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Job Skills for cross trainingFollow

#1 Aug 16 2013 at 10:33 AM Rating: Excellent
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179 posts
Hey all I'm looking at creating a list of all jobs Actions. This is War, Magic, and Land
This list can then be used by everyone to help each other out on picking suitable subs actions to add in.

Doing some clean up on this as I can't log into Ultros I'm gathering the info from the JP servers. (Damn you error 3102!)

Lancer

Feint (Lv. 2 TP: 80) GLA PGL MRD LNC ARC MNK DRG BRD
Delivers an attack with a potency of 120
Additional Effect: Slow +20% Duration: 10s

Keen Flurry (Lv. 6) GLA PGL MRD LNC ARC CNJ THM MNK DRG BRD
Increase parry rate by 40%
Duration: 20s

Impulse Drive (Lv. 8 TP: 70) GLA PGL MRD LNC MNK DRG
Delivers an attack with a potency of 100
180 when delivered from behind target.

Invigorate (Lv. 22) GLA PGL MRD LNC ARC CNJ THM MNK DRG BRD
Instantly Restores 400 TP.

Blood for Blood (Lv. 34) GLA PGL MRD LNC ARC CNJ THM MNK DRG BRD
Increases damage dealth by 20% and damage suffered by 25%.
Duration: 20s


Marauder

Foresight (Lv. 2) DLA PGL MRD LNC ARC CNJ THM PLD MNK WAR DRG
Increases defense by 20%
Duration: 20s

Skull Sunder (Lv. 4 TP: 60) GLA PGL MRD LNC ARC PLD MNK WAR DRG
Delivers an attack with a potency of 100.
Additional Effect: Increase Enmity


Fracture (Lv. 6 TP: 80) GLA PGL MRD LNC ARC PLD MNK WAR DRG
Delivers an attack with potency of 100.
Additional Effect: Damage over time Potency: 20
Duration: 18s

Bloodbath (Lv. 8)
Coverts 25% of the damage dealth by next successful offensive ability into HP.
Duration: 15s

Mercy Stroke (Lv. 26) GLA PGL MRD LNC ARC CNJ THM PLD MNK WAR DRG
Delivers an attack with a potency of 200.
Can only be executed when target's HP is below 20%.
If delivered as the killing blow, up to 20% of your maximum HP will be restored.


Gladiator

Savage Blade (Lv. 4 TP: 60) GLA PGL MRD LNC ARC PLD WAR
Delivers an attack with a potency of 100
Addional Effect: Increased enmity

Flash (Lv. 8 MP: 8) GLA PGL MRD LNC ARC CNJ THM PLD WAR
Increases enmity in all nearby enemies

Convalescence (Lv. 10) GLA PGL MRD LNC ARC CNJ THM PLD WAR
Increases HP restored by spells or actions by 20%
Duration: 20s

Provoke (Lv. 22) GLA PGL MRD LNC ARC CNJ THM PLD WAR
Gesture theateningly, increasing enmity in target.

Awareness (Lv. 34) GLA PGL MRD LNC ARC CNJ THM PLD WAR
Reduces the chance of suffering critical damage by 15%.
Duration: 20s


Puglist

Featherfoot (Lv. 4) GLA PGL MRD LNC ARC CNJ THM MNK WAR DRG
Increases evasion by 15%.
Duration: 15s

Second Wind (Lv. 8) GLA PGL MRD LNC ARC CNJ THM MNK WAR DRG
Instantly restores own HP.
Cure Potency: 450 (Cure potency varies with current attack power)

Haymaker (Lv. 10 TP: 40) GLA PGL MRD LNC ARC MNK WAR DRG
Delivers an attack with a potency of 170.
Addional Effect: Slow +20%
Duration: 12s

Internal Release (Lv. 12) GLA PGL MRD LNC ARC CNJ THM MNK WAR DRG
Increases crital hit rate by 20%
Duration: 15s

