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	<id>https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alyko</id>
	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
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	<updated>2026-09-20T16:46:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=FFXIV_Wiki:Status_effect_revamp&amp;diff=1536516</id>
		<title>FFXIV Wiki:Status effect revamp</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=FFXIV_Wiki:Status_effect_revamp&amp;diff=1536516"/>
		<updated>2026-09-12T15:21:05Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project&lt;br /&gt;
| Rework how status effects and their icons are presented on the wiki.&lt;br /&gt;
| members = Erin Umbreon, Gurgum&lt;br /&gt;
| status = Backlog&lt;br /&gt;
| discord = https://discord.com/channels/312060255469305856/1474072414974644326&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This project is taking up space in my mind as &amp;quot;the status effect overhaul&amp;quot; but really is about several distinct topics:&lt;br /&gt;
&lt;br /&gt;
# The current {{tl|status effect}} icon template has issues.&lt;br /&gt;
#* Having to specify &amp;quot;buff&amp;quot; or &amp;quot;debuff&amp;quot; every time you use an icon is annoying.&lt;br /&gt;
#* The current system, where we have a small hardcoded list of names and everything else has to be specified by filename, is not super intuitive for editors.&lt;br /&gt;
#* I (erin) have been working on {{tl|game icon}} for a bit now, and it works for basically everything except status effects; it would be nice if it worked for status effects too.&lt;br /&gt;
# We don&#039;t currently have status effect descriptions on the wiki.&lt;br /&gt;
#* Is this even something we want to change? What use would it have?&lt;br /&gt;
# The list of status effects on [[Status effects]] should be more comprehensive, and ideally not be manually maintained.&lt;br /&gt;
&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[User:Erin Umbreon|Erin Umbreon]] &amp;lt;small&amp;gt;(she/it &amp;amp;bull; [[User talk:Erin Umbreon|talk]])&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 18:19, 19 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
*{{todo|done}} Decide on the overall strategy for status effect data going forward. - The plan is to start making pages for the statuses. {{tl|Status effect infobox}} has been created, and patch 7.56 status pages have been created. [[User:Gurgum|Gurgum]] ([[User talk:Gurgum|talk]]) 12:16, 12 September 2026 (UTC)&lt;br /&gt;
#* [[{{TALKPAGENAME}}#Semantic data strategy|Discussion]] - no consensus yet. Please take a look and contribute your opinion, and add yourself to the member list of this project if you want.&lt;br /&gt;
# ☐ List out what needs to happen next based on that decision.&lt;br /&gt;
*{{todo}} Create missing status pages. Subtasks:&lt;br /&gt;
**{{todo}} Status effects may be applied by enemy actions, which we don&#039;t create pages for. Example: &amp;quot;Tender Anaphylaxis&amp;quot;, with an action by the same name. We should figure out what to do with enemy actions so that we don&#039;t end up with orphaned status pages.&lt;br /&gt;
**{{todo}} Figure out what we want to do about the many, many status pages that have the same name as the related action, such as &amp;quot;Battle Voice&amp;quot;. Those statuses and actions would all need to be disambiguated. Is it still worth creating separate pages for the statuses? Should we consider setting the status as a subobject on the action page?&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Many status effects have multiple versions, including versions with different icons, dispellability, max stacks, etc. (Example: [[Stun]]) For the moment, I&#039;m keeping things simple by creating a single status page with the earliest version&#039;s icon &amp;amp; details. I&#039;m not planning to add more fine-grained details for now (like stack size), as those are the elements most likely to differ between versions. - Gurgum&lt;br /&gt;
* GT&#039;s patch # for statuses starts at 4.56, so we can&#039;t trust them for patch numbers earlier than that. TC seems to have okay patch #&#039;s.&lt;br /&gt;
* Many status effects are only used to enforce certain mechanics for enemy encounters, or are only used to denote an enemy&#039;s current state, or represent obsolete/retired actions. The [https://finalfantasy.fandom.com/wiki/Final_Fantasy_XIV_statuses Fandom] version of the Status Effects pages has approximately 2,400 status effects listed (2,220). Ideally, the scope of the project should be determined - are the three categories listed useful to readers? [[User:Alyko|Alyko]] ([[User talk:Alyko|talk]]) 15:21, 12 September 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1525661</id>
		<title>Snapshot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1525661"/>
		<updated>2026-08-24T18:40:38Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the netcode of Final Fantasy XIV, a [[snapshot]] is the point in time at which the calculation of a player&#039;s state is locked in by the game&#039;s servers. The term &amp;quot;snapshot&amp;quot; is community-assigned. Square Enix refers to the concept in a roundabout way in its patch notes. &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;See the terms &amp;quot;processing&amp;quot; and &amp;quot;discrepancies &amp;lt;nowiki&amp;gt;[...]&amp;lt;/nowiki&amp;gt; between the server-side and client-side positional data.&amp;quot; used in a hotfix for {{i|Dancing Mad (Ultimate)}} [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, consider the common situation of a player standing in an enemy [[AoE]] circle, and the player begins to move out of it. The circle disappears upon cast completion. At that instance, a snapshot has taken place to determine if the player successfully avoided the attack by moving out of the AoE circle or not. The attack animation itself does not take any part in determining avoidance. Generally, the higher the player&#039;s Internet latency, the earlier the player will need to move to avoid the AoE snapshot. &lt;br /&gt;
&lt;br /&gt;
Knowing this concept is one of the fundamentals to success when engaging in high-end raiding, PvP, PvE, or even some {{i|The Gold Saucer|Gold Saucer}} activities. There are numerous examples of when snapshots may occur, whether it is performed by the player or enemies. &lt;br /&gt;
&lt;br /&gt;
==Player Damage==&lt;br /&gt;
The most common example of snapshotting, a snapshot occurs when an ability locks in (snapshots) the player&#039;s stats and buffs at the moment of execution. Actions in [[PvE]] will almost always immediately snapshot by the moment of execution, meaning that if an action&#039;s damage pop-up appears delayed, its damage has still been snapshotted. An example of this is with {{aicon|Ouroboros}}, a {{VPR}} [[viper]] action where the damage appears to apply late at the apex of the animation, but its damage has still been snapshotted immediately upon execution.&amp;lt;br&amp;gt;&lt;br /&gt;
All damage over-time effects are also snapshotted immediately when applied, and instances of damage dealt over-time also deal damage based on the player&#039;s stats at the time of execution, even after the expiration of buffs or stat changes. See [[#Examples|examples here]]. Jobs with access to actions that apply damage over-time effects are encouraged to refresh their duration just before [[raid buffs]] expire, even if it may refresh the timer early. This is especially important for {{Healer}} [[healer|healers]] and {{BRD}} [[bard|bards]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Taken==&lt;br /&gt;
Another common instance of snapshotting is when taking damage. Any status effect effects that may increase or decrease the damage a player is snapshotted upon mechanics actively resolving, typically after a cast bar finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A snapshot occurs by bosses when the cast bar for an action they are casting is completed. Players must use any mitigation actions before the cast bar completes, or else they will have no effect on the damage dealt when the boss&#039;s respective attack animation completes. Because enemies cannot perform auto-attacks while casting, players will often use their mitigation tools near the end of the cast bar. If timed correctly, the mitigation effects may resolve further instances of damage. An example is a {{Tank}} [[tank]] applying {{aicon|Rampart}} to themselves just before a [[tankbuster]]&#039;s cast bar is complete, allowing the damage-mitigation effect of Rampart to mitigate damage from not only the tankbuster itself, but subsequent auto-attacks thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is a {{SAM}} [[samurai]] taking damage while under the effect {{aicon|Third Eye}} or {{aicon|Tengentsu}}. These actions are unique in that extra [[Kenki Gauge|Kenki]] and any additional effects will only be applied when taking damage. Because of its short duration, these actions should be executed before the end of a boss&#039;s cast bar. If the duration of either action expires after the cast bar finishes, the Kenki and any additional effects &#039;&#039;will still be granted&#039;&#039; to the samurai upon the damage pop-up appearing.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, damage from mechanics are snapshotted when the cast bar or [[Area of Effect|when area of effect indicators (often orange circles) disappear]], and not when the animation finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{gallery box&lt;br /&gt;
|name=Below are two video examples of damage snapshots being applied.&amp;lt;br&amp;gt;{{aicon|Biolysis (PvP)}} deals 3,000 potency over-time, and {{aicon|Guard (PvP)}} grants damage mitigation of 99%.&amp;lt;br&amp;gt;[[PvP]] actions are chosen as examples due to the flat amounts of potency, with no damage variation.&lt;br /&gt;
|gallery=&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px&amp;gt;&lt;br /&gt;
File:Snapshot No Mit.mp4|An example of the full amount of damage being dealt, even when the target is mitigated.&lt;br /&gt;
File:Snapshot Mit.mp4|An example of damage is snapshotted when mitigated, dealing little damage even after the target is no longer under any mitigation effects.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references group = &amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=1525647</id>
		<title>Futures Rewritten (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=1525647"/>
		<updated>2026-08-24T17:54:33Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Phase 2: Usurper of Frost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the ultimate raid|the patch|patch 5.4|the quest|Futures Rewritten}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Drawing upon his ever-fertile imagination, the wandering minstrel weaves his own interpretation of events surrounding the Flood of Light, the calamity that engulfed nigh the entirety of the First. From the cause of the Flood to the outcome of the struggles that followed, the man&#039;s evocative verse conjures up vivid images in your mind&#039;s eye─images of an alternate future that may have unfolded for Ryne, the young Oracle of Light...&lt;br /&gt;
| image = Futures Rewritten (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 735&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = 735&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = A Future Rewritten &lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{i|AAC Light-heavyweight M4 (Savage)|wrap=true}}&lt;br /&gt;
| patch = 7.11&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-gt = 30143&lt;br /&gt;
| id-edb = d7ca52c7e6c&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;FRU&#039;&#039;&#039;, is based on the [[Eden]] raid series from &#039;&#039;[[Shadowbringers]]&#039;&#039; and is the sixth ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Light-heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] {{coords|11.1, 14.6}} as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Futures Rewritten (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Light-heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
Players are expected to have item level 730 &amp;quot;best-in-slot&amp;quot; armor and accessories to participate, instead of syncing higher-item-level gear, which will cause materia melds to be disregarded. Best-in-slot sets for each job are provided by [https://www.thebalanceffxiv.com/ The Balance] and [https://www.icy-veins.com/ffxiv/ Icy Veins]. These primarily consist of  [[Dark Horse Champion&#039;s Armor]] / [[Augmented Quetzalli Armor]] / [[Mistic Memory Armor]], and [[Dark Horse Champion&#039;s Accessories]] / [[Augmented Quetzalli Accessories]] / [[Mistic Memory Accessories]], all fully melded with certain [[materia]] depending on the set. [[Clouddark Armor]] may substitute and will provide marginal gains for certain slots.&lt;br /&gt;
&lt;br /&gt;
For weapons, the IL 795 [[Phantom Weapons Occultum]] relics are slightly stronger than the IL 735 [[Dark Horse Champion&#039;s Weapons]] due to having more substats.&lt;br /&gt;
&lt;br /&gt;
Players should consume the highest-level available food and bring a supply of the highest-level available stat-increase potions for their job (as of 7.4, Grade 4 Gemdraughts of [main attribute]).&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{evt|service=youtube|id=Sgz3nNpirCE|dimensions=350|align=right|description=Visual guide by Tessan Twintails (LPDU Strategies)}}&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. &lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. In addition, taking certain stack mechanics with fewer than the intended number of players will inflict a stack of {{status effect|debuff|File:Mark of mortality icon.png}} &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039; to all players in the stack, which functions and lasts identically to the Damage Down debuff. If any player receives 2 or more stacks, they will die. If a player has both Damage Down and Mark of Mortality, their damage will be reduced by 99%.&lt;br /&gt;
&lt;br /&gt;
If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by walking into the wall and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
The party should assign clock spots, with supports on cardinals and DPS on intercardinals, along with light parties consisting of 1 tank, 1 healers and 2 DPS. Note that the off-tank should be on the east clock spot while the group 2 healer is south. Waymarks can be placed in a standard clock configuration with the 1 waymark northwest. For Phase 1, pairs of players are determined based on waymark color (e.g., the main tank at A will be paired with the ranged DPS at 1). In addition, the party should assign &amp;quot;conga line&amp;quot; positions, e.g. HRMTTMRH.&lt;br /&gt;
&lt;br /&gt;
The following strategies are directly based on the &amp;quot;[https://pastebin.com/ue7w9jJH LesBin]&amp;quot; that is commonly referenced in North American data centers.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Fatebreaker]]===&lt;br /&gt;
*&#039;&#039;&#039;Cyclonic Break&#039;&#039;&#039;: The boss will imbue itself with either fire or lightning. All players should go to their clock spots.&lt;br /&gt;
**Each player will be hit with a conal AoE that deals physical damage. These AoEs will repeat in the same locations once, then twice more but rotated ~30 degrees each time, essentially creating an alternating pattern of conal AoEs during the final three sets.&lt;br /&gt;
**If the boss imbued fire, then all DPS or all supports will be hit with a split damage AoE (&#039;&#039;&#039;Sinsmoke&#039;&#039;&#039;) that deals magical damage and {{status effect|magic vulnerability up}} Magic Vulnerability Up. Each player should rotate to stack with their assigned partner.&lt;br /&gt;
**If the boss imbued thunder, all players will be with an AoE (&#039;&#039;&#039;Sinsmite&#039;&#039;&#039;) that deals magical damage and {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring the party to fully spread.&lt;br /&gt;
**During the stack/spread AoEs, the second set of conal AoEs will go off, requiring the party to dodge them while resolving the stacks/spreads.&lt;br /&gt;
**The third set of conal AoEs then go off, requiring them to dodge back into where the first AoEs hit.&lt;br /&gt;
**Finally, the fourth set of conal AoEs will go off, requiring the party to dodge back again.&lt;br /&gt;
*&#039;&#039;&#039;Powder Mark Trail&#039;&#039;&#039;: A telegraphed tankbuster on the main tank that deals heavy physical damage and inflicts {{status effect|physical vulnerability up}} Physical Vulnerability Up and a 16-second {{status effect|debuff|File:Powder mark trail icon.png}} &#039;&#039;&#039;Powder Mark Trail&#039;&#039;&#039; debuff. When this debuff expires, the tank will emit a large, untelegraphed tankbuster AoE that deals heavy magical damage (&#039;&#039;&#039;Burn Mark&#039;&#039;&#039;). In addition, the closest player to the tank will also be hit with a similar AoE, requiring the two tanks to be the closest to each other. &lt;br /&gt;
**The main tank can heavily mitigate the initial hit and the off-tank must provoke during the cast bar to prevent death to the subsequent auto-attack, or the main tank can use an invulnerability cooldown, which will not require a tank swap. Note that the invulnerability cooldown will not last for the follow-up tankbuster AoE.&lt;br /&gt;
*&#039;&#039;&#039;Utopian Sky&#039;&#039;&#039;: The boss will imbue itself with either fire or thunder, then become untargetable and begin a series of mechanics:&lt;br /&gt;
**The arena background will be covered in fog, similar to the Prismatic Deception mechanic in {{i|Eden&#039;s Promise: Anamorphosis (Savage)}}.&lt;br /&gt;
**Each player should go to the wall at their clock spot, except the off-tank and group 2 ranged DPS must switch. The off-tank should inch towards the main tank (approximately one border crystal notch in) to ensure that the follow-up proximity tankbuster is baited on them.&lt;br /&gt;
**An untargetable clone of the boss (&#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039;) will spawn on each cardinal and intercardinal, which only players very close to them can see. Each clone will either raise its weapon up or keep it down. Raised weapon clones will use an untelegraphed line AoE (&#039;&#039;&#039;Blasting Zone&#039;&#039;&#039;) directly through the arena. There will be three of these, leaving two opposite sectors safe.&lt;br /&gt;
**Looking at their clone, if it raises its weapon, the player should move towards the center of the arena. If they see the player opposite from them move in, then they will also move in.&lt;br /&gt;
**If done correctly, two players will remain at the wall, denoting where the safe areas are. It is common for those players to also jump a few times to signal to others they are in a safe area.&lt;br /&gt;
**Each light party must then move to their assigned location, typically sorted by waymark color (e.g. group 1 to red or purple waymarks, group 2 to yellow or blue waymarks).&lt;br /&gt;
**If the boss originally imbued with fire during the Utopian Sky cast, then each light party must stack, as both tanks will be hit with a split-damage magical AoE (&#039;&#039;&#039;Sinbound Fire III&#039;&#039;&#039;).&lt;br /&gt;
**If the boss originally imbued with thunder during the Utopian Sky cast, then each player must spread in a T-shaped formation within the safe area, as all players will be hit with a magical AoE (&#039;&#039;&#039;Sinbound Thunder III&#039;&#039;&#039;). The outer players can go two border crystals from the middle of the safe area.&lt;br /&gt;
**The line AoEs and stacks/spreads will resolve, and the boss will spawn in the middle of the arena and cast another &#039;&#039;&#039;Cyclonic Break&#039;&#039;&#039;, which is resolved as before.&lt;br /&gt;
**During this, a &#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039; add will appear near north and cast &#039;&#039;&#039;Turn of the Heavens&#039;&#039;&#039;, spawning four orange fire circles (&#039;&#039;&#039;Halo of Flame&#039;&#039;&#039;) and four blue lightning circles (&#039;&#039;&#039;Halo of Levin&#039;&#039;&#039;) at each cardinal and intercardinal. These will each begin casting &#039;&#039;&#039;Brightfire&#039;&#039;&#039;, a circle AoE directly where they are located. The west side will have the same color circles, and the east side will have all of the other color. The add will imbue itself with either fire or lightning, which determines which color circles will emit a larger circle AoE, making that entire side unsafe.&lt;br /&gt;
**The party must maneuever to the safe side, splitting north and south, while dodging the follow-up conal AoEs from &#039;&#039;&#039;Cyclonic Break&#039;&#039;&#039;.&lt;br /&gt;
**Two &#039;&#039;&#039;Fatebreaker&#039;s Images&#039;&#039;&#039; (southwest and southeast) will each imbue fire and tether a random player (&#039;&#039;&#039;Bound of Faith&#039;&#039;&#039;), giving them a 15-second {{status effect|prey}} [[Prey]] and 15-second {{status effect|debuff|File:Fated burn mark icon.png}} &#039;&#039;&#039;Fated Burn Mark&#039;&#039;&#039;. If these players die when the latter debuff is active, they will explode and wipe the raid. When the Prey debuff resolves, the players will temporarily be lifted up with {{status effect|debuff|File:Bubble gaol icon.png}} &#039;&#039;&#039;Floating Fetters&#039;&#039;&#039; and hit with &#039;&#039;&#039;Sinsmoke&#039;&#039;&#039;, a magical stack AoE inflicts {{Status effect|magic vulnerability up}} Magic Vulnerability Up and must be shared between four players to prevent {{status effect|debuff|File:Mark of mortality icon.png}} &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;. Therefore, the party must evenly split up for the two stacks.&lt;br /&gt;
***To resolve, the supports can default to the north group, and the DPS can default to the south group.&lt;br /&gt;
***The group the tethered players go to depends on the length of the tether. Because the adds always spawn in the same positions, one tether will always be short and the other will always be long if the entire party is pre-positioned on the safe side.&lt;br /&gt;
***The short tethered player will go south, and the long tethered player will go north.&lt;br /&gt;
***When the tethers spawn, if they both appear on two supports or two DPS, one player from the role group that initially has no tethers must move to the other to ensure an even 4/4 split. Typically, this is designated to the main tank and the group 1 melee.&lt;br /&gt;
**A &#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039; will spawn east or west, imbue lightning, and cast &#039;&#039;&#039;Burnt Strike&#039;&#039;&#039;, a line AoE through it that will expand. This will be automatically dodged if the party is already at north and south on the safe side.&lt;br /&gt;
**Another &#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039; will spawn north or south, imbue fire, and cast &#039;&#039;&#039;Burnt Strike&#039;&#039;&#039;, which will instead inflict a follow-up lateral knockback, requiring players to move towards the middle after the initial line AoE resolves to be knocked back towards the safe side. This knockback &#039;&#039;cannot&#039;&#039; be prevented with knockback immunities.&lt;br /&gt;
**After the knockback, the fire/lightning circle AoEs will resolve, followed by the stacks. There are a few seconds after the knockback to adjust if the party was not evenly split prior to the stacks resolving.&lt;br /&gt;
*The boss will become targetable again and cast &#039;&#039;&#039;Burnished Glory&#039;&#039;&#039;, dealing heavy magical raidwide damage and inflicting a potent 15-second {{status effect|bleed}} [[bleeding]], requiring mitigation and healing.&lt;br /&gt;
*&#039;&#039;&#039;Fall of Faith&#039;&#039;&#039;: All players should report to their &amp;quot;conga line&amp;quot; spread positions directly south of the boss for this mechanic.&lt;br /&gt;
**The boss will imbue fire or thunder, and tether a random player, giving them a {{status effect|prey}} Prey debuff. The element can be determined based on the boss&#039;s animation, the color of the tether, or the flames/electricity sound effect.&lt;br /&gt;
**During the Fall of Faith cast, three &#039;&#039;&#039;Fatebreaker&#039;s Images&#039;&#039;&#039; will sequentially spawn and each tether a different random player with a random element. The northwest add will tether the second player, the north add the third, and the northeast add the fourth.&lt;br /&gt;
**Several seconds after being tethered, the tether and clone&#039;s element animation will disappear, and the player will be lifted up and targeted for an attack based on the element telegraph.&lt;br /&gt;
***&#039;&#039;&#039;Fire&#039;&#039;&#039;: A wide split-damage conal AoE (&#039;&#039;&#039;Sinblaze&#039;&#039;&#039;) directed at the nearest player to the target that inflicts high magical damage, {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be soaked by three players to prevent {{status effect|debuff|File:Mark of mortality icon.png}} &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Thunder&#039;&#039;&#039;: Three wide conal AoEs (&#039;&#039;&#039;Bow Shock&#039;&#039;&#039;) directed at the three nearest players to the target that inflict high magical damage and {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring three players to bait them while spreading to avoid overlap.&lt;br /&gt;
**To resolve, the party must again split into two groups of four, each containing two tethered and two non-tethered players. The groups should be located east and west of the boss within melee range.&lt;br /&gt;
**Fire tethers are resolved by having three players stack behind the active tether player, which will aim the cone away from the other group.&lt;br /&gt;
**Thunder tethers are resolved by having three players spread around the active tether player: one north, one south, and one to the side, which will safely bait the three cones.&lt;br /&gt;
**Due to the duration of the Magic Vulnerability Up from the AoEs, each group can only handle two alternating tethers, i.e. the first and third tethers should be on the west group, and the second and fourth tethers should be east.&lt;br /&gt;
**The tethered players should immediately go to their correct group upon being tethered, which will also be indicated with the {{status effect|prey}} Prey debuff.&lt;br /&gt;
**The remaining four untethered players must split evenly based on the conga line spreads, with the two left-most players going west and the two right-most players going right. &lt;br /&gt;
**For lightning tether spread positions, the other tethered player in the group can take the outer (east or west) position, the player closer to the center of the conga line can take the south position, and the player towards the end of the line can take the north position.&lt;br /&gt;
**While the party can use the tether colors as a short-term reminder of which element will resolve, it will likely have already disappeared for the first tether when the two non-tethered players get into position, so the party must pay particular attention to the first tether element. The order of elements can also be input in the party chat via macro as an additional reminder.&lt;br /&gt;
*&#039;&#039;&#039;Burnished Glory&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Powder Mark Trail&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burnt Strike&#039;&#039;&#039;: The boss will face north, imbue either fire or thunder, and cast this attack, which functions as before. However, three towers will all spawn either east or west. Each tower will require 1-4 players to soak (&#039;&#039;&#039;Explosion&#039;&#039;&#039;), or they will inflict high magical damage (&#039;&#039;&#039;Unmitigated Explosion&#039;&#039;&#039;) and a raidwide Damage Down. The types of towers that spawn are random, but will always require six players in total to resolve all three.&lt;br /&gt;
