Difference between revisions of "Action"

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{{Quotation|game|[[File:Action_Command.png|baseline|right]] Actions are any abilities, attacks, spells, or other functions that can be used by the player. Players can set any action to the action bar as long as they have learned it and meet any associated class requirements. Many actions may be used by different classes than the one that learned them.
{{Quotation|game|Actions are any abilities, attacks, spells, or other functions that can be used by the player. Players can set any action to the action bar as long as they have learned it and meet any associated class requirements. Many actions may be used by different classes than the one that learned them.
Being level synced below the level of an action will cause it to become unusable.
Being level synced below the level of an action will cause it to become unusable.


Actions usually have some cost associated with them, be it TP, MP, GP, CP and/or an individual cooldown.}}
Actions usually have some cost associated with them, be it MP, GP, CP and/or an individual cooldown.}}
 
'''Actions''' represent all active skills, passives (traits), and system unlocks acquired throughout [[Final Fantasy XIV]].


[[File:Action_Command.png|left|link=]] '''Actions''' represent all active skills, passives (traits), and system unlocks acquired throughout [[Final Fantasy XIV]].
{{TOCRIGHT}}
== Overview ==
== Overview ==
[[File:Actions_&_Traits_Panel.jpeg|Actions & Traits panel.|thumb]] There are several types of action in FFXIV. Each category works differently and some affect others directly. The way actions are laid out in FFXIV encompasses both interactive game systems, and the game's actual skills and passive buffs (spells, weapon skills and traits).<!-- Please, add level each of them is unlocked -->
[[File:Actions_&_Traits_Panel.jpeg|Actions & Traits panel.|thumb]] There are several types of action in FFXIV. Each category works differently and some affect others directly. The way actions are laid out in FFXIV encompasses both interactive game systems, and the game's actual skills and passive buffs (spells, weapon skills and traits).<!-- Please, add level each of them is unlocked -->


=== General ===
=== General ===
Most interactive game systems fall under this category. Actions such as [[jump]]ing, [[dye]]ing equipment, [[sprint]]ing, etc., which are unlocked through levelling or side [[quest]]s, are labeled as general.
Most interactive game systems fall under this category. Actions such as [[jump]]ing, [[Dye (action)|dye]]ing equipment, [[sprint]]ing, etc., which are unlocked through levelling or side [[quest]]s, are labeled as general.


=== Actions ===
=== Actions ===
This category bears the same name as the system itself. These actions include all active skills acquired during regular levelling:
This category bears the same name as the system itself. These actions include all active skills acquired during regular leveling:
* '''Spells:''' Active actions used by casters. Consumes [[MP]], and shares global cooldown.
* '''Spells:''' Active actions used primarily by Disciples of Magic. May consume [[MP]], and shares global cooldown.
* '''Weaponskills:''' Active actions used by physical DPS. Shares global cooldown.
* '''Weaponskills:''' Active actions used primarily by Disciples of War. Shares global cooldown.
* '''Abilities:''' Special actions with their own cooldown and may require a specific resource to use. Abilities don't consume MP/TP.
* '''Abilities:''' Special actions with their own cooldown and may require a class/job-specific resource to use. Also known as "'''oGCD'''" (off global cooldown) abilities as they can be used when the global cooldown is active. Abilities usually do not consume MP.


Since active actions reflect the commonly known skills, they have some combat properties as follows:
Since active actions reflect the commonly known skills, they have some combat properties as follows:
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* '''MP Cost:''' How much MP it costs to use an action.
* '''MP Cost:''' How much MP it costs to use an action.
* '''Potency:''' Base damage.
* '''Potency:''' Base damage.
* '''Targets:''' How many targets a certain action affects, either around the caster, around main target, or at target area.
* '''Targets:''' How many targets a certain action affects, either around the user, around main target, or at target area.
* Extra effects such as debuffs with their own durations, or special procs.
* Extra effects such as debuffs with their own durations, or special procs.
=== Role ===
{{main|Role actions}}


=== Traits ===
=== Traits ===
Traits are passive actions which enhance active skills, and in many cases unlock important mechanics, such as [[Aetherflow]]. They are obtained during levelling aswell.
Traits are passive actions which enhance active skills, and in many cases unlock important mechanics, such as [[Aetherflow]]. They are obtained during leveling as well.
 
