Difference between revisions of "Action"

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=== Extras ===
=== Extras ===
===[[Performance Actions]]===

Revision as of 17:54, 17 September 2018

Action Command.png
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 TP, MP, GP, CP and/or an individual cooldown.

— In-game description

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 levelling:

  • Spells: Active actions used by casters. Consumes MP, and shares global cooldown.
  • Weaponskills: Active actions used by physical DPS. Consumes TP, and shares global cooldown.
  • Abilities: Special actions with their own cooldown and may require a specific resource to use. Abilities don't consume MP/TP.

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.
  • TP Cost: How much TP it costs to use an action.
  • Potency: Base damage.
  • Targets: How many targets a certain action affects, either around the caster, around main target, or at target area.
  • Extra effects such as debuffs with their own durations, or special procs.

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.

Job

Job actions, as the name implies, become available after unlocking a job. They are then acquired at specific levels.

Additional

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

Pets

All actions learned by summoned pets with each level.

Mounts

Minions

Companions

All fight actions related to summoned mount.

Main Commands

Extras

Performance Actions