Limit Break is the party ability in Final Fantasy XIV. When in a party of four or more, players will have access to the limit gauge, which gradually fills during the course of battle. When a limit gauge is full, the stored energy can be used to activate limit breaks. The limit break executed is determined by the role of the party member who initiates it. Limit breaks have three levels; the more limit gauges are filled, the stronger the limit break.
The limit gauge can be increased faster by performing actions determined as "fine play", such as stunning an enemy, casting a skill, or healing a party member who is near death.
Light parties (parties containing between four and seven players) have access to one limit gauge, meaning they are only able to use Level 1 limit breaks when it is filled. A full party (a party of eight players) have two limit gauges. During dungeon raids, reaching the last boss of the dungeon adds an extra limit gauge, making a total of two gauges for light parties, and three gauges for full parties. During Trials, Dungeons with a single boss and nothing else, said fight is considered the "Final Boss". Starting with 3.0, level 3 Limit Breaks can only be performed with a job crystal equipped.
Additionally, when King Thordan begins casting Ultimate End during the final battle of Final Fantasy XIV: Heavensward and each member of the Heaven's Ward starts fighting the player party, they gain their own Limit Break gauge, which is increased whenever they enter the "Battle Fever" status, based in how much damage they deal, and determines the power of Ultimate End, used once they're all defeated. However, if the party manages to properly avoid damage, they lose the Battle Fever status and part of their limit break gauge.
List of Limit BreaksEdit
Tank limit breaks focus on drastically raising the defense and magic defense of the entire party for a short period of time. The amount of the defense increased is determine on the level of the limit break used. Only Gladiators, Paladins, Marauders, Warriors, and Dark Knights may use these limit breaks.
|Shield Wall||Reduces damage taken by all party members by 10% for a period of 10 seconds.|
|Mighty Guard||Reduces damage taken by all party members by 20% for a period of 15 seconds.|
|Last Bastion (PLD)||Reduces damage taken by all party members by 50% for a period of 12 seconds.|
|Land Waker (WAR)||Reduces damage taken by all party members by 50% for a period of 12 seconds.|
|Dark Force (DRK)||Reduces damage taken by all party members by 50% for a period of 12 seconds.|
- Prior to 3.0, Last Bastion was used by all tank classes.
Limit breaks for melee classes focus on dealing massive damage to a single enemy. Each limit breaks have a massive damage potency, however they only inflict damage to a single foe. Only Pugilists, Lancers, Rogues, Monks, Dragoons, Ninjas, and Samurais are able to use these limit breaks. Each class will form a large sword when using Braver and Blade Dance which resembles the Buster Sword, despite the player's class. The damage dealt is determined by the combined weapon damage of all party members, thus, its damage is not based on the user's gear.
|Braver||Executes a single target attack with a potency of 2400.|
|Blade Dance||Executes a single target attack with a potency of 5250.|
|Final Heaven (MNK)||Executes a single target attack with a potency of 9000.|
|Dragonsong Dive (DRG)||Executes a single target attack with a potency of 9000.|
|Chimatsuri (NIN)||Executes a single target attack with a potency of 9000.|
|Doom of the Living (SAM)||Executes a single target attack with a potency of 9000.|
- Prior to 3.0, Final Heaven was used by all melee classes.
Starting with 3.0 and the launch of Heavensward, the ranged physical DPS classes were granted a new category of Limit Breaks that inflict damage to enemies in a straight line in front of the player. Only Archers, Bards, and Machinists are able to use these limit breaks.
|Big Shot||Deals damage in a line to enemies in front of player.|
|Desperado||Deals damage in a line to enemies in front of player.|
|Satellite Beam (MCH)||Deals damage in a line to enemies in front of player.|
|Sagittarius Arrow (BRD)||Deals damage in a line to enemies in front of player.|
Caster limit breaks focus on dealing powerful damage to enemies in a circular area of effect. While their abilities are not as strong as melee's in potency, their limit break abilities focus on dealing damage to enemies with an area of effect. The higher the level, the greater the damage. Thaumaturges, Black Mages, Arcanists, Summoners, and Red Mages are able to use these limit breaks. The damage dealt is determined by the combined weapon damage of all party members, thus, its damage is not based on the user's gear. The ability Swiftcast cannot be used to instantly cast a Limit Break.
|Skyshard||Delivers an area of effect attack with a potency of 1650.|
|Starstorm||Delivers an area of effect attack with a potency of 3600.|
|Meteor (BLM)||Delivers an area of effect attack with a potency of 6150.|
|Teraflare (SMN)||Delivers an area of effect attack with a potency of 6150.|
|Vermillion Scourge (RDM)||Delivers an area of effect attack with a potency of 6150.|
- Prior to 3.0, Meteor was used by all caster classes.
Limit breaks for healer classes focus on restoring the HP and MP of their allies. The amount of HP restored by each limit break is based on percentage and do not have a base potency. Only Conjurers, White Mages, Scholars, and Astrologians are able to use these limit breaks. Each class will form a staff when using any of the limit breaks which resembles the Guard Stick, despite the player's class. The ability Swiftcast cannot be used to instantly cast a Limit Break.
Prior to 3.0, archers and bards also used these limit breaks, but have since been granted a different set intended to deal damage.
|Healing Wind||Restores 25% of HP and MP of all nearby party members.|
|Breath of the Earth||Restores 60% of HP and MP of all nearby party members.|
|Pulse of Life (WHM)||Restores 100% HP and MP of all nearby party members. Revives any KO'd allies in a weakened state.|
|Angel Feathers (SCH)||Restores 100% HP and MP of all nearby party members. Revives any KO'd allies in a weakened state.|
|Astral Stasis (AST)||Restores 100% HP and MP of all nearby party members. Revives any KO'd allies in a weakened state.|
- Prior to 3.0, Pulse of Life was used by all healer and ranged classes.
In Frontline PvP "Slaughter" mode, Adrenaline gauge replaced the usual Limit Break gauge. Adrenaline is independent to each player character instead of tying to the party. Adrenaline accumulates faster when the Grand Company is behind (1.25x faster for 2nd place and 1.5x faster for 3rd place).
Killing 4 players in this mode will gain the "Battle High" status and "Battle Fever" for killing 8 players, which will accumulate the Adrenaline gauge faster and also increase the damage deals by Adrenaline Rush.
In the Feast, adrenaline rush will replace the limit break action and unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and other objectives dependent on the PvP duty. The adrenaline rush action performed will depend on the players role.
|Aegis Boon||Tank||Temporarily reduces damage taken by all party members by 25%.|
|Raw Destruction||Melee DPS||Delivers an attack to a single target.|
|Terminal Velocity||Ranged Physical DPS||Delivers an attack to all enemies in a straight line before you with a potency of 3,000 for the first enemy, 25% less for the second, 50% less for the third, and 75% less for all remaining enemies.|
|Cometeor||Ranged Magic DPS||Deals magic damage to enemies near point of impact with a potency of 4,000 for the first enemy, 25% less for the second, 50% less for the third, and 75% less for all remaining enemies.|
|Empyrean Rain||Healer||Restores 50% of own HP and the HP of all nearby party members, as well as cures stun, sleep, bind, heavy, slow, and silence.|