Mantra (Lv. 42) GLA PGL MRD LNC ARC CNJ THM MNK WAR DRG
Increases HP recovery via cuuring magic by 5% for self and nearby party members. (Radius 7y)
Duration: 15s


Archer

Straight Shot (Lv. 2 TP: 70) GLA PLG MRD LNC ARC BRD
Delivers an attack with a potency of 140.
Additional Effect: Increases crital hit rate by 10%
Duration: 20s

Raging Strikes (Lv. 4) GLA PGL MRD LNC ARC CNJ THM BRD BLM
Increases damage dealt by 20%
Duration: 20s

Veomous Bite (Lv. 6 TP: 80) GLA PGL MRD LNC ARC BRD
Delivers an attack with a potency of 100
Addional Effect: Venom
Potency: 35 Duration: 9s

Hawk's Eye (Lv. 26) GLA PLG MRD LNC ARC CNJ THM BRD BLM
Increases DEX by 15% and phsical accuracy by 20%
Duration: 20s

Quelling Strikes (Lv. 34) GLA PGL MRD LNC ARC CNJ THM BRD BLM
Reduces enmity generated by each attack.
Duration: 15s



Edited, Aug 18th 2013 1:04pm by Bludot
#2 Aug 18 2013 at 8:47 AM Rating: Excellent
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179 posts
Conjurer

Cure (Lv. 2 MP: 5) GLA PGL MRD LNC ARC CNJ THM ACN PLD BRD WHM SMN SCH
Restores target's HP.
Cure Potency: 400

Cleric Stance (Lv. 6) CNJ WHM SCH
Swaps current INT and MND attribute ratings, while increasing the potency of attack spells by 10% and reducing the potency of healing spells by 20%. Effect ends upon reuse.

Protect (Lv. 8 MP: 10) GLA PGL MRD LNC ARC CNJ THM ACN PLD BRD WHM SMN SCH
Increases the physical defense of all the party members within range of target. (Radius 15y)
Duration: 30m

Raise (Lv. 12 MP: 31) GLA PGL MRD LNC ARC CNJ THM ACN PLD BRD WHM SMN SCH
Resurrects target to a weakened state.
Cannot be used in Combat.

Stoneskin (Lv. 34 MP: 10) GLA PGL MRD LNC ARC CNJ THM ACN PLD BRD WHM SMN SCH
Creates a barrier around target that prevents physical damage totaling 10% of target's maximum hp
Duration: 30m


Thaumaturge

Thunder (Lv. 6 MP: 8) CNJ THM ACN WHM BLM SMN SCH
Deals lightning damage with a potency of 30
Addional Effect: Lightning damage over time.
Potency: 35 Duration: 18s

Surecast (Lv. 8) GLA PLG MRD LNC ARC CNJ THM ACN WHM BLM SMN SCH
Next spell is cast without interruption
Duration: 10s

Swiftcast (Lv. 26) GLA PGL MRD LNC ARC CNJ THM ACN WHM BLM SMN SCH
Next spell is cast immediately
Duration: 10s


Arcanist

Ruin (Lv. 1 MP: 3) CNJ THM ACN WHM BLM SMN SCH
Deals unaspected damage with a potency of 80

Physick (Lv. 4 MP: 5) GLA PGL MRD LNC ARC CNJ THM ACN WHM BLM SMN SCH
Restores target's HP.
Cure Potency: 400

Swiftcast (Lv. 26) GLA PGL MRD LNC ARC CNJ THM ACN WHM BLM SMN SCH
Next spell is cast immediately
Duration: 10s

Virus (Lv. 12)
Reduces target's STR and DEX by 15%
Duration: 10s

Eye for an Eye (Lv. 34) GLA PGL MRD LNC ARC CNJ THEM ACN WHM BLM SMN SCH
Eracts a magicked barrier around a single party member or pet.
Duration: 30s
Barrier Effect: 20% chance that when barrier is struck the striker will deal 10% less damage
Duration: 20s

Edited, Aug 18th 2013 6:05pm by Bludot
#3 Aug 18 2013 at 4:12 PM Rating: Default
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179 posts
And here we have it all transferable actions from the starting jobs.

