An Incomplete Glossary of FFXIV Terms for New Players

Get a look at (most of) the proper jargon for raiding and progressing through the game!

Final Fantasy XIV terms are tricky. The critically acclaimed MMORPG has been running and growing for the better part of a decade now, with multiple expansions, countless updates, and more of both on the way! It’s also full of its own jargon that players then expand with shorthand and abbreviations. You need to communicate quickly in the thick of battle and the chatter of Free Company chat, after all.

So, we’ve put together a little list of FFXIV terminology, jargon, and such to help other Fanbyte folks (especially those trying the game for the first time) remember what everything means. Rather than keep it to ourselves, we decided to pretty it up a bit and share it with the world. Hence the table of terms below! Give it a look if you don’t know your “slidecasting” from your “double-weaving.”

Buff Any temporary, positive effect that increases a character’s effectiveness in-game. E.g. a spell that causes you to do more damage for several seconds, a potion that increases your Vitality, etc.
Debuff The opposite of a buff: any temporary, negative effect that impacts a character’s effectiveness in-game.
Stacks Usually describes multiple uses of, or “stacks” of, any buff or debuff that can be consumed or otherwise removed. E.g. two stacks of a vulnerability debuff will cause you to take more damage than one stack of the same debuff. Whereas three stacks of a Paladin’s Sword Oath buff will allow you to use the Atonement skill three times, consuming one stack with each use. Stacks are typically indicated by a number on top of the buff/debuff icon.
Hardcasting Casting a spell without the support of a buff that would make the cast more efficient.
Slidecasting Moving your character just before (typically less than a second) the timer shows you’re finished casting. Internet latency causes the spell to cast without canceling while you either reposition or begin casting again, quicker than if you waited.
GCD Global Cooldown: Your primary skills and abilities that are all subject to the same cooldown timer as one another. While the GCD timer is 2.5 seconds by default, these skills can be hastened by the Skill Speed and/or Spell Speed stats, depending on your class.
oGCD off-Global Cooldown: Skills and abilities that run on their cooldown timers, independent of each other and your main GCDs. These typically have much longer cooldown timers but can be cast nearly any time they’re available.
Weaving When you perform an oGCD ability after using a GCD, while the GCD timer is still ticking down.
Double-Weaving When you perform two (2) oGCD abilities in between two GCDs without clipping.
Clipping When you are stopped from performing a GCD ability due to animation lock caused by an oGCD ability you’re already performing. You mostly want to avoid doing this, as you will lose time before performing your next GCD.
Animation Lock A somewhat uncommon status in FFXIV where performing an ability “locks” your character into an animation, leaving you unable to move for the duration (e.g. during most Dragoon jumping attacks).
Invuln Invulnerable: Often more specifically refers to any Tank ability that makes the player (mostly) immortal for a short duration (i.e. Living Dead, Hallowed Ground, Superbolide, and Holmgang).
Wipe When everyone in a party is knocked out, or “K.O.’d., forcing the team to restart a particular encounter.
Telegraph A blanket term for any visual indicator that something (usually an enemy attack) is about to happen. This includes everything from orange circles on the ground to a boss always raising its left arm before a specific attack.
AoE Area-of-Effect: Any spell or ability that covers a certain radius around a targeted area, potentially hitting multiple targets at once. It can also reference an enemy attack that covers a certain radius, commonly indicated by orange, often circular markers on the ground.
Raidwide AoE A community phrase describing any boss attack that deals unavoidable damage to the entire party, no matter where they stand or what they do. Healers are meant to counter with their own AoE heals.
Tankbuster A category of attack performed by most bosses. They usually have a long windup time that, when complete, ends in an extremely powerful single-target attack directed at the Tank (or whoever the boss is targeting). Healers are meant to counteract this with powerful single-target heals or barriers, while Tanks should try to shield themselves.
Stack Up When players need to get in close proximity to share damage from an enemy attack, lest the target is one-hit-killed. Commonly indicated by orange, glowing, inward-pointing arrow markers above a single player alongside a pulsing audio cue. Sometimes just referred to as “stack” or “stack marker,” but not to be confused with “stacks” of buffs and debuffs.
Cleave Non-telegraphed AoE damage that “spills over” from enemy auto-attacks onto nearby players. Tanks typically face bosses away from allies to prevent cleaves and other, similar mechanics from hitting them without warning.
DOT Damage-Over-Time: Attacks and spells that cause bleed damage over several seconds. Also poison.
HOT Heal-Over-Time: Any effect (usually a spell) that causes a target to regain hit points periodically, usually once per in-game “tick” of the clock.
Tick Usually refers to an in-game “tick of the clock,” at which point DOTS and HOTS are applied, mana regenerates, and other time-based elements progress one-by-one. More rarely refers specifically to “tick rate,” or “server tick” — more technical terms used across many online games to refer to how quickly data is delivered between a computer and a server.
LB Limit Break: A super-action only available in group content like dungeons. Every party shares one LB gauge that fills up during combat, but any player can consume the charge with a single button press. Different classes cause different effects when using a Limit Break.
LB3 A third-level Limit Break, available once all three bars of your LB Gauge (when in an eight-player party) are filled. These “Full Parties” will almost always wait until LB3 is available to actually use the Limit Break, as the effect is much more potent than a partially charged LB.
PF Party Finder: An in-game tool used to create custom groups of players for certain content.
