear, scheduled to be introduced in the future, cannot be equipped when playing as a job.
- Changes to automated action setting
The automated setting of actions to the action bar, introduced in patch 1.20, has been expanded to accommodate job-specific actions.
The level of a job and its EXP bar are shared with the base class. For example, if a gladiator switches to paladin, level and experience points are carried over. Likewise, experience points earned as a paladin are retained when the character switches back to gladiator.
- [dev1071] Crowd control (CC) tactics, used to gain an advantage over enemies, have been reformed.
<Reform Objective>
While crowd control tactics are central to efficient combat, their effectiveness is such that they potentially lead to one-dimensional battles. In order to discourage the spamming of CC tactics, reforms have been implemented with the following objectives in mind:
- Keeping battles challenging.
- Preventing enemies from spamming the same CC tactics against players.
- Minimizing the number of enemies with complete resistant against CC tactics.
<Changes>
CC tactics have been made subject to shortened effect duration for each time they are successfully used on a target. This trend continues until that target gains complete resistance against the tactic.
* CC tactics regain their initial effectiveness after a certain period of time has elapsed.
<The Cooldown System>
CC tactics are divided into the categories listed below, each of which is subject to a cooldown period.
CC category Cooldown Period (seconds) Heavy 180 Slow 180 Petrification 300 Paralysis 180 Silence 180 Blind 180 Pacification 300 Amnesia 300 Stun 30 Bind 180 Sleep 180 Players are returned to step 1 above when the cooldown timer falls to zero.
- Successful use of a CC tactic starts the corresponding timer.
- Using a CC tactic while its cooldown timer is still active will render its effect duration halved. Likewise, using a CC tactic when its effect duration is already halved will render it halved yet again (1/4 of the initial duration).
- A CC tactic whose effect duration is quartered will be completely resisted by the target the next time it is used. This resistance will remain in place until the cooldown timer falls to zero.
* Target resistance remains unchanged prior to step 3.
- [dev1302] Spellcasting specifications have been changed as follows:
* See here for details about the new spellcasting specifications.
- It is no longer possible to begin casting a spell while moving.
- Moving now interrupts spellcasting.
- [dev1313] The following changes have been made to actions:
Class Action Adjustment Pugilist Second Wind ・No longer consumes TP. Sucker Punch ・Equation used to calculate amount of MP adjusted. Gladiator Flat Blade ・Combo bonus now affected by player MND rating.
・Enmity incurred by combo bonus increased.Tempered Will ・Duration set to 20 seconds.
・Now grants immunity to knockback and draw-in effects.Marauder Bloodbath ・Absorb HP amount no longer affected by player VIT rating. Skull Sunder ・Enmity incurred by combo bonus decreased. Rampage ・Increases even more defense with each hit taken.
・Effect now fades over time and ends on reuse, and no longer resets upon moving.Enduring March ・Now prevents fading of Rampage effect. Godsbane ・Now resets Berserk effect when active to increase accuracy. Archer Raging Strike ・Now increases attack power with bows each time Light Shot hits while effect is active, up to a maximum of three stacks. Also increases enmity generated by attacks. Effect resets upon missing a bow attack and ends upon reuse. Quelling Strike ・Now ends Raging Strike effect if active to provide a further TP bonus. Swiftsong ・Casting time removed. Chameleon ・Effect now affected by player DEX rating. Lancer Feint ・TP cost lowered from 500 to 250.
・Accuracy significantly increased.Life Surge ・Recast time lowered from 30 to 15 seconds.
・TP cost lowered from 500 to 250.Full Thrust ・Accuracy significantly increased.
・Amount of TP earned when landing blow increased.
・Damage bonus based on player PIE rating added.Thaumaturge Sleep ・Recast time removed. Conjurer Repose ・Recast time removed. - [dev1314] The following two actions now deal damage to specific areas:
* A portion of this list was corrected at 7:30 p.m. (PDT) on 3/22/2012 / 3:30 (GMT) on 3/23/2012.
Action Area Spirits Within Head Dragon Kick Special (Rear) - [dev1315] Player motion for the following weaponskills have been changed:
- Goring Blade
- Aura Pulse
- Doomspike
- [dev1316] The method in which player attributes are calculated into weaponskill attack power has been changed, resulting in an increase in the maximum amount an attribute can affect damage.
- [dev1317] The accuracy bonus gained when using Comradery has been increased from 5 to 10 percent. The accuracy bonus gained when using Strength in Numbers has been increased from 10 to 20 percent.
- [dev1318] Icons indicating bonus conditions and execution conditions are now displayed with the action icons.
Conditions for Bonus Conditions to Execute Front: Following a parry: Rear: Following a block: Flank: Following a miss: Targeted: Following evasion: - [dev1344] A pop-up display will now appear when sustaining damage gradually via enfeebling effects such as poison.
- [dev1319] Several new enemies have been added.
- [dev1030] The territory for certain notorious monsters has been adjusted.
