Post by Deleted on Jun 18, 2015 3:14:08 GMT -8
So I decided it was about time we tried to get spells out of the way. I'll try to get more as we go along but I felt these two (WHM, BLM) were the priority as we have them. I will do Arcanist, Bard, and Monk next unless there is a request for something else. Let me know what you think or if there's anything we need to change! (DOTs are going to be odd for a little bit, but it'll be apparently what I'm after when I finish arcanist. Probably goes without saying: you cannot put two aero ones from one conjurer on the same target)
Final Fantasy 14 Job/Class Move List for RP
All skills subject to change based on approval
• Thaumaturge
o Blizzard/Fire – 1 turn cast, 1 damage, 2 on crit
o Blizzard 2—2 turn cast, deals 1 damage in AOE (no crit), enemies roll against bind (400+ success)
o Fire 2 – 2 turn cast, deals 1 damage in AOE, 2 on crit
o Blizzard 3/Fire 3—2 turn cast, deals 3 damage, 5 on crit
o Thunder – 2 turn cast, 1 damage over 3 turns to target, no crit
o Thunder 2/3 – not configured yet
o Scathe – 1 turn cast, no crit, guaranteed hit (barring certain event circumstances)
o Sleep (if BLM, this is AOE) – 1 turn cast, target enemy rolls against sleep (400+ success) (sleep: target is unable to act for 3 rounds or until hit)
o Lethargy – Slow target (-100 to rolls), roll to resist (600+ success)
o Manaward – [Interrupt] Block one attack to self (used upon being chosen as target, before attack is rolled) can only be used once every 5 rounds (must roll for success)
o Aether Manipulation – [Interrupt] Teleport to a target ally to avoid an attack (after successful roll) at the sacrifice of your next action
o Surecast – freecast, prevents next spell from being interrupted (useable in same turn with spells such as fire 2 or flare), can only be used once every 3 turns
o Swiftcast – freecast, instantly cast a spell in 1 turn(useable in same turn with spells such as fire 2 or flare), can only be used once every 5 turns
o Transpose – not configured (doubt it will be
• Black Mage
o Convert – not configured (doubt it will be)
o Freeze – 2 turn cast, 1 turn recharge, deals 1 damage in aoe and binds all targets (cannot be resisted) (cannot crit)
o Flare – 2 turn cast, 1 turn recharge, deals 3 damage in AOE, 5 on crit
o Manawall – prevents self from taking damage for 2 attacks (lasts 2 rounds), can only be used once every 5 rounds
o Apocostasis – prevents ally from taking magic damage for a round
• Conjurer
o Cure – heals 1 damage, 2 on crit
o Cure 2 – 2 turn cast, heals 3 damage, 5 on crit
o Cure 3 – 2 turn cast, heals 2 damage to target and one target near them (cannot crit)
o Medica – 2 turn cast, heals 1 damage in aoe, 2 on crit
o Medica 2 – 2 turn cast, 1 turn recharge, all allies heal 1 damage each round over 3 rounds (cannot crit)
o Esuna – heal status ailment
o Protect – 2 turn cast, party gets +100 to dodge for duration of battle, must be cast in battle
o Stoneskin – 2 turn cast, prevents damage to target based on class/job (1 to caster/archer, 2 to melee, 3 to tank), must be cast in battle
o Stone – 1 turn cast, deals 1 damage, 2 on crit
o Stone 2 – 2 turn cast, deals 3 damage, 5 on crit
o Aero –1 turn cast, 1 turn recharge. Deals 1 damage to target each round for 3 rounds
o Aero 2 –2 turn cast. Deals 1 damage to target each round for 3 rounds
o Raise – 3 turn cast, bring target back from unconsciousness. (1 hp for caster/archer, 2 hp for melee, 3 for tank)
o Repose – 1 turn cast, target enemy rolls against sleep (400+ success) (sleep: target is unable to act for 3 rounds or until hit)
o Fluid Aura – [interrupt] When attacked, before roll, the conjurer knocks the enemy back instead, dealing 1 damage. Loses next action (if roll fails, enemy continues attack)
o Cleric Stance – not configured
o Shroud of Saints – not configured
o Stoneskin 2 – not configured
• White Mage
o Presence of Mind – freecast, reduce cast time for 1 spell by 1 turn, can only be used once every 5 turns
o Regen – 1 turn cast, 1 turn recharge, target ally heals 1 damage each round over 3 rounds
o Benediction – 1 turn cast, 1 turn recharge, full heal target ally, can only be used once every 5 rounds (starting from recharge turn)
