Quest Given by Lululo:
Impish Implications Lv. 19 Lululo
Purging the Earth Lv. 19 – Lululo
Lululo’s quests can be done along side Beneger’s quest for Golden Bazaar.
Eastern Thanalan Side Quest
Instance Roles in Groups
Instance roles in Final Fantasy XIV: A Realm Reborn is the same as you would expect for any rpg. In this game the roles of instance dungeon, raid, and FATE groups are tanks, healers, and damage.TANKS: The damage taking, threat holding, front line of the group.
Healers: The healing role, protecting and healing all group members.
Damage The damage focused role. Many classes focus on damage.
All About Tanking
The Tank Classes: Marauder and Gladiator. Pugilists may be able to tank as well, specially in earlier instances.How to Tank: Tanks are required to be the first to attack, and supply target threat for focused damage. The main goal is to keep all enemies that are active hitting you. Be sure to look for loose enemies, and keep an eye on group damage.
Making a Tank:Tanks are all war disciplines. The best way to create a tank is to start with one of the tanking classes, and equip gear high on armor and stamina. All extra stats and materia should go to survivability, with only the necessary damage to hold threat on longer fights. Leveling along side a pugilists and lancer class can also give better tanking abilities, such as raised defense and self healing.
All About Healing
The Healing Class: Conjurer. That is all for now.How to Heal: Unlike the other roles, the healer will primarily have allies targeted, and hopefully the tank most of the time. As a healer you are on the constant job of healing and preventing damage. Keep protect and shell up as much as possible for an easier run.
Making a Healer: Healers are all magic discipline, with a focus on conjurer. You must have a heal spell and protect, but other magic disciplines can give great bonuses to healers. Such as instant casts and other magic bonuses. Be sure to focus on mind and intellect gear to get the best heals.
All About Damage
Damage has by far the highest range of character selection. In fact, practically every fighting class can be a form of damage. Damge can be split into melee and ranged groups. Ranged being the magic class and Archers, while the restuse close up melee attacks. Although you want enough health to survive, damage should focus on attack abilities and group buffs.FFXIV: A Realm Reborn. Class: Conjurer
Conjurers are the mages of nature. They practice using the elements of the world to do there deeds. They take their home in Gridinia and aim to be white mages. They are great at healing, protecting allies, and curing.
Basic Rotation:
Blizzard / Fire / Other Shot
Start with these and continue heavy shot until straight shot procs or venomous bite wears off. Use Raging Strike as needed, and before first attack if able.
Weapons / Gear
Staves / Arms of Magic
Conjurer Action Abilities
Name | Level | Cast | Recast | MP | TP | Range | |||
Stone |
1 | 2.5 | 2.5 | 133 | 0 | 25y | |||
Deals earth dmg with a potency of 140. Additional Effect: Heavy +40% Duration: 20s |
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Cure |
2 | 2 | 2.5 | 133 | 0 | 30y | |||
Restores target’s HP. Cure Potency: 300 | |||||||||
Aero |
4 | 0 | 2.5 | 159 | 0 | 25y | |||
Deals wind damage with a potency of 50. Additional Effect: Wind damage over time. Potency: 25 Duration 18s |
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Cleric Stance |
6 | 0 | 5 | 0 | 0 | 0y | |||
Swaps INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse. | |||||||||
Protect |
8 | 3 | 2.5 | 266 | 0 | 30y | |||
Increases the physical defence of all party members within range of target. Duration: 30m |
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Medica |
10 | 2.5 | 2.5 | 319 | 0 | 0y | |||
Restores own HP and the HP of all nearby party members. Cure Potency: 250 |
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Raise |
12 | 8 | 2.5 | 798 | 0 | 30y | |||
Resurrects target to a weakened state. Cannot be used when in combat. | |||||||||
Esuna |
18 | 2.5 | 2.5 | 186 | 0 | 0y | |||
Cures a single detrimental effect from target. Additional Effect: 20% chance next Esuna will cost no MP |
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Stone II |
22 | 2.5 | 2.5 | 186 | 0 | 25y | |||
Deals earth damage with a potency of 170. | |||||||||
Repose |
26 | 2.5 | 2.5 | 212 | 0 | 30y | |||
Inflicts target with Sleep. Duration: 30s Cancels auto-attack upon execution. |
