MAYBE for certain solo events, but for a party no.
MAYBE for certain solo events, but for a party no.


I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.

Wait personal and for that "person", it would be nice, but I just want unique to job.
vote: 2

I would absolutely LOVE to have individual limit breaks. I have been thinking that since the beginning. It would be awesome.


It would be nice if in certain scenario quests you had access to a special limit break , like in the pre airship pass fight, or that one in Coerthas against the guy, won't say who incase people haven't got that far
But outside that no, solo play is already incredibly easy without making it even easier

I wouldn't mind it if it where a situational thing that required certain criteria for activation. Like 3 people die in a fate and corpses are still available, a summoner gets a phoenix summon to revive the corpses in the area. Something extremely powerful, but very rare while specific to each job. And it was not available while in groups.
No. As Yoshi previously stated, it'll just be like every character has one really long cool down ability, which defeats the purpose of the limit break in the first place.


Not necessarily, they could be smart about it.
DPS gains Limit by dealing damage
Tank gains Limit by taking damage.
Healer gains Limit by healing damage (overcures are ignored for this purpose).
It has potential to add an interesting dynamic to the game if it's used properly, but I would like to see them become a bit more special than just "Random DPS deals extra damage". Here's a few ideas off the top of my head for how it could be used more dynamically.
White Mage: Greatly improve magic defense for the party for a short duration.
Scholar: Consumes all Aetherflow stacks to grant a stoneskin effect to the party. More stacks = stronger effect.
Paladin: Reflects a portion of damage received back to the attacker.
Warrior: All physical attacks on you have a 30% chance to restore HP instead of dealing damage.
Black Mage: Reduces the enemies magical resistance.
Summoner: Marks an area. Avatars within this zone gain 20% extra damage and resistance. Enemies in the area take damage aspected to the avatar element.
Monk: Gain positional benefits to skills automatically. Additionally, all positional benefits are doubled. (eg. Twin Snakes deals 180 potency instead of 140 since it's a +40 increase)
...I could probably go on, but you get the idea. I just think there's potential which is being overlooked. They don't need to be overpowering, but they can be included as a nice enhancement to what we already have.
Edit: It doesn't need to be called a 'limit break', but I do think the concept is pretty cool.
Last edited by Lemuria; 04-23-2014 at 05:46 AM. Reason: 1000 char
That's essentially the same thing as a limit break on cooldown. DPS will always have an average/consistent number during the fight (with small gaps for mechanics such as conflag or divebombs), heals will always be around the same unless people are bad at dodging. That would always lead to the LB filling at the same rate. As for tanks getting limit from taking damage, that would defeat the purpose of them using damage mitigation cooldowns, but I digress.
Regardless, they'd all build in generally the same amount of time unless your play style drastically changed... which basically makes them on a global cooldown (since on average it would always take the same amount of time to charge for any given battle).
I guess we just have a difference of opinion. /shrug
Which is why I vote no also.
As content would have to be balanced around having the LB available.
Individual animations for each job, oh yes! seeing MNK use a big sword looks kinda silly :P
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