o Holy – 2 turn cast, 1 turn recharge, deals 3 damage in aoe, enemies roll against stun (400+ success) (stun: loss of action for 1 round) (cannot crit)
o Divine Seal – 1 turn cast, each heal spell you cast heals for 1 additional point for 3 rounds, cannot be used for 3 rounds AFTER the buff wears off
Final Fantasy 14 Job/Class Move List for RP
All skills subject to change based on approval
• Thaumaturge
o Blizzard/Fire – 1 turn cast, 1 damage, 2 on crit
o Blizzard 2—2 turn cast, deals 1 damage in AOE (no crit), enemies roll against bind (400+ success)
o Fire 2 – 2 turn cast, deals 1 damage in AOE, 2 on crit
o Blizzard 3/Fire 3—2 turn cast, deals 3 damage, 5 on crit
o Thunder – 2 turn cast, 1 damage over 3 turns to target, no crit
o Thunder 2/3 – not configured yet
o Scathe – 1 turn cast, no crit, guaranteed hit (barring certain event circumstances)
o Sleep (if BLM, this is AOE) – 1 turn cast, target enemy rolls against sleep (400+ success) (sleep: target is unable to act for 3 rounds or until hit)
o Lethargy – Slow target (-100 to rolls), roll to resist (600+ success)
o Manaward – [Interrupt] Block one attack to self (used upon being chosen as target, before attack is rolled) can only be used once every 5 rounds (must roll for success)
o Aether Manipulation – [Interrupt] Teleport to a target ally to avoid an attack (after successful roll) at the sacrifice of your next action
o Surecast – freecast, prevents next spell from being interrupted (useable in same turn with spells such as fire 2 or flare), can only be used once every 3 turns
o Swiftcast – freecast, instantly cast a spell in 1 turn(useable in same turn with spells such as fire 2 or flare), can only be used once every 5 turns
o Transpose – not configured (doubt it will be
• Black Mage
o Convert – not configured (doubt it will be)
o Freeze – 2 turn cast, 1 turn recharge, deals 1 damage in aoe and binds all targets (cannot be resisted) (cannot crit)
o Flare – 2 turn cast, 1 turn recharge, deals 3 damage in AOE, 5 on crit
o Manawall – prevents self from taking damage for 2 attacks (lasts 2 rounds), can only be used once every 5 rounds
o Apocostasis – prevents ally from taking magic damage for a round
• Conjurer
o Cure – heals 1 damage, 2 on crit
o Cure 2 – 2 turn cast, heals 3 damage, 5 on crit
o Cure 3 – 2 turn cast, heals 2 damage to target and one target near them (cannot crit)
o Medica – 2 turn cast, heals 1 damage in aoe, 2 on crit
o Medica 2 – 2 turn cast, 1 turn recharge, all allies heal 1 damage each round over 3 rounds (cannot crit)
o Esuna – heal status ailment
o Protect – 2 turn cast, party gets +100 to dodge for duration of battle, must be cast in battle
o Stoneskin – 2 turn cast, prevents damage to target based on class/job (1 to caster/archer, 2 to melee, 3 to tank), must be cast in battle
o Stone – 1 turn cast, deals 1 damage, 2 on crit
o Stone 2 – 2 turn cast, deals 3 damage, 5 on crit
o Aero –1 turn cast, 1 turn recharge. Deals 1 damage to target each round for 3 rounds
o Aero 2 –2 turn cast. Deals 1 damage to target each round for 3 rounds
o Raise – 3 turn cast, bring target back from unconsciousness. (1 hp for caster/archer, 2 hp for melee, 3 for tank)
o Repose – 1 turn cast, target enemy rolls against sleep (400+ success) (sleep: target is unable to act for 3 rounds or until hit)
o Fluid Aura – [interrupt] When attacked, before roll, the conjurer knocks the enemy back instead, dealing 1 damage. Loses next action (if roll fails, enemy continues attack)
o Cleric Stance – not configured
o Shroud of Saints – not configured
o Stoneskin 2 – not configured
• White Mage
o Presence of Mind – freecast, reduce cast time for 1 spell by 1 turn, can only be used once every 5 turns
o Regen – 1 turn cast, 1 turn recharge, target ally heals 1 damage each round over 3 rounds
o Benediction – 1 turn cast, 1 turn recharge, full heal target ally, can only be used once every 5 rounds (starting from recharge turn)
o Holy – 2 turn cast, 1 turn recharge, deals 3 damage in aoe, enemies roll against stun (400+ success) (stun: loss of action for 1 round) (cannot crit)
o Divine Seal – 1 turn cast, each heal spell you cast heals for 1 additional point for 3 rounds, cannot be used for 3 rounds AFTER the buff wears off