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Stoneskin |
34 | 3 | 2.5 | 399 | 0 | 30y | |||
Creates a barrier around target that prevents physical damage totaling 10% of target’s maximum HP. | |||||||||
Shroud of Saints |
38 | 0 | 180 | 0 | 0 | 0y | |||
Reduces enmity by half. Additional Effect: Refresh Refresh Potency: 60 Duration: 15s |
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Cure III |
42 | 2.5 | 2.5 | 399 | 0 | 30y | |||
Restores HP of all party members within range of target. Cure Potency: 400 |
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Aero II |
46 | 2.5 | 2.5 | 292 | 0 | 25y | |||
Deals wind damage with a potency of 50. Additional Effect: Wind damage over time. Potency: 40 Duration 12s |
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Medica II |
50 | 3.5 | 3 | 665 | 0 | 0y | |||
Restores own HP and the HP of all nearby party members. Cure Potency: 350 Additional Effect: Regen Cure Potency: 50 Duration: 15s |
Passive Abilities
Enhanced Mind I,II,III Lv 8,14,24Proshell Lv 16
Increased Action Damage I,II Lv 20,40
Enhanced Raise Lv 28
Freecure Lv 32
Granite Skin Lv 36
Overcure Lv 44
Enhanced Shroud of Saints Lv 48
FFXIV: A Realm Reborn. Class: Gladiator
Gladiators. The strong classic fighter relying on the ancient style of sword and shield. Armor and hand to hand combat are key skills to a successful gladiator. Gladiators start in the great city Ul’dah, and aim to one day be a Paladin.
Basic Rotation:
Blizzard / Fire / Other Shot
Start with these and continue heavy shot until straight shot procs or venomous bite wears off. Use Raging Strike as needed, and before first attack if able.
Weapons / Gear
Sword & Shield / Arms of War
Gladiator Action Abilities
Name | Level | Cast | Recast | MP | TP | Range | |||
Fast Blade |
1 | 0 | 2.5 | 0 | 70 | 3y | |||
Deliverys an attack with a potency of 150. | |||||||||
Rampart |
2 | 0 | 90 | 0 | 0 | 0y | |||
Reduces damage taken by 10%. Duration: 20s | |||||||||
Savage Blade |
4 | 0 | 2.5 | 0 | 60 | 3y | |||
Deliverys an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Fast Blade |
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Fight or Flight |
6 | 0 | 180 | 0 | 0 | 0y | |||
Increases physical damage dealt by 30%. Duration: 20s | |||||||||
Flash |
8 | 0 | 2.5 | 8 | 0 | 0y | |||
Increases Enmity in all nearby enemies. | |||||||||
Convalescence |
10 | 0 | 120 | 0 | 0 | 0y | |||
Increases HP restored by spells or actions by 20%. Duration: 20s |
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Riot Blade |
12 | 0 | 2.5 | 0 | 100 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Fast Blade |
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Shield Bash |
18 | 0 | 2.5 | 0 | 150 | 3y | |||
Delivers an attack with a potency of 110. Additional Effect: Stun. Duration 3s |
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Provoke | 22 | 0 | 40 | 0 | 0 | 25y | |||
Gesture threateningly, increasing enmity in target. | |||||||||
Rage of Halone |
26 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100. Additional Effect: Increased enmity. Combo Action: Savage Blade |
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Awareness |
34 | 0 | 120 | 0 | 0 | 0y | |||
Reduces the chance of suffering critical damage by 15%. Duration: 20s |
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Sentinel |
38 | 0 | 180 | 0 | 0 | 0y | |||
Reduces damage taken by 30%. Duration: 10s | |||||||||
Tempered Will |
42 | 0 | 180 | 0 | 0 | 0y | |||
Immediately cures Bind and Heavy, while preventing knockback and draw-in effects. Duration: 10s |
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Bulwark |
46 | 0 | 180 | 0 | 0 | 0y | |||
Increases block rate by 60%. Duration: 15s |
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Circle of Scorn |
50 | 0 | 25 | 0 | 0 | 0y | |||
Delivers an attack with a potency of 30 to all nearby enemies. Additional Effect: Damage over time. Potency: 30 Duration 15s |
Passive Abilities
Enhanced Vitality I,II,III Lv 8,16,24Enhanced Ramparts Lv 14
Enhanced Flash Lv 20
Enhanced Fight or Flight Lv 28
Enhanced Convalescence Lv 32
Enhanced Sheild Bash Lv 36
Enhanced Rage of Halone Lv 40
Enhanced Awareness Lv 44
Enhanced Sentinel Lv 48
FFXIV: A Realm Reborn. Class: Lancer
Lancers start in Gridinia on their quests of mastering skills and becoming a Dragoon. They are wise fighters relying on a variety of weapons and abilities for defense and offense. They use thrust moves and throwing weapons for a combat advantage.
