The following is a list of actions in Final Fantasy XIV.
Mechanics[]
Categories[]
There are 15 different action categories in Final Fantasy XIV with their own mechanics and interactions. In combat situations players will mostly interact with spells, weaponskills, and abilities.
Category | Description |
---|---|
Auto-attack |
|
Spell |
|
Weaponskill |
|
Ability |
|
Item |
|
DoL Ability |
|
DoH Ability |
|
Event |
|
Limit Break |
|
System | |
Artillery |
|
Mount |
|
Special |
|
Item Manipulation | |
Adrenaline Rush |
|
Action queue[]
When spells, weaponskills, and abilities are used before their recast is up, they are added to an action queue wherein they will be executed the moment it becomes possible. In addition, many actions have an "animation lock", which prevents other actions from being executing while the first action is animating. Actions executed during animation lock are also added to the action queue.
Other actions are not added to the action queue, and thus may be unresponsive when used while another action is animating. Notable examples of this include Sprint and items such as potions. In addition, macros do not get added to the queue, even if the macro command is to use a normally queueable action. For this reason it is not recommended to macro spells, weaponskills, or abilities except in niche circumstances. If the macro is intended to execute only a single action, repeating the action command on all available lines of the macro can improve their responsiveness in the queue, which can be useful for normally non-queueable actions like Sprint.
Global cooldown[]
When players use most spells and weaponskills they activate a recast time on all other spells and weaponskills. This recast time is commonly known as the global cooldown (GCD). The global cooldown's length is dependent on the action that triggered it, though it is typically 2.5 seconds before reduction from Skill and Spell Speed, or 2.4 seconds in PvP.
Most other actions, notably abilities, are off-global cooldown (oGCD). This allows them to be used while the GCD is activated by an instant cast or otherwise short cast action, a process known as "weaving". Skilled players with a low ping can often fit two oGCD abilities into a single GCD window, known as "double weaving". If an oGCD is used too late in the GCD window, the animation lock caused by the oGCD risks pushing back the next GCD used resulting in a DPS loss, known as "clipping". Some actions such as Jump and using potions have longer animation locks that can prevent them from being double weaved without clipping. It can be possible to weave three or more oGCDs while afflicted with recast-increasing statuses such as Slow.
PvP[]
When players participate in PvP they can only use dedicated PvP actions. In most cases these PvP actions are based on an equivalent PvE action with some minor changes in how they operate, though not all PvE actions have PvP versions, and there are likewise some actions that appear in PvP but not in PvE.
Common actions[]
Major changes have been made on Patch 6.1 for PVP combat in general. In this patch, all jobs regardless of roles have common actions as shown below:
- Sprint - Increases movement speed. Effect ends upon reuse or execution of another action.
- Standard-issue Elixir - Restores your HP and MP to maximum. Casting will be interrupted when damage is taken.
- Recuperate - Restores own HP. Uses 2500 MP each uses.
- Purify - Removes crowd control statuses and gain Resilience for 5 seconds upon successful removal.
- Guard - Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
General actions[]
General actions are available to all players regardless of discipline.
- Sprint - Increases movement speed.
- Teleport - Travel to any aetheryte the player has attuned to.
- Return - Return to the player's home point or to the entrance of the duty.
- Limit Break - Uses a powerful role-specific action after building up the limit gauge.
Class and job actions[]
Class and job actions are learned while leveling up the associated class/job, though some may require the complete of a class or job quest to unlock. Jobs can use the class actions of their base class, but not vice versa. For example, Paladins can use Gladiator class actions, but Gladiators cannot use Paladin job actions.
Gladiator / Paladin[]
Marauder / Warrior[]
Dark Knight[]
Gunbreaker[]
Conjurer / White Mage[]
Scholar[]
Astrologian[]
Pugilist / Monk[]
Lancer / Dragoon[]
Rogue / Ninja[]
Samurai[]
Archer / Bard[]
Machinist[]
Dancer[]
Thaumaturge / Black Mage[]
Arcanist / Summoner[]
Red Mage[]
Blue Mage[]
Blue Mages learn their actions via their Learning trait and totems rather than leveling.
Carpenter[]
Blacksmith[]
Armorer[]
Goldsmith[]
Leatherworker[]
Weaver[]
Alchemist[]
Culinarian[]
Miner[]
Botanist[]
Fisher[]
Pet actions[]
Pet actions are executed by the pets summoned by various classes. Pet attributes are tied to those of their summoner but generally do not scale as well, varying on a case-by-case basis. As a result of this the damage or healing dealt by pet actions will generally be lower than that of non-pet actions of similar potency.
Pet actions are executed by the following entities:
Role actions[]
Role actions are learned while leveling up the associated role rather than the discipline itself. They contain certain abilities considered to be essential for each role to perform effectively.
Additional actions[]
Additional actions, also known as cross-class skills, were actions that could be used by multiple disciplines. Each character only has a limited amount of slots available, forcing players to choose which actions best suit their playstyle.
Duty actions[]
Duty actions are special actions that only become available in specific duties.
Logos actions[]
Customizable duty actions that are only available in eureka pyros Eureka Pyros and eureka hydatos Eureka Hydatos.
Lost actions[]
Customizable duty actions that are only available in The Bozjan Southern Front, Delubrum Reginae, and Zadnor.