DF Duty Finder: An in-game matchmaking system that automatically pairs you with human players to tackle certain content.
RF Raid Finder: Just like the Duty Finder, but specifically for higher-difficulty raids.
Adds “Additional enemies.” This refers to weaker foes that spawn during a boss fight.
Trash Mobs Sometimes just “trash” or “mobs,” this refers to weak, normal enemies that spawn outside of boss fights — usually between major encounters during dungeons. Derived from ye olden video game term “mobile,” as in a “mobile enemy,” used in MUDs, in case you were wondering.
Pre-Pull The moments before a fight is initiated. This is when you buff yourself and/or allies, eat stat-boosting food, or otherwise begin casting spells before the Tank starts the fight in order to optimize your opening damage. Tougher, more complex fights usually start with a countdown timer initiated by someone in your party.
Pull When the Tank (or any player) draws the attention of enemies.
Enmity The FFXIV term for “aggro,” or “aggression.” If a player “has aggro” or “has enmity,” it means the boss or other enemies are focusing their attacks on that player. 99% of the time, this will fall on your Tank. Levels of Enmity are indicated by yellow, orange, or red icons next to an enemy’s name, with red meaning that unit is directly targeting you.
Enrage When a boss, notably in high-difficulty raids, suddenly becomes much more difficult — or otherwise instantly wipes the party. This state is tied to invisible “enrage timers,” and is basically meant to force players to complete encounters (or phases of encounters) quickly.
HP Hit points, or just health. Your basic resource that determines how much damage you can take before you’re knocked out and need to be revived in some fashion. If you take more damage than you have HP, it’s K.O.
MP Mana Points, or just mana. This is the basic ability and spell resource all classes share. Certain abilities require a certain amount of mana to cast or activate. The maximum MP cap for every class is 10,000.
Mechanic A generic term used to describe enemy attacks or tasks that require special actions in a fight, such as when you need to stand in a specific spot, look away from a target, etc.
MT Main Tank: The Tank in an eight-player party (typically Raids or Trials) who will pull the boss’ Enmity during a fight.
OT Off Tank: The Tank in an eight-player party (typically Raids or Trials) who DOES NOT draw Enmity from the boss at the start. Some fights feature mechanics where the Main Tank and Off Tank must switch roles to survive, or the Off Tank may need to aggro adds that spawn partway through.
Train Usually refers to a “Hunt Train” or “FATE Train.” These are large collections of often unfamiliar players that move as a group from one activity (i.e. hunt target or FATE) to the next in quick succession for efficient completion.
FC
Free Company: The FFXIV term for “guilds,” or organizations of human players for the purpose of chatting, setting up parties, and other uses. FCs also get special benefits like “actions” that boost members’ XP gains and other goodies.
GC
Grand Company: The FFXIV term for whichever in-game faction you join during the early main story. This determines your teams in competitive multiplayer, and where your “GC headquarters” is located. Your headquarters sells items for Seals and lets you form a Squadron to run low-level dungeons without needing to matchmake.
PVE Player Versus Environment: Any activity during which human players, solo or in a group, fight against in-game bosses, monsters, etc. This is a blanket term that includes Trials, Raids, Dungeons, FATEs, and more.
PVP Player Versus Player: A blanket term for any competitive multiplayer content where human players challenge each other to earn various rewards.
PotD Palace of the Dead: A special, randomized “deep dungeon” players can access at Level 17 after the quest “The House that Death Built” in New Gridania. PotD is then only accessible from Quarrymill in the South Shroud (coordinates x:25.2 y:20.6). Commonly used as one of the best sources of combat XP in the game up to Level 60.
HoH Heaven-on-High: The follow-up to Palace of the Dead. After completing floor 50 of PotD and the quest “Knocking on Heaven’s Door” in The Ruby Sea, HoH becomes accessible in Crick, also in The Ruby Sea (coordinates x:21.4 y:9.2). Commonly used as one of the best sources of combat XP in the game from Level 61-70.
Seals Shorthand for “Grand Company Seals.” This is a special currency earned from multiple activities, including FATEs, that you can spend at your Grand Company headquarters for various items and actions.
Food In-game items sold by NPCs or crafted by the Culinarian class. These provide 30-minute buffs to different stats, depending on the food type. The duration can be lengthened by Free Company actions.
Pots Potions: Consumable items that provide stat bonuses and other effects. These have a much smaller window of effect than Food, as well as a cooldown time before they can be used again, but often have more potent effects.
Rez Resurrection: The act of healing a K.O.’d player back to life, typically mid-battle. Resurrection usually leaves the healed player with a short-term negative status effect, causing them to be weakened for a short time.
Gap Closer Describes any skill used to make the player move from one spot to another very quickly, or “close the gap” between them and a boss. Example: the Dark Knight’s “Plunge” skill.
DoL Disciple of the Land: A blanket term for the various gathering classes in FFXIV (Miner, Botanist, and Fisher).
DoH Disciple of the Hand: A blanket term for the various crafting classes in FFXIV (Alchemist, Armorer, Blacksmith, Carpenter, Culinarian, Goldsmith, Leatherworker, and Weaver).
BiS
Best in Slot: Refers to any weapon or piece of armor that is the best in the game for a particular class in a particular slot. For example, if a helmet is “BiS” for tanks, it’s statistically the most powerful helmet in the game at the moment for those classes.
Pentameld Refers to “melding,” i.e. attaching, five total pieces of Materia to a given piece of gear. This is usually very expensive and time-consuming, but also a necessary step to achieve most “best in slot” gear (particularly near the end of any expansion’s lifecycle).
Relic Usually short for “Relic Weapon,” this refers to endgame weapons — as well as tools for DoH and DoL Jobs — only acquired and upgraded through lengthy side quests chains.