Basic Rotation:
Blizzard / Fire / Other Shot
Start with these and continue heavy shot until straight shot procs or venomous bite wears off. Use Raging Strike as needed, and before first attack if able.
Weapons / Gear
Polearms / Arms of War
Lancer Action Abilities
Name | Level | Cast | Recast | MP | TP | Range | |||
True Thrust |
1 | 0 | 2.5 | 0 | 70 | 3y | |||
Delivers an attack with a potency of 150. | |||||||||
Feint |
2 | 0 | 2.5 | 0 | 80 | 3y | |||
Delivers an attack with a potency of 120. Additional Effect: Slow +20%. Duration 10s |
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Keen Flurry |
4 | 0 | 90 | 0 | 0 | 0y | |||
Increases parry rate by 20%. Duration: 20s |
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Vorpal Thrust |
6 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: True Thrust |
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Impulse Drive |
8 | 0 | 2.5 | 0 | 70 | 3y | |||
Delivers an attack with a potency of 100. 180 when delivered from behind target. | |||||||||
Leg Sweep |
10 | 0 | 30 | 0 | 0 | 3y | |||
Delivers an attack with a potency of 130. Additional Effect: Stun. Duration 3s |
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Heavy Thrust | 12 | 0 | 2.5 | 0 | 70 | 3y | |||
Delivers an attack with a potency of 100. 170 when delivered from a target’s flank. Flank Bonus: Increases damage dealt by 10% Duration: 10s |
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Life Surge |
18 | 0 | 90 | 0 | 0 | 0y | |||
Ensures critical damage for first non-magic action used while Life Surge is active. Damage dealt will be absorbed as HP, up to 20% of maximum HP. Duration: 10s | |||||||||
Invigorate |
22 | 0 | 180 | 0 | 0 | 0y | |||
Instantly restores 300 TP. | |||||||||
Full Thrust |
26 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Vorpal Thrust |
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Blood for Blood |
34 | 0 | 80 | 0 | 0 | 0y | |||
Increases damage dealt by 20% and damage suffered by 25%. Duration: 20s | |||||||||
Disembowel |
38 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Impulse Drive |
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Doom Spike |
42 | 0 | 2.5 | 0 | 160 | 10y | |||
Delivers an attack with a potency of 135 to all enemies in a straight line before you. | |||||||||
Ring of Thorns |
46 | 0 | 2.5 | 0 | 120 | 0y | |||
Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Heavy Thrust |
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Chaos Thrust |
50 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Disembowel |
Passive Abilities
Enhanced Strength I,II,III Lv 8,16,24Enhanced Feit Lv 14
Keener Flurry Lv 20
Enhanced Leg Sweep Lv 28
Enhanced Life Surge Lv 32
Exhilerate Lv 36
Heaver Thrust Lv 40
Enhanced Boold for Blood Lv 44
Exenterate Lv 48
FFXIV: A Realm Reborn. Class: Marauder
Marauder are strong fighters, vicious, and fearless. Their adventure starts in Limsa Lominsa, where their roots start with pirates and the way of warriors. These hand combatants are known for hard hits and multiple attacks.