**Both tanks must go to the opposite side of the towers, as their &#039;&#039;&#039;Burn Mark&#039;&#039;&#039; AoEs from the previous tankbuster will resolve.&lt;br /&gt;
**The rest of the party must go to the opposite side to soak the towers. Each healer can take the north and south tower, while the magical ranged DPS claims the middle. The melee DPS can fill in from north to south.&lt;br /&gt;
**If the boss imbued fire, the party must be knocked back to their assigned tower. Knockback prevention does not work.&lt;br /&gt;
**If the boss imbued lightning, the party can preposition in their tower.&lt;br /&gt;
**After the line AoE, the tankbuster AoEs will resolve, so the tanks must be the closest to each other. The other players should avoid gap closing to the boss until they go off.&lt;br /&gt;
*&#039;&#039;&#039;Burnished Glory (enrage)&#039;&#039;&#039;: The boss must be defeated before this long cast finishes or the party will wipe.&lt;br /&gt;
*If the boss is defeated during the towers mechanic or if any tankbuster debuffs are active, they will disappear and not resolve.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Usurper of Frost]]===&lt;br /&gt;
*&#039;&#039;&#039;Quadruple Slap&#039;&#039;&#039;: A telegraphed tankbuster on the highest enmity player dealing massive physical damage and inflicting a 14-second {{status effect|physical vulnerability up}} Physical Vulnerability Up that can be cleansed for {{action icon|esuna}}. This attack repeats with the same effect. One way to resolve this is for the target tank to heavily mitigate and a healer or bard to cleanse the debuff after each hit. However, for convenience, it is common to take both hits with an invulnerability cooldown, which does not require the debuffs to be cleansed.&lt;br /&gt;
*&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;: The boss summons an untargetable &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; clone of herself, which will be in her light form.&lt;br /&gt;
*&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. The boss will become untargetable and begin a series of mechanics:&lt;br /&gt;
**Two icicle circle AoE telegraphs (&#039;&#039;&#039;Icicle Impact&#039;&#039;&#039;) will initially spawn opposite each other, on random cardinals or intercardinals.&lt;br /&gt;
**Four additional AoE telegraphs will appear adjacent to the initial spawns, followed by two final telegraphs in the remaining empty areas, which will be 90 degrees from the initial spawns.&lt;br /&gt;
**Meanwhile, the &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will use either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, which will be indicated by a voice line in addition to the cast in the enmity list.&lt;br /&gt;
***&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; is a large point-blank AoE that will leave the outside of the arena safe. Its range is denoted by the outer blue circle. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;Cleave!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; is a large donut AoE that will leave the middle of the arena safe. The safe spot is within the length of the four-pointed star in the middle. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;Reap!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
***During the circle or donut AoE, the clone will also aim a narrow, untelegraphed conal AoE (&#039;&#039;&#039;The House of Light&#039;&#039;&#039;) at the four closest players, which deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up.&lt;br /&gt;
***Regardless of which attack the boss uses, four players (all DPS or all supports) will be targeted with a spread AoE marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up. These resolve approximately 2 seconds after the kick and conal AoEs, and will leave behind a &amp;quot;starburst&amp;quot; AoE telegraph that consists of four overlapping line AoEs (&#039;&#039;&#039;Frigid Needle&#039;&#039;&#039;).&lt;br /&gt;
**During this sequence, the icicle circle AoEs will begin resolving, and the boss will spawn in the middle and use &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;, an untelegraphed radial knockback. This can be prevented with knockback immunities.&lt;br /&gt;
**To solve the first part of this mechanic, each player should first report to their clock position.&lt;br /&gt;
***Players should first take note of the boss&#039;s voice line to determine whether it is an in or out dodge.&lt;br /&gt;
***If the icicle circles first spawned on cardinals, then the House of Light conal AoEs must be aimed at the cardinals, and the pink spread AoEs must be dropped on intercardinals.&lt;br /&gt;
***If the icicle circles spawned on intercardinals, then the House of Light conal AoEs must be aimed at the intercardinals, and the pink spread AoEs must be dropped on cardinals.&lt;br /&gt;
***Because the mechanic is role-based, each player will either stay on their original clock position or swap to their color-matched waymark position, depending on whether they are marked and where the icicle circles initially spawned.&lt;br /&gt;
***If the add uses &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, the entire party must be in the middle of the arena to avoid the donut AoE, with the non-marked players closer towards the center to bait the conal AoEs. After the kick goes off, the marked players must quickly run out and drop their AoEs on the inner blue ring of the arena, then run back in to dodge the icicle circles.&lt;br /&gt;
***If the add uses &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, the entire party must be past the outer blue ring of the arena to avoid the point-blank AoE, with the non-marked players closer towards it to bait the conal AoEs. They must observe the cast in the enmity list and run in immediately when it fills to avoid the icicle circles. Waiting for the Axe Kick animation will cause them to be hit by the icicles. Meanwhile, the marked players will go to to the wall and wait until their AoE markers disappear, then run back to the middle of the arena. Using {{Action icon|Sprint}} is highly recommended.&lt;br /&gt;
***When the party is back to the middle, they should be knocked back to one of two opposite safe spots based on their light party assignments, with group 1 taking the red or purple waymarks, and group 2 taking the blue or yellow waymarks. The safe spots will be in the same locations as the first set of icicle circles that appeared. Alternatively, players can also preposition in the safe spots and use knockback immunity.&lt;br /&gt;
**The &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will then re-appear on a random cardinal or intercardinal towards the center.&lt;br /&gt;
**After the knockback, the &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will use &#039;&#039;&#039;Sinbound Holy&#039;&#039;&#039;, targeting each healer with four untelegraphed stack AoEs that each deal heavy magical damage, inflict a brief {{status effect|magic vulnerability up}} Magic Vulnerability Up, and leave behind a light puddle that will inflict a lethal {{status effect|bleed}} [[bleeding]] to anyone who lingers in it.&lt;br /&gt;
**After the stack AoEs, both the boss and the clone will &#039;&#039;&#039;Redress&#039;&#039;&#039;, transforming into the opposite form. The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; (initially ice, transforming into light) will release a 360 degree gaze attack that will {{status effect|stun}} [[stun]] anyone hit, causing them to die to the next attack. The &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; (initially light, transforming into ice) will freeze the arena floor and give everyone {{status effect|debuff|File:Thin ice icon.png}} &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, causing them to slide nearly the entire diameter of the arena if they move.&lt;br /&gt;
**The &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will then use &#039;&#039;&#039;Twin Silence&#039;&#039;&#039; or &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, a two-hit AoE based on the cast bar (in the enmity list) or her voice line. Anyone hit will instantly die. The party must avoid this attack while considering the slippery floor.&lt;br /&gt;
***&#039;&#039;&#039;Twin Silence&#039;&#039;&#039; is a 90 degree cleave to the rear of the add, then a 270 degree cleave to its front, making the front then rear safe. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;Sink into silence!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; is a 270 degree cleave in front of the add, then a 90 degree cleave to its rear, making the rear then front safe. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;In stillness freeze!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**To solve the second part of this mechanic, the party must first observe where the &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; is after the knockback.&lt;br /&gt;
***If the add is in line with both light parties, each light party must quickly move clockwise until they end up close to the other party&#039;s starting position. The players who are now closer to the add should slide to the far players to allow movement space to dodge the cleaves.&lt;br /&gt;
***If the add is not in line, each light party must slowly rotate away from the add and meet up with each other opposite the add (or at least 135 degrees away). If either healer moves too quickly, they risk placing the bleed puddles in locations that are impossible to dodge.&lt;br /&gt;
***It is not strictly necessary to evenly divide the party after the knockback, as the stack AoEs do &#039;&#039;not&#039;&#039; inflict Mark of Mortality, but one group will take more damage. However, the healers must be in separate groups.&lt;br /&gt;
***Once players drop their puddles, they must look away from the boss who is transforming into her light form to avoid being stunned.&lt;br /&gt;
***The add&#039;s cleaves [[snapshot]] early, so the party will need to observe the enmity list castbar to avoid being hit. Assuming the party starts opposite the add and in front, if it uses &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, they must slide behind it immediately when the castbar fills, or they will be hit with the second cleave. If the add uses &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, the must slide behind it before the castbar is mostly filled to dodge the first cleave, then slide back in front when the castbar fills to dodge the second cleave.&lt;br /&gt;
*The boss will then become targetable again, and the slippery ice floor will disappear. &lt;br /&gt;
*&#039;&#039;&#039;Hallowed Ray&#039;&#039;&#039;: A telegraphed line stack marker on a random player, dealing heavy magical damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;: The boss will summon three &#039;&#039;&#039;Frozen Mirrors&#039;&#039;&#039; at the edges of the arena.&lt;br /&gt;
**One &#039;&#039;&#039;blue mirror&#039;&#039;&#039; will be on a random cardinal or intercardinal.&lt;br /&gt;
**Two &#039;&#039;&#039;red mirrors&#039;&#039;&#039; will be on random cardinals/intercardinals but will always be 90 degrees away from each other.&lt;br /&gt;
**The main tank must move the boss directly opposite the blue mirror.&lt;br /&gt;
**The boss will use &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, which functions similarly as before, with the four closest players to her being targeted with a narrow conal AoE. However, the blue mirror will instantly copy the attack (&#039;&#039;&#039;Reflected Scythe Kick&#039;&#039;&#039;), using another donut AoE centered on it, along with targeting the four closest players to the mirror with a narrow conal AoE.&lt;br /&gt;
**The tanks/melees should be well inside the boss&#039;s hitbox and bait the conal AoEs from the boss. Note that the safe area from the donut AoE is smaller than her hitbox. The ranged DPS/healers must bait the conal AoEs from the blue mirror. The radius of the conal AoE from the mirror is around 2 border crystals. Players must avoid hitting others with their AoEs to prevent deaths.&lt;br /&gt;
**Several seconds after the first set of AoEs, the red mirrors will also use &#039;&#039;&#039;Reflected Scythe Kick&#039;&#039;&#039;, and the party must handle those appropriately.&lt;br /&gt;
***For most mirror patterns, the melees and ranged groups can take the closest red mirror to them from their initial bait positions.&lt;br /&gt;
***If the blue mirror spawned between the two red mirrors, both groups should take the red mirror clockwise from them.&lt;br /&gt;
**Because the red mirrors are always 90 degree from each other, it is more likely to hit other players with poorly aimed conal AoEs. For each group, two players should be slightly less than 2 crystals and at the wall. One player should be directly in front and aim their conal AoE middle. The final player should be between the middle and wall players in a location that is further away from the other red mirror. The conal AoEs are narrow, so players can be very close to each other at the mirrors.&lt;br /&gt;
*&#039;&#039;&#039;Banish III&#039;&#039;&#039;: An attack that depends on the number of orbs floating above the boss&#039;s head:&lt;br /&gt;
**&#039;&#039;&#039;One orb&#039;&#039;&#039;: All DPS or all tanks/healers will be hit with a split damage AoE (&#039;&#039;&#039;Banish III&#039;&#039;&#039;) that deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring players to pair with their partners (tanks+melee, healers+ranged).&lt;br /&gt;
**&#039;&#039;&#039;Four orbs&#039;&#039;&#039;: Each player will be hit with an AoE (&#039;&#039;&#039;Banish III Divided&#039;&#039;&#039;) that deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring the party to fully spread.&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. The boss will become untargetable and begin a series of mechanics, along with assigning debuffs to each player:&lt;br /&gt;
**Two random players will receive a pink spread AoE marker, indicating they will be targeted with a five-hit AoE (&#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039;), each time inflicting a brief {{status effect|magic vulnerability up}} Magic Vulnerability Up and dropping a light puddle that will inflict a lethal {{status effect|bleed}} bleeding to anyone who lingers in it.&lt;br /&gt;
**The remaining six players will be tethered together and be given a 10-second {{status effect|debuff|File:Chains of everlasting light icon.png}} &#039;&#039;&#039;Chains of Everlasting Light&#039;&#039;&#039; debuff. When this debuff expires, it will activate the tethers and turn into a 10-second {{status effect|debuff|File:Curse of everlasting light icon.png}} &#039;&#039;&#039;Curse of Everlasting Light&#039;&#039;&#039; debuff. When active, tethers that become too short will explode (&#039;&#039;&#039;Refulgent Fate&#039;&#039;&#039;) and instantly wipe the raid. Dying with the debuffs or starting the mechanic with not all players alive will cause the tethers to instantly explode.&lt;br /&gt;
***Each player will always be tethered to the two closest players to them, excluding those who have the pink AoE markers.&lt;br /&gt;
**Two adjacently tethered players will receive a 16-second {{status effect|debuff|File:The weight of light light icon.png}} &#039;&#039;&#039;The Weight of Light&#039;&#039;&#039;. This is also indicated by an orb of light above their head. When it expires, they will be targeted with AoE (&#039;&#039;&#039;Powerful Light&#039;&#039;&#039;) that deals moderate magical damage, {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be shared between four players to prevent {{status effect|debuff|File:Mark of mortality icon.png}} &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;. This will also increase the stacks of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; by 1.&lt;br /&gt;
**Each player will receive 0-2 stacks of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;. The number of stacks will increase from being hit with most attacks during this mechanic (except for &#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039;). Anyone who receives 5 stacks will explode (&#039;&#039;&#039;Lightsteep&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**Six towers will spawn at the walls, in a regular hexagon. Each one must be taken by one player, which will cause minor magical damage (&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;) and increase {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; stacks by 1. Towers that are not taken will explode (&#039;&#039;&#039;Inescapable Illumination&#039;&#039;&#039;) for massive damage, Damage Down, and increase everyone&#039;s &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; stacks by 1. The &#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039; AoEs will begin dropping, then the tethers will activate immediately before the towers resolve.&lt;br /&gt;
**Afterwards, six &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orbs will spawn in two sets of three where the towers previously were. These will use &#039;&#039;&#039;Burst&#039;&#039;&#039;, a large telegraphed point-blank AoE that will deal high damage, Damage Down, and increase {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; stacks by 1 to anyone hit.&lt;br /&gt;
**A four-person tower will spawn in the middle, while the boss will telegraph another &#039;&#039;&#039;Banish III&#039;&#039;&#039; spread or pair stacks that resolves after the tower.&lt;br /&gt;
**Finally, the boss will become targetable and cast &#039;&#039;&#039;The House of Light&#039;&#039;&#039;, hitting all players with a conal AoE that deals high magical damage, {{status effect|magic vulnerability up}} Magic Vulnerability Up, and increases {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; by 1.&lt;br /&gt;
**To solve, the party should position in a &amp;quot;4/4&amp;quot; formation around the boss during the Light Rampant cast, with supports north and DPS south. &lt;br /&gt;
***It is important that players all stand along a circle (e.g., the blue ring on the floor) in order for the tethers to spawn in a predictable pattern, as an irregular initial tether shape may cause confusion. The tether spawns appear to snapshot early, so players should not hesitate to go to their starting location before the cast finishes.&lt;br /&gt;
***If done correctly, the tethers will spawn as a convex hexagon on 6 players.&lt;br /&gt;
****If 3 supports and 3 DPS are tethered, then no correction is needed, and the initial hexagon will already be close to regular.&lt;br /&gt;
****If all 4 of one role and 2 of the other role are tethered, the hexagon will initially be lopsided. The most clockwise player of the 4-tethered role will need to shift clockwise into the other group to correct.&lt;br /&gt;
***After making a regular hexagon, each player will be directly in front of a tower. To satisfy the length requirements for the tethers once they activate, the north and south players, along with the northwest and northeast players, will need to swap with each other. Afterwards, all players go to their closest tower. The tethers will now resemble a six-pointed star.&lt;br /&gt;
***After the towers resolve and tethers activate, the three tethered players at the north half should meet up north, and the three players south meet up south. It is critical not to move to the center of the room, as this will cause the tethers to break.&lt;br /&gt;
***Observing the &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orbs, if there is a first set orb directly north or south, the group of players near it should shift clockwise ~3 crystals to give enough time to dodge the first orb AoE.&lt;br /&gt;
***The other group will move clockwise into the first orb explosion after it goes off. &lt;br /&gt;
***The two players with the pink AoE marks will start west and east to drop their AoEs, with the west-most player going west and east-most player going east from the initial line-up. If the players are directly north and south of each other, they should go clockwise. These players need to be in position before the tethered players, as the puddles begin dropping first.&lt;br /&gt;
***The puddle players should drop the first three puddles by walking towards the middle of the arena being sure to avoid overlapping the tower before they resolve, then turn left (looking at the middle) to drop the remaining puddles and meet up with three tethered players near north/south for the stacks. The &#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039; AoEs do &#039;&#039;not&#039;&#039; give Lightsteeped stacks.&lt;br /&gt;
****Instead of curving at a 90 degree angle, it is safer to curve at a slightly obtuse angle and meet up with the stack ~3 crystals clockwise of the cardinal, or one risks being hit by an orb explosion if it is a fast pattern (i.e., the first orb spawns directly on the cardinal).&lt;br /&gt;
***After the 4-player stacks resolve, the first set of orbs will explode. The tethers will then disappear, and the second set of orbs will explode. Players can observe the &#039;&#039;&#039;Burst&#039;&#039;&#039; castbars in the enmity list to determine the orb snapshots in addition to looking at when the ground telegraphs disappear.&lt;br /&gt;
***If done correctly, 4 players will now have 2 stacks of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the other 4 players have 3 stacks. The 2-stack players must quickly soak the middle tower, keeping in mind the lingering bleed puddles which will begin to disappear. Using {{action icon|sprint}} is recommended.&lt;br /&gt;
***Afterwards, all players should report to their clock positions (if spreads) or stack with their partner on their assigned intercardinal (if stacks).&lt;br /&gt;
***Finally, all players should go back to their clock positions if not already there for &#039;&#039;&#039;The House of Light&#039;&#039;&#039; conal AoEs. If all mechanics were done correctly, all players will have 4 stacks of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;. If not (e.g. a player was hit by an orb explosion or a 3-stack player soaked the middle tower), the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero (enrage)&#039;&#039;&#039;: The boss must be reduced to below 20% HP before this cast finishes or the party will wipe. If the DPS check was met, the party will instead take high magical raid-wide damage that must be mitigated.&lt;br /&gt;
**All players should be inside the hitbox and towards their assigned crystal position (see next section) before the cast finishes, as there will be an untelegraphed knockback shortly after from the boss.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[Ice Veil]]===&lt;br /&gt;
*The party will be knocked back and frozen with {{status effect|deep freeze}} [[Deep Freeze]], while a short cutscene plays similar to the ending sequence of {{i|Eden&#039;s Verse: Refulgence}}. Ryne will be trapped in an &#039;&#039;&#039;Ice Veil&#039;&#039;&#039;, while Gaia will appear and attempt to free her.&lt;br /&gt;
*Once players are unfrozen, four &#039;&#039;&#039;[[Crystal of Light|Crystals of Light]]&#039;&#039;&#039; will appear at the outside on the cardinals, while four &#039;&#039;&#039;[[Crystal of Darkness|Crystals of Darkness]]&#039;&#039;&#039; will appear towards the center on the intercardinals.&lt;br /&gt;
*The goal of this short intermission is to defeat the &#039;&#039;&#039;Ice Veil&#039;&#039;&#039; before it finishes casting &#039;&#039;&#039;Endless Ice Age&#039;&#039;&#039;, which will wipe the party. The Ice Veil will be {{status effect|debuff|File:Invincibility icon1.png}} invincible until the four Crystals of Light are destroyed.&lt;br /&gt;
*Melees and tanks should be each assigned a Crystal of Light to focus. Ranged and healers will each stand by one Crystal of Darkness and assist their melee/tank color partner with destroying their crystal.&lt;br /&gt;
*The Crystals of Darkness will continually use &#039;&#039;&#039;Sinbound Blizzard III&#039;&#039;&#039;, aiming a red conal AoE telegraph at the nearest player. These must be baited by ranged players to avoid hitting other players, the Crystals of Light, or the Ice Veil. If they hit the other enemies, they will gain a significant {{status effect|buff|vulnerability down}} Vulnerability Down that will effectively make them unkillable in time.&lt;br /&gt;
*The Crystals of Light will spawn red circle AoE telegraphs (&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;) underneath the closest player to them, which should be their assigned melee. These also should be baited away from other players.&lt;br /&gt;
*The Crystals of Light will also each tether the closest player, targeting them with an AoE (&#039;&#039;&#039;Hiemal Ray&#039;&#039;&#039;) that inflicts magical damage and leaves behind a light puddle that inflicts a lethal {{status effect|bleed}} [[bleeding]]. These should be baited at the outside of the arena. Ideally, the crystals should be defeated before they are allowed to use this attack.&lt;br /&gt;
*Once their assigned Crystal of Light has been destroyed, players should assist with defeating the other light crystals.&lt;br /&gt;
*When all Crystals of Light have been destroyed, Gaia will say &#039;&#039;&#039;&amp;quot;My power surges!&amp;quot;&#039;&#039;&#039; and the Ice Veil will lose its invincibility (but still have {{status effect|buff|vulnerability down}} Vulnerability Down), allowing the party to destroy it. Ranged players must continue baiting &#039;&#039;&#039;Sinbound Blizzard III&#039;&#039;&#039; during this sequence.&lt;br /&gt;
**If a conal AoE accidentally hit the Ice Veil, its {{status effect|buff|vulnerability down}} Vulnerability Down will be made significantly more potent, but this will not be indicated on its status effect bar.&lt;br /&gt;
**If the Ice Veil receives the buffed Vulnerability Down, then DPS limit breaks will do no damage to it.&lt;br /&gt;
*The Crystals of Darkness have low HP and must be kept alive in order to progress to the final phase of this encounter, so players should be careful with cleaving AoE attacks. If they are all kept alive, Gaia will use an attack that will remove 50% of the Ice Veil&#039;s HP towards the end of its enrage cast, meaning that the party will only need to take care of the other half. If any are destroyed, Gaia will not use her attack. Conversely, the party must fully reduce its health to progress past this mechanic. If all of the crystals are destroyed, the Ice Veil will also lose its {{status effect|buff|vulnerability down}} Vulnerability Down buff. &lt;br /&gt;
**During early progression, some groups may opt to use a level 3 magical ranged DPS [[limit break]] to destroy all of the dark crystals and significantly damage the light crystals for the sole purpose of practicing the next phase.&lt;br /&gt;
**As there is no mandatory limit break check until the final phase of the fight, it is acceptable to use a level 3 melee DPS limit break to help dispatch the Ice Veil if damage is lacking.&lt;br /&gt;
*If the Ice Veil is defeated in time, another short cutscene will play in which the Usurper of Frost corrupts Gaia and causes her to transform into the Oracle of Darkness. During of this, she will release a magical raid-wide attack (&#039;&#039;&#039;Junction&#039;&#039;&#039;) that should be lightly mitigated.&lt;br /&gt;