=== Job ===
Job actions, as the name implies, become available after unlocking a [[job]]. They are then acquired at specific levels.


=== Additional ===
=== [[Performance Actions]] ===
Additional actions are often called cross-class abilities. A character can slot up to ten additional actions acquired with all classes/jobs.


=== Pets ===
=== Orders ===
All actions learned by summoned pets with each level.
 
=== Mounts ===
 
=== Minions ===
 
=== Companions ===
All fight actions related to summoned mount.
All fight actions related to summoned mount.


=== Main Commands ===
=== Main Commands ===
This group is where all other actions might be found as they pertain to the character out of combat, general game play, and system configuration. Character, duty, logs, travel, party, social, and system, all have their own set of actions within Main Commands.


=== Extras ===
=== Extras ===
Actions in this group include [[group pose]], [[idling camera]], and [[alarm]].
==Notes==
When using a '''weaponskill''' (GCD), a yellow graphical effect will display around your character. When using an '''ability''' (oGCD), a blue effect will display instead. No common graphical effects appear when using a '''spell''' (GCD).


===[[Performance Actions]]===
<gallery>
Weaponskill effect.jpg|Weaponskill
Ability effect.jpg|Ability
</gallery>

Latest revision as of 23:45, 13 April 2024

Actions are any abilities, attacks, spells, or other functions that can be used by the player. Players can set any action to the action bar as long as they have learned it and meet any associated class requirements. Many actions may be used by different classes than the one that learned them. Being level synced below the level of an action will cause it to become unusable.

Actions usually have some cost associated with them, be it MP, GP, CP and/or an individual cooldown.

— In-game description

Action Command.png

Actions represent all active skills, passives (traits), and system unlocks acquired throughout Final Fantasy XIV.

Overview

Actions & Traits panel.

There are several types of action in FFXIV. Each category works differently and some affect others directly. The way actions are laid out in FFXIV encompasses both interactive game systems, and the game's actual skills and passive buffs (spells, weapon skills and traits).

General

Most interactive game systems fall under this category. Actions such as jumping, dyeing equipment, sprinting, etc., which are unlocked through levelling or side quests, are labeled as general.

Actions

This category bears the same name as the system itself. These actions include all active skills acquired during regular leveling:

  • Spells: Active actions used primarily by Disciples of Magic. May consume MP, and shares global cooldown.
  • Weaponskills: Active actions used primarily by Disciples of War. Shares global cooldown.
  • Abilities: Special actions with their own cooldown and may require a class/job-specific resource to use. Also known as "oGCD" (off global cooldown) abilities as they can be used when the global cooldown is active. Abilities usually do not consume MP.

Since active actions reflect the commonly known skills, they have some combat properties as follows:

  • Action category: Spell, Weaponskill, or Ability.
  • Casting time: The time it takes to finish executing an action.
  • Recast (cooldown): The time it takes to be able to recast an action, after finished executing it.
  • Range: How far it's allowed to cast an action.
  • Radius: How far an action affects surrounding enemies, or allies.
  • MP Cost: How much MP it costs to use an action.
  • Potency: Base damage.
  • Targets: How many targets a certain action affects, either around the user, around main target, or at target area.
  • Extra effects such as debuffs with their own durations, or special procs.

Role

Main article: Role actions

Traits

Traits are passive actions which enhance active skills, and in many cases unlock important mechanics, such as Aetherflow. They are obtained during leveling as well.

Performance Actions

Orders

All fight actions related to summoned mount.

Main Commands

This group is where all other actions might be found as they pertain to the character out of combat, general game play, and system configuration. Character, duty, logs, travel, party, social, and system, all have their own set of actions within Main Commands.

Extras

Actions in this group include group pose, idling camera, and alarm.

Notes

When using a weaponskill (GCD), a yellow graphical effect will display around your character. When using an ability (oGCD), a blue effect will display instead. No common graphical effects appear when using a spell (GCD).