Basic Rotation:
Blizzard / Fire / Other Shot
Start with these and continue heavy shot until straight shot procs or venomous bite wears off. Use Raging Strike as needed, and before first attack if able.
Weapons / Gear
Great Axe / Arms of War
Marauder Action Abilities
Name | Level | Cast | Recast | MP | TP | Range | |||
Heavy Swing |
1 | 0 | 2.5 | 0 | 70 | 3y | |||
Delivers an attack with a potency of 150. | |||||||||
Foresight |
2 | 0 | 120 | 0 | 0 | 0y | |||
Increase defense by 20%. Duration: 20s | |||||||||
Skull Sunder |
4 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100 to all nearby enemies. Additional Effect: Increased enmity. Combo Action: Heavy Swing |
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Fracture |
6 | 0 | 2.5 | 0 | 80 | 3y | |||
Delivers an attack with a potency of 100. Additional Effect: Damage over time. Potency: 20 Duration 18s |
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Bloodbath |
8 | 0 | 90 | 0 | 0 | 0y | |||
Converts 25% of the damage dealt by next successful offensive ability into HP. Duration: 15s |
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Brutal Swing |
10 | 0 | 30 | 0 | 0 | 3y | |||
Delivers an attack with a potency of 50. Additional Effect: Stun. Duration 3s |
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Overpower |
12 | 0 | 2.5 | 0 | 100 | 8y | |||
Delivers an attack with a potency of 120 to all enemies in a cone before you. Additional Effect: Increased enmity |
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Maim |
18 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Heavy Swing |
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Berserk |
22 | 0 | 90 | 0 | 0 | 0y | |||
Increases attack power by 50%. Duration: 15s Unable to use weapon skills for 5 seconds after effect fades. |
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Mercy Stroke |
26 | 0 | 90 | 0 | 0 | 3y | |||
Deliverys an attack with a potency of 250. 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. |
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Thrill of Battle |
34 | 0 | 180 | 0 | 0 | 0y | |||
Increases maximum HP by 10% and restores the amount increased. Duration: 10s | |||||||||
Storm’s Path |
38 | 0 | 2.5 | 0 | 90 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Maim |
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Holmgang |
42 | 0 | 180 | 0 | 0 | 3y | |||
Binds both caster and target. Duration: 6s | |||||||||
Vengeance |
46 | 0 | 150 | 0 | 0 | 0y | |||
Delivers an attack with a potency of 50 every time you suffer physical damage. Duration: 15s | |||||||||
Storm’s Eye |
50 | 0 | 2.5 | 0 | 70 | 3y | |||
Delivers an attack with a potency of 100.
Combo Action: Maim |
Passive Abilities
Enhances Vitality I,II,III Lv 8,16,24Enhanced Foresight Lv 14
Bloodshower Lv 20
Enhanced Fracture Lv 28
Enhanced Brutal Swing Lv 32
Enhanced Berserk Lv 36
Enhanced Mercy Stroke Lv 40
Enhanced Thrill of Battle Lv 44
Enhanced Maim Lv 48
FFXIV: A Realm Reborn. Class: Pugilist
Pugilist Although much like pirates, pugilist take their home in Ul’dah. They specialize in close ranged hand to hand combat. Ruthless as pugilists are, they still aim to be monks and master combat through discipline.
Basic Rotation:
Bootshine / True Strike / Snap Punch
This is the basic three cycle beginning rotation. Also use Haymaker after evading attacks. Use Internal Release at necessary times, and other attacks are useful for certain battles.
Bootshine / True Strike / Snap Punch
This is the basic three cycle beginning rotation. Also use Haymaker after evading attacks. Use Internal Release at necessary times, and other attacks are useful for certain battles.