*If the Crystals of Darkness were all kept alive, an &#039;&#039;&#039;Eternal Ice Fragment&#039;&#039;&#039; will appear, which will automatically be collected by Ryne. If any of them were destroyed, the ice fragment will shatter and disappear, but the party can still progress to the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Oracle of Darkness]]===&lt;br /&gt;
*&#039;&#039;&#039;Hell&#039;s Judgment&#039;&#039;&#039;: Reduces all players&#039; current HP to 1, requiring healing. (If their Well Fed (food) or other max HP-boosting buffs fell off during the cast, this attack will kill them.)&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Relativity&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. Note that the damage is split between how many players are currently alive. Assigns debuffs to players and begins a sequence of mechanics:&lt;br /&gt;
**&#039;&#039;&#039;Debuffs&#039;&#039;&#039; (each resolve when their timer expires):&lt;br /&gt;
***{{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039;: A large AoE centered on the player that deals magical damage and inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up and 12-second {{status effect|fire resistance down}} Fire Resistance Down II.&lt;br /&gt;
***{{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Blizzard III&#039;&#039;&#039;: A donut AoE centered on the player that will kill anyone hit.&lt;br /&gt;
***{{status effect|debuff|File:Unholy darkness icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039;: A medium-sized split damage AoE centered on the player that deals magical damage, inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be shared by five players to prevent {{status effect|debuff|File:Mark of mortality icon.png}} &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;.&lt;br /&gt;
***{{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Return&#039;&#039;&#039;: The player will drop a Rewind icon where they were standing, while this debuff turns into {{status effect|debuff|File:Spell in waiting return icon2.png}} &#039;&#039;&#039;Return&#039;&#039;&#039;. When it expires, the player will be briefly {{status effect|stun}} [[stunned]] and be forcibly moved back to the location they dropped the Rewind.&lt;br /&gt;
***{{status effect|debuff|File:Dark eruption icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Eruption&#039;&#039;&#039;: A medium-sized AoE centered on the player that deals magical damage and inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up.&lt;br /&gt;
***{{status effect|debuff|File:Shadoweye icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039;: A 360 degree gaze attack centered on the player that will inflict an uncleansable {{status effect|doom}} [[doom]] to anyone who is looking at them when it resolves.&lt;br /&gt;
***{{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;: A medium-sized split damage AoE centered on the player that deals magical damage, inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be shared by four players to prevent {{status effect|debuff|File:Mark of mortality icon.png}} &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Assignments&#039;&#039;&#039; (3-4 debuffs per player):&lt;br /&gt;
***One player: A 21-second {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039;&lt;br /&gt;
****If this debuff was on a support, one DPS will receive a 31-second (&amp;quot;long&amp;quot;) {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
****If this debuff was on a DPS, one support will receive an 11-second (&amp;quot;short&amp;quot;) {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Two players (one support and one DPS): A 21-second (&amp;quot;medium&amp;quot;) {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Two supports: A 31-second (&amp;quot;long&amp;quot;) {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Two DPS: An 11-second (&amp;quot;short&amp;quot;) {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Three players (always the long {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039; players and {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; DPS): A 26-second {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewind&#039;&#039;&#039; that will turn into a 14-second {{status effect|debuff|File:Spell in waiting return icon2.png}} &#039;&#039;&#039;Return&#039;&#039;&#039;.&lt;br /&gt;
****The remaining five players will receive a 16-second {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewind&#039;&#039;&#039; that will turn into a 24-second {{status effect|debuff|File:Spell in waiting return icon2.png}} &#039;&#039;&#039;Return&#039;&#039;&#039;. This will cause all of the {{status effect|debuff|File:Spell in waiting return icon2.png}} &#039;&#039;&#039;Returns&#039;&#039;&#039; to resolve at once.&lt;br /&gt;
***Three players who do not have long {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039; or do not have {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as a DPS: {{status effect|debuff|File:Unholy darkness icon.png}} A 11, 21, or 31-second &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;, one timer per player&lt;br /&gt;
***Three players who either have long {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire&#039;&#039;&#039; or {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as a DPS: A 43-second {{status effect|debuff|File:Shadoweye icon.png}} &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
****Of the remaining five players:&lt;br /&gt;
****One will receive a 43-second {{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
****The other four will each receive a 43-second {{status effect|debuff|File:Dark eruption icon.png}} &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;.&lt;br /&gt;
**Eight &#039;&#039;&#039;Delight&#039;s Hourglasses&#039;&#039;&#039; will spawn around the boss&#039;s hitbox, one per cardinal and intercardinal. At certain points of time, arrow telegraphs that rotate clockwise or counterclockwise will appear around each, indicating they will use a line AoE aimed at the closest player (&#039;&#039;&#039;Sinbound Meltdown&#039;&#039;&#039;). After a brief delay, the AoE will repeat 9 more times and rotate in the direction of the arrows, traveling around 110 degrees. These AoEs inflict a 12-second {{status effect|fire resistance down}} Fire Resistance Down II, killing anyone who already have this debuff or Magic Vulnerabilty Up.&lt;br /&gt;
**At the start of the mechanic, the boss will cast &#039;&#039;&#039;Speed&#039;&#039;&#039;, tethering five hourglasses in a fixed relative pattern. After a few seconds, the tethers will disappear.&lt;br /&gt;
***Three yellow tethers, forming a Y shape.&lt;br /&gt;
***Two purple tethers, forming a line that divides the Y tethers into north and south.&lt;br /&gt;
***This tether pattern may be rotated to any cardinal or intercardinal.&lt;br /&gt;
***Yellow tethers will speed up the hourglass and cause their line AoE bait to resolve first.&lt;br /&gt;
***Untethered hourglasses will resolve second.&lt;br /&gt;
***Purple tethers will slow down the hourglass and cause their line AoE bait to resolve third.&lt;br /&gt;
**Most mechanics resolve in increments of 5 seconds:&lt;br /&gt;
***0s: Debuffs are assigned.&lt;br /&gt;
***3s: Tethers appear.&lt;br /&gt;
***8s: Tethers disappear.&lt;br /&gt;
***10s: Short {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire spreads&#039;&#039;&#039; (3 players) and first {{status effect|debuff|File:Unholy darkness icon.png}} &#039;&#039;&#039;5-player stack&#039;&#039;&#039; resolve.&lt;br /&gt;
***15s: Short {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewinds&#039;&#039;&#039; placed (5 players) and yellow tethered &#039;&#039;&#039;Hourglass&#039;&#039;&#039; baits (3 players).&lt;br /&gt;
***20s: Medium {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire spreads&#039;&#039;&#039; (3 players) and {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard donut&#039;&#039;&#039; plus second {{status effect|debuff|File:Unholy darkness icon.png}} &#039;&#039;&#039;5-player stack&#039;&#039;&#039; resolve.&lt;br /&gt;
***25s: Long {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewinds&#039;&#039;&#039; placed (3 players) and non-tethered &#039;&#039;&#039;Hourglass&#039;&#039;&#039; baits (3 players).&lt;br /&gt;
***30s: Long {{status effect|debuff|File:Dark fire iii icon.png}} &#039;&#039;&#039;Fire spreads&#039;&#039;&#039; (2 players) and third {{status effect|debuff|File:Unholy darkness icon.png}} &#039;&#039;&#039;5-player stack&#039;&#039;&#039; resolve.&lt;br /&gt;
***35s: Purple tethered &#039;&#039;&#039;Hourglass&#039;&#039;&#039; baits (2 players).&lt;br /&gt;
***37s: All players are stunned and teleported to where they dropped their Rewind. The remaining debuffs: {{status effect|debuff|File:Dark eruption icon.png}} &#039;&#039;&#039;Dark Eruption spreads&#039;&#039;&#039; (4 players), {{status effect|debuff|File:Shadoweye icon.png}} &#039;&#039;&#039;Shadoweye gazes&#039;&#039;&#039; (3 players), and {{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Water 4-player stack&#039;&#039;&#039; (1 player) resolve during this.&lt;br /&gt;
**Despite its apparent complexity, this mechanic is relatively simple to execute:&lt;br /&gt;
***&#039;&#039;&#039;Initial positions&#039;&#039;&#039;:&lt;br /&gt;
****Based on their role and debuff, each player will be assigned a new clock position for this mechanic only. They are responsible for baiting the hourglass at that position.&lt;br /&gt;
****During the &#039;&#039;&#039;Speed&#039;&#039;&#039; cast, the top of the yellow Y (the empty space) is treated as relative north.&lt;br /&gt;
****The support with either {{status effect|debuff|File:Dark blizzard iii icon.png}} or a short {{status effect|debuff|File:Dark fire iii icon.png}} will go north.&lt;br /&gt;
****The support with medium {{status effect|debuff|File:Dark fire iii icon.png}} will go west.&lt;br /&gt;
****The two supports with long {{status effect|debuff|File:Dark fire iii icon.png}} will go northwest or northeast.&lt;br /&gt;
****The two DPS with short {{status effect|debuff|File:Dark fire iii icon.png}} will go southwest or southeast.&lt;br /&gt;
****The DPS with medium {{status effect|debuff|File:Dark fire iii icon.png}} will go east.&lt;br /&gt;
****The DPS with either {{status effect|debuff|File:Dark blizzard iii icon.png}} or a long {{status effect|debuff|File:Dark fire iii icon.png}} will go south.&lt;br /&gt;
****For players with two possible positions based on their debuff, they can use a simple priority system (e.g. M1 &amp;gt; M2 &amp;gt; R1 &amp;gt; R2 from west to east) to determine who goes where.&lt;br /&gt;
****These positions are determined to ensure that players do not have already {{status effect|fire resistance down}} Fire Resistance Down II when they bait their hourglass or their fire spread.&lt;br /&gt;
***&#039;&#039;&#039;Resolution&#039;&#039;&#039;:&lt;br /&gt;
****All players should stack middle by default.&lt;br /&gt;
****At around 3 seconds left on their {{status effect|debuff|File:Dark fire iii icon.png}} debuff, players should move out to the wall at their clock position to avoid hitting others.&lt;br /&gt;
****When the player sees arrows around their hourglass, they will need to move out and bait it in a way to avoid hitting others. They should stand on the blue rim of the hourglass and position such that the &amp;quot;dot&amp;quot; in the middle of their overhead clock marker just disappears.&lt;br /&gt;
****{{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewind&#039;&#039;&#039; placements have two possible locations. If the player also has {{status effect|debuff|File:Dark eruption icon.png}}, they should place their Rewind to be very slightly in front of their hourglass and out of the boss&#039;s hitbox to prevent overlapping others. If they do not have this debuff, they should place their Rewind to be near the center of the arena but leaning slightly towards their clock position.&lt;br /&gt;
****Once the {{status effect|debuff|File:Spell in waiting return icon2.png}} &#039;&#039;&#039;Return&#039;&#039;&#039; is about to resolve, all players should look out at the wall to avoid being hit by others&#039; gaze attacks.&lt;br /&gt;
****If a player noticed they have incorrectly placed their {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewind&#039;&#039;&#039; (e.g., putting it middle when they have Dark Eruption), they can incapacitate themselves in the wall right before the Return resolves, to avoid killing others.&lt;br /&gt;
*&#039;&#039;&#039;Shell Crusher&#039;&#039;&#039;: The boss will jump on a random player and inflict a hard-hitting physical split damage attack that requires mitigation. Has a fast cast. The party should immediately stack middle after they are no longer stunned.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Black Halo&#039;&#039;&#039;: A telegraphed, split damage physical tankbuster on the main tank that will cleave in a 90 degree cone. Both tanks should stack together with mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Spell-in-waiting Refrain&#039;&#039;&#039;: The boss will receive the {{status effect|debuff|File:Spell-in-waiting refrain icon.png}} &#039;&#039;&#039;Spell-in-waiting Refrain&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Dark Water III&#039;&#039;&#039;: Stack markers will appear on 6 random players. When they disappear, they will either receive a 10, 29, or 38-second {{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;, which functions as before (4-player stack). Each duration will be given to two random players. The two remaining players will not receive a debuff.&lt;br /&gt;
**During the cast, the party should split into roles and preposition, with supports going west and DPS going east.&lt;br /&gt;
**Because the debuff assignments are random, the goal is to split into two groups of four, each containing three players with one of each debuff timer, and one player with no debuff. This will allow each of the three sets of stacks to be shared between 4 players.&lt;br /&gt;
**Supports can use an MT &amp;gt; OT &amp;gt; H1 &amp;gt; H2 flex priority. DPS can use a M1 &amp;gt; M2 &amp;gt; R1 &amp;gt; R2 priority. Players must observe the party list to determine if they need to switch groups. For example, if the MT and OT both have a 10-second debuff, then the MT must move to the other group. If M2 and R1 both have no debuff, then M2 must swap.&lt;br /&gt;
**In each group, players should loosely spread in a box formation (while remaining close together) to facilitate a spread during the upcoming mechanic.&lt;br /&gt;
**Note: If aiming for a clear, this is generally the last opportunity to use a limit break (e.g. melee DPS limit break 3) before a tank limit break is required in the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Apocalypse&#039;&#039;&#039;: The boss will summon a total of six trails of light that travel along the arena floor, denoting the locations of large untelegraphed circle AoEs that resolve later. Lines will appear on the arena dividing it into 8 even slices. The AoEs will resolve in the middle or at each cardinal/intercardinal, with their center indicated by when they pulse upwards.&lt;br /&gt;
**The lights will be divided into two sets of three, each originating from opposite cardinals/intercardinals.&lt;br /&gt;
**The first set of water stacks will resolve when the lights are traveling but before the AoEs start resolving.&lt;br /&gt;
**Shortly afterwards, the boss will cast &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;, causing her to jump to one random player and hit them with a large physical AoE that will knock back and kill anyone else caught in it.&lt;br /&gt;
**The boss will then cast &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;, hitting all players with a telegraphed spread AoE that inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up, which resolves concurrently with the first &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs. If anyone is dead before the spread AoEs resolve, a random player will be hit with two AoEs and die.&lt;br /&gt;
**Once the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs leave the middle safe, the second set of water stacks will resolve.&lt;br /&gt;
**The boss will then use &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039;, jumping to the furthest player and using a heavy-hitting physical tankbuster AoE that inflicts an irrelevant {{status effect|physical vulnerability up}} Physical Vulnerability Up.&lt;br /&gt;
**Finally, the boss will use an untelegraphed radial knockback from her new position, which also deals minor magical damage. This knockback cannot be prevented with knockback immunities.&lt;br /&gt;
**Shortly after the knockback, the third and final water stacks will resolve.&lt;br /&gt;
**To solve, the party must first stack for the first water stacks, then &#039;&#039;immediately&#039;&#039; spread after for &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039; (once the first water stack timer expires). There is only around half a second of leeway after the stacks.&lt;br /&gt;
***By pre-positioning in a box formation, each player can telegraph their spread location to others. Melees should spread to be closer to the boss, while ranged spread away.&lt;br /&gt;
***During the spread, players must observe the origins and travel directions (either clockwise or counterclockwise) of the light trails to determine their positions for the &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; spreads.&lt;br /&gt;
***Players will return to their initial role groups (supports and DPS) for these spread regardless of whether they needed to flex for the water stacks. This will ensure that melee jobs have uptime.&lt;br /&gt;
***The correct locations are 45 degrees away from the cardinal/intercardinal where the lights originate. For example, if the lights start north and south (A or C waymarks) and travel counterclockwise, the starting positions are northeast and southwest (2 and 4 waymarks).&lt;br /&gt;
***To determine which role group goes where, players can use the colors of the waymarks, with supports going to red/purple and DPS going to yellow/blue. This specifically refers to the safe waymark locations, not where the lights originate. In the above example, supports would be going to 4 (purple) and DPS to 2 (yellow).&lt;br /&gt;
***At the safe waymark cardinal/intercardinal, ranged jobs will adopt fixed spread positions regardless of which way the lights are traveling. They should both spread at the wall, with one player going 2.5 crystals left and the other going 2.5 crystals right of the &amp;quot;shuriken&amp;quot; that denotes the cardinal or intercardinal.&lt;br /&gt;
***Melee jobs will need to consider the travel direction of the lights. Both melees will each stand on a line and just outside the middle circle to avoid being hit by the middle explosions. If the lights rotate counterclockwise, the melee spread spots are considered &amp;quot;left&amp;quot; (looking at the boss). If they travel clockwise, the spread spots are &amp;quot;right.&amp;quot; In the above example, the MT would stand on the line (D) directly left of the safe waymark line and the OT would stand directly on the safe waymark line (4). If the lights had instead traveled clockwise, the MT would stand directly on the safe waymark line (4) and the OT would stand on the line directly right (C).&lt;br /&gt;
***&#039;&#039;Immediately&#039;&#039; after the first two pulses of the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs, the party must run to inside the light purple circle within the boss&#039;s hitbox to resolve the second water stacks and dodge the remaining circle AoEs.&lt;br /&gt;
****Melee players should run directly straight in, regardless of whether they stood on the safe waymark line.&lt;br /&gt;
****Ranged players should immediately collapse to the safe waymark line and run along it to the middle.&lt;br /&gt;
****Using {{action icon|Sprint}} is highly recommended.&lt;br /&gt;
***If players needed to flex for the first water stacks, they must again flex here and move across to the other group instead.&lt;br /&gt;
***The stacks should be taken within the circle leaning towards the group&#039;s safe waymark side. Players must not stand too close to the middle or they will be hit with both stacks and die.&lt;br /&gt;
***&#039;&#039;Immediately&#039;&#039; after the stacks resolve, one tank must move away to bait &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039; while avoiding the last set of &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs..&lt;br /&gt;
****The bait can be taken on a cardinal/intercardinal that is 90 degrees away from where the light trails originated (&#039;&#039;not&#039;&#039; where the safe waymarks were, ideally on the one that is closer to where the tank took the second water stack). For example, if the lights originated from A and C, the bait locations can be B or D.&lt;br /&gt;
****An easy way to remember the bait location is to only consider the initial safe waymark locations and the direction of the light trails. Following the above example, if the safe spots were &amp;quot;2/4 left&amp;quot;, the bait locations would be the waymarks directly left (looking at the boss) of them: B or D.&lt;br /&gt;
****For convenience, it is common to take this with an invulnerability cooldown. If not, heavy mitigation is required.&lt;br /&gt;
****If one player dies before the second set of water stacks resolve, the tank baiting &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039; with invulnerability can stand directly middle to cover both stacks, preventing players from receiving Mark of Mortality. Note this will not work if the tank is targeted with the second stack.&lt;br /&gt;
***For safety, it is recommended that players who are not baiting the tankbuster go to the middle of the room immediately after the second stacks so they are not clipped with the tankbuster, as the bait timing is fairly tight.&lt;br /&gt;
***After the boss jumps, players must position to be knocked back southwest or southeast in their same water stack groups. Supports default southwest and DPS default southeast. Players must angle themselves carefully to be avoid being knocked into the wall.&lt;br /&gt;
***The final water stacks resolve shortly after the knockback. If there were excessive deaths, the remaining stack target players can opt to sacrifice themselves by taking the stacks solo to prevent more players from receiving Mark of Mortality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Memory&#039;s End (enrage)&#039;&#039;&#039;: The boss must be reduced to below 20% HP before this cast finishes or the party will wipe. If the DPS check was met, the party will instead take high magical raid-wide damage that must be mitigated.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Usurper of Frost]] and [[Oracle of Darkness]]===&lt;br /&gt;
During this phase, a &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039; crystal containing the memories of Ryne and Gaia will spawn on the north wall of the arena. The crystal will take passive damage from mechanics and end up with very low health. Players must avoid baiting AoE attacks on it, or it will eventually break. The crystal cannot be healed and must be kept intact to progress to the final phase. If alive, it will also emit raidwide AoEs (&#039;&#039;&#039;Edge of Oblivion&#039;&#039;&#039;) at designated times, dealing moderate magical damage.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will spawn either north or south (depending on which is further away from Gaia) and become targetable.&lt;br /&gt;
*She will auto-attack her top two highest enmity targets during this phase, so both tanks must be highest and second highest in enmity.&lt;br /&gt;
*&#039;&#039;&#039;Materialization&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039;.&lt;br /&gt;
**The main tank should move the boss to the middle immediately after this cast.&lt;br /&gt;
*The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will transform into her Hraesvelgr form from {{i|Eden&#039;s Verse: Refulgence (Savage)}}. Similar to the original encounter, this will come with baited persistent AoEs (&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;) on each player&#039;s current location.&lt;br /&gt;
**All players should stack, then move away once her wings sprout to avoid the AoEs. Players should move to assigned quadrants, with healers northwest, tanks northeast, ranged DPS southwest, and melee DPS southeast.&lt;br /&gt;
*The &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will become targetable. The off-tank should take highest enmity on her, while the main tank has top enmity on the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039;. The rest of the party should switch to attacking the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; to help balance both boss&#039;s HP, which will become relevant later.&lt;br /&gt;
*The &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039; will emit an &#039;&#039;&#039;Edge of Oblivion&#039;&#039;&#039; raidwide AoE.&lt;br /&gt;