I must say that Arcanist is the most broken of all by a HUGH long shot.

In case carbuncle wasn't enough reason, the class gets damage spells that have no affinity to any one type of element. They get a nice heal spell, they get the ability to raise in combat! If anyone sits down and looks at the actions in combination with the traits this job is so broken it isn't funny. Well actually it is I laughed so hard that the devs even considered this balanced.

Nonetheless I predict this job will be nerfed into the dirt and will be the first flavour of the month with the most tears when the nerfing happens. If they don't nerf Arcanist, all the other classes should be looking at getting a major buffing.

Cheers all and happy theory crafting your future characters!
#4 Aug 18 2013 at 5:08 PM Rating: Decent
Bludot wrote:


Cleric Stance (Lv. 6) CNJ WHM SCH
Swaps current INT and MND attribute ratings, while increasing the potency of attack spells by 10% and reducing the potency of healing spells by 20%. Effect ends upon reuse.


Where did you see SCH could use this? I could of sworn it was Thaumage if anything.
#5 Aug 18 2013 at 5:16 PM Rating: Excellent
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362 posts
You know the elemental aspect of spells don't matter anymore right? Also WHM gets in combat raise also through a passive.

After this weekend I do agree it was incredibly easy to level ACN, but I don't think it was totally broken. Pet classes just naturally have an advantage soloing.
#6 Aug 18 2013 at 5:29 PM Rating: Decent
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179 posts
@ShadowedgeFFXII copied it all from in game.

Edited, Aug 18th 2013 7:30pm by Bludot
#7 Aug 18 2013 at 5:33 PM Rating: Decent
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179 posts
Anakte wrote:
You know the elemental aspect of spells don't matter anymore right? Also WHM gets in combat raise also through a passive.

After this weekend I do agree it was incredibly easy to level ACN, but I don't think it was totally broken. Pet classes just naturally have an advantage soloing.


WHM sure but that is after you have leveled 3 jobs to get it. ACN gets it early.

Also lets look at the fact that Carby can tank better than any currently. There are bunch of threads on the main forums (at least when it was up) and even a couple here with it being discussed. ACN isn't just a solo crazy machine I'm willing to bet right now 4 ACN's wouldn't have a single issue with any one Dungeon Duty.
#8 Aug 18 2013 at 5:41 PM Rating: Excellent
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2,232 posts
Bludot wrote:
Anakte wrote:
You know the elemental aspect of spells don't matter anymore right? Also WHM gets in combat raise also through a passive.

After this weekend I do agree it was incredibly easy to level ACN, but I don't think it was totally broken. Pet classes just naturally have an advantage soloing.


WHM sure but that is after you have leveled 3 jobs to get it. ACN gets it early.

Also lets look at the fact that Carby can tank better than any currently. There are bunch of threads on the main forums (at least when it was up) and even a couple here with it being discussed. ACN isn't just a solo crazy machine I'm willing to bet right now 4 ACN's wouldn't have a single issue with any one Dungeon Duty.

It's a passive CNJ trait that is passed on to WHM. Also you only have to level 2 classes to unlock a job not 3.
#9 Aug 18 2013 at 5:43 PM Rating: Good
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362 posts
Bludot wrote:
Anakte wrote:
You know the elemental aspect of spells don't matter anymore right? Also WHM gets in combat raise also through a passive.

After this weekend I do agree it was incredibly easy to level ACN, but I don't think it was totally broken. Pet classes just naturally have an advantage soloing.


WHM sure but that is after you have leveled 3 jobs to get it. ACN gets it early.