 

Got any more commonly used words or phrases that we missed? Let us know in the comments and we’ll try to include them! The FFXIV technical terminology is always growing, so we’ll be updating this list as necessary. Until then, this hopefully helps you out!

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Steven Strom

Senior Managing Editor of Fanbyte. Everyone else at the site should listen to their recommendations sooner, honestly.

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10 Comments

  1. Thanks for the suggestions so far, folks! I’m trying to add more of these as I get free time. I’ll be combing over them again soon!

  2. Practice Party: a group put together to practice a fight or a specific part of the fight.

    Kill Party: a party put together aiming to complete a trial, instance or raid (assumes people know their role)

    Farm Party: a party put together to repeatedly kill and trial, instance or raid in order to obtain loot (weapons, gear or mounts for example).

    Log party: similar to Farm party, but the aim to to score the highest individual DPS for their character logs.

  3. Htmr – Heals, Tanks, Melee dps, Ranged DPS (this is used in extreme primal fights)

    Extreme Mount Farming
    Gwibbers/Dragons – it’s a primal dragon mount (Shadowbringers)
    Kamuy/Dogs- it’s a primal wolf mount (Storm blood)
    Lanner/Birds – It’s a primal Bird mount (Heavensward)
    Named Pony – These are named Primal unicorns. (A Realm Reborn)

    Ex – Extreme primal fight
    Crown – Mentor Status

    Ultimate raids
    UWU – Ultima Weapon Ultimate
    TEA – The Epic of Alexander
    UCOB – Unending Coils of Bahumaut
    UPR – Ultimate Primal Raids

    It is important to note that the name of the primal or boss name will not necessarily match the name of the trial location and have thier own terminology.

  4. “Pull” is a common term in the MMOs I’ve played, but I’m new to FFXIV and people here love talking about “wall to wall pulls”, which I THINK means aggroing a group of monsters, then running past them to ANOTHER group of monsters, and letting the first group catch up so that you can fight them all at once? Correct me if I’m wrong.

    Other terms you might want to define include PotD (took me ages to figure out that meant Palace of the Dead, and then even more ages to figure out what that even was), iLevel for gear, and maybe some of the weird names FFXIV has for chores like leves and hests.

    1. Yeah a wall to wall pull is one where you aggro all the enemies you currently can, usually 2 or 3 groups between bosses

    2. Strictly speaking a “Wall to Wall” (w2w) Pull is just pulling all mobs from the start of an area up to the end of the segment (usually up until the boss or a gate). Tanks are expected to “pop cds” (meaning to use dmg mitigation skills), maybe even use their “invuln”, to survive the mob.DPS are expected to burst down the mobs through AoEs and oGCDs. Healers are of course expected to keep their Tank’s HP up until the mob is cleared, though usually a healer should also be contributing to damage whenever possible through their own AoEs; the faster mobs die, the less healing they have to do after all.

      Other things might include:
      -ST or Sub Tank: interchangeable term with OT/Off Tank
      -Static: a group of pre-formed players that progress through raids together, usually with a set schedule.
      -Stack Up Marker is usually just called out as “stack” or “line stack” depending on the type
      -Split is the opposite of the stack marker where players have to distance themselves from each other. In Raids, this mechanic is usually performed in “Clock/positions”
      -“Towers” a common mechanic where at least one person has to stand in a marked area to soak up the damage, the mechanic will otherwise do deadly raidwide damage if not soaked.
      -“Baiting” is a common raid strategy to pre-place incoming mechanics by intentionally standing in a particular position on the map to allow flexibility or ease of evading for the party.

    3. Aye, wall to wall essentially means you pull every mob up until the next blockade (Could be a physical barrier or the next boss) to allow groups to burn down mobs and clear dungeons faster if everyone is comfortable doing so.

    4. Its a common occurrence in the dungeons, where the next section/door/room is unlocked by defeating enemies in the current area, and the mobs drop the key item that unlocks the door. Pulling wall-to-wall (running straight through mobs that you can find before you face another ‘wall’, needing to unlock doors/levers) removes the problem of figuring out who has the key, some classes have more AOE attacks that can help the dungeon clear faster if all the enemies are grouped together. But with that strat, say bye bye to your healer’s sanity.

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