**If any of the Dark Crystals during the intermission were destroyed, this raidwide will instead be called &#039;&#039;&#039;Depths of Oblivion&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Darklit Dragonsong&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. Assigns debuffs to players and begins a sequence of mechanics, while both bosses remain targetable. Even though both bosses cast this action, the damage originates from the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039;, so targeted mitigation (e.g., {{action icon|Addle}}) should be applied to her.&lt;br /&gt;
**All players receive 3 stacks of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, which functions as before.&lt;br /&gt;
**One tank, one healer, and two random DPS will be tethered together and given a 7-second {{status effect|debuff|File:Refulgent chain icon.png}} &#039;&#039;&#039;Refulgent Chain&#039;&#039;&#039; debuff. When it expires, the tethers will activate and the debuff will turn into a 14-second {{status effect|debuff|File:Refulgent fate icon.png}} &#039;&#039;&#039;Refulgent Fate&#039;&#039;&#039;. This functions similarly to the Curse of Everlasting Light tethers from Phase 2, but the tethers will now break if they become too short &#039;&#039;or&#039;&#039; too long, which will wipe the raid.&lt;br /&gt;
**One tethered player and one non-tethered player will each be given an 18-second {{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;. These players will be indicated with stack markers during the cast of &#039;&#039;&#039;Darklit Dragonsong&#039;&#039;&#039;, before the chain debuffs are assigned after the cast finishes.&lt;br /&gt;
**Two towers will appear in melee range, one north and one south. Each tower must be taken by two players, which will give 1 stack of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;.&lt;br /&gt;
**The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will cast &#039;&#039;&#039;The Path of Light&#039;&#039;&#039;, hitting the four closest players to her with a medium-size conal AoE that inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up and gives 1 stack of {{status effect|debuff|File:Lightsteeped icon.png}} &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;.&lt;br /&gt;
**Shortly after the towers and cleaves resolve, the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will jump to one random player with &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;.&lt;br /&gt;
**The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, a half-room cleave indicated by which of her wings is glowing. This resolves at the same time as the Dark Water stacks.&lt;br /&gt;
**Finally, the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will use &#039;&#039;&#039;Somber Dance&#039;&#039;&#039;, jumping to the furthest player from her and hitting them with a heavy-hitting physical AoE tankbuster that inflicts {{status effect|physical vulnerability up}} Physical Vulnerability Up. She will then jump to the closest player (which may be the same player) and use another similar tankbuster AoE.&lt;br /&gt;
**To solve, the party should line up horizontally (north and south) near their assigned quadrants until all debuffs appear. The tethered players will need to take the towers, while the non-tethered players bait the conal AoEs from the middle of the room.&lt;br /&gt;
***There are three possible patterns of initial tethers spawns:&lt;br /&gt;
****Bowtie: The desired pattern that satisfies the distance requirements. No adjustment is needed, and the tethered players can go to the nearest tower.&lt;br /&gt;
****Hourglass: The northeast and southwest tethered players will need to swap to make a bowtie.&lt;br /&gt;
****Box: The northeast and southeast players will need to swap to make a bowtie. Note that because random players are tethered, it is possible that an initial box pattern may appear to be irregularly shaped, but as long as no tethers cross over each other, it is considered a box shape.&lt;br /&gt;
***The non-tethered players will need to bait the conal AoEs to avoid hitting the tethered players and each other. Two players should go west, while the others should go east. Players can use their initial line-ups to determine where to go.&lt;br /&gt;
***In addition, the non-tethered players may potentially need to adjust for the water stacks to ensure that there is one stack north and one stack south. The water stack targets are indicated by the overhead clock marker above two players (one non-tethered and one tethered). For example, if the northwest non-tethered player and a north tethered player both have a marker, the northwest non-tethered player will need to switch with the southwest non-tethered player.&lt;br /&gt;
***&#039;&#039;Immediately&#039;&#039; after the towers and conal AoEs resolve, the party must quickly spread for &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;. Tethered players can move to the intercardinal waymarks, while non-tethered DPS spread east and west of the &#039;&#039;&#039;Usurper of Frost&#039;s&#039;&#039;&#039; hitbox in melee range and non-tethered supports spread far.&lt;br /&gt;
***Afterwards, all players will need to shift over to the safe half of the room from &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. All players should go to their stack groups based on their positions for the towers/cleaves. &lt;br /&gt;
****It is critical that the north water stack does not accidentally hit the &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039;. If it is hit, it will break later in the phase even if no other baited AoE attacks hit it.&lt;br /&gt;
***Once the stacks resolve, one tank will need to move to be the furthest player from the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; (typically on the west or east cardinal at the wall on the safe side) to bait &#039;&#039;&#039;Somber Dance&#039;&#039;&#039;. For convenience, it is common for them to use an invulnerability cooldown and take both hits. In that case, once they bait the first hit, they must move to the middle of her hitbox to bait the second. The rest of the party should be careful not to accidentally bait the tankbusters.&lt;br /&gt;
***The tethers will deactivate immediately before the tankbuster. The party should be careful not to break the tethers by distance before the debuffs disappear.&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: Both bosses with target their highest enmity player with a four-hit magical stack AoE that deals high damage and must be mitigated. The AoEs from the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will inflict a short {{status effect|debuff|File:Light&#039;s design icon.png}} &#039;&#039;&#039;Light&#039;s Design&#039;&#039;&#039;, while the AoEs from &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will inflict a short {{status effect|debuff|File:Darkness&#039;s design icon.png}} &#039;&#039;&#039;Darkness&#039;s Design&#039;&#039;&#039;, which are debuffs that will cause being hit by the other boss&#039;s attack to deal lethal damage.&lt;br /&gt;
**There are two ways of resolving:&lt;br /&gt;
***The party can divide into two groups of four based on their initial light party assignments. This will cause players to take more damage, requiring additional mitigation/healing.&lt;br /&gt;
***One tank can take their AoE solo, while the remaining seven players stack up (the &amp;quot;7-1&amp;quot; strategy). This will require the solo tank to use several personal mitigation cooldowns (except their 40% mitigation due to an upcoming mechanic), but will deal less damage to the rest of the party.&lt;br /&gt;
***Regardless, players must observe both boss&#039;s health and work on equalizing them as much as possible before the next attack.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;: The highest enmity player of the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will be targeted with a hard-hitting magical stack AoE that should be shared by the entire party with mitigation. If the difference between both boss&#039;s HP is more than 5%, the attack will deal lethal unique damage.&lt;br /&gt;
**During the cast, if the difference is too high, the bosses will tether together, with a white tether meaning that the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; is high, and a purple tether meaning that the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; is high.&lt;br /&gt;
**If the HP difference is too great to correct in time, the target tank can run out and sacrifice themselves by taking the stack solo, which will spare the rest of the party.&lt;br /&gt;
**Note that damage from Akh Morn or Morn Afah bypasses tank invulnerabilities or Transcendence from being resurrected.&lt;br /&gt;
*&#039;&#039;&#039;Crystallize Time&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. Note that the damage is split between how many players are currently alive. Assigns debuffs to players and begins a complex sequence of mechanics, while both bosses become untargetable. Even though both bosses cast this action, the damage originates from the Oracle of Darkness, so targeted mitigation should be applied to her. This mechanic combines aspects of Wyrm&#039;s Lament and knockback Hallowed Wings from {{i|Eden&#039;s Verse: Refulgence (Savage)}} along with Advanced Relativity from {{i|Eden&#039;s Promise: Eternity (Savage)}}.&lt;br /&gt;
**&#039;&#039;&#039;Debuffs&#039;&#039;&#039; (each resolve when their timer expires):&lt;br /&gt;
***{{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Blizzard III&#039;&#039;&#039;: Functions as before (donut AoE).&lt;br /&gt;
***{{status effect|debuff|File:Unholy darkness icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039;: Functions as before (5-player stack).&lt;br /&gt;
***{{status effect|debuff|File:Dark eruption icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Eruption&#039;&#039;&#039;: Functions as before (spread).&lt;br /&gt;
***{{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;: Functions as before (4-player stack).&lt;br /&gt;
***{{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Return&#039;&#039;&#039;: Functions as before (rewind).&lt;br /&gt;
***{{status effect|debuff|File:Dark aero iii icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Dark Aero III&#039;&#039;&#039;: The player will emit a large AoE that deals minor magical damage, inflicts a short {{status effect|magic vulnerability up}} Magic Vulnerability Up, and will knock back anyone else in the AoE nearly the entire diameter of the arena.&lt;br /&gt;
***{{status effect|debuff|File:Wyrmclaw icon.png}} &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;: A debuff that must be cleansed by touching a &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; (white dragon head) moving around the arena, or the player will die. The player will leave behind a small white puddle with a blue marker above it for ease of identification.&lt;br /&gt;
***{{status effect|debuff|File:Wyrmfang icon.png}} &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: A debuff that must be cleansed by touching a puddle left behind from a &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; cleanse, or the player will die.&lt;br /&gt;
***{{status effect|debuff|File:Spell in waiting quietus icon.png}} &#039;&#039;&#039;Spell-in-Waiting: Quietus&#039;&#039;&#039;: The player will emit a room-wide AoE that deals minor magical damage.&lt;br /&gt;
**&#039;&#039;&#039;Assignments&#039;&#039;&#039;:&lt;br /&gt;
***Each player will receive a pair of debuffs, which are randomly assigned:&lt;br /&gt;
****A 14-second {{status effect|debuff|File:Dark aero iii icon.png}} &#039;&#039;&#039;Aero&#039;&#039;&#039; and a 40-second {{status effect|debuff|File:Wyrmclaw icon.png}} &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;: 2 players&lt;br /&gt;
****A 14-second {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; and a 17-second {{status effect|debuff|File:Wyrmclaw icon.png}} &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;: 2 players&lt;br /&gt;
****A 14-second {{status effect|debuff|File:Dark blizzard iii icon.png}} &#039;&#039;&#039;Blizzard&#039;&#039;&#039; and a 40-second {{status effect|debuff|File:Wyrmfang icon.png}} &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
****A 17-second {{status effect|debuff|File:Unholy darkness icon.png}} &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039; and a 40-second {{status effect|debuff|File:Wyrmfang icon.png}} &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
****A 14-second {{status effect|debuff|File:Dark eruption icon.png}} &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; and a 40-second {{status effect|debuff|File:Wyrmfang icon.png}} &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
****A 14-second {{status effect|debuff|File:Dark water iii icon.png}} &#039;&#039;&#039;Water&#039;&#039;&#039; and a 40-second {{status effect|debuff|File:Wyrmfang icon.png}} &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
***In addition, all players will receive a 33-second {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewind&#039;&#039;&#039; that will turn into a 7-second {{status effect|debuff|File:Spell in waiting return icon2.png}} &#039;&#039;&#039;Return&#039;&#039;&#039;&lt;br /&gt;
***Finally, three random players will receive a 31-second {{status effect|debuff|File:Spell in waiting quietus icon.png}} &#039;&#039;&#039;Quietus&#039;&#039;&#039;. These can be ignored.&lt;br /&gt;
***The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; herself will receive two independent {{status effect|debuff|File:Spell in waiting return ii icon.png}} &#039;&#039;&#039;Spell-in-waiting: Return II&#039;&#039;&#039; debuffs that will turn into {{status effect|debuff|File:Spell in waiting return ii icon2.png}} &#039;&#039;&#039;Return II&#039;&#039;&#039;, functioning similarly to the &#039;&#039;&#039;Rewind&#039;&#039;&#039; debuffs on players, except the boss&#039;s position will be recorded twice during this mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Mechanic overview and sequence of events&#039;&#039;&#039;:&lt;br /&gt;
***Six &#039;&#039;&#039;Sorrow&#039;s Hourglasses&#039;&#039;&#039; will appear in a regular hexagon formation. These will each use &#039;&#039;&#039;Maelstrom&#039;&#039;&#039;, a late telegraphed large circle AoE whose range is denoted by the circles on the floor that each hourglass is centered on.&lt;br /&gt;
***The &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will use &#039;&#039;&#039;Speed&#039;&#039;&#039;, tethering the north and south hourglasses with fast yellow tethers, causing them to resolve first. She will also tether either the northeast plus southwest, or the northwest plus southeast hourglasses, with slow purple tethers, causing them to resolve third. The two untethered hourglasses will resolve second.&lt;br /&gt;
***Two &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; (dragon head) adds will spawn at the north-middle. One will begin traveling clockwise, while the other will travel counterclockwise. These must each be soaked by players with {{status effect|debuff|File:Wyrmclaw icon.png}} &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; to remove them: the first soak will cause the head to shrink in size and cleanse the first player&#039;s debuff, and the second soak will remove the head while cleansing the second player&#039;s debuff. Each contact will cause the head to emit a large AoE (&#039;&#039;&#039;Longing of the Lost&#039;&#039;&#039;) that deals moderate magical damage to the target but will kill anyone else caught in the AoE. Touching a dragon head without the Wyrmclaw debuff will result in death. Failing to remove a head before it completes a full rotation will cause it to explode (&#039;&#039;&#039;Joyless Dragonsong&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
***The first two hourglass explosions will resolve (always north and south).&lt;br /&gt;
***Afterwards, the first set of elemental Spell-in-Waiting (except for Unholy Darkness) will resolve, and some players will be knocked across the arena from the aeros. This should concurrently occur with the first two dragon head soaks.&lt;br /&gt;
***The second two hourglass explosions will resolve, along with Unholy Darkness (5-player stack).&lt;br /&gt;
***The second set of dragon head soaks should ideally occur immediately after the second hourglass explosions.&lt;br /&gt;
***The third and final set of hourglass explosions will resolve. At the same time, the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will spawn either east or west and use &#039;&#039;&#039;Tidal Light&#039;&#039;&#039;, a series of late telegraphed line AoEs that will travel across the entire arena, one-quarter at a time, based on the arrow telegraphs.&lt;br /&gt;
***She will then spawn either north and south and use &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; again while the {{status effect|debuff|File:Wyrmfang icon.png}} &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; go to their cleanse puddles. &lt;br /&gt;
***The stored &#039;&#039;&#039;Quietus&#039;&#039;&#039; debuffs will resolve, dealing moderate raid-wide magical damage.&lt;br /&gt;
***Each player will drop their {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewind&#039;&#039;&#039;.&lt;br /&gt;
***The &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will then use &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039; on a random player, requiring the party to fully spread.&lt;br /&gt;
***The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will being to cast &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; while all Return debuffs resolve. After the party and the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; are transported, they will be knocked back most of the diameter of the arena by &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; relative to where the boss is located, dealing magical damage. The four closest players to her will receive a {{status effect|magic vulnerability up}} Magic Vulnerability Up, while the closest player will take extra damage. This attack then repeats from the &#039;&#039;&#039;Usurper of Frost&#039;s&#039;&#039;&#039; second stored position.&lt;br /&gt;
****Specifically, damage is based on the distance order of the player relative to Shiva. The first player will take around 160k base damage, the second around 70k, third and fourth around 55k, fifth around 40k, sixth around 15k, and seventh and eighth around 10k.&lt;br /&gt;
****The Magic Vulnerability Up increases magic damage taken by 400%, so the fifth player hit with this vulnerability will take approximately the same damage as the first player without it. &amp;lt;ref&amp;gt;https://ffxiv.tuufless.com/ultimates/fru/04_gaia_and_shiva/&amp;lt;/ref&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Initial positions&#039;&#039;&#039;:&lt;br /&gt;
***In the following descriptions, note that the six overlapping circles on the floor will form six &amp;quot;petals&amp;quot;.&lt;br /&gt;
***{{status effect|debuff|File:Dark blizzard iii icon.png}}{{status effect|debuff|File:Wyrmclaw icon.png}} go east and west, just outside the circle of the arena containing the X and O floor patterns.&lt;br /&gt;
***{{status effect|debuff|File:Dark aero iii icon.png}}{{status effect|debuff|File:Wyrmclaw icon.png}} go near the southwest and southeast intercardinals at the wall, just outside the petals.&lt;br /&gt;
***For the red debuff players, since two players will receive each pair, supports can default to west/southwest and DPS to east/southeast. They can use the same priority as in Apocalypse if adjustments are needed.&lt;br /&gt;
***{{status effect|debuff|File:Dark eruption icon.png}}{{status effect|debuff|File:Wyrmfang icon.png}} goes to near the northern intercardinal closest to where the northern purple tether is pointing toward. Be &#039;&#039;just&#039;&#039; outside the curved lines forming the petal instead of directly on the intercardinal. Otherwise, this player risks  hitting the crystal with their spread AoE or being hit with the dragon head explosion.&lt;br /&gt;
***All other {{status effect|debuff|File:Wyrmfang icon.png}} go near the southern intercardinal closest to where the southern purple tether is pointing toward. One {{status effect|debuff|File:Dark aero iii icon.png}}{{status effect|debuff|File:Wyrmclaw icon.png}} will also be in this group of 4 people. The {{status effect|debuff|File:Wyrmfang icon.png}} players need to be slightly in front of the Aero player.&lt;br /&gt;
**&#039;&#039;&#039;Resolution (part 1)&#039;&#039;&#039;:&lt;br /&gt;
***{{status effect|debuff|File:Dark blizzard iii icon.png}}{{status effect|debuff|File:Wyrmclaw icon.png}} stand still and allow the dragon head to come to them to cleanse their debuffs. Afterwards:&lt;br /&gt;
****The player on the same (east or west) side as the {{status effect|debuff|File:Dark eruption icon.png}} player must immediately run up to them upon contacting the head and join the other {{status effect|debuff|File:Wyrmfang icon.png}} players for the 5-person stack.&lt;br /&gt;
****The player on the opposite side must immediately run to the nearest cardinal (east or west) and lean south, just outside the petals. By doing so, they will dodge the second set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoEs and not risk being hit with the dragon head explosions from the southwest/southeast Aero players. Note that the particle effects from this player&#039;s dragon head explosion will partially obscure the late AoE telegraph from the hourglass. After this telegraph disappears, this player will immediately run to the north along the wall to join the other players at the north, by the crystal.&lt;br /&gt;
***{{status effect|debuff|File:Dark aero iii icon.png}}{{status effect|debuff|File:Wyrmclaw icon.png}} start just outside the petals. Once the first set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoE telegraphs disappear, they move to within the petals for their Aero debuffs to resolve, then continue moving south to end up just outside the petals again.&lt;br /&gt;
****Afterwards, wait until the second set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoE telegraphs disappear.&lt;br /&gt;
****Both of these players must then immediately run to contact the dragon heads near the southwest and southeast intercardinals. &#039;&#039;It is critical that these players run &amp;quot;head-on&amp;quot; into the dragon head in order for it to register.&#039;&#039; One way to do this is to run to just south of the intercardinal waymarks, then wait for the dragon head to contact.&lt;br /&gt;
****After removing the dragon heads, these players just must then meet up south to dodge the third set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoEs. To do so, they should move directly south from where they touched the head, then move along the wall back to south. Otherwise, they risk being hit with the other Aero player&#039;s dragon head explosion if the cleanses were not perfectly synchronized.&lt;br /&gt;
***{{status effect|debuff|File:Dark eruption icon.png}}{{status effect|debuff|File:Wyrmfang icon.png}} resolve their spread debuff at their initial position, then meet up with the 4 players being knocked toward them and resolve the 5-person stack on the intercardinal at the wall. Afterwards, move to the north of the arena to dodge the final &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoEs.&lt;br /&gt;
***All other {{status effect|debuff|File:Wyrmfang icon.png}} players wait until the first set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; telegraphs disappear (during which the 4-person stack resolves), then move to inside the petal and take the knockback from the Aero player on their side. These players will be knocked towards the {{status effect|debuff|File:Dark eruption icon.png}} player and take the 5-person stack. The stack can be taken at the intercardinal; any closer to the crystal will risk hitting it. There is little time to adjust between the knockback and stack, so players who are being knocked back must angle themselves carefully.&lt;br /&gt;
**&#039;&#039;&#039;Resolution (part 2)&#039;&#039;&#039;:&lt;br /&gt;
***By now, the two {{status effect|debuff|File:Dark aero iii icon.png}}{{status effect|debuff|File:Wyrmclaw icon.png}} will be south, and the remaining six players will be north by the crystal. In addition to the third &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; circle AoEs, the &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; line AoEs from the east or west will begin resolving, and it is recommended to dodge into the second line AoE telegraph when it disappears.&lt;br /&gt;
***The party must take note of where the &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; telegraphs are originating to determine the correct intercardinal to move towards. For example, if the first set comes from the east, and the second set comes from the north, the correct intercardinal is northeast.&lt;br /&gt;
***When running across the arena, players will also need to dodge the &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; telegraphs coming from north or south.&lt;br /&gt;
***The four players who formerly had {{status effect|debuff|File:Wyrmclaw icon.png}} can immediately move to the correct intercardinal.&lt;br /&gt;
***However, the four players with {{status effect|debuff|File:Wyrmfang icon.png}} must cleanse their debuffs by stepping on the puddles left over from the initial dragon head explosions. To prevent ambiguity, the following assignments are made:&lt;br /&gt;
****{{status effect|debuff|File:Dark eruption icon.png}}: Cleanse by the D waymark (west)&lt;br /&gt;
****{{status effect|debuff|File:Dark blizzard iii icon.png}}: Cleanse by the 4 waymark (southwest)&lt;br /&gt;
****{{status effect|debuff|File:Dark water iii icon.png}}: Cleanse by the 3 waymark (southeast)&lt;br /&gt;
****{{status effect|debuff|File:Unholy darkness icon.png}}: Cleanse by the B waymark (east)&lt;br /&gt;
****Note that with the exception of Blizzard, the cleanse location waymarks and debuff colors are color-coded for ease of remembering.&lt;br /&gt;
****These Spell-in-waiting debuffs will have expired by the time players move to cleanse {{status effect|debuff|File:Wyrmfang icon.png}}, so they need to remember their original debuff assignment.&lt;br /&gt;
***After cleansing their debuffs, these players must run to the correct intercardinal, dodging any lingering line AoEs.&lt;br /&gt;
***At the intercardinal, all players will drop their {{status effect|debuff|File:Spell in waiting return icon.png}} &#039;&#039;&#039;Rewinds&#039;&#039;&#039;. They need to position correctly to prevent deaths from the proximity-based damage of the upcoming &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;.&lt;br /&gt;
****Orienting at the wall, DPS and healers should place their Rewinds at the corners of the intercardinal waymark, with group 1 going west and group 2 going east.&lt;br /&gt;
****Tanks need to be slightly in front of their respective light party so they are the closest to the wall.&lt;br /&gt;
***After placing their rewinds the party must immediately spread for &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;. Tanks can spread at the wall by the intercardinal, healers behind them, and DPS going far with ranged DPS going the furthest. Players must ensure to not be too close to the crystal at north.&lt;br /&gt;
***Prior to being stunned and the rewinds resolving, the party should use light mitigation and tanks should use personal mitigation (e.g. their 120 second cooldown plus a short cooldown) to serve as a safety net in case the rewinds were misplaced. If any player notices they have greatly misplaced their rewind, they can use knockback resist to potentially avoid being knocked into the death wall.&lt;br /&gt;
***Players are stunned, knocked back twice by &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, and the mechanic concludes.&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; + &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;: Resolved similarly as before. If following the &amp;quot;7-1&amp;quot; strategy, the solo tank should trade places with the stack tank to ensure they have enough mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; + &#039;&#039;&#039;Memory&#039;s End (enrage)&#039;&#039;&#039;: Both bosses must be defeated before either cast finishes, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
If all of the &#039;&#039;&#039;Crystals of Darkness&#039;&#039;&#039; during the intermission and the &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039; in phase 4 were kept alive, the party will be stunned and a cutscene will play, transitioning into the final phase. Otherwise, an untargetable &#039;&#039;&#039;Guardian of Eden&#039;&#039;&#039; will spawn and wipe the party with &#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: [[Pandora]]===&lt;br /&gt;
The boss will auto-attack the highest and second highest enmity players, so the tanks should have top two aggro.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fulgent Blade&#039;&#039;&#039;: High physical raid-wide damage, requiring mitigation.&lt;br /&gt;
