Like Materia, the Limit Break system is another nod to Final Fantasy VII and the system is similar.
The main difference is that instead of players charging up their own limit break gauge, the gauge is party-based. All actions executed by the party will contribute to a single gauge. Once this gauge is full a party member may execute the limit break and perform a powerful action.
There are 3 levels of limit breaks, each with increasing power and each having greater restrictions on their use. These actions are primarily for boss fights however a level 1 limit break can be used anywhere. The restrictions are as follows:
- Level 1: Must be in a light party of four to seven players.
- Level 2: Must be in a full party of eight players, or be in a light party and engaged with a boss.
- Level 3: Must be in a full party and engaged with a boss.
A Black Mage fires off the Meteor limit break.
There are four different categories of limit break, aimed at tanking, physical attack, magic damage and magic healing. They are designed in such a way that you have to choose carefully which one you want to use and when.
For example if you are close to wiping in a raid then you may want your White Mage to fire one off or your tank while you recover. For damage limit breaks imagine a situation where your party has died and you are the only man left standing. The boss has about 5% HP left. Now is the time to fire off that Meteor (or physical attack if you aren’t a BLM) and hope the boss dies.
The limit break effects are outlined below.
Type | Level | Limit Break | Effect |
Attack | 1 | Braver | Delivers an attack with potency 2300. |
Attack | 2 | Bladedance | Delivers an attack with potency 5000. |
Attack | 3 | Final Heaven | Delivers an attack with potency 9000. |
Magic Attack | 1 | Skyshard | Deals elementally neutral damage with a potency of 1400 to all enemies near point of impact. |
Magic Attack | 2 | Starstorm | Deals elementally neutral damage with a potency of 3000 to all enemies near point of impact. |
Magic Attack | 3 | Meteor | Deals elementally neutral damage with a potency of 5400 to all enemies near point of impact. |
Recovery | 1 | Healing Wind | Restores 25% of own HP and the HP of all nearby party members. |
Recovery | 2 | Breath of the Earth | Restores 60% of own HP and the HP of all nearby party members. |
Recovery | 3 | Pulse of Life | Restores 100% of own HP and the HP of all nearby party members including ones KO’d. |
Defence | 1 | Shield Wall | Reduces damage taken by all party members by 10%: Duration: 10s. |
Defence | 2 | Mighty Guard | Reduces damage taken by all party members by 20%: Duration: 15s. |
Defence | 3 | Last Bastion | Reduces damage taken by all party members by 50%: Duration: 12s. |
Assuming you meet the party requirements, which type of limit break is performed is dependant on the party member who executes it. The table below explains this.
Class / Job | Limit Break |
Gladiator / Paladin Marauder / Warrior | Increase party defense. |
Pugilist / Monk Lancer / Dragoon | Single target attack. |
Thaumaturge / Black Mage | Area of effect attack. |
Conjurer / White Mage Archer / Bard | HP restoration (Raise at level 3) |