Pugilist Forms:
Opo-opo / Raptor / Coeurl
Weapons / GearOpo-opo / Raptor / Coeurl
Hand/Fist Weapons / Arms of War
Pugilist Action Abilities
Name | Level | Cast | Recast | MP | TP | Range | |||
Bootshine |
1 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 130. Opo-opo Form Bonus: Critical damage if dealt from behind target. Additional Effect: Changes form to raptor Duration: 10s |
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True Strike |
2 | 0 | 2.5 | 0 | 50 | 3y | |||
Delivers an attack with a potency of 150. Chance for
critical damage increases by 5% when dealt from behind target. Can only
be used when in raptor form. Additional Effect: Changes form to coeurl Duration: 10s |
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Featherfoot |
4 | 0 | 90 | 0 | 0 | 0y | |||
Increases evasion by 15%. Duration: 10s | |||||||||
Snap Punch |
6 | 0 | 2.5 | 0 | 50 | 3y | |||
Delivers an attack with a potency of 140. 180 when delivered from a target’s flank. Can only be used when in coeurl form. Additional Effect: Changes form to opo-opo Duration: 10s Additional Effect: Grants Greased Lightning Duration: 10s Greased Lightning Bonus: Increases damage dealt by 7% and attack speed by 5%. |
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Second Wind |
8 | 0 | 120 | 0 | 0 | 0y | |||
Instantly restores 15% of maximum HP. | |||||||||
Haymaker |
10 | 0 | 2.5 | 0 | 40 | 3y | |||
Delivers an attack with a potency of 170. Can only be used immediately after evading an attack. Additional Effect: Slow +20%. Duration 12s |
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Internal Release |
12 | 0 | 60 | 0 | 0 | 0y | |||
Increases critical hit rate by 20%. Duration 15s | |||||||||
Twin Snakes |
18 | 0 | 2.5 | 0 | 60 | 3y | |||
Delivers an attack with a potency of 100. 140 when delivered from a target’s flank. Can only be used when in raptor form. Additional Effect: Increases damage by 5% Duration: 12s Additional Effect: Changes form to coeurl Duration: 10s |
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Fists of Earth |
22 | 0 | 3 | 0 | 0 | 0y | |||
Reduces damage taken by 10%. Cannot be used with Fists of Fire or Fists of Wind, and shares recast timer with both. | |||||||||
Arm of the Destroyer |
26 | 0 | 2.5 | 0 | 130 | 0y | |||
Delivers an attack with a potency of 50 to all nearby targets. Opo-opo Form Bonus: Silence Duration: 1s. Additional Effect: Changes form to raptor Duration: 10s |
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Fists of Wind |
34 | 0 | 3 | 0 | 0 | 0y | |||
Increases movement speed. Cannot be used with Fists of Earth or Fists of Fire, and shares recast timer with both. | |||||||||
Steel Peak |
38 | 0 | 60 | 0 | 0 | 3y | |||
Delivers an attack with a potency of 150. Additional Effect: Stun. Duration 4s |
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Mantra |
42 | 0 | 120 | 0 | 0 | 25y | |||
Increases target’s HP recovery via curing magic by 5%. Duration: 15s | |||||||||
Howling Fist |
46 | 0 | 300 | 0 | 0 | 10y | |||
Delivers an attack with a potency of 190 to all enemies in a straight line before you. | |||||||||
Perfect Balance |
50 | 0 | 240 | 0 | 0 | 0y | |||
Allows execution of weaponskills which require a certain form, without being in that form. |
Passive Abilities
Enhanced Strength I,II,III Lv 8,16,24Enhanced Featherfoot Lv 14
Enhanced Greases Lightning I,II Lv 20,40
Enhanced Twin Snakes Lv 28
Third Wind Lv 32
Enhanced Internal Release Lv 36
Mythril Peace Lv 44
Enhanced Mantra Lv 48
FFXIV: A Realm Reborn. Class: Thaumaturge
Thaumaturge Are spiritual wizards who rely mystic forces. They summon the powers of the aether to use at their will. They are disciplines of magic, and start their journey as an adventurer in the great city of Ul’dah.
Basic Rotation:
Blizzard / Fire / Other Shot
Start with these and continue heavy shot until straight shot procs or venomous bite wears off. Use Raging Strike as needed, and before first attack if able.