- [dev1320] The normal attack range for the following notorious monsters has been increased:
Great Buffalo, Tarbh Uisge- [dev1242][dev1244] Item drops for the following enemies have been changed:
Dodore / floating eye / evil eye / ahriman / smolenkos / Haughtpox Bloatbelly / hippocerf / cloud hippocerf / giant gnat / pus gnat / gall gnat / buzzard / vulture / scout vulture / lammergeyer / condor / chasm condor / highland condor / cinderwing / nestling buzzard / Qiqirn egg hunter / Qiqirn eggnapper / Qiqirn poacher / Qiqirn scrambler / Qiqirn beater / Qiqirn mercenary / aplha gnat / territorial gnat / recluse hippogryph / sylph whisper / sylph echo / sylph susurrus / sylvan guardian / wild hog / truffle hog / Buata / territorial hog / antelope doe / migrating doe / antelope stag / snowbuck stag / young antelope stag / lone wolf / dreadwolf / feral watchdog / wild jackal / rabid jackal / raging jackal / jackal pup / watchwolf / scarred watchwolf / black wolf / war wolf / Deadeyes / territorial dreadwolf / bumble beetle / beady beetle / dodo / fat dodo / clever dodo / ruffled dodo / star marmot / thistletail marmot / tiny dormouse / dormouse / hispid dormouse / deadly dormouse / mickle mouse / young galago / canopy galago / opo-opo / lemur / ringtail / curious galago / Queen Gougou / cactuar / cochineal cactuar / forest funguar / fallgourd funguar / faerie funguar / mature funguar / shore slug / sand slug / ghost slug / sea hare / bloodsucker / spelaean slug / tree slug / imp / herald imp / devilet / dastardly devilet / alpha imp / kobold acolyte / kobold mendicant / kobold priest / kobold prelate / kobold almsman / kobold kirkman / kobold vestryman / kobold packman / kobold footman / kobold patrolman / kobold pickman / kobold pitman / kobold quarryman / kobold ascetic / U'Ghamaro gurneyman / U'Ghamaro underman / U'Ghamaro potman / Zu Ga's cup bearer / U'Ghamaro ashman / U'Ghamaro overman / Zu Ga's sword bearer / U'Ghamaro gateman / U'Ghamaro junkman / Zu Ga's pick bearer / Third Order Patriarch Zu Ga / kobold cragsman / kobold roundsman / kobold bedesman / gripper / Shearing Sheridan / wharf rat / plains rat / dire rat / arbor squirrel / aldgoat billy / ravenous billygoat / aldgoat nanny / ravenous nannygoat / elder mosshorn / Amalj'aa drubber / Amalj'aa pugilist / Amalj'aa grappler / Zahar'ak sniper / Burned Sister / Zahar'ak halberdier / Burned Brother / Zahar'ak drubber / Flamefist Ahlygg Roh / Zahar'ak feretrar / Zahar'ak chandler / Zahar'ak scriniary / Zahar'ak illuminator / Zahar'ak ostiary / Burned Scrivner / Amalj'aa pennoncier / Amalj'aa pennoncier captain / Amalj'aa high divinator / roseling / thorned roseling / flytrap / battrap / gnattrap / kedtrap / toadtrap / pruned roselet / sourleaf roselet / alpha roseling / deadly nightshade / territorial roselet / Mun--Tuy sapling / mitetrap / saltspray pteroc / pteroc matron / cellar puk / sordes / prison pteroc / goblin thug / goblin freesword / goblin bouncer / little apkallu / apkallu / king apkallu / emperor apkallu / lost lamb / lost ewe / wild ewe / brutal sheep / desert peiste / sandskin peiste / Sagolii serpent / sundrake / draught drake / flamedrake / inferno drake / battle drake / Ranig'oh / ashdrake / branded drake / Zanig'oh / lava drake / antling digger / antling forager / territorial digger / chigoe / carrion chigoe / jumping djigga / buzzing djigga / tainted louse / angler / land angler / reef angler / mad angler / orobon / bigmouth orobon / seagrot orobon / spawning orobon / remora / giant remora / deepsea angler / territorial angler / alpgrot orobon / yarzon scavenger / yarzon burrower / yarzon lurker / territorial scavenger / sewer mole / Moraby mole / Shroud shrew / Drybone shrew / redhorn ogre / spinesnap ogre / headrip ogre / errant soul / bogy / bloated bogy- [dev1242][dev1244] The following items are now dropped by enemies:
Vampire Plant / Matron's Mistletoe / Tarantula / Paprika / Midland Cabbage / Nopales / Millioncorn / Hi-potion / Raisins / Pixie Plums / Chamomile / Puk Egg / White Truffle / Scalekin Blood / Potion of Strength / Maiden Artichoke / Prickly Pineapple / Gil Bun / Desert Saffron / Black Pearl- [dev1242][dev1244] The following items, phased out as enemy drops in patch 1.19, are now dropped again:
Ogre Horn, Hyena Fang, Blue Yarzon Leg, Drake Skin, Black Scorpion- [dev1242][dev1244] The following items are no longer dropped by enemies:
Highland Parsely, Poisoning Potion, Jerked Beef, Potion, Ether