The wording indicates each class will learn fifteen native actions. I will say it is not counting the cross class actions. adding to that, the chart is definitely counting fifteen actions plus eleven traits plus ten cross class actions.
One thing that I want to add, as I've read some responses in the thread. I believe Classes will not have access to Job Abilities at all. Jobs might have access to class abilities.
this is a pretty big gamble for me.
1.20 will essentially decide whether i stick with ffxiv or play swtor.
then 1.21/1.22 will decide whether i stick with ffxiv or go with the secret world.
all i have to say is i am very excited to see the changes being made and i have no doubt 2.0 will bring
ffxiv into what my wife and i will want to play. however now that it's going to a subscription model,
these coming changes need to make it worthwhile for us to pay and play over other mmo's!
with that said, i think if Cure gets combined with the other cure spells there will need to be some serious changes made
to enmity generation or the lack there-of for that matter on healing.
It's 15 native actions, Wynn. The level up chart shows you learning 15 from 10-50
15 native actions + 10 actions from other classes = 25/30 slots taken up. Wonder if we're also getting the ability to set items/macros to help fill the other 5 slots.
That is a real concern, not only with Cure but with all the elemental spells that will lose their tiers. Tiers allowed a certain level of control over how much damage you cured or dealt, and thus how much enmity you gained.
What I'm afraid of is that the classes which have these spells native being too effective ... and as a result gain large amounts of enmity in party. This would result in characters who cross-class these spells being more in demand in parties because their nerfed casting would create less enmity.
This is something for the Development Team to be careful of.
This is the only part I don't really like, but it's not a big IMO. I would have preferred this to remain customizable.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.
The Actions overhaul is only a more level restricted way to do the same thing as the current system, which is fine by me. It simply lessens the advantages of lower level Classes after you obtained a level 50. In the end, you get the same set up as before.
I hope the Specific Ability changes are as promising as this.
Thinking about it some more, the combo system could potentially open up some nice customization options and would really be nice to keep classes viable vs. jobs. Right now from what I can see, the fact that the main class will get all its skills natively means it will have all its combo options open. If you want to add another function to your class, let's say add healing abilities to your melee class, you could simply put Cure on there but adding whatever actions that combo with cure would allow you to boost potency/reduce enmity or whatever they have planned, allowing you to either main or co-heal in a small party by focusing more on specific combos. You have the option of having a wide variety of non-combo'd actions to increase your versatility, as well.
That's where the Job-specific actions will come in. The letter said a new Job quest every 5 levels after 30.
30: Unlock job > 35: Ability > 40 Ability > 45 Ability > 50 Ability. That counts for 4/5. The extra one comes at 55 since they're raising the cap at the same time they're bringing in jobs. No idea how they're going to work Job-specific armor in there, if at all. Maybe a piece of armor with a new ability as well.
Edit: And I totally called the removal of AP last week![]()
They never said they were raising the cap on 1.21 ( jobs) they said " if at any time" it will be after 1.21" but they have alot to look into before making the Level cap Raise Call.That's where the Job-specific actions will come in. The letter said a new Job quest every 5 levels after 30.
30: Unlock job > 35: Ability > 40 Ability > 45 Ability > 50 Ability. That counts for 4/5. The extra one comes at 55 since they're raising the cap at the same time they're bringing in jobs. No idea how they're going to work Job-specific armor in there, if at all. Maybe a piece of armor with a new ability as well.
Edit: And I totally called the removal of AP last week
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