Also lets look at the fact that Carby can tank better than any currently. There are bunch of threads on the main forums (at least when it was up) and even a couple here with it being discussed. ACN isn't just a solo crazy machine I'm willing to bet right now 4 ACN's wouldn't have a single issue with any one Dungeon Duty.

CNJ gets battle raise at 28, ACN gets normal raise at 22 vs CNJ at 12... so CNJ should be nerfed hard because of this MAJOR difference? WHM doesn't need ot level "3 jobs" to get it, people need to stop over exaggerating and screaming for nerfs on everything they're mad they don't have.

I did notice Topaz Carby's threat was probably a little too good when I was on my MRD, but that's hardly a reason to nerf the class into the ground, that's just an adjustment that's needed. Don't forget, ACN has only been out for literally 3 days.


The sky is not falling, "your" class can still be your own special snowflake.
#10 Aug 18 2013 at 5:43 PM Rating: Decent
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4,511 posts
This is all pretty stupid though. We used to be able to have next to any ability equipped.

Lots of cool AoE attacks, Every single spell you could have wanted, mp or hp recovering attacks... All the good stuff...

Now it's 3-5 abilities per job, and most of them dont do anything diffirent from what we already have.

Yes, i'm -totally- going to set Savage Blade with a Potency of 100 when i already have Skull Sunder with the same Potency of 100, only i am able to use that in a combo. Psysick isnt even worth setting on another job since it's potency isnt boosted by Arcanist's main weapon on that other job, it cures like 30~40 points of damage right now..

Also, i see Ruin on your list. But i wasnt able to set Ruin on MAR

Skills cross classing really SUCKS right now. They better make everything available to us, or atleast 90% of the attacks.
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#11 Aug 18 2013 at 6:17 PM Rating: Good
38 posts
KojiroSoma wrote:

Also, i see Ruin on your list. But i wasnt able to set Ruin on MAR


Ruin is only available to DoM classes like his list shows.

As for the number of skills, I think SE have really limited that to the jobs. But if you want a WHM that can take a beating in PvP for example, you can go CNJ and have access to a lot of the DoW skills.
#12 Aug 18 2013 at 6:32 PM Rating: Decent
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5,055 posts
ok im confused so pgl cqn use 90% of all the abilties for everyclass so how does i get them all i.e which lvl do i have to level each class to to get its highest lvl ability that pug can use?
#13 Aug 18 2013 at 7:07 PM Rating: Good
38 posts
An example will probably help:

My ARC is 15. I switch to my level 1 PGL. I can choose cross class skills from any ARC skills up until level 15... so in this case it would be Straight Shot (Lv. 2), Raging Strikes (Lv. 4), and Venomous Bite (Lv. 6) since those are available to me as a PGL. If you want Quelling Strikes (Lv. 34) on your PGL, then you need to level ARC to 34 in order to use it.

Basically, you can only use skills that:
1. You learned from another class that you have leveled AND
2. Your current class is eligible to use the skill

You also have a limit on the number of cross class skill slots you have. I think it's 1 every 5 levels for the base classes but 1 every 10 levels for jobs (WHM, PLD, etc).
#14 Aug 18 2013 at 7:49 PM Rating: Decent
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179 posts
I'm not saying ACN will be nuked into the ground. But I do think it needs some tweaking. Right now it can do everything as good or better than a class that specializes in one area.

A swiss army knife class such as this shouldn't out tank a tank, and shouldn't do more damage then a class that is only damage. When they can do this why would you pick anything but it?
#15 Aug 18 2013 at 8:07 PM Rating: Default
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5,055 posts
Exalle wrote:
An example will probably help:

My ARC is 15. I switch to my level 1 PGL. I can choose cross class skills from any ARC skills up until level 15... so in this case it would be Straight Shot (Lv. 2), Raging Strikes (Lv. 4), and Venomous Bite (Lv. 6) since those are available to me as a PGL. If you want Quelling Strikes (Lv. 34) on your PGL, then you need to level ARC to 34 in order to use it.