**Will also spawn several six intersecting lines on the ground centered on a semi-random location.&lt;br /&gt;
**These lines are divided into three sets. Each set has two intersecting lines at a 45 degree angle.&lt;br /&gt;
**One set of lines will begin glowing, either the most clockwise or most counterclockwise set, followed by the others in a clockwise or counterclockwise pattern.&lt;br /&gt;
**The lines will cascade outwards as light or dark-aspected line AoEs (&#039;&#039;&#039;The Path of Light&#039;&#039;&#039; / &#039;&#039;&#039;The Path of Darkness&#039;&#039;&#039;), in the order they started glowing. The initial AoEs from each set will have a late telegraph, while the remaining ones are untelegraphed. Players who are hit by these AoEs will take high damage and receive either {{status effect|debuff|File:Light resistance down ii icon1.png}} &#039;&#039;&#039;Light Resistance Down II&#039;&#039;&#039; or {{status effect|debuff|File:Dark resistance down ii icon1.png}} &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039;, depending on the element of the AoE they were hit with.&lt;br /&gt;
**To solve, the party must first identify the first set of lines to glow and determine whether they glow clockwise or counterclockwise.&lt;br /&gt;
***Stand near the middle of the region surrounded by all the lines but leaning away from the first set.&lt;br /&gt;
***Wait for two pulses of the first set of the AoEs, then move into the &amp;quot;diamond&amp;quot; formed by their intersection in the second set. Specifically:&lt;br /&gt;
****If the lines glow clockwise, go near the left tip of the diamond (facing the edge of the arena closest to where they originated from).&lt;br /&gt;
****If the lines glow counterclockwise, go near the right tip of the diamond.&lt;br /&gt;
***Wait for two pulses of the second set of AoEs, then repeat this dodge pattern.&lt;br /&gt;
***Wait for two pulses of the third set of AoEs, then go to anywhere in the diamond.&lt;br /&gt;
**Shortly after the second set begins resolving, the boss will begin casting &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;, targeting a random player on her left with a light-aspected AoE and a random player on her right with a dark-aspected AoE. Both AoEs inflict high split damage, requiring mitigation, and should be split by four players each. These do not inflict Mark of Mortality if taken by fewer than four people. Anyone with a light/dark vulnerability debuff from being hit by the line AoEs will die if they are hit by the stack AoE of the same element as their debuff.&lt;br /&gt;
***After moving into the third diamond, group 1 should begin moving left and group 2 should move right (facing the boss) to resolve &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;. Players can use the targeting ring &amp;quot;nipple&amp;quot; to guide, as the AoEs are boss relative. While the boss will roughly face the party if the main tank dodges with the group, one light party may need to run further and should be mindful of any lingering line AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;: The boss will sequentially spawn three towers, each of which must be soaked by two people.&lt;br /&gt;
**The towers will be 120 degrees from each other and be true northwest, northeast, and south, although the spawn order is random.&lt;br /&gt;
**Towers that are soaked will inflict minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;) and a 7-second {{status effect|magic vulnerability up}} Magic Vulnerability Up, making another tower soak by the same player lethal. Towers are not fully soaked will explode for high damage and Damage Down (&#039;&#039;&#039;Unmitigated Explosion&#039;&#039;&#039;).&lt;br /&gt;
**At the same time as the towers start spawning, the boss will cast &#039;&#039;&#039;Wings Dark and Light&#039;&#039;&#039;. Either her dark or light wing will begin glowing, followed by the other.&lt;br /&gt;
***If her dark wing starts glowing first, she will face the highest enmity player and use a large physical tankbuster cleave, hitting her entire right side and a 45 degree region from her north on her left side. At the same time, she will hit the closest player that is &#039;&#039;not&#039;&#039; the highest enmity player with a medium-sized magical tankbuster AoE. This player will be tethered with a purple tether. This is immediately followed by her light-aspected tankbusters.&lt;br /&gt;
***If her light wing starts glowing first, she will face the highest enmity player and use a large physical tankbuster cleave, hitting her entire left side and a 45 degree region from her north on her right side. At the same time, she will hit the furthest player that is not the highest enmity player with a medium-sized magical tankbuster AoE. This player will be tethered with a white tether. This is immediately followed by her dark-aspected tankbusters.&lt;br /&gt;
***The tankbusters either will inflict a brief {{status effect|physical vulnerability up}} Physical Vulnerability (cleaves) or {{status effect|magic vulnerability up}} Magic Vulnerability Up (tethers) and deal very high damage, requiring heavy mitigation or an invulnerability cooldown.&lt;br /&gt;
**This mechanic requires that the tanks handle the tankbusters to avoid hitting others, while the rest of the party handles of the towers.&lt;br /&gt;
***All players should orient to the first tower to appear, which will be considered relative south for this mechanic.&lt;br /&gt;
***DPS and healers:&lt;br /&gt;
****Healers take the first (south) tower. DPS stay outside at the sides of the tower. &lt;br /&gt;
****After the first tankbusters, DPS and healers must immediately run north, with light party 1 DPS taking the northwest tower and light party 2 DPS taking the northeast tower. Healers must now stay out because they will have Magic Vulnerability.&lt;br /&gt;
****The party should be just outside the hitbox to avoid being hit with the dark tankbuster tether AoE.&lt;br /&gt;
****For the second and third towers, the DPS should lean toward the other light party&#039;s tower as much as possible (while still being in their assigned tower) as these towers will partially be overlapped with the second tankbuster cleave. This will help prevent deaths if the tank is slightly misangled.&lt;br /&gt;
***Tanks:&lt;br /&gt;
****The positions and movements depend on which of the boss&#039;s wings glow first.&lt;br /&gt;
****If dark first:&lt;br /&gt;
*****The main tank should stand in the middle of the northwest tower, where they will take the cleave. The off tank should stand within the boss&#039;s hitbox near the middle of the the room and leaning southwest, where they will take the purple tether. &lt;br /&gt;
*****After the first tankbuster set, the off tank must {{action icon|Provoke}} (this can also be done during the Wings Dark and Light castbar).&lt;br /&gt;
*****The main tank should now go to the north edge of the room to bait the white tether tankbuster away from the party, while the off tank is in melee range southwest to take the second cleave. To avoid mis-angling the cleave, the off tank can align themselves to the middle of the tower directly across from them; the lines on the floor are not a reliable guide for alignment.&lt;br /&gt;
****If light first:&lt;br /&gt;
*****The main tank should stand in the middle of the northeast tower, where they will take the cleave. The off tank should stand well outside the boss&#039;s hitbox southeast, where they will take the white tether. &lt;br /&gt;
*****After the first tankbuster set, the off tank must {{action icon|Provoke}} (this can also be done during the Wings Dark and Light castbar).&lt;br /&gt;
*****The main tank should now go inside the boss&#039;s hitbox near the center of the room leaning north to bait the purple tether tankbuster away from the party, while the off tank is in melee range southeast to take the second cleave. To avoid mis-angling the cleave, the off tank can align themselves to the middle of the tower directly across from them; the lines on the floor are not a reliable guide for alignment.&lt;br /&gt;
*&#039;&#039;&#039;Polarizing Strikes&#039;&#039;&#039;: The boss will target a random player on her left with a light-aspected line AoE (&#039;&#039;&#039;Cruel Path of Light&#039;&#039;&#039;) and a random player on her right with a dark-aspected line AoE (&#039;&#039;&#039;Cruel Path of Darkness&#039;&#039;&#039;).&lt;br /&gt;
**The AoEs inflict moderate split magical damage, a short {{status effect|magic vulnerability up}} Magic Vulnerability Up, and either {{status effect|debuff|File:Light resistance down ii icon1.png}} &#039;&#039;&#039;Light Resistance Down II&#039;&#039;&#039; or {{status effect|debuff|File:Dark resistance down ii icon1.png}} &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039; depending on their element. Only the players closest to the boss in each line stack will receive the elemental vulnerability debuff.&lt;br /&gt;
**The line AoEs will temporarily linger and resolve as a follow-up AoE, requiring the party to dodge out of them.&lt;br /&gt;
**The boss will then use &#039;&#039;&#039;Polarizing Paths&#039;&#039;&#039; three times, functioning identically to the first set of AoEs but with a shorter cast time.&lt;br /&gt;
**To solve, the party should again split into light parties, with group 1 southwest and group 2 southeast relative to the boss. Tanks should be in front first.&lt;br /&gt;
***After the first set of line AoEs, the party can collapse south to dodge the follow-up AoEs, then return to southwest/southeast for the second set. However, tanks must now switch to the other group and not be in front for the remaining AoEs. The melee DPS should now be front instead.&lt;br /&gt;
***Ranged DPS should be in front for the third set, and healers for the fourth set.&lt;br /&gt;
***Players must switch to the other group for the remaining AoEs after it is their turn to be in front, e.g. the group 1 melee would go SW (not in front) &amp;gt; SW (in front) &amp;gt; SE (not in front) &amp;gt; SE (not in front).&lt;br /&gt;
***Players can dodge back to southwest/southeast once they hear the &amp;quot;shimmering&amp;quot; sounds of the follow-up AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Pandora&#039;s Box&#039;&#039;&#039;: Catastrophic raid-wide magical damage that requires either a {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} level 3 tank limit break, or a level 2 tank limit break plus heavy party mitigation, to survive.&lt;br /&gt;
*&#039;&#039;&#039;Fulgent Blade&#039;&#039;&#039; + &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; + &#039;&#039;&#039;Wings Dark and Light&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Polarizing Strikes&#039;&#039;&#039; + &#039;&#039;&#039;Polarizing Paths&#039;&#039;&#039; x3&lt;br /&gt;
*&#039;&#039;&#039;Fulgent Blade&#039;&#039;&#039; + &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Paradise Lost (enrage):&#039;&#039;&#039; The boss must be defeated before this slow cast finishes or the party will wipe. Around two-thirds of the way through the cast, the party will be given a free 3 bars of limit break gauge, allowing for a melee DPS limit break to help finish her off if needed.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Oracle Totem}}&lt;br /&gt;
* [[Futures Rewritten Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing Futures Rewritten (Ultimate). This restriction was removed in [[Patch 7.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] {{coords|8.7, 13.5}} for [[Ultimate Edenmorn Weapons]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Alternative Destiny}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
*The world first clear, as recognized by unofficial leaderboard site MogTalk, was achieved by the North American team Kindred on stream on 28 November 2024 at 23:41 PST (07:41 UTC). &amp;lt;ref&amp;gt;https://x.com/birdimp/status/1862402893456056336&amp;lt;/ref&amp;gt;&lt;br /&gt;
*The Japanese team Lucrezia achieved world second on 29 November 2024 at 16:50 JST (07:50 UTC). &amp;lt;ref&amp;gt;https://x.com/TeamLucrezia/status/1862404539103748499&amp;lt;/ref&amp;gt;&lt;br /&gt;
*This ultimate had the fastest world first time in the history of the game at 2 days, 21 hours, and 41 minutes.&lt;br /&gt;
*The first reported clear was from the Japanese team GRIND on November 28, 2024 at 19:28 PST (03:28 UTC), after 2 days and 17 hours of progression time. This team did not stream their progression to the public. However, after allegations that one member was using a third party tool to display a red dot representing the hitbox of their character, their clear was disqualified by MogTalk. &amp;lt;ref&amp;gt;https://x.com/FrostyMog/status/1862383221570216427&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All NPC lines are voice acted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutscene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; There&#039;s a voice in my head... I-I can&#039;t control Eden.&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Ungh... Ahhhhhh!&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; At last, by the Oracle of Light&#039;s power, I have broken free!&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Here and now, I shall fulfill our promise!&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Unto the mightiest being, in this child&#039;s heart, I give form!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; I&#039;m the only one fit to protect her... &#039;&#039;(Upon pull)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; You&#039;re no match for me! &#039;&#039;(Cyclonic Break)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; A feeble shield protects nothing! &#039;&#039;(Powder Mark Trail)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Come! Show me your strength! &#039;&#039;(Utopian Sky)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Light claim you! &#039;&#039;(Turn of the Heavens)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Have at you! &#039;&#039;(final Burnt Strike)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Only I can protect her! &#039;&#039;(Burnished Glory enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Fools... You would stoke the fires of conflict? &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Your blood shall freeze! &#039;&#039;(Diamond Dust)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Cleave! &#039;&#039;(Axe Kick)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; Reap! &#039;&#039;(Scythe Kick)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; The Light shall usher in peace! &#039;&#039;(Redress)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Sink into silence! &#039;&#039;(Twin Silence)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; In stillness freeze! &#039;&#039;(Twin Stillness)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Darkness begone! &#039;&#039;(Banish III)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Light consume you! &#039;&#039;(Light Rampant)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Still you resist. Then we shall unleash the Light within! &#039;&#039;(Absolute Zero enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; No! I won&#039;t let you!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Aaaaaahhh! &#039;&#039;(boss untargetable)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; She won&#039;t last much longer!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Yaaaaaargh!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Hold on, Ryne! &#039;&#039;(crystals targetable)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Is my Darkness not enough!? &#039;&#039;(if Dark Crystals were defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; My power surges! &#039;&#039;(all Light Crystals defeated and if Dark Crystals were not defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne, are you alright!? &#039;&#039;(Ice Veil defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I am thanks to you, Gaia.&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; You&#039;re Mitron! Ugh... Aaaaaahhh!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I am Loghrif, servant of Zodiark. &#039;&#039;(upon spawn, Hell&#039;s Judgment)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I shall restore the power of Darkness to this star.&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Past...present...future. &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; The laws of time are in chaos!&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Infinite possibilities condensed into a single moment! &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Succumb to the darkness! &#039;&#039;(Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O ruination! &#039;&#039;(Spell-in-Waiting Refrain)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O Chaotic Dark, descend and quench Light! &#039;&#039;(Apocalypse)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Shadows fall! &#039;&#039;(final Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Her awakening is incomplete... Their memories weaken the link. &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Such impediments to our resonance must be expunged. &#039;&#039;(Materialization)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Come to me, Hraesvelgr! &#039;&#039;(Redress/Akh Rhai)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I shall weave a new Dragonsong! &#039;&#039;(Darklit Dragonsong)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vision of Gaia:&#039;&#039;&#039; I told you it would make a great necklace. &#039;&#039;(The Path of Light)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vision of Ryne:&#039;&#039;&#039; Ohhh...It&#039;s beautiful! I think it&#039;ll really suit you! &#039;&#039;(The Path of Light)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vision of Gaia:&#039;&#039;&#039; Me? But I thought you should have it... &#039;&#039;(Hallowed Wings)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost &amp;amp; Oracle of Darkness:&#039;&#039;&#039; Light and Darkness, gather to me! &#039;&#039;(Akh Morn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Pain shall be fleeting, joy everlasting... &#039;&#039;(Crystallize Time)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; As I wish it, so shall the river of time flow! &#039;&#039;(Crystallize Time)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; The laws of time are in chaos!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutscene&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; You endure? Another approach, then...&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I am yours, and you are mine!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; I won&#039;t let you do as you please!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; What is this!?&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne... Are you there?&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Gaia?&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Raaaaaargggh!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; No one will erase our promise. No one!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the dark crystals or fragments of fate were destroyed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; The time is come. Together, we shall rejoin the Darkness!&lt;br /&gt;
:&#039;&#039;&#039;Guardian of Eden:&#039;&#039;&#039; We shall bring eternal harmony. &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Guardian of Eden:&#039;&#039;&#039; Tranquility and vitality in perfect balance... &#039;&#039;(Paradise Lost enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; I&#039;ll never stop. As many times as it takes! &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; So close to realizing our perfect utopia... &#039;&#039;(Paradise Regained)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; We&#039;re not going to disappear!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Aye, we&#039;re too stubborn for that!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; We&#039;ll get through this, Ryne!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Yes, together!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; This cacophony... My head... &#039;&#039;(Pandora&#039;s Box)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; Transcend your limits to survive!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Begone from my memories! Every last trace of you! &#039;&#039;(Pandora&#039;s Box)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Our friend won&#039;t fail us!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; You&#039;d better not, or I&#039;ll never let you hear the end of it!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; When next I return, I &#039;&#039;will&#039;&#039; succeed! &#039;&#039;(second Akh Morn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; We won&#039;t give up on the future! &#039;&#039;(third Akh Morn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Please, let our prayers be heard!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; If this place cannot be our utopia... &lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Then naught in existence holds meaning! &#039;&#039;(Paradise Lost enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; That&#039;s a little melodramatic, don&#039;t you think!?&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; You can weather this! I know you can!&lt;br /&gt;
:&#039;&#039;&#039;Ryne &amp;amp; Gaia:&#039;&#039;&#039; Yaaaaaargh! &#039;&#039;(enrage cast nearly finishes - only said if boss&#039;s HP is sufficiently low, but is not entirely predictive of a kill)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Our promise fades... &#039;&#039;(if wiping to enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1: Fatebreaker|The Legendary Beast}}&lt;br /&gt;
{{music table row|Phase 2: Usurper of Frost|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Intermission: Ice Veil|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 3: Oracle of Darkness|The Extreme}}&lt;br /&gt;
{{music table row|Phase 4: Usurper of Frost and Oracle of Darkness|Promises to Keep}}&lt;br /&gt;
{{music table row|Phase 5: Pandora|Return to Oblivion (Scions &amp;amp; Sinners: Band)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
FRU intro.jpg&lt;br /&gt;
FRU boss.jpg&lt;br /&gt;
Fatebreaker FRU.jpg|2024 Chinese Fan Festival [[Fatebreaker]] preview - Fall of Faith mechanic&lt;br /&gt;
FRU Live Letter 1.jpg|Fatebreaker&lt;br /&gt;
FRU Live Letter 2.jpg|[[Oracle of Darkness]] - Apocalypse mechanic&lt;br /&gt;
FRU complete.jpg|Post-completion scene&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/ue7w9jJH Pastebin containing strategies - North America]&lt;br /&gt;
*[https://pastebin.com/zYiHTmVi Pastebin containing strategies - European Datacenters (LPDU)]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/u/1/d/1M1LHe4mpb1lyxkLWJxrDwe_JH897nickG3XLTtwnI90/htmlview?gid=598251485# Mitigation/healing spreadsheet - &amp;quot;FRU Mit But Good&amp;quot; (FMBG) - North America]&lt;br /&gt;
*[https://github.com/WCGH/FRU-Sim Solo simulator for Light Rampant, Ultimate Relativity, Apocalypse, and Crystallize Time]&lt;br /&gt;
*[https://ffxiv.tuufless.com/ultimates/fru/ Site containing strategies used by Elemental DC]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The raid was first revealed at the 2024 Japanese Fan Festival, making it the first ultimate raid to be revealed in a Fan Festival prior to an expansion release, instead of a Live Letter prior to a major patch.&lt;br /&gt;
*This is also the first ultimate raid to be referenced in the key art of a major patch.&lt;br /&gt;
*The theme of this raid breaks the existing pattern of prior ultimate raids (8-man raid &amp;gt; main story &amp;gt; 8 man raid &amp;gt; main story, etc.) because the prior ultimate raid, {{i|The Omega Protocol (Ultimate)}} was also based on a raid series. An ultimate raid based on the &#039;&#039;Stormblood&#039;&#039; main story was apparently skipped.&lt;br /&gt;
*This ultimate is named after Shadowbringers [[Patch 5.4]] &amp;quot;Futures Rewritten&amp;quot;, which introduced the final tier of the [[Eden]] raid series the ultimate is based off.&lt;br /&gt;
*This is the first ultimate where all dialogue is fully voice acted. There are also several new voice lines compared to the original fights, including lines that have been re-recorded.&lt;br /&gt;
*The elimination of passive limit break generation with duplicate jobs was a newly added change with the release of this ultimate. Regardless, the fight was cleared on December 27, 2024 with a party including 4 pictomancers. &amp;lt;ref&amp;gt;https://x.com/takomi_82_96/status/1872903535735828526/photo/1&amp;lt;/ref&amp;gt; This was likely made possible by the fact that there is no mandatory limit break check until the end of the fight, and limit break gauge can still be generated by healing allies from critical HP.&lt;br /&gt;
*As of [[patch 7.1]], pictomancer is an exceptionally powerful job for this encounter (and other ultimate raids) due to its ability to paint motifs during downtime mechanics and phase transitions, storing high-potency attacks for when the boss becomes targetable. As a result, pictomancer was nerfed in [[patch 7.2]] and some of its burst damage was transferred to its basic spell combos.&lt;br /&gt;
*The fight was cleared on February 8, 2025 with a full party using IL 690 weapons (45 item levels below the 735 weapon IL intended for the fight).&amp;lt;ref&amp;gt;https://x.com/eis1008/status/1888153127981031537/photo/1&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.twitch.tv/videos/2375461327?t=3h57m30s&amp;lt;/ref&amp;gt;&lt;br /&gt;
*The fight was cleared on February 11, 2025 with no healers.&amp;lt;ref&amp;gt;https://www.bilibili.com/video/BV1QZNzeNEoQ/&amp;lt;/ref&amp;gt;&lt;br /&gt;
*The fight was cleared on March 7, 2025 with no tanks.&amp;lt;ref&amp;gt;https://youtu.be/8dwozkUeh04?si=sBvpqs1K8yEF3DpH&amp;lt;/ref&amp;gt;. This required a 3-healer composition to have enough party mitigation for Pandora&#039;s Box.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Command_Missions&amp;diff=1525646</id>
		<title>Command Missions</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Command_Missions&amp;diff=1525646"/>
		<updated>2026-08-24T17:53:35Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stormblood expansion content}}[[File:command missions1.jpg|right|400px]]&lt;br /&gt;
{{Quotation|[https://na.finalfantasyxiv.com/patch/4_1/ Patch 4.1 Special Site]|Put your squadron&#039;s training to the test with command missions─four-man unit operations that will take you on forays into perilous dungeons. With an increased level cap and the option to glamour your squadron&#039;s equipment, now is your chance to impress the higher-ups and make a name for yourself in your Grand Company.}}&lt;br /&gt;
&lt;br /&gt;
[[Command Missions]] is a feature of [[Adventurer Squadrons]] released in [[patch 4.1]] of [[Stormblood]].  It allows the player to enter an [[dungeon]] with 3 unit members. While unit members have their own free will, responding as the situation demands, they can be given orders to guide their actions.&amp;lt;br&amp;gt;&lt;br /&gt;
Completing five &#039;&#039;different&#039;&#039; dungeons is the first requirement to be promoted to Captain. You will not be offered [[Flagged Mission: Sapper Strike]] until you do.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Squadron Rank 2 or above&lt;br /&gt;
*Listen to the squadron sergeant&#039;s explanation about new missions&lt;br /&gt;
&lt;br /&gt;
==Eligible Dungeons==&lt;br /&gt;
{| {{STDT|pve align-center}}&lt;br /&gt;
