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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
Auto-attack icon.
  • Once activated will cause the user to periodically attack automatically without interrupting their other actions.
  • Auto-attacks can be interrupted by casting, moving out of range, and some statuses, but will resume as soon as they are able without needing to be reactivated.
  • Auto-attacks are deactivated if the user is knocked out, as well as after using certain actions such as Repose Repose.
  • The action used is determined by the entity. For players, their auto-attacks are the 110 potency Attack for all disciplines except Bard Bards and Machinist Machinists, who instead use the 100 potency Shot. Physical ranged DPS have 25y range on their auto-attack, while all other disciplines have the standard melee range of 3y.
  • The frequency with which players auto-attack is dependent on the delay of their weapon.
  • Players cannot auto-attack in PvP PvP.
  • Enemies and other NPCs may use other actions for their auto-attack, and in some cases may forego using auto-attacks at all.
Spell
Weaponskill
  • Used primarily by Disciples of War. Also referred to simply as "skills".
  • Frequently are instant cast, and prior to its removal cost TP to use.
  • Damaging weaponskills most often deal physical damage.
  • When used will activate the global cooldown.
  • The cast and recast time of weaponskills can be reduced with Skill Speed.
  • Pacification Pacification prevents the use of weaponskills.
Ability
  • Used by all disciplines.
  • Frequently are instant cast, and have long recast times.
  • Do not activate the global cooldown.
  • The cast and recast time of abilities are not reduced by any stat.
  • Amnesia Amnesia prevents the use of abilities.
Item
  • Used when using most items.
DoL Ability
DoH Ability
Event
  • Used by key items and when interacting with objects.
  • Used while controlling special mounts during some duties and quests.
Limit Break
  • Requires the limit gauge to use.
  • Generally only useable with at least a light party of 4 players.
  • Damaging limit breaks deal their own damage type with unique damage mechanics.
  • May also appear when controlling an NPC in certain quest battles. NPC limit breaks may not necessarily follow the mechanics of player limit breaks.
System
Artillery
  • Used while controlling stationary weapons during some duties and quests.
Mount
  • Used while controlling special mounts during some duties and quests.
  • Used by some normal mounts as a cosmetic action, typically in reference to the non-cosmetic versions used by special mounts.
Special
  • Used while transformed during some duties and quests.
  • Also used while piloting mechs during rival wings.
Item Manipulation
Adrenaline Rush
  • Requires the adrenaline gauge to use.
  • Only useable in PvP duties.
  • Damaging adrenaline rushes deal limit break-type damage.

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 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 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 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 Sprint - Increases movement speed. Effect ends upon reuse or execution of another action.
  • Standard-issue Elixir Standard-issue Elixir - Restores your HP and MP to maximum. Casting will be interrupted when damage is taken.
  • Recuperate Recuperate - Restores own HP. Uses 2500 MP each uses.
  • Purify Purify - Removes crowd control statuses and gain Resilience for 5 seconds upon successful removal.
  • Guard 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 Sprint - Increases movement speed.
  • Teleport Teleport - Travel to any aetheryte the player has attuned to.
  • Return Return - Return to the player's home point or to the entrance of the duty.
  • Limit Break 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, Paladin Paladins can use Gladiator 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 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 The Bozjan Southern Front, Delubrum Reginae Delubrum Reginae, and Zadnor Zadnor.

Enemy abilities[]

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