Basically, you can only use skills that:
1. You learned from another class that you have leveled AND
2. Your current class is eligible to use the skill

You also have a limit on the number of cross class skill slots you have. I think it's 1 every 5 levels for the base classes but 1 every 10 levels for jobs (WHM, PLD, etc).


so basically to open evry option i have to level every job to 34 or 26????

that sucs it wod make alot more balancing and diversity sense if they limited the number or classes each class could learnfrom yes i know you can have em all equipped at once but limiting the classes would cut down on grindingll also no new stuff after 34 yetthe cap is 50? so for fifteen lvls no new stff wheres the motivation to levl? in ffxi you learned new stufc very five levels thriughout the entirety ofbyour job
#16 Aug 18 2013 at 8:11 PM Rating: Decent
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179 posts
DuoMaxwellxx wrote:
Exalle wrote:
An example will probably help:

My ARC is 15. I switch to my level 1 PGL. I can choose cross class skills from any ARC skills up until level 15... so in this case it would be Straight Shot (Lv. 2), Raging Strikes (Lv. 4), and Venomous Bite (Lv. 6) since those are available to me as a PGL. If you want Quelling Strikes (Lv. 34) on your PGL, then you need to level ARC to 34 in order to use it.

Basically, you can only use skills that:
1. You learned from another class that you have leveled AND
2. Your current class is eligible to use the skill

You also have a limit on the number of cross class skill slots you have. I think it's 1 every 5 levels for the base classes but 1 every 10 levels for jobs (WHM, PLD, etc).


so basically to open evry option i have to level every job to 34 or 26????

that sucs it wod make alot more balancing and diversity sense if they limited the number or classes each class could learnfrom yes i know you can have em all equipped at once but limiting the classes would cut down on grindingll also no new stuff after 34 yetthe cap is 50? so for fifteen lvls no new stff wheres the motivation to levl? in ffxi you learned new stufc very five levels thriughout the entirety ofbyour job


The actions I listed are only the actions that are cross trainable to other jobs, other wise jobs do get more actions for their own class.
I hope I understand what you are getting at here.
Also you are limited to how many extra actions you can give lets say your WAR or MNK
#17 Aug 18 2013 at 9:58 PM Rating: Decent
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5,055 posts
ok well that corrects my lack of abilities past lvl 30 statement but still too many cross abilties per class imo i think each class should only have about 3 other classes they can get cross abilities from thus getting rid of the need to lv every class to 26 or 34
#18 Aug 18 2013 at 10:39 PM Rating: Good
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2,120 posts
DuoMaxwellxx wrote:
ok well that corrects my lack of abilities past lvl 30 statement but still too many cross abilties per class imo i think each class should only have about 3 other classes they can get cross abilities from thus getting rid of the need to lv every class to 26 or 34

Jobs have those restrictions. Classes can mix & match whatever available abilities between them. If you become a Monk you can only use MNK, PGL, MRD, & LNC abilities.
#19 Aug 18 2013 at 11:07 PM Rating: Decent
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5,055 posts
TwistedOwl wrote:
DuoMaxwellxx wrote:
ok well that corrects my lack of abilities past lvl 30 statement but still too many cross abilties per class imo i think each class should only have about 3 other classes they can get cross abilities from thus getting rid of the need to lv every class to 26 or 34

Jobs have those restrictions. Classes can mix & match whatever available abilities between them. If you become a Monk you can only use MNK, PGL, MRD, & LNC abilities.



which is wonderful except you find out that jobs dont completely make classes useless.. i.e even after you unlock mnk and hit 50 there will still be situations where PUG is better than MNK as opposed to being mnk full time and never hving to touch PUG again once you have mnk
#20 Aug 18 2013 at 11:38 PM Rating: Excellent
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311 posts
I've already planned ahead with PLD. You're allowed 5 cross-class skills on a job.