! Dungeon !! Level !! IL !! Expenditures !! Squadron EXP&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Halatali]] || 20 || || {{company seal|1000}} || {{squadexp|4500}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Thousand Maws of Toto-Rak]] || 24 || || {{company seal|1200}} || {{squadexp|5400}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Brayflox&#039;s Longstop]] || 32 || || {{company seal|1600}} || {{squadexp|7200}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Stone Vigil]] || 41 || || {{company seal|2000}} || {{squadexp|9000}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Dzemael Darkhold]] || 44 || || {{company seal|2200}} || {{squadexp|9900}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Aurum Vale]] || 47 || || {{company seal|2400}} || {{squadexp|10800}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Wanderer&#039;s Palace]] || 50 || 110 || {{company seal|2500}} || {{squadexp|11250}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Pharos Sirius]] || 50 || 110 || {{company seal|2500}} || {{squadexp|11250}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Copperbell Mines (Hard)]] || 50 || 110 || {{company seal|2500}} || {{squadexp|11250}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Brayflox&#039;s Longstop (Hard)]] || 50 || 110 || {{company seal|2500}} || {{squadexp|11250}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Wanderer&#039;s Palace (Hard)]] || 50 || || {{company seal|2500}} || {{squadexp|11250}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Sohm Al]] || 53 || || {{company seal|2800}} || {{squadexp|12600}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Vault]] || 57 || || {{company seal|3000}} || {{squadexp|13500}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[The Fractal Continuum]] || 60 || 210 || {{company seal|3500}} || {{squadexp|15750}}&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;left&amp;quot;| [[Pharos Sirius (Hard)]] || 60 || 240 || {{company seal|3500}} || {{squadexp|15750}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Players must have unlocked these dungeons prior to deploying command missions. &lt;br /&gt;
*Party composition is restricted to 1 {{healer}} [[Healer]], 1 {{tank}} [[Tank]], and 2 {{dps}} [[DPS]].&lt;br /&gt;
*[[Limited Jobs]] (such as {{BLU}} [[Blue Mage]]) are not allowed in command missions.&lt;br /&gt;
&lt;br /&gt;
==Forming a Party==&lt;br /&gt;
To start a command mission, a party of one tank, one healer, and two DPS is required. This includes the player&#039;s role.&lt;br /&gt;
&lt;br /&gt;
1. Select &amp;quot;Command missions&amp;quot; after speaking with the squadron sergeant.&lt;br /&gt;
&lt;br /&gt;
[[File:command missions forming a party1.png]]&lt;br /&gt;
&lt;br /&gt;
2. Select a command mission from the list.&lt;br /&gt;
&lt;br /&gt;
[[File:command missions forming a party2.png]]&lt;br /&gt;
&lt;br /&gt;
3. Choose the unit members you wish to take, and select &amp;quot;Deploy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:command missions forming a party3.png]]&lt;br /&gt;
&lt;br /&gt;
4. You will now enter the command mission with the selected unit members.&lt;br /&gt;
&lt;br /&gt;
[[File:command missions forming a party4.png]]&lt;br /&gt;
&lt;br /&gt;
==Giving Orders==&lt;br /&gt;
The Orders hotbar will appear upon entering a command mission, and includes the various Order actions.&lt;br /&gt;
&lt;br /&gt;
[[File:command missions giving orders1.png]]&lt;br /&gt;
&lt;br /&gt;
The available Orders are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engage&#039;&#039;&#039; - Tells your unit to attack the targeted enemy.&lt;br /&gt;
* Specifically, the tank will pull the enemy with a ranged attack if it has not already been aggro&#039;d.&lt;br /&gt;
* If you are the tank, then a unit member with a ranged attack will pull the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disengage&#039;&#039;&#039; - Disengage tells your unit to break off combat and regroup near you. While Disengage is in effect, it will be replaced with the order Re-engage. The Disengage status can be lifted by issuing either the Engage or Re-engage order.&lt;br /&gt;
* While Disengaged, unit members will not attempt combat at all (including healing) until the status is lifted.&lt;br /&gt;
* Attacking an enemy yourself will not lift the Disengage status.&lt;br /&gt;
* Killing the previously-engaged enemy also will not lift the Disengage status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Re-engage&#039;&#039;&#039; - Lifts the Disengage status.&lt;br /&gt;
* Unit members will resume attacking the enemy they previously Engaged with, not the enemy you are currently targeting.&lt;br /&gt;
* To have the unit change targets, use Engage instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute Limit Break&#039;&#039;&#039; - Causes all unit members to perform the &#039;&#039;&#039;{{action icon|Ungarmax}}&#039;&#039;&#039; limit break when the casting time has ended. This costs one level of the limit gauge, and does not consume partial bars.&lt;br /&gt;
* Ungarmax deals single-target damage and grants a 50% {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff to the entire party for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
Orders can be set to your other hotbars by selecting them from the Orders interface found within Actions &amp;amp; Traits. There is also an action for toggling the Orders hotbar, which can be set to hotbars.&lt;br /&gt;
&lt;br /&gt;
==Battle Tactics==&lt;br /&gt;
&#039;&#039;&#039;Battle Tactics&#039;&#039;&#039; govern unit members&#039; behavior during a command mission. New battle tactics may be acquired by completing command missions. One battle tactic can be assigned to each unit member.&lt;br /&gt;
&lt;br /&gt;
Speak with a unit member and select Display Orders from the enlistment papers.&lt;br /&gt;
&lt;br /&gt;
[[File:command missions battle tactics1.png]]&lt;br /&gt;
&lt;br /&gt;
Selecting Display Orders opens the Specify Battle Tactics&lt;br /&gt;
* Initially, only the Independent battle tactic is available.&lt;br /&gt;
&lt;br /&gt;
[[File:command missions battle tactics2.png]]&lt;br /&gt;
&lt;br /&gt;
When a command mission is completed, each unit member has a chance to either learn a new tactic, or raise the level of 1 already-learned tactic at random.&lt;br /&gt;
&lt;br /&gt;
Tactics will adjust the unit member&#039;s performance as follows:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|align-center}}&lt;br /&gt;
! Tactic !! Level !! HP !! Damage Dealt !! Damage Received&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | {{status effect|buff|File:Squadron independent tactics icon.png}} Independent || 1 || +4%  || +4% || -4%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +8% || +8% || -8%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +12% || +12% || -12%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +16% || +16% || -16%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +20% || +20% || -20%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | {{status effect|buff|File:Squadron offensive tactics icon.png}} Offensive || 1 || -  || +12% || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || +24% || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || - || +36% || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -  || +48% || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -  || +60% || -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | {{status effect|buff|File:Squadron defensive tactics icon.png}} Defensive || 1 || +6%  || - || -6%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +12%  || - || -12%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +18%  || - || -18%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +24%  || - || -24%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +30%  || - || -30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | {{status effect|buff|File:Squadron balanced tactics icon.png}} Balanced || 1 || +6%  || +6% || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +12%  || +12% || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +18%  || +18% || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +24%  || +24% || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +30%  || +30% || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
[[File:command missions3.jpg|right|thumb|350px|A player commanding their squadron to use Ungarmax]]&lt;br /&gt;
;General mechanics&lt;br /&gt;
Unit members have much-higher defenses than players, and are unaffected by several fight mechanics, such as [[The Aurum Vale]]&#039;s [[File:Burrs.png|link=]] Burrs debuff.&lt;br /&gt;
* Unit members do not attempt to resolve fight mechanics, so it is fully on the player to do so when necessary. In some cases, this may require telling the squadron to disengage.&lt;br /&gt;
&lt;br /&gt;
Unit members use some old job actions that are no longer available to players - for example, {{GLA}} [[Gladiator]]s use {{action icon|Flash}}; {{ACN}} [[Arcanist]]s use {{action icon|Bane}} and {{action icon|Shadow Flare}}.&lt;br /&gt;
* Their skill sets are mostly frozen in time to [[patch 4.1]] ([[Stormblood]]) when the feature launched, but they also receive updates on skills that still exist now. For example: tank stances such as {{action icon|Defiance}} formerly required upgrading to a job (Warrior in this case), but have since been changed so they&#039;re accessible by the base class (Marauder in this case) - therefore, unit member tanks can use the tank stances.&lt;br /&gt;
* Quick reminder: unit members can only have [[Class]]es, not [[Jobs]], so they cannot access actions that are only available to Jobs. For example: this means that {{LNC}} [[Lancer]]s do not have access to any AoE skill, as {{action icon|Doom Spike}} requires being a {{DRG}} [[Dragoon]].&lt;br /&gt;
&lt;br /&gt;
Additionally, level sync does not restrict a unit member&#039;s available skills - they have access to all of them, regardless of synced level. For example: Arcanists can use Shadow Flare (level 50 skill) even when they are level synced below 50. Ditto for Conjurers using {{action icon|Medica II}} (level 50 skill).&lt;br /&gt;
&lt;br /&gt;
;Tactics&lt;br /&gt;
Tactics-wise, it is generally best to set {{status effect|buff|File:Squadron offensive tactics icon.png}} &#039;&#039;&#039;Offensive tactics&#039;&#039;&#039; on all unit members (including tanks and healers), as they are already very bulky. The higher damage can allow for faster dungeon clears, and the Offensive tactic also increases the amount of healing the healer does.&lt;br /&gt;
&lt;br /&gt;
;Recommended classes&lt;br /&gt;
{{ACN}} [[Arcanist]]s are very effective unit members, as they frequently use AoEs to defeat enemies quickly. They also apply {{status effect|slow}} [[Slow]] (via {{action icon|Shadow Flare}}) and occasionally heal with {{action icon|Physick}}, making the healer&#039;s job easier.&lt;br /&gt;
* When {{action icon|Shadow Flare}} is used, it leaves a purple zone on the ground that deals damage-over-time and applies {{status effect|slow}} [[Slow]] to enemies inside it. Try to lure enemies into this zone whenever possible.&lt;br /&gt;
&lt;br /&gt;
{{ARC}} [[Archer]]s are also good at spamming AoEs with {{action icon|Quick Nock}}.&lt;br /&gt;
&lt;br /&gt;
The other DPS classes generally don&#039;t use AoEs very often, but they do high damage against single targets like bosses.&lt;br /&gt;
* Since most of a dungeon involves fighting packs of enemies, it&#039;s usually better to just prioritize the AoE spammers (Arcanist and Archer) instead.&lt;br /&gt;
&lt;br /&gt;
;Engaging battle&lt;br /&gt;
When pulling packs of enemies, using the Engage action will tell the tank to pull them. However, the tank tends to tunnel vision on that single target, and will not attempt to grab enemies that they lose enmity on. It&#039;s much more effective to pull packs yourself with an AoE, so the enemies crowd around you, then run into the tank so they can take the whole pack&#039;s enmity at once.&lt;br /&gt;
&lt;br /&gt;
;Disengaging from battle&lt;br /&gt;
If you use the Disengage option, then unit members will completely stop attacking until told to Re-engage the same target, or Engage a new target. They will also start following you closely.&lt;br /&gt;
* Unit members will usually not retreat from a boss, even if the boss places a damage-over-time puddle on the ground, becomes invulnerable, or leaves the battlefield (unit members will stay in place, as if the boss never left). Disengage will force them to retreat, which is helpful for certain fights.&lt;br /&gt;
* Be careful: if you Disengage and then attack something without using Engage/Re-engage, then your unit members will not help you fight it, and the healer will not heal you. They will only resume combat once they are told to Engage/Re-engage.&lt;br /&gt;
&lt;br /&gt;
Example cases to use Disengage: &lt;br /&gt;
* [[Halatali]]:&lt;br /&gt;
** Tangata (last boss): Disengage when it summons a pool of fire and becomes invulnerable. Target the fire wisps and use Engage to fight them, as defeating them is required to remove the invulnerability.&lt;br /&gt;
* [[The Thousand Maws of Toto-Rak]]:&lt;br /&gt;
** Graffias (last boss): Disengage when it summons a green pool of poison. Wait somewhere outside of the pool to lure the boss out of it, then Re-engage once it&#039;s safe.&lt;br /&gt;
* [[Dzemael Darkhold]]:&lt;br /&gt;
** All-seeing Eye (first boss): After getting aggro, disengage and wait in the crystal&#039;s light for the boss to approach. Once it&#039;s in the light and its invulnerability is gone, re-engage. When the crystal is about to wear off, disengage, go into a new crystal&#039;s light, and repeat the process. If the Offensive tactic is leveled up enough, it&#039;s also possible to kill the boss before the first crystal wears off.&lt;br /&gt;
** Batraal (last boss): When a corrupted crystal spawns, engage the crystal immediately. This isn&#039;t so much a &amp;quot;disengage this&amp;quot; as an &amp;quot;engage something else&amp;quot;, but is still worth noting.&lt;br /&gt;
&lt;br /&gt;
;Healer behavior&lt;br /&gt;
The healer can occasionally react too slowly to the party taking damage. There are some measures to help them out:&lt;br /&gt;
* Bring an {{ACN}} [[Arcanist]] and bait enemies into {{action icon|Shadow Flare}}, as mentioned above.&lt;br /&gt;
* Try to limit tank pulls to single or double packs. Avoid full wall-to-wall pulls.&lt;br /&gt;
&lt;br /&gt;
;Reviving&lt;br /&gt;
Healers will only attempt to revive unit members when out of combat.&lt;br /&gt;
&lt;br /&gt;
If your healer is incapacitated, consumable items such as {{item icon|Phoenix Down}} and {{item icon|High-grade Company-issue Tonic}} can be used to revive them. If you have no means to revive unit members, any which are incapacitated will remain so until the player is incapacitated, at which time the full party will be returned to the start of the dungeon.&lt;br /&gt;
&lt;br /&gt;
Reviving a unit member (regardless of method) will not incur the [[File:Transcendent icon1.png]] Transcendent buff, nor the {{status effect|weakness}} [[Weakness]] or {{status effect|brink of death}} [[Brink of Death]] debuffs.&lt;br /&gt;
&lt;br /&gt;
;Using Limit Break&lt;br /&gt;
{{action icon|Ungarmax}} is significantly stronger than the player&#039;s own [[limit break]], only uses 1 bar instead of all bars, and grants a massive 50% {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff for 15 seconds. Try to use it at the start of a boss fight, to make the most use of the buff.&lt;br /&gt;
* If you have any damage-over-time effects, try to apply them after this buff activates, to [[snapshot]] the buffed state.&lt;br /&gt;
* For bosses that become invulnerable at certain points in the fight, it may be better to use the limit break immediately after they lose the invulnerability. This decreases the chance that they will go invulnerable again while the damage up buff is still active&lt;br /&gt;
&lt;br /&gt;
;Managing loot&lt;br /&gt;
When doing a Command Mission, all loot from chests will go straight to you instead of using the loot rolling system. This can quickly give you a lot of loot, probably more than you will actually use.&lt;br /&gt;
* To prevent unwanted loot from mixing with your regularly-used gear, it may help to set items to go directly to your inventory instead of your armoury chest. To do this, go to System -&amp;gt; Character Configuration -&amp;gt; Item Settings -&amp;gt; uncheck the box next to &amp;quot;store all newly obtained items in the armoury chest&amp;quot;. This will cause items to be sent to the first open inventory slot.&lt;br /&gt;
* Optionally, check the box next to &amp;quot;store all newly obtained items in the last open inventory slot&amp;quot; to have items go to the last slot instead.&lt;br /&gt;
&lt;br /&gt;
Some suggestions on what to do with unwanted gear:&lt;br /&gt;
* {{action icon|Desynthesis}} it for desynthesis exp. However, note that you will stop gaining desynth exp once your desynth level is 50 above the gear&#039;s item level. The items you get can be used for crafting, or sold on the market board for a little {{Gil}} Gil.&lt;br /&gt;
* Turn it in to your Grand Company for {{Company seal}} [[Company Seal]]s, using the Expert Delivery option. This can even get you a net profit of seals, compared to the cost of doing the mission.&lt;br /&gt;
&lt;br /&gt;
Something to note: most dungeon gear will have the &amp;quot;unique&amp;quot; tag, meaning you can only have 1 copy of that gear piece per inventory - that is, 1 in your normal inventory + armory chest (these are shared), 1 in your Chocobo Saddlebag, and 1 in each Retainer&#039;s inventory. Dungeon loot will not account for which gear you already have - it can and will attempt to give you duplicates at random. When this happens, the duplicate is simply lost.&lt;br /&gt;
* Therefore, it&#039;s best to deal with all your loot in-between dungeon runs, to reduce the chance of missing out on anything in your next run.&lt;br /&gt;
* If you&#039;re using the desynthesis option, note that you can desynth while you&#039;re still in the dungeon, therefore desynthing between chests can help keep your inventory clear for more dupes.&lt;br /&gt;
* If you want to keep some gear for alt jobs, but still want the benefits of having dupes to desynth/turn in, then put the gear you want to keep in a separate inventory (Chocobo Saddlebags are easiest), so it won&#039;t block you from receiving dupes.&lt;br /&gt;
* [[Dzemael Darkhold]] is the single exception to this, as most of its gear drops (except the {{item icon|Pince-nez}}) are not tagged as unique.&lt;br /&gt;
* For weapon + shield bundles, the unique check applies separately for the bundle and its contents. This means you can open a bundle, keep the contents in your inventory, and then receive another of the same bundle.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
[[File:command missions2.jpg|right|350px]]&lt;br /&gt;
Completing Command Missions rewards all standard [[dungeon]] loot and {{exp}} character XP, plus {{squadexp}} &#039;&#039;&#039;Squadron XP&#039;&#039;&#039; for all squadmates, and potential for additional loot such as {{item icon|High-grade Company-issue Tonic}} and [[Grand Company Aetheryte Ticket]]s. Chemistry bonuses that grant additional rewards such as MGP and materia can also trigger, albeit yielding less than squadron missions. Each squadron member may also but is not guaranteed to either learn a new Battle Tactic, increase an existing Tactic&#039;s mastery, or gain a new chemistry preference.&lt;br /&gt;
&lt;br /&gt;
In summary;&lt;br /&gt;
* Standard [[dungeon]] loot from all chests ([[weapons]], [[armor]], [[accessories]], etc.)&lt;br /&gt;
* {{exp}} Boss [[EXP]] for Player&#039;s current [[class]]/[[job]] (includes [[Experience#Armoury_Bonus|Armory &amp;amp; Rested bonuses]])&lt;br /&gt;
* {{squadexp}} &#039;&#039;&#039;Squadron XP&#039;&#039;&#039; for all AI-controlled squadron members&lt;br /&gt;
* Additional special items ({{item icon|Company-issue Tonic}}s, [[Grand Company Aetheryte Ticket]]s, etc.)&lt;br /&gt;
* Chemistry-based rewards (reduced quantity)&lt;br /&gt;
* Chance to learn a new Battle Tactic, increase an existing Tactic&#039;s mastery or gain a new chemistry preference (not guaranteed)&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{main|Grand Company Achievements}}&lt;br /&gt;
{{Achievement list|Grand Company|General|conditions=Has game description::~*Lead*}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:command missions4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 4.1 Features]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Nightbloom&amp;diff=1525641</id>
		<title>Nightbloom</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Nightbloom&amp;diff=1525641"/>
		<updated>2026-08-24T17:29:42Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Tips */ wlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Nightbloom&lt;br /&gt;
| icon = nightbloom icon1.png&lt;br /&gt;
| description = Deals unaspected damage to all nearby enemies with a potency of 400 for the first enemy, and 50% less for all remaining enemies.&lt;br /&gt;
| facts = {{Action fact|additional|Unaspected damage over time}}{{Action fact|potency|75}}{{Action fact|duration|60}}{{Action fact|Shares a recast timer with ```[[Both Ends]]```.}}&lt;br /&gt;
| acquired = blue mage&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = ability&lt;br /&gt;
| number = 104&lt;br /&gt;
| rank = 5&lt;br /&gt;
| damage-type = Magic&lt;br /&gt;
| aspect = None&lt;br /&gt;
| mp-cost = 300&lt;br /&gt;
| casting =&lt;br /&gt;
| recast = 120&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 10&lt;br /&gt;
| traits =&lt;br /&gt;
| actions = Both Ends&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = pbaoe&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| pvp = n&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Flavor Text==&lt;br /&gt;
This extravagant technique belongs to Tsukuyomi, Lady of the Moon, whose malignant ire manifests as a field of flowers which then burst apart in a hail of deadly petals. Accept the inevitability of the grave, and the power of the nightbloom is yours to wield...&lt;br /&gt;
&lt;br /&gt;
==[[Blue Mage Spells Learning Guide|Acquisition]]==&lt;br /&gt;
===Duties===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Because they all inflict the same debuff, {{status effect|debuff|File:Bleeding blu icon.png}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;, the damage over time part of this spell does not stack with {{action icon|Aetherial Spark}} or {{action icon|Song of Torment}}.&lt;br /&gt;
** {{action icon|Nightbloom}} is the strongest of the three. It totals 1,900 potency (or 1,700 to secondary targets).&lt;br /&gt;
** {{action icon|Song of Torment}} is a single-target spell, totaling 825 potency with {{action icon|Bristle}} (or 550 potency without it).&lt;br /&gt;
** {{action icon|Aetherial Spark}} is an AoE, totaling 450 potency per target with {{action icon|Bristle}} (or 300 potency per target without it).&lt;br /&gt;
** Generally speaking: Apply {{action icon|Nightbloom}} if it&#039;s available. When its damage-over-time finishes, use {{action icon|Bristle}} and either {{action icon|Song of Torment}} on 1 target, or {{action icon|Aetherial Spark}} on 2+ targets, as filler until Nightbloom is available again.&lt;br /&gt;
* While it shares a recast time with {{action icon|Both Ends}}, this spell is almost always superior to it due to its higher overall potency. (Both Ends is a 600 potency AoE.)&lt;br /&gt;
* Due to its high potency, it should be used under {{action icon|Moon Flute}}&#039;s {{status effect|debuff|File:Waxing_Nocturne_buff.png}} [[Moon Flute|Waxing Nocturne]], which will [[snapshot]] the buffed damage-over-time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.45}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mortal_Flame&amp;diff=1525640</id>
		<title>Mortal Flame</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mortal_Flame&amp;diff=1525640"/>
		<updated>2026-08-24T17:29:11Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Tips */ wlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Mortal Flame&lt;br /&gt;
| icon = mortal flame icon1.png&lt;br /&gt;
| description = Deals fire damage over time with a potency of 40.&lt;br /&gt;
| facts = {{action fact|Only one effect inflicted by this action can be active at a time.}}{{action fact|Has no effect on targets outside of combat.}}{{action fact|Effect ends upon target leaving combat.}}&lt;br /&gt;
| acquired = blue mage&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = spell&lt;br /&gt;
| number = 121&lt;br /&gt;
| rank = 3&lt;br /&gt;
| damage-type = Magic&lt;br /&gt;
| aspect = Fire&lt;br /&gt;
| mp-cost = 500&lt;br /&gt;
| casting = 2&lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = &lt;br /&gt;
| pvp = n&lt;br /&gt;
| patch = 6.45&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Flavor Text==&lt;br /&gt;
In battle, the familiar Lugus used this technique to create a veritable conflagration. That power is now yours to wield...albeit at a greatly diminished strength. Not wishing to be responsible for burning entire cities down, the Blue Mages&#039; Guild opted to limit the flame&#039;s intensity to a gentle sear.&lt;br /&gt;
&lt;br /&gt;
==[[Blue Mage Spells Learning Guide|Acquisition]]==&lt;br /&gt;
===Duties===&lt;br /&gt;
* [[Lugus]] (final boss) from {{i|The Grand Cosmos}}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* This action is a permanent damage-over-time effect on an enemy that does not stack.&lt;br /&gt;
* In an organized group, designate only one player to use this action, because it does not stack.&lt;br /&gt;
* Due to its massive total potency, it should be used under {{Action icon|Moon Flute}}&#039;s {{status effect|buff|File:Waxing_Nocturne_buff.png}} [[Moon Flute|Waxing Nocturne]], {{action icon|Bristle}}&#039;s {{status effect|buff|File:Boost blu icon.png}} Boost, and an intelligence-increasing [[Medicine]] such as {{item icon|Tincture of Intelligence}}, which will [[snapshot]] the buffed damage-over-time.&lt;br /&gt;
* This action is similar to {{action icon|Breath of Magic}}. A different person should be designated to use that spell, which needs to be re-applied every minute.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|6.45}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Breath_of_Magic&amp;diff=1525639</id>
		<title>Breath of Magic</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Breath_of_Magic&amp;diff=1525639"/>
		<updated>2026-08-24T17:28:42Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Tips */ wlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Breath of Magic&lt;br /&gt;
| icon = breath of magic icon1.png&lt;br /&gt;
| description = Deals unaspected damage over time with a potency of 120 to all enemies in a cone before you.&lt;br /&gt;
| facts = {{Action fact|duration|60}}{{action fact|Only one effect inflicted by this action can be active at a time.}}&lt;br /&gt;
| acquired = blue mage&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = spell&lt;br /&gt;
| number = 109&lt;br /&gt;
| rank = 3&lt;br /&gt;
| damage-type = Magic&lt;br /&gt;
| aspect = None&lt;br /&gt;
| mp-cost = 300&lt;br /&gt;
| casting =2&lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 10&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = front cone&lt;br /&gt;
| pvp = n&lt;br /&gt;
| patch = 6.45&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Flavor Text==&lt;br /&gt;
Acquired from a species of crustacean native to the New World, this spell is executed by blending aether of multiple aspects and unleashing it in one fell blast. This has the effect of disrupting the target&#039;s aetheric balance, thereby gradually robbing them of vigor.&lt;br /&gt;
&lt;br /&gt;
==[[Blue Mage Spells Learning Guide|Acquisition]]==&lt;br /&gt;
===Item===&lt;br /&gt;
{{item icon|Whalaqee Breath of Magic Totem}}&lt;br /&gt;
{{vendor list|Whalaqee Breath of Magic Totem}}&lt;br /&gt;
Requirements: Achieve [[Blue Mage]] level 80.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* In an organized group, designate only one player to use this action, because it does not stack.&lt;br /&gt;
