Breaker
ff11-warrior.jpg

AKA: Fighter, Warrior, Knight, Heavy Blade


Overview

The Breaker job will enable the character who takes it to cripple their enemies, robbing them of power and capability, reducing them to sitting ducks for your allies and yourself to pick off. This job is a melee machine, though they mostly play a support role, hindering enemies by directly lowering their scores and removing their abilities. The job is quite capable of holding its own damage-wise, however.

Playing a Breaker

#1: Dull the Blade!

Go after the most dangerous foes first. Your first few abilities revolve around removing weapon and spell power from your enemies — use them against those who might do your allies the most harm. Keep an eye on folks with big weapons, lots of speed, and those who use big magic, and wail on bosses and elites early and often. Keep in mind that your damage is considered part of the "temporary bonus," so keep an eye out for those who are enhanced for damage, as well.

#2: Crack the Shell!

More defensive enemies can be pierced with your help, too. You are adept at breaking down the walls between your foes and their imminent fate. You personally benefit from lowering their Stamina most of all, but remember that your spellcasting allies may have better damage capabilities, and that the most persistent defenders tend to hide in the back row, anyway.

#3: Know your Enemy

Because you have low MP, you can't just break every stat of every enemy you come across. You have to know which stats are likely to be high, so you can lower the ones that might have the biggest impact. In general, pay attention to the physical/magical axis, and the offensive/defensive axis. Priestly creatures tend to be magically defensive, for instance, while that guy with the pointy hat and the yellow eyes is likely to be magically offensive. This won't always be obvious at first, so don't be afraid to be a guinea pig: use your big attacks to make yourself a tempting target for those determined to ignore you, and watch what your enemies do to your other party members.

Breaker Base Statistics

Base Stats
HP 25
MP 15
Weapon 1d12
Spell 1d4
+1 Weapon Power, +1 Stamina
Proficiencies
Weapon Axes
Armor Plate
Skill Athletics
Job Tree Berserker or Paladin

When picking a tribe or archetype, keep the following in mind:

  • Vigor is quite useful for you. You are a front-row machine. You do have the highest Weapon Power dice in the game, and though you are more defensive than offensive in general, you do pack quite a kick.
  • Agility is useful, but not overly so. For the first few rounds of combat, you will mostly play a waiting game anyway, figuring out what your enemy can do so that you can weaken it in the right areas. You are reactive more than active, so you don't need to go early and often.
  • Vitality is quite useful for you. Again, as a front-row-sitter, you could benefit from it, and you will also likely be subject to a wondrous array of attacks given your Provoke ability.
  • Intelligence is not very useful for you. You don't use anything that requires Spell Power. A penalty here will not hurt you at all, though it might hurt your application for other jobs.
  • Mind is middling for you. You may be the target of some pernicious magic, but since you are in the front row, melee skills are more of a concern.
  • Spirit you could take or leave. What it provides is always nice, but it is hardly essential for you to crit, throw off ailments early, or gain good treasure.

Recommended Archetypes/Tribes:

Breaker Combat Menu

Attack
Axe Beat Down
Defend
Defend Sentinel
Rend
Rend Charge!
Items
Use Item Change Equipment
Move
Change Row Action Ability

Breaker Base Abilities

These are the abilities you have when Devout is set as your primary job.

Base Abilities
Attack Beat Down Attack Action Your attack has an Accuracy of 10. If you hit, you deal Double Weapon Power damage.
Defense Sentinel Defend Action Instead of your normal defense, you negate all damage against you until your next turn.
Trait SOS Protect Trait When in Crisis, you gain the Protect enhancement automatically.
Limit Charge! 3 Limit Points Up to four members of your party can make a melee attack, with each attack dealing Four Times Weapon Power damage.

Rend

The job abilities of Breakers are called, in general, "Rends." Characters taking Breaker as a sub-job can choose one of the four Rend skill sets to use.

