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Limit Breaks

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Like Materia, the Limit Break system is another nod to Final Fantasy VII and the system is similar.

FFXIV: ARR Limit Breaks FFXIV: ARR Limit Breaks

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.

FFXIV: ARR Limit Breaks
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)



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Anon [Anon]
Jul 12, 2014 - 19:28:10 | Location: Nowhere, In a Box

@gkgkgk that sounds like a dumb idea for an mmo.
 
Tsukasa [Anon]
Jun 04, 2014 - 14:38:51 | Location: Nowhere, In a Box

@gkgkgk, i know this is a belated reply but this game has alot of conetent in it from previous FF. Not just VII, Warrior of lights armor and weapon and warrior of light minions FFI, Freely being able to change the way your characters played by switching armor and weapons FFII, The onion Knight gear obtained through acheivments (which the acheivement is how you got the onion stuff in FF3) Kains gear from FFIV, Being able to pull skills from other job classes and having specialty classes or jobs and lets not forget Gilgamesh FFV, Magitek armor mounts FFVI...the list goes on
 
Trolleye [Anon]
Dec 15, 2013 - 13:03:52 | Location: Nowhere, In a Box

This is such an updated website! I'm so amazed!
 
Anonymous
Dec 13, 2013 - 18:33:23 | Location: Nowhere, In a Box

Damage modifiers of all kinds =DO NOT= work at all with limit break damage. Damage is based on the overall iLvl of the ENTIRE GROUP's gear not just the person using it. Bluegartr has very extensive research and testing into this.
 
;Anonymus DP [Anon]
Sep 27, 2013 - 23:08:43 | Location: Nowhere, In a Box

No, but it is very important to note that jobs like LNC that have the ability Life Surge, which guarantees a critical hit =DO= work on Limit Breaks.

So in our runs, we have our DRG use Blood for BLood, Life Surge, then LVL3 LB bosses. Takes a nice huge chunk of damage off boss hp bar.

FYI
 
ShyGuySpirit [Anon]
Sep 23, 2013 - 20:14:27 | Location: Nowhere, In a Box

Swiftcast does not work on Limit Breaks.

Archanist and Summoner are Area of attack.
Scholar is HP restoration.
 
gkgkgk [Anon]
Sep 17, 2013 - 17:08:37 | Location: Nowhere, In a Box

this game needs to stop being a kingdom hearts and remember the final fantasys before 7
 
Anonymous
Sep 04, 2013 - 18:09:21 | Location: Nowhere, In a Box

Yes, they do.
 
Lipstick [Anon]
Aug 22, 2013 - 12:34:07 | Location: Nowhere, In a Box

Do you guys know if buffs that increase potency also increase the damage of a limit break?