* Due to its massive total potency, it should be used under {{Action icon|Moon Flute}}&#039;s {{status effect|buff|File:Waxing_Nocturne_buff.png}} [[Moon Flute|Waxing Nocturne]], {{action icon|Bristle}}&#039;s {{status effect|buff|File:Boost blu icon.png}} Boost, and an intelligence-boosting [[Medicine]] such as {{item icon|Tincture of Intelligence}}, which will [[snapshot]] the buffed damage-over-time.&lt;br /&gt;
* This action is similar to {{action icon|Mortal Flame}}. A different person should be designated to use that spell, which only needs to be applied at the start of the encounter.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|6.45}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1525638</id>
		<title>Snapshot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1525638"/>
		<updated>2026-08-24T17:21:59Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the netcode of Final Fantasy XIV, a [[snapshot]] is the point in time at which the calculation of a player&#039;s state is locked in by the game&#039;s servers. The term &amp;quot;snapshot&amp;quot; is community-assigned. Square Enix refers to the concept in a roundabout way in its patch notes. &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;See the terms &amp;quot;processing&amp;quot; and &amp;quot;discrepancies &amp;lt;nowiki&amp;gt;[...]&amp;lt;/nowiki&amp;gt; between the server-side and client-side positional data.&amp;quot; used in a hotfix for {{i|Dancing Mad (Ultimate)}} [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, consider the common example of a player standing in an enemy [[AoE]] circle, and the player begins to move out of it. The circle disappears upon cast completion. At that instance, a snapshot has taken place to determine if the player successfully avoided the attack by moving out of the AoE circle or not. The attack animation itself does not take any part in determining avoidance. Generally, the higher the player&#039;s Internet latency, the earlier the player will need to move to avoid the AoE snapshot. &lt;br /&gt;
&lt;br /&gt;
Knowing this concept is one of the fundamentals to success when engaging in high-end raiding, PvP, PvE, or even some {{i|The Gold Saucer|Gold Saucer}} activities. There are numerous examples of when snapshots may occur, whether it is performed by the player or enemies. &lt;br /&gt;
&lt;br /&gt;
==Player Damage==&lt;br /&gt;
The most common example of snapshotting, a snapshot occurs when an ability locks in (snapshots) the player&#039;s stats and buffs at the moment of execution. Actions in [[PvE]] will almost always immediately snapshot by the moment of execution, meaning that if an action&#039;s damage pop-up appears delayed, its damage has still been snapshotted. An example of this is with {{aicon|Ouroboros}}, a {{VPR}} [[viper]] action where the damage appears to apply late at the apex of the animation, but its damage has still been snapshotted immediately upon execution.&amp;lt;br&amp;gt;&lt;br /&gt;
All damage over-time effects are also snapshotted immediately when applied, and instances of damage dealt over-time also deal damage based on the player&#039;s stats at the time of execution, even after the expiration of buffs or stat changes. See [[#Examples|examples here]]. Jobs with access to actions that apply damage over-time effects are encouraged to refresh their duration just before [[raid buffs]] expire, even if it may refresh the timer early. This is especially important for {{Healer}} [[healer|healers]] and {{BRD}} [[bard|bards]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Taken==&lt;br /&gt;
Another common instance of snapshotting is when taking damage. Any status effect effects that may increase or decrease the damage a player is snapshotted upon mechanics actively resolving, typically after a cast bar finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A snapshot occurs by bosses when the cast bar for an action they are casting is completed. Players must use any mitigation actions before the cast bar completes, or else they will have no effect on the damage dealt when the boss&#039;s respective attack animation completes. Because enemies cannot perform auto-attacks while casting, players will often use their mitigation tools near the end of the cast bar. If timed correctly, the mitigation effects may resolve further instances of damage. An example is a {{Tank}} [[tank]] applying {{aicon|Rampart}} to themselves just before a [[tankbuster]]&#039;s cast bar is complete, allowing the damage-mitigation effect of Rampart to mitigate damage from not only the tankbuster itself, but subsequent auto-attacks thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is a {{SAM}} [[samurai]] taking damage while under the effect {{aicon|Third Eye}} or {{aicon|Tengentsu}}. These actions are unique in that extra [[Kenki Gauge|Kenki]] and any additional effects will only be applied when taking damage. Because of its short duration, these actions should be executed before the end of a boss&#039;s cast bar. If the duration of either action expires after the cast bar finishes, the Kenki and any additional effects &#039;&#039;will still be granted&#039;&#039; to the samurai upon the damage pop-up appearing.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, damage from mechanics are snapshotted when the cast bar or [[Area of Effect|when area of effect indicators (often orange circles) disappear]], and not when the animation finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{gallery box&lt;br /&gt;
|name=Below are two video examples of damage snapshots being applied.&amp;lt;br&amp;gt;{{aicon|Biolysis (PvP)}} deals 3,000 potency over-time, and {{aicon|Guard (PvP)}} grants damage mitigation of 99%.&amp;lt;br&amp;gt;[[PvP]] actions are chosen as examples due to the flat amounts of potency, with no damage variation.&lt;br /&gt;
|gallery=&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px&amp;gt;&lt;br /&gt;
File:Snapshot No Mit.mp4|An example of the full amount of damage being dealt, even when the target is mitigated.&lt;br /&gt;
File:Snapshot Mit.mp4|An example of damage is snapshotted when mitigated, dealing little damage even after the target is no longer under any mitigation effects.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references group = &amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1525637</id>
		<title>Snapshot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Snapshot&amp;diff=1525637"/>
		<updated>2026-08-24T17:18:19Z</updated>

		<summary type="html">&lt;p&gt;Alyko: expand + categorize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the netcode of Final Fantasy XIV, a [[snapshot]] is the point in time at which the calculation of a player&#039;s state is locked in by the game&#039;s servers. The term &amp;quot;snapshot&amp;quot; is community-assigned. Square Enix refers to the concept in a roundabout way in its patch notes. &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;See the terms &amp;quot;processing&amp;quot; and &amp;quot;discrepancies &amp;lt;nowiki&amp;gt;[...]&amp;lt;/nowiki&amp;gt; between the server-side and client-side positional data.&amp;quot; used in a hotfix for Dancing Mad (Ultimate) [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, consider the common example of a player standing in an enemy [[AoE]] circle, and the player begins to move out of it. The circle disappears upon cast completion. At that instance, a snapshot has taken place to determine if the player successfully avoided the attack by moving out of the AoE circle or not. The attack animation itself does not take any part in determining avoidance. Generally, the higher the player&#039;s Internet latency, the earlier the player will need to move to avoid the AoE snapshot. &lt;br /&gt;
&lt;br /&gt;
Knowing this concept is one of the fundamentals to success when engaging in high-end raiding, PvP, PvE, or even some [[Gold Saucer]] activities. There are numerous examples of when snapshots may occur, whether it is performed by the player or enemies. &lt;br /&gt;
&lt;br /&gt;
==Player Damage==&lt;br /&gt;
The most common example of snapshotting, a snapshot occurs when an ability locks in (snapshots) the player&#039;s stats and buffs at the moment of execution. Actions in [[PvE]] will almost always immediately snapshot by the moment of execution, meaning that if an action&#039;s damage pop-up appears delayed, its damage has still been snapshotted. An example of this is with {{aicon|Ouroboros}}, a {{VPR}} [[viper]] action where the damage appears to apply late at the apex of the animation, but its damage has still been snapshotted immediately upon execution.&amp;lt;br&amp;gt;&lt;br /&gt;
All damage over-time effects are also snapshotted immediately when applied, and instances of damage dealt over-time also deal damage based on the player&#039;s stats at the time of execution, even after the expiration of buffs or stat changes. See [[#Examples|examples here]]. Jobs with access to actions that apply damage over-time effects are encouraged to refresh their duration just before [[raid buffs]] expire, even if it may refresh the timer early. This is especially important for {{Healer}} [[healer|healers]] and {{BRD}} [[bard|bards]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Taken==&lt;br /&gt;
Another common instance of snapshotting is when taking damage. Any status effect effects that may increase or decrease the damage a player is snapshotted upon mechanics actively resolving, typically after a cast bar finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A snapshot occurs by bosses when the cast bar for an action they are casting is completed. Players must use any mitigation actions before the cast bar completes, or else they will have no effect on the damage dealt when the boss&#039;s respective attack animation completes. Because enemies cannot perform auto-attacks while casting, players will often use their mitigation tools near the end of the cast bar. If timed correctly, the mitigation effects may resolve further instances of damage. An example is a {{Tank}} [[tank]] applying {{aicon|Rampart}} to themselves just before a [[tankbuster]]&#039;s cast bar is complete, allowing the damage-mitigation effect of Rampart to mitigate damage from not only the tankbuster itself, but subsequent auto-attacks thereafter.&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is a {{SAM}} [[samurai]] taking damage while under the effect {{aicon|Third Eye}} or {{aicon|Tengentsu}}. These actions are unique in that extra [[Kenki Gauge|Kenki]] and any additional effects will only be applied when taking damage. Because of its short duration, these actions should be executed before the end of a boss&#039;s cast bar. If the duration of either action expires after the cast bar finishes, the Kenki and any additional effects &#039;&#039;will still be granted&#039;&#039; to the samurai upon the damage pop-up appearing.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, damage from mechanics are snapshotted when the cast bar or [[Area of Effect|when area of effect indicators (often orange circles) disappear]], and not when the animation finishes.&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{gallery box&lt;br /&gt;
|name=Below are two video examples of damage snapshots being applied.&amp;lt;br&amp;gt;{{aicon|Biolysis (PvP)}} deals 3,000 potency over-time, and {{aicon|Guard (PvP)}} grants damage mitigation of 99%.&amp;lt;br&amp;gt;[[PvP]] actions are chosen as examples due to the flat amounts of potency, with no damage variation.&lt;br /&gt;
|gallery=&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px&amp;gt;&lt;br /&gt;
File:Snapshot No Mit.mp4|An example of the full amount of damage being dealt, even when the target is mitigated.&lt;br /&gt;
File:Snapshot Mit.mp4|An example of damage is snapshotted when mitigated, dealing little damage even after the target is no longer under any mitigation effects.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references group = &amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mechanics&amp;diff=1524654</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mechanics&amp;diff=1524654"/>
		<updated>2026-08-20T21:15:46Z</updated>

		<summary type="html">&lt;p&gt;Alyko: Redirected page to Common mechanics and markers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Common mechanics and markers]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1524653</id>
		<title>Other Mechanics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1524653"/>
		<updated>2026-08-20T21:14:51Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Analysis marker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are various mechanics that require unique methods to safely avoid or resolve.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
Sometimes players will be targeted by a &#039;&#039;placeable proximity AoE&#039;&#039;, indicated by the targeted player emitting red rings outward. After a certain amount of time a proximity AoE will appear at the targeted player&#039;s location, then detonate after another length of time.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Flare Marker.png|A proximity AoE in the center of the arena.&lt;br /&gt;
Placed Proximity Marker.jpg|A proximity AoE marker that is placed by a player.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
[[File:Proximity Marker.png|alt=A Flare Marker on a player.|thumb|A Flare Marker on a player.]]&lt;br /&gt;
An attack that marks a player and deals damage to them and others based on their proximity to the marker. Indicated by three white arrows pointing outwards above the marked player.&lt;br /&gt;
&lt;br /&gt;
The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
In some newer duties, Flare Markers deal a fraction of their full potential damage to the marked player—with all other players at risk of taking the full amount depending on how close they are.&lt;br /&gt;
&lt;br /&gt;
Many duties, however, provide no protection to the target; a marked and unmarked player standing on top of each other would take the same amount of unmitigated damage. This is often offset by Flare Markers that only target tanks, dealing amounts of damage that only tanks could survive, or by combining Flare Markers with other mechanics that heavily damage/weaken the rest of the party.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Gaze Markers.png|Left: A gaze attack from an enemy. Right: A gaze attack emitting from a player.&lt;br /&gt;
File:Gaze Cone AoE.png|A Gaze Cone AoE. Players can &#039;&#039;either&#039;&#039; look away or simply sidestep the AoE.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to untarget the boss or holster their weapons to ensure their characters hold still.[[File:Countdown Markers.png|alt=Two types of Countdown Markers.|thumb|A Red Light countdown on the left, and a Green Light countdown on the right.]]&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;[[The Epic of Alexander (Ultimate)#Phase 4: Perfect Alexander|Stillness]]&#039;&#039;&#039; by the community. Debuffs commonly associated are:&lt;br /&gt;
*{{status effect|debuff|Acceleration Bomb}} &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039;: players may not move or attack the instant the debuff expires, but may freely move or attack before it expires. Note that the exact [[snapshot]] varies by duty. For example, in {{i|Dancing Mad (Ultimate)}}, Acceleration Bombs appear to snapshot at around 1-2 seconds left on the debuff timer.&lt;br /&gt;
*{{status effect|debuff|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039;: players may not move or attack for the duration of the debuff.&lt;br /&gt;
*{{status effect|debuff|File:chains of condemnation icon.png}}  &#039;&#039;&#039;Chains of Condemnation&#039;&#039;&#039;: players may attack, but may not move, for the duration of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{Status effect|debuff|deep freeze}} [[Deep Freeze|&#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Players must actually be moving (jumping is accepted); remaining stationary while attacking or casting does not count.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;[[The Epic of Alexander (Ultimate)#Phase 4: Perfect Alexander|Motion]]&#039;&#039;&#039; by the community.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
[[File:Number Markers.png|alt=Number Markers above a player&#039;s head.|thumb|Number markers 1 to 3 on players.]]&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, typically of alternating colors.&lt;br /&gt;
&lt;br /&gt;
When above player&#039;s heads, number markers indicate the order players will be attacked in. When above the heads of multiple enemies, it indicates the order the enemies will attack in.&lt;br /&gt;
&lt;br /&gt;
There are three common variants of number markers:&lt;br /&gt;
&lt;br /&gt;
* Blue and red dots numbered 1 to 8. Odd numbers are blue while even numbers are red.&lt;br /&gt;
* 1 to 4 blue swords. Mostly used in 4-player duties—though there are [[Thok ast Thok (Hard)|exceptions]].&lt;br /&gt;
* Two different shapes both numbered 1 to 4, indicating two abilities that simultaneously target separate players in sequence.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;[[Alexander - The Heart of the Creator (Savage)#Phase 2 - 73% - 61%|Limit Cut]]&#039;&#039;&#039; by players.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that indicate that another mechanic, typically an [[Area of Effect|AoE]], will rotate around the boss in the direction shown.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counter-clockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in  {{i|Holminster Switch}}.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Rotating Arrows Clockwise.png|Orange arrows indicate a clockwise rotation.&lt;br /&gt;
File:Rotating Arrows Counterclockwise.png|Blue arrows indicate a counter-clockwise rotation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Analysis Marker.png|alt=A player with an analysis marker.|thumb|225x225px|An analysis marker with the front unexposed.]]&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty.&lt;br /&gt;
&lt;br /&gt;
Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
Be warned that attacking will rotate the player character to face the enemy, potentially turning a vulnerable side towards the source of the attack.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[The_Orbonne_Monastery#Mustadio|Mustadio&#039;s]] &#039;&#039;&#039;Analysis&#039;&#039;&#039; in {{i|The Orbonne Monastery}}.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Tile Effect Markers.jpg|alt=A yellow, orange, and blue shape above a player&#039;s head.|thumb|A yellow, orange, and blue shape above a player&#039;s head.]]&lt;br /&gt;
&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange cube markers indicate that the sector will be hit by an AoE that must be shared by at least two players with orange markers to prevent lethal damage. Having more than two will not provide further mitigation.&lt;br /&gt;
&lt;br /&gt;
Blue pyramid markers indicate that the sector and the adjacent sectors will detonate.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties later on.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Close Diamonds.png|Close bait marker&lt;br /&gt;
Far Diamonds.png|Far bait marker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
[[File:Playstation Markers.jpg|thumb|right|300px]]&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after the four face buttons on a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Ice Floor Hrothgar.png|alt=A player sliding on an Ice Floor|thumb|A player sliding on an Ice Floor]]&lt;br /&gt;
&lt;br /&gt;
=== Ice Floor ===&lt;br /&gt;
The floor will freeze solid, causing players to slide uncontrollably in a straight line in whatever direction they attempt to move in.&lt;br /&gt;
&lt;br /&gt;
The distance players will slide will vary depending on the fight. Some Ice Floors will require players to hold completely still, while others may simply increase the difficulty of dodging upcoming AoE attacks.&lt;br /&gt;
{{Clear}}{{Common Mechanics nav}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1524651</id>
		<title>Other Mechanics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Other_Mechanics&amp;diff=1524651"/>
		<updated>2026-08-20T21:11:16Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Playstation markers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are various mechanics that require unique methods to safely avoid or resolve.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
Sometimes players will be targeted by a &#039;&#039;placeable proximity AoE&#039;&#039;, indicated by the targeted player emitting red rings outward. After a certain amount of time a proximity AoE will appear at the targeted player&#039;s location, then detonate after another length of time.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Flare Marker.png|A proximity AoE in the center of the arena.&lt;br /&gt;
Placed Proximity Marker.jpg|A proximity AoE marker that is placed by a player.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
[[File:Proximity Marker.png|alt=A Flare Marker on a player.|thumb|A Flare Marker on a player.]]&lt;br /&gt;
An attack that marks a player and deals damage to them and others based on their proximity to the marker. Indicated by three white arrows pointing outwards above the marked player.&lt;br /&gt;
&lt;br /&gt;
The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
In some newer duties, Flare Markers deal a fraction of their full potential damage to the marked player—with all other players at risk of taking the full amount depending on how close they are.&lt;br /&gt;
&lt;br /&gt;
Many duties, however, provide no protection to the target; a marked and unmarked player standing on top of each other would take the same amount of unmitigated damage. This is often offset by Flare Markers that only target tanks, dealing amounts of damage that only tanks could survive, or by combining Flare Markers with other mechanics that heavily damage/weaken the rest of the party.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Gaze Markers.png|Left: A gaze attack from an enemy. Right: A gaze attack emitting from a player.&lt;br /&gt;
File:Gaze Cone AoE.png|A Gaze Cone AoE. Players can &#039;&#039;either&#039;&#039; look away or simply sidestep the AoE.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to untarget the boss or holster their weapons to ensure their characters hold still.[[File:Countdown Markers.png|alt=Two types of Countdown Markers.|thumb|A Red Light countdown on the left, and a Green Light countdown on the right.]]&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;[[The Epic of Alexander (Ultimate)#Phase 4: Perfect Alexander|Stillness]]&#039;&#039;&#039; by the community. Debuffs commonly associated are:&lt;br /&gt;
*{{status effect|debuff|Acceleration Bomb}} &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039;: players may not move or attack the instant the debuff expires, but may freely move or attack before it expires. Note that the exact [[snapshot]] varies by duty. For example, in {{i|Dancing Mad (Ultimate)}}, Acceleration Bombs appear to snapshot at around 1-2 seconds left on the debuff timer.&lt;br /&gt;
*{{status effect|debuff|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039;: players may not move or attack for the duration of the debuff.&lt;br /&gt;
*{{status effect|debuff|File:chains of condemnation icon.png}}  &#039;&#039;&#039;Chains of Condemnation&#039;&#039;&#039;: players may attack, but may not move, for the duration of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{Status effect|debuff|deep freeze}} [[Deep Freeze|&#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Players must actually be moving (jumping is accepted); remaining stationary while attacking or casting does not count.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;[[The Epic of Alexander (Ultimate)#Phase 4: Perfect Alexander|Motion]]&#039;&#039;&#039; by the community.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
[[File:Number Markers.png|alt=Number Markers above a player&#039;s head.|thumb|Number markers 1 to 3 on players.]]&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, typically of alternating colors.&lt;br /&gt;
&lt;br /&gt;
When above player&#039;s heads, number markers indicate the order players will be attacked in. When above the heads of multiple enemies, it indicates the order the enemies will attack in.&lt;br /&gt;
&lt;br /&gt;
There are three common variants of number markers:&lt;br /&gt;
&lt;br /&gt;
* Blue and red dots numbered 1 to 8. Odd numbers are blue while even numbers are red.&lt;br /&gt;
* 1 to 4 blue swords. Mostly used in 4-player duties—though there are [[Thok ast Thok (Hard)|exceptions]].&lt;br /&gt;
* Two different shapes both numbered 1 to 4, indicating two abilities that simultaneously target separate players in sequence.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;[[Alexander - The Heart of the Creator (Savage)#Phase 2 - 73% - 61%|Limit Cut]]&#039;&#039;&#039; by players.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that indicate that another mechanic, typically an [[Area of Effect|AoE]], will rotate around the boss in the direction shown.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counter-clockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in  {{i|Holminster Switch}}.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;400&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Rotating Arrows Clockwise.png|Orange arrows indicate a clockwise rotation.&lt;br /&gt;
File:Rotating Arrows Counterclockwise.png|Blue arrows indicate a counter-clockwise rotation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Analysis Marker.png|alt=A player with an analysis marker.|thumb|225x225px|An analysis marker with the front unexposed.]]&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty.&lt;br /&gt;
&lt;br /&gt;
Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
Be warned that attacking will rotate the player character to face the enemy, potentially turning a vulnerable side towards the source of the attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Tile Effect Markers.jpg|alt=A yellow, orange, and blue shape above a player&#039;s head.|thumb|A yellow, orange, and blue shape above a player&#039;s head.]]&lt;br /&gt;
&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange cube markers indicate that the sector will be hit by an AoE that must be shared by at least two players with orange markers to prevent lethal damage. Having more than two will not provide further mitigation.&lt;br /&gt;
&lt;br /&gt;
Blue pyramid markers indicate that the sector and the adjacent sectors will detonate.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties later on.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Close Diamonds.png|Close bait marker&lt;br /&gt;
Far Diamonds.png|Far bait marker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
[[File:Playstation Markers.jpg|thumb|right|300px]]&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after the four face buttons on a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
[[File:Ice Floor Hrothgar.png|alt=A player sliding on an Ice Floor|thumb|A player sliding on an Ice Floor]]&lt;br /&gt;
&lt;br /&gt;
=== Ice Floor ===&lt;br /&gt;
The floor will freeze solid, causing players to slide uncontrollably in a straight line in whatever direction they attempt to move in.&lt;br /&gt;
&lt;br /&gt;
The distance players will slide will vary depending on the fight. Some Ice Floors will require players to hold completely still, while others may simply increase the difficulty of dodging upcoming AoE attacks.&lt;br /&gt;
{{Clear}}{{Common Mechanics nav}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1518602</id>