Weapons / Gear
Staves / Arms of Magic
Thaumaturge Action Abilities
Name | Level | Cast | Recast | MP | TP | Range | |||
Blizzard |
1 | 2.5 | 2.5 | 106 | 0 | 25y | |||
Deals ice damage with a potency of 150. Additional Effect: Heavy +40% Duration: 20s Additional Effect: Grants Umbral Ice or removes Astral Fire Duration: 10s |
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Fire |
2 | 2.5 | 2.5 | 319 | 0 | 25y | |||
Deals fire damage with a potency of 150. Additional Effect: Grants Astral Fire or removes Umbral Ice Duration: 10s |
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Transpose |
4 | 0 | 12 | 0 | 0 | 0y | |||
Swaps Astral Fire with a single Umbral Ice, or Umbral Ice with a single Astral Fire. | |||||||||
Thunder |
6 | 2.5 | 2.5 | 212 | 0 | 25y | |||
Deals lightning damage with a potency of 30. Additional Effect: Lightning damage over time. Potency: 40 Duration: 12s Additional Effect: 5% chance after each tick that next Thunder, Thunder II, or Thunder III will add its full damage over time amount to its initial damage, have no cast time and cost no MP. Duration: 12s |
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Surecast |
8 | 0 | 30 | 0 | 0 | 0y | |||
Next spell is cast without interruption. Duration: 10s | |||||||||
Sleep |
10 | 2.5 | 2.5 | 266 | 0 | 30y | |||
Puts target and enemies near it to sleep. Duration: 30s Cancels auto-attack upon execution. |
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Blizzard II |
12 | 2 | 2.5 | 212 | 0 | 0y | |||
Deals ice damage with a potency of 100 to all nearby enemies. Additional Effect: Bind Duration: 4s Additional Effect: Grants Umbral Ice or removes Astral Fire Duration: 10s |
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Scathe |
15 | 0 | 2.5 | 212 | 0 | 25y | |||
Deals elementally neutral damage with a potency of 100. | |||||||||
Fire II |
18 | 3 | 2.5 | 425 | 0 | 25y | |||
Deals fire damage with a potency of 100 to target and enemies near it. Additional Effect: Grants Astral Fire or removes Umbral Ice Duration: 10s |
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Thunder II |
22 | 3 | 2.5 | 319 | 0 | 25y | |||
Deals lightning damage with a potency of 50. Additional Effect: Lightning damage over time. Potency: 40 Duration: 15s Additional Effect: 5% chance after each tick that next Thunder, Thunder II, or Thunder III will add its full damage over time amount to its initial damage, have no cast time and cost no MP. Duration: 12s |
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Swiftcast |
26 | 0 | 180 | 0 | 0 | 0y | |||
Next spell is cast immediately. Duration: 10s | |||||||||
Fire III |
34 | 3.5 | 2.5 | 532 | 0 | 25y | |||
Deals fire damage with a potency of 200. Additional Effect: Grants Astral Fire III or removes Umbral Ice Duration: 10s |
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Blizzard III |
38 | 3.5 | 2.5 | 319 | 0 | 25y | |||
Deals ice damage with a potency of 200. Additional Effect: Grants Umbral Ice III or removes Astral Fire Duration: 10s |
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Lethargy |
42 | 0 | 30 | 0 | 0 | 25y | |||
Inflicts target with Slow and Heavy +20%. Duration: 12s | |||||||||
Thunder III |
46 | 3.5 | 2.5 | 425 | 0 | 25y | |||
Deals lightning damage with a potency of 60. Additional Effect: Lightning damage over time. Potency: 40 Duration: 18s Additional Effect: 5% chance after each tick that next Thunder, Thunder II, or Thunder III will add its full damage over time amount to its initial damage, have no cast time and cost no MP. Duration: 12s |
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Aetherial Manipulation |
50 | 0 | 180 | 0 | 0 | 25y | |||
Rush to a target party member’s side. Unable to cast if bound. |
Passive Abilities
Enhanced Intelligence I,II,III Lv 8,14,32Enhanced Sure CAst Lv 16
Increased Aetherial Damage I,II Lv 20, 40
Enhanced Scathe Lv 24
Thundercloud Lv 28
Deep Sleep Lv 36
Firestarter Lv 44
Enhanced Manaward Lv 48
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