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Prime Weapons • Ultimate Weapons • Ultimate Augments • Abjurations iL119 • JSE Necks • Divergence Augments • Escutcheons | |
Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
Guides • Crafting • Trusts • Apex Monsters |
Voidwatch Weaknesses
At the start of any Voidwatch battle, several weakness triggers are chosen and grouped into various levels. There will be six normal vulnerabilities , two high vulnerabilities
, and one extreme vulnerability
. Weaknesses are chosen randomly from any of the job or pet abilities, weapon skills, and spells listed in the tables below and hints to those weakness triggers are provided by various periapt items acquired from Voidwatch Officers. Once a weakness is hit, it will be replaced randomly with the same level weakness (normal or high, extreme weaknesses can only be hit once per battle), but not necessarily the same kind of trigger (ability, weapon skill, or spell).
Targeting an enemy's weakness results in the following:
- Spectral alignments raised
- Slight cumulative reduction in enemy attack and magic attack power for the remaining duration of the battle.
- Restoration of one or all temporary items used.
- Stagger of the enemy (temporary terror effect depending on the level of vulnerability).
- Synchronic Blitz (results in increased alignment yield based on damage done and offensive abilities used during stagger).
Appropriate timing of the weakness trigger during a monster's TP move or spellcast will cause it to yield additional alignment bonus and, in the case of normal vulnerabilities, additional temporary items and duration. This timing window is increasingly small on higher tier NMs and essentially non-existent on NMs such as Bismarck and Morta. See the weakness section of the Voidwatch page for more information.
If a weapon skill, ability, or spell has no effect (except Dispel & Magic Finale), is completely resisted, or completely misses, it cannot trigger a weakness even if it is the vulnerability and must be tried again. For example, Poison and Poisonga cannot overwrite Poison II if it has already been applied, and so they cannot trigger weakness until the Poison II effect wears off.
If a set of weaknesses is particularly difficult to hit and the monster has been alive for five minutes or longer, the current hate target of the monster may use the "/fume" emote on the monster. This will cause the "aura" of the monster to change, and choose an entirely new set of weaknesses. This will not create a new extreme weakness if it has already been hit. For every five minutes the monster is alive, this can be used once (for example, after 10 minutes of fighting, the weaknesses can be changed twice in a row). This interval is reduced to 30 seconds with the key item "Rhapsody in Mauve".
Job Ability Vulnerabilities
- Jobs not listed in the table below do not have any job abilities that can be weakness triggers. Ability weakness messages may be displayed upon using any offensive job ability or weapon skill with a periapt of guidance in possession, and are specified by job or type of pet.
Pet Vulnerabilities
- Offensive abilities acquired by beastmaster jug pets can trigger weaknesses. All pet abilities are considered the same weakness.
- Offensive automaton special abilities and weapon skills can trigger weaknesses. All automaton abilities and weapon skills are considered the same weakness.
- Avatar blood pact weaknesses are specified by element (with a periapt of sapience) and the possible triggers are listed in the table below:
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Weapon Skill Vulnerabilities
- All offensive weapon skills are potential weakness triggers except Relic, Mythic, Empyrean, and Aeonic weapon skills. There are 8-12 potential vulnerabilities for each weapon type. Weapon skill messages may be displayed upon using any offensive job ability or weapon skill with a periapt of guidance in possession, and are specified by weapon type.
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Magic Vulnerabilities
- Magic vulnerabilities include all spells in the table below and may be specified when casting any offensive spell by element with a periapt of percipience and type of magic (Black Magic, White Magic, Ninjutsu, Bard Songs, or Blue Magic) with a periapt of clarity.
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- With two Blue Mages, having one set Darkness, Thunder, Light, and Wind while the other sets Fire, Earth, Ice, and Water will distribute the set point costs nearly evenly. Other configurations work as well, this is simply a quick reference.
Provenance Notes
Since there is no spectral alignment in Provenance, weaknesses will have no effect on items obtained and do not result in a Synchronic Blitz. However, temporary items will still be granted, monsters will still be staggered, and monsters' attack and magic attack power will still be reduced by targeting weaknesses.