Rend
Rend Attack Weakens the enemy's physical attacks
Rend Magick Weakens the enemy's magical attacks
Rend Defense Weakens the enemy's physical defenses
Rend Mind Weakens the enemy's magical defenses

Rend: Rend Attack

This suite of abilities focuses on limiting how much an enemy can do to you with physical attacks.

Rend Attack
Level 1 Weapon Break 5 MP, Delay 1 Lowers the enemy's Weapon Power by Weapon Power.
Level 5 Crush Weapon 15 MP, Delay 1 Lowers the enemy's Weapon Power by Weapon Power and disables their Weapon Support Ability.
Level 9 Intimidate 25 MP, Delay 4 Inflicts Stop.

Rend: Rend Magick

Leveled against spellcasters, the Rend Magick suite of abilities turns them into sitting ducks, unable to conjure their dread spells.

Barrier
Level 2 Spell Break 7 MP, Delay 1 Lowers the enemy's Spell Power by Weapon Power.
Level 6 Crush Accessory 17 MP, Delay 1 Lowers the enemy's Weapon Power by Weapon Power and disables their Accessory Support Ability.
Level 10 Sever 27 MP, Delay 1, Death Reduces the target's MP to 0.

Rend: Rend Defense

Against enemies that hide in shells of steel and bone, this suite of powers will open them up, exposing their soft underbellies for you and your allies.

Rend Defense
Level 3 Armor Break 9 MP, Delay 3 Lowers the enemy's Stamina by Weapon Power.
Level 7 Crush Armor 19 MP, Delay 3 Lowers the enemy's Stamina by Weapon Power and disables their Armor Support Ability.
Level 11 Vorpal Blade 29 MP, Delay 3, Death Causes Death.

Rend: Rend Mind

This suite of spells takes the faithful and the mystically secure and takes the rug out from under them, exposing them to your enemies.

Rend Mind
Level 4 Mind Break 11 MP, Delay 3 Lowers the enemy's Willpower by Weapon Power.
Level 8 Crush Hope 21 MP, Delay 3 Lowers the enemy's Willpower by Weapon Power and dispels all enhancements.
Level 12 Menace 31 MP, Delay 3 Allows the enemy to run away (by causing Eject.

Level Summary

Level 1 Weapon Break
Level 2 Spell Break
Level 3 Armor Break
Level 4 Mind Break
Level 5 Crush Weapon
Level 6 Crush Accessory
Level 7 Crush Armor
Level 8 Crush Hope
Level 9 Intimidate
Level 10 Sever
Level 11 Vorpal Blade
Level 12 Menace

Breaker Elite Abilities

After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Breaker, and have Breaker as your base job to use these powers.

Futility

This is the Elite Rend Attack ability, negating all possible physical damage from the target.

Futility 37 MP, Delay 5 Reduces the target's Weapon Power to 0

Impotence

This is the Elite Rend Magick ability, negating all possible magical damage from the target.

Impotence 37 MP, Delay 5 Reduces the target's Spell Power to 0

Breakdown

This is the Elite Rend Defense ability, combining several effects into one.

Breakdown 37 MP, Delay 5 Reduces the enemy's Spell Power, Weapon Power, Stamina, and Willpower, by Double Weapon Power.

Lifebreak

This is the Elite Rend Mind ability, severing them forever from the warmth of light.

Lifebreak 37 MP, Charge 5 Inflicts Zombie.

Breaker Feats

To gain any of these feats, you must have the prerequisite number of levels in Breaker. Breaker feats enhance or alter Breaker abilities, and help you weaken enemies, matching the theme of the Breaker job.

Feat: Shadow Master

This feat trades extra shadow damage for taking a bit more damage when hit with Holy energy.

Shadow Master
Prerequisite: Wizard level 5 Option
You gain +5 damage on your Shadow-elemental damage. You also gain Holy Vulnerability.

Feat: MP +10%

This feat increases your MP pool by a bit.

MP +10%
Prerequisite: Wizard level 1 Boost
Your maximum MP increases by 10% of what it was before you took this feat.
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