Easily the best options for PLD will be:

Must Haves - Cure, Mercy Stroke, Foresight
Other options - Raise, Stoneskin, Protect

Would almost definitely go with Raise and Protect, though. Stoneskin takes way too long to cast for it to be worth it on a PLD. I hope they consider adding more cross-class options for PLD. Only having 6 available kinda makes picking your 5 pretty straight-forward.
#21 Aug 18 2013 at 11:40 PM Rating: Decent
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5,055 posts
lol i would think cure is normal (i.e dont have to cross class to get it) ability for pld...
#22 Aug 19 2013 at 12:00 AM Rating: Excellent
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311 posts
DuoMaxwellxx wrote:
lol i would think cure is normal (i.e dont have to cross class to get it) ability for pld...


Sadly it isn't. Cure is only learned through the Conjurer class.

Either way, it's not really a downside having to use a cross-class slot on it. The only skill you'd gain from having Cure built-in to PLD would be Stoneskin, and there's no way you'll be able to get use out of that spell as PLD.
#23 Aug 19 2013 at 12:31 AM Rating: Excellent
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1,310 posts
Bludot wrote:
And here we have it all transferable actions from the starting jobs.

I must say that Arcanist is the most broken of all by a HUGH long shot.

In case carbuncle wasn't enough reason, the class gets damage spells that have no affinity to any one type of element. They get a nice heal spell, they get the ability to raise in combat! If anyone sits down and looks at the actions in combination with the traits this job is so broken it isn't funny. Well actually it is I laughed so hard that the devs even considered this balanced.


I'm not convinced Ruin is as OP as you think. For one thing Ruin's potency is 80 which makes 4/5ths as powerful as the low level elemental nukes and it doesn't carry a buff or debuff effect like Fire, Ice or Stone do. Also, they've removed elemental resistances from mobs, so it's not even particularly useful in that respect, expect possibly in PvP. Otherwise, there's really no reason for Conjurers or Thaumaturges to use this spell let alone sob that they aren't as good as Arcanists.

As for Raise, even a Bard can Raise. It's not particularly exclusive if you can spare the slot; I'm not sure what the big deal is. (Oh, I see they can raise in combat. Well everyone has to have their thing. This is their trick pony, I guess.)

But even summoners in FFXI started off strong at the lowest levels. We'll see how tough they are when things get serious at the higher levels.

Edited, Aug 19th 2013 2:42am by Xoie
#24 Aug 19 2013 at 11:59 AM Rating: Decent
I was going over these skills for my LNC and here is what I came up with for the lower caps.

Best DD abilities for LNC Must Have's:

ARC's Straight Strike(crit 10%) and Raging Strikes(dmg 20%), PUG's Internal Release(20% crit)

Best Solo abilities:

CNJ Protect, MAR Bloodbath, PUG Second Wind, GLD Convalescence if stacked with Second Wind.
#25 Aug 19 2013 at 12:16 PM Rating: Excellent
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392 posts
I love how people are complaining about ARN. The biggest one i hear is how the topaz carby is pulling to much hate. But what everyone keeps forgetting is that it's not carby's fault. I'd be willing to bet my life that the ARN using carby just used the SIC command rather then the OBEY command. If they did SIC then of course carby is going to pull off the tank. The ARN is just letting the pet spam moves. I bet if a THA or CNJ just started spamming spells, they'd pull mobs off the tank, Anyone gonna suggest that THA and CNJ get nerfed because people aren't playing them the right way???

The problem isn't the job, the problem is the player. They need to control their pet and not let it do what it wants. I do not believe that ARN needs to be nerf, i believe that players need to play the job properly.
#26 Aug 19 2013 at 12:35 PM Rating: Decent
Don't know if anyone said this but getting weaver up to 15 for Careful Synthesis it is a cross ability and you will never fail an attempt on any other craft. (It was in phase 3 don't know if they changed since I was 3102)
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