		<title>Common mechanics and markers</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1518602"/>
		<updated>2026-07-30T16:53:08Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Snapshot}}&lt;br /&gt;
&lt;br /&gt;
Enemies found in many [[duties]] in the game use damaging abilities, commonly referred to as &#039;&#039;&#039;mechanics&#039;&#039;&#039;. The type and extent of these mechanics are shown by associated &#039;&#039;&#039;markers&#039;&#039;&#039; before these mechanics are performed in order to warn players. These can range from [[Area of Effect#Simple Circle AoE|simple circle AoEs]] found in most content to [[Other Mechanics#Playstation markers|Playstation markers]] found in high-end duties.&lt;br /&gt;
&lt;br /&gt;
Exceptions exist to these markers. These are usually found in older content; for example, Titan&#039;s Geocrush in {{i|The Navel (Hard)}} does not have a [[Other Mechanics#Proximity AoE|proximity marker]] despite its proximal damage. However, by understanding these markers in general, players will learn the game&#039;s encounter design &amp;quot;language&amp;quot; and be able to apply their knowledge to unfamiliar encounters and avoid these attacks (also known as &amp;quot;resolving mechanics&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{{Common Mechanics nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Wind-up_Lyse&amp;diff=1513062</id>
		<title>Wind-up Lyse</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Wind-up_Lyse&amp;diff=1513062"/>
		<updated>2026-07-26T01:30:40Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Minion infobox&lt;br /&gt;
| name = Wind-up Lyse&lt;br /&gt;
| icon = wind-up lyse icon2.png&lt;br /&gt;
| image = wind-up lyse icon3.png&lt;br /&gt;
| behavior = Obedient&lt;br /&gt;
| value = 0&lt;br /&gt;
| unique = y&lt;br /&gt;
| untradable = y&lt;br /&gt;
| unsellable = y&lt;br /&gt;
| patch = 4.01&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| id-edb = e535833a6bc&lt;br /&gt;
| id-gt = 20532&lt;br /&gt;
| description = Summon your wind-up Lyse minion. Most certainly not a repurposed wind-up Yda.&lt;br /&gt;
| journal = Tataru&#039;s choice of raiment for this lifelike recreation of Ala Mhigo&#039;s newest heroine was, by no means, made with the sole intention of confusing the public into believing Lyse was a dancer by profession. Honest.&lt;br /&gt;
| tooltip = It was brave of Lyse to remove her mask after so long...    - Alphinaud&lt;br /&gt;
| island-sanctuary = Take this!&lt;br /&gt;
| type = Poppet&lt;br /&gt;
| hp = 500&lt;br /&gt;
| atk = 55&lt;br /&gt;
| def = 40&lt;br /&gt;
| spd = 4&lt;br /&gt;
| auto = Single-target&lt;br /&gt;
| cost = 25&lt;br /&gt;
| strengths = search eyes, gates&lt;br /&gt;
| special = Final Heaven&lt;br /&gt;
| special-type = Damage&lt;br /&gt;
| special-desc = Delivers an attack with a potency of 230 to all enemies within range.&lt;br /&gt;
| special-dur = &lt;br /&gt;
| special-delay = &lt;br /&gt;
| points = 20&lt;br /&gt;
| specialdeg = 30&lt;br /&gt;
| source-type = Seasonal Event&lt;br /&gt;
| obtain-by = * Acquired from [[The Rising (2017)]] {{onlinestore|5}}&lt;br /&gt;
| online-store-id = 456&lt;br /&gt;
| online-store-description1 = A clockwork doll crafted to resemble Lyse.&lt;br /&gt;
| online-store-description2 = This minion has been crafted at the behest of the Adventurers&#039; Guild in celebration of the Rising, Eorzea&#039;s annual celebration of rebirth.&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{onlinestore|5}}&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|A Reoccurring Bug}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[Seasonal Events]]===&lt;br /&gt;
*[[The Rising (2017)]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:wind-up lyse2.jpg&lt;br /&gt;
file:wind-up lyse3.jpg&lt;br /&gt;
file:wind-up lyse1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The confusion mentioned in the description is a reference to an early version of the [https://youtu.be/Jt1h1MinlLI?t=71 Stormblood trailer], where Lyse&#039;s attire and fluid movements fueled rampant speculation among the community that {{i|Dancer}} would be the next job, as her true identity and job were unknown at that point.&lt;br /&gt;
&lt;br /&gt;
{{minion}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Wind-up_Lyse&amp;diff=1513061</id>
		<title>Wind-up Lyse</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Wind-up_Lyse&amp;diff=1513061"/>
		<updated>2026-07-26T01:30:18Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Minion infobox&lt;br /&gt;
| name = Wind-up Lyse&lt;br /&gt;
| icon = wind-up lyse icon2.png&lt;br /&gt;
| image = wind-up lyse icon3.png&lt;br /&gt;
| behavior = Obedient&lt;br /&gt;
| value = 0&lt;br /&gt;
| unique = y&lt;br /&gt;
| untradable = y&lt;br /&gt;
| unsellable = y&lt;br /&gt;
| patch = 4.01&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| id-edb = e535833a6bc&lt;br /&gt;
| id-gt = 20532&lt;br /&gt;
| description = Summon your wind-up Lyse minion. Most certainly not a repurposed wind-up Yda.&lt;br /&gt;
| journal = Tataru&#039;s choice of raiment for this lifelike recreation of Ala Mhigo&#039;s newest heroine was, by no means, made with the sole intention of confusing the public into believing Lyse was a dancer by profession. Honest.&lt;br /&gt;
| tooltip = It was brave of Lyse to remove her mask after so long...    - Alphinaud&lt;br /&gt;
| island-sanctuary = Take this!&lt;br /&gt;
| type = Poppet&lt;br /&gt;
| hp = 500&lt;br /&gt;
| atk = 55&lt;br /&gt;
| def = 40&lt;br /&gt;
| spd = 4&lt;br /&gt;
| auto = Single-target&lt;br /&gt;
| cost = 25&lt;br /&gt;
| strengths = search eyes, gates&lt;br /&gt;
| special = Final Heaven&lt;br /&gt;
| special-type = Damage&lt;br /&gt;
| special-desc = Delivers an attack with a potency of 230 to all enemies within range.&lt;br /&gt;
| special-dur = &lt;br /&gt;
| special-delay = &lt;br /&gt;
| points = 20&lt;br /&gt;
| specialdeg = 30&lt;br /&gt;
| source-type = Seasonal Event&lt;br /&gt;
| obtain-by = * Acquired from [[The Rising (2017)]] {{onlinestore|5}}&lt;br /&gt;
| online-store-id = 456&lt;br /&gt;
| online-store-description1 = A clockwork doll crafted to resemble Lyse.&lt;br /&gt;
| online-store-description2 = This minion has been crafted at the behest of the Adventurers&#039; Guild in celebration of the Rising, Eorzea&#039;s annual celebration of rebirth.&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{onlinestore|5}}&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|A Reoccurring Bug}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[Seasonal Events]]===&lt;br /&gt;
*[[The Rising (2017)]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:wind-up lyse2.jpg&lt;br /&gt;
file:wind-up lyse3.jpg&lt;br /&gt;
file:wind-up lyse1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The confusion mentioned in the description is a reference to an early version of the [https://youtu.be/Jt1h1MinlLI?t=71 Stormblood trailer], where Lyse&#039;s attire and fluid movements fueled rampant speculation among the community that {{i|Dancer}} would be the next job, as her true identity and job was unknown at that point.&lt;br /&gt;
&lt;br /&gt;
{{minion}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bastion&amp;diff=1512929</id>
		<title>Bastion</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bastion&amp;diff=1512929"/>
		<updated>2026-07-25T15:22:44Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Notable Bastions */Add Rhitahtyn sas Arvina&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{future content|releasedate=in [[patch 8.0]]}}&lt;br /&gt;
[[File:Bastion concept art.jpg|300px|right]]&lt;br /&gt;
{{Quotation|Berlin Fan Festival Keynote|Located in the vast expans of the Northern Empty, Aerslaent has long been protected by indomitable bastions, heritors of the ancient martial techniques developed over generations by the archipelago&#039;s rulers.&lt;br /&gt;
&lt;br /&gt;
It is said that no raider&#039;s axe can penetrate a bastion&#039;s hulking skyltborg—and one would be foolish to try, for these shap-changing greatshields&#039; aetherial artillery has brought a swift end to many a marauder, be it from near or far.&lt;br /&gt;
}}&lt;br /&gt;
{{lead icon|Bastion frame icon.png|frame=none}}&lt;br /&gt;
{{TOC limit RIGHT|3}}&lt;br /&gt;
[[Bastion]] (&#039;&#039;&#039;???&#039;&#039;&#039;) is a {{Tank|name=y}} [[job]] to be released with the &#039;&#039;[[Evercold]]&#039;&#039; ([[Patch 8.0|8.0]]) [[expansion]]. It is unlockable at level 90 and does not have a base [[class]]. Bastion is only available in [[Evolved Mode]] and is designed for the Main Tank role.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== General information ==&lt;br /&gt;
=== Unlock ===&lt;br /&gt;
* &#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; The player must be a level 90 or higher [[Disciple of War]] or [[Disciple of Magic|Magic]]&lt;br /&gt;
* &#039;&#039;&#039;Quest&#039;&#039;&#039;: Speak to ??? in [[Limsa Lominsa]] to obtain the quest ???.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
The bastion is a [[disciple of war]] and wears [[armor]] and [[accessories]] &amp;quot;of Fending&amp;quot;. They use [[skyltborg]] as weapons.&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
!style=&amp;quot;width:150px;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;width:150px;&amp;quot;|Armor&lt;br /&gt;
!style=&amp;quot;width:150px;&amp;quot;|Accessories&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion&#039;s Arm]]s&lt;br /&gt;
|[[:Category:Bastion headwear|Head]]&amp;lt;br&amp;gt;[[:Category:Bastion chestwear|Body]]&amp;lt;br&amp;gt;[[:Category:Bastion handwear|Hands]]&amp;lt;br&amp;gt;[[:Category:Bastion legwear|Legs]]&amp;lt;br&amp;gt;[[:Category:Bastion footwear|Feet]]&lt;br /&gt;
|[[:Category:Bastion bracelets|Bracelets]]&amp;lt;br&amp;gt;[[:Category:Bastion earrings|Earrings]]&amp;lt;br&amp;gt;[[:Category:Bastion necklace|Necklace]]&amp;lt;br&amp;gt;[[:Category:Bastion ring|Ring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[List of Bastion quests|Quests]] ==&lt;br /&gt;
===Bastion Job Quests===&lt;br /&gt;
{{:List of Bastion quests}}&lt;br /&gt;
===Tank Role Quests (Shadowbringers)===&lt;br /&gt;
{{#lsth:Tank Role Quests|Shadowbringers}}&lt;br /&gt;
===Tank Role Quests (Endwalker)===&lt;br /&gt;
{{#lsth:Tank Role Quests|Endwalker}}&lt;br /&gt;
===Tank Role Quests (Dawntrail)===&lt;br /&gt;
{{#lsth:Tank Role Quests|Dawntrail}}&lt;br /&gt;
===Tank Role Quests (Evercold)===&lt;br /&gt;
{{#lsth:Tank Role Quests|Evercold}}&lt;br /&gt;
&lt;br /&gt;
== [[List of Bastion actions|Actions]] ==&lt;br /&gt;
{{:List of Bastion actions}}&lt;br /&gt;
&lt;br /&gt;
== [[List of Bastion traits|Traits]] ==&lt;br /&gt;
{{:List of Bastion traits}}&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
&lt;br /&gt;
== Job mechanics ==&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&lt;br /&gt;
==Notable Bastions==&lt;br /&gt;
* [[Rhitahtyn sas Arvina]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
{{Class navbar|state-crafter-gatherer=collapsed}}&lt;br /&gt;
[[Category:Patch 8.0 Features‎]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rhitahtyn_sas_Arvina&amp;diff=1512928</id>
		<title>Rhitahtyn sas Arvina</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rhitahtyn_sas_Arvina&amp;diff=1512928"/>
		<updated>2026-07-25T15:20:53Z</updated>

		<summary type="html">&lt;p&gt;Alyko: Add bastion job&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Rhitahtyn sas Arvina&lt;br /&gt;
| description = &amp;quot;I am not wont to bare my steel needlessly. But if you are deaf to reason...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Native to a remote territory systematically subjugated by the Empire, Rhitahtyn sas Arvina entered the army for a sole purpose—to earn his citizenship. Assigned to the XIVth Imperial Legion, the Roegadyn swiftly attained the rank of officer and was awarded the position of pilus prior by Gaius van Baelsar, who recognized his exceptional martial prowess. Rhitahtyn proved himself a brilliant field tactician through a series of victories, demonstrating his worth in the legatus&#039;s eyes. In time, he rose to the highest rank a non-Garlean can hold: praefectus castrorum, and during the invasion of Eorzea, was oft entrusted with missions of the greatest import.&amp;lt;br&amp;gt;Rhitahtyn remains a formidable fighter despite his forty-nine winters, and can move with surpassing speed under the considerable weight of Tartarus, his massive gunshield.&lt;br /&gt;
| image = Rhitahtyn sas Arvina render.png&lt;br /&gt;
| location = Western Thanalan&lt;br /&gt;
| coordinates = 7,5&lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = &lt;br /&gt;
| trial = &lt;br /&gt;
| title = Praefectus Castrorum of the XIVth Imperial Legion&lt;br /&gt;
| gender = Male&lt;br /&gt;
| age = 49&lt;br /&gt;
| race = Roegadyn&lt;br /&gt;
| clan = Sea Wolves&lt;br /&gt;
| class = &lt;br /&gt;
| job = Bastion&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace = &lt;br /&gt;
| organization = Garlean Empire, XIVth Imperial Legion&lt;br /&gt;
| relatives = [[Gaius van Baelsar]] (commander)&lt;br /&gt;
| level = 49&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| service = &lt;br /&gt;
| goal = &lt;br /&gt;
| release = &lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| voiceJP = &lt;br /&gt;
| voiceEN = &lt;br /&gt;
| voiceFR = &lt;br /&gt;
| voiceDE = &lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|Western Thanalan|7,5|49}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|The Gridanian Envoy}}&lt;br /&gt;
{{quest list row|The Lominsan Envoy}}&lt;br /&gt;
{{quest list row|The Ul&#039;dahn Envoy}}&lt;br /&gt;
{{quest list row|Lord of Crags}}&lt;br /&gt;
{{quest list row|Casing the Castrum}}&lt;br /&gt;
{{quest list row|Operation Archon}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{#spoiler:show=Patch 6.0 Spoiler (Click to Show)|hide=Click to Hide Spoiler|After his initial defeat, Rhitahtyn&#039;s soul, [[Rhitahtyn the Unshakable]], appears as the second boss of [[The Aitiascope]], a dungeon located in the Aetherial Sea visited in [[Endwalker]].}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Rhitahtyn&#039;s name means &amp;quot;Right Judge&amp;quot; in the [[Languages/Roegadyn Dictionary|traditional Roegadyn language]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Rhitahtyn sas Arvina1.jpg&lt;br /&gt;
Westwind1.png&lt;br /&gt;
Rhitahtyn no armour.jpg|Rhitahtyn seen without his armor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]] [[Category:Patch 2.0 Enemies]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lower_Jeuno&amp;diff=1496275</id>
		<title>Lower Jeuno</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lower_Jeuno&amp;diff=1496275"/>
		<updated>2026-07-13T15:31:33Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* NPCs */ +maat context&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = Lower Jeuno&lt;br /&gt;
| type = zone&lt;br /&gt;
| within = ???&lt;br /&gt;
| description = &lt;br /&gt;
| weather = fair skies&lt;br /&gt;
| map = Lower Jeuno map.png&lt;br /&gt;
| levels =&lt;br /&gt;
| connections = [[Yak T&#039;el]] (S)&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = Lower Jeuno screenshot.jpg&lt;br /&gt;
| sstext = Lower Jeuno&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.1&lt;br /&gt;
}} This area is featured in the [[Echoes of Vana&#039;diel]] quest series.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{location table header|Gangos}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Jeuno]]&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
: {{map icon|raid}} [[San d&#039;Oria: The Second Walk]]&lt;br /&gt;
: {{map icon|raid}} [[Windurst: The Third Walk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
There is no [[Aetheryte]] in Jeuno. To access, teleport to [[Mamook]] in [[Yak T&#039;el]], [[Yok Tural]] and speak with [[Toraal Ja]] (near the Aetheryte plaza at {{coords|36.0, 32.3}}) who will transport you to the entrance at {{coords|10.9, 34.8}} (near [[The Cerulean Cexudross]]). This fast travel option is unlocked early on {{i|Dreams of Paradise}}; players will need to travel to the entrance by themselves prior to this quest.&lt;br /&gt;
&lt;br /&gt;
==Shops &amp;amp; Services==&lt;br /&gt;
{{merchant list|Lower Jeuno}}&lt;br /&gt;
&lt;br /&gt;
After sufficient progress in the quest {{i|Jeuno}}, speaking to the [[Hume Adventurer]] at {{coords|5.8, 6.3}} will provide lore surrounding the Echoes of Vana&#039;diel raid bosses. Additional entries will be unlocked upon completing {{i|Dreams of Paradise}} and {{i|The Hollow Promise}}.&lt;br /&gt;
&lt;br /&gt;
The [[Mithran Adventurer]] {{coords|6.4, 4.5}} will comment on certain FFXI-related glamour items that the player has equipped. Many of these items are from {{i|The Forbidden Land, Eureka}}.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{quotation|https://finalfantasy.fandom.com/wiki/Grand_Duchy_of_Jeuno|The Grand Duchy of Jeuno (ジュノ大公国, Juno Taikōkoku), or more commonly just Jeuno (ジュノ, Juno), is a booming city-state in the world of Vana&#039;diel from Final Fantasy XI. Built upon Heaven&#039;s Bridges, the city is a structure that allows passage between the Quon and Mindartia continents. Due to political neutrality, Jeuno often acts as a regulator between the other three nations of Vana&#039;diel.}}&lt;br /&gt;
===Trivia===&lt;br /&gt;
During the [[Starlight Celebration]], the music for this area will change to the [https://www.youtube.com/watch?v=_vxx3FQObZg Christmas music from &#039;&#039;Final Fantasy XI&#039;&#039;] that plays in Lower Jeuno.&lt;br /&gt;
====NPCs====&lt;br /&gt;
The NPCs found in this zone are based on NPCs or player behavior found in &#039;&#039;Final Fantasy XI&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location !! FFXIV NPC !! Dialogue !! FFXI NPC !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| X 5.4, Y 6.8 (south) || Unnamed shade || ...magic map...adventures...? || [https://www.bg-wiki.com/ffxi/Promurouve Promurouve] || FFXI does not have an automapping system. Players must find or purchase Magical Map key items in order to view maps of zones, which this NPC sells.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.4, Y 6.8 (north) || Unnamed shade || ...welcome...Adoulin...&amp;lt;br&amp;gt;...help...? || [https://www.bg-wiki.com/ffxi/Darcia Darcia] || Gives quest that unlocks the FFXI expansion pack, &#039;&#039;Seekers of Adoulin&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.4, Y 6.8 || [[Cordial Shade]] || Welcome...Chamber of Commerce...&amp;lt;br&amp;gt;We assist...job...labor... || [https://www.bg-wiki.com/ffxi/Derrick Derrick] || Says: &amp;quot;Welcome to the Chamber of Commerce and Industry. We assist the community with job placement and labor arbitration.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| X 6.3, Y 6.8 || [[Orderly Shade]] || ...auction house. ...any questions...?&amp;lt;br&amp;gt;In the past...great wealth... || [https://www.bg-wiki.com/ffxi/Honorine Honorine] || Says: &amp;quot;Welcome to the Auction House. Do you have any questions about our establishment?&amp;quot; and &amp;quot;In the past, many have amassed great wealth through the auction house. I hope you find fortune, too!&amp;quot;&amp;lt;br&amp;gt;Gives a tutorial to FFXI&#039;s version of the Market Board called the Auction House; the dialogue is her parting words.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.8, Y 6.0 || Unnamed shade || ...monstarus...recorded...Dale... || [https://www.bg-wiki.com/ffxi/Rakuru-Rakoru Rakuru-Rakoru] || Gives the quest [https://www.bg-wiki.com/ffxi/The_Miraculous_Dale &#039;&#039;The Miraculous Dale&#039;&#039;], which requires hunting 16 specific Notorious Monsters.&lt;br /&gt;
&lt;br /&gt;
The quest rewards 59,630 gil, which is a Japanese phonetic pun: when the digits 5963 are pronounced in Japanese, it says &amp;quot;gokurosan&amp;quot;, which is approximately &amp;quot;thank you for your hard work&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.9, Y 5.9 || Unnamed shade || ...Mea...1k...&amp;lt;br&amp;gt;Can I have... || Player character behavior || This NPC&#039;s bubble dialogue is based on shouting for a teleport from a White Mage, likely (using the [[Auto-Translator]]) {Teleport-Mea} 1k {Can I have it?}&amp;lt;br&amp;gt;Fast travel in FFXI was comparatively limited in its earlier years. Teleportation was limited to White Mages and they could only teleport to certain points in the world. Enterprising White Mages would offer to cast teleportation spells for a nominal fee (usually 1000 gil). In this case, the player is requesting the spell Teleport-Mea.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.8, Y 5.8 || Unnamed shade || ...a lass...my love...&amp;lt;br&amp;gt;...so shy... || [https://www.bg-wiki.com/ffxi/Momiji Momiji] || Says: When I was but a lass, I oft would follow my lover to this fountain. He would speak barely a word, so shy was he!&amp;lt;br&amp;gt;To love someone is a wonderful thing. Only now, at my age, does that seem so clear.&amp;lt;br&amp;gt;Oh, my husband? Yes, he&#039;s quite well. He&#039;s so full of life, I know not what to do!&lt;br /&gt;
|-&lt;br /&gt;
| X 5.9, Y 5.4 || Unnamed shade || I am...patrol... || [https://www.bg-wiki.com/ffxi/Zauko Zauko] || Says &amp;quot;I am Zauko. I patrol Lower Jeuno.&amp;lt;br&amp;gt;We guards need more than muscle. We need the residents&#039; trust.&amp;lt;br&amp;gt;Come see me if you&#039;re ever in trouble.&amp;quot; &amp;lt;br&amp;gt;Gives the quest [https://www.bg-wiki.com/ffxi/Community_Service &#039;&#039;Community Service&#039;&#039;] at dusk wherein players light the lamps on the western side of town.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.6, Y 5.6 || [[Solemn Shade]] || Party... Looking...&amp;lt;br&amp;gt;Dark... Samurai... Dragoon... || Player character behavior || Likely saying: Looking for Party&amp;lt;br&amp;gt;Dark Knight, Samurai, Dragoon&amp;lt;br&amp;gt;FFXI does not have a Duty Finder equivalent, and until relatively recently, did not have any sort of mass communication outside of a region. Moreover, players cannot invite other party members if they are in different regions. These factors pushed players to congregate in Jeuno where they would manually have to form parties, usually through shouting. Dark Knights (a DPS in this game), Samurai, and Dragoons had especially long wait times as these slower-paced jobs were seen as less desirable for the faster-paced parties of the mid-to-late 2000s.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.8, Y 5.6 || [[Thrifty Shade]] || ...Neptune&#039;s Spire!&amp;lt;br&amp;gt;Applicants...invite...our branch...&amp;lt;br&amp;gt;Please...will issue...membership... || [https://www.bg-wiki.com/ffxi/Ghebi_Damomohe Ghebi Damomohe] || Receptionist for the Tenshodo, an organization featured in FFXI&#039;s MSQ equivalent.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.7, Y 6.8 || Unnamed shade || Kurou...Magnificentaru...!&amp;lt;br&amp;gt;All...revealed... || [https://www.bg-wiki.com/ffxi/Kurou-Morou Kurou-Morou] || Fortune-teller.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.6, Y 7.1 || [[Diminutive Shade]] || I...Chululu... Divining...&amp;lt;br&amp;gt;Five...card... Other-wothers... || [https://www.bg-wiki.com/ffxi/Chululu Chululu] || Quest giver for [https://www.bg-wiki.com/ffxi/Collect_Tarut_Cards &#039;&#039;Collect Tarut Cards&#039;&#039;]. Players were given five copies of one of four kinds of tarut cards, and had to interact and trade with other players to find the other three kinds of cards. Doing so would unlock fortune telling, and was also the start of a questline culminating in an important crowd-control spell for Black Mages.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.4, Y 6.5 (south) || Unnamed shade || Looking...The Fool... || Player character behavior || Player character shouting for a card to complete the quest &#039;&#039;Collect Tarut Cards&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.4, Y 6.5 (north) || Unnamed shade || Looking...The Hermit... || Player character behavior || Player character shouting for a card to complete the quest &#039;&#039;Collect Tarut Cards&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| X 6.2, Y 5.3 || [[Elvaan Dancer]] || Are we in Jeuno...? I swear I was hunting colibri in Bhaflau Thickets not long ago.&amp;lt;br&amp;gt;I remember a bright light and then darkness... Then I think I heard someone ranting about how they failed, and echoes... It didn&#039;t really make sense.&amp;lt;br&amp;gt;&amp;lt;sigh&amp;gt; All that time putting together a party wasted... It&#039;s going to take forever to improve my closed position at this rate. || Player character behavior || Final Fantasy XI features an endgame progression system called [https://www.bg-wiki.com/ffxi/Merit_Points Merit Points], which players can earn beginning at the old level cap of Level 75. These points can be spent to improve a character&#039;s job through various upgrades, such as Dancer&#039;s [https://www.bg-wiki.com/ffxi/Closed_Position Closed Position]. When introduced, gaining the Merit Points to improve the ability was very time-consuming and required a party, and parties could break easily without getting the needed points. Bhaflau Thickets was a common place to farm Merit Points, because the colibri spawn quickly, have easily manipulated TP moves, and are weak to various weapon types.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.6, Y 6.6 || [[Hume Paladin]] || My moogle companion recently taught me about merit points, which can be used to further improve my abilities.&amp;lt;br&amp;gt;The hunting required for it demands considerable offensive capabilities, and so my comrades were often reluctant to let me join them... Which is why I gave up my sword and shield for two-handed blades. || Player character behavior || Player character discussing [https://www.bg-wiki.com/ffxi/Merit_Points Merit Points].&lt;br /&gt;
Additionally, jobs in FFXI are able to equip multiple weapon types, with varying [https://www.bg-wiki.com/ffxi/Category:Combat_Skills combat skill] proficiency in each type, depending on the job - this is why the Paladin is able to switch to using a greatsword.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.6, Y 6.6 || [[Elvaan Monk]] || I don&#039;t suppose you know anything about the Bushin, do you? It is said he will grant a black belt to monks who have proven their mastery of the fist.&amp;lt;br&amp;gt;There&#039;s a Tarutaru around here somewhere who claims to know where the Bushin is, but he&#039;ll only tell me if I can fulfill a number of preposterous requests. I already managed to get a hold of the wyrm beard he wanted, but now he wants a behemoth tongue!&amp;lt;br&amp;gt;The smart thing to do would be to stick with my brown belt and leave well enough alone, but the increased speed and resilience the black belt offers is too great to ignore! || Player character behavior || In Final Fantasy XI, there is a questline where players can earn a [https://www.bg-wiki.com/ffxi/Purple_Belt Purple Belt], [https://www.bg-wiki.com/ffxi/Brown_Belt Brown Belt], and [https://www.bg-wiki.com/ffxi/Black_Belt Black Belt] - strong Monk-exclusive waist equipment. The questline involves defeating several Notorious Monsters, with the final quest [https://www.bg-wiki.com/ffxi/Beat_Around_the_Bushin Beat Around the Bushin] requiring drops from 3 NMs, each of which has multi-step spawn conditions involving drops from other NMs.&lt;br /&gt;
|-&lt;br /&gt;
| X 5.8, Y 5.5 || [[Mithran Red Mage]] || Every time I think I&#039;ve rrreached my potential, there&#039;s always one man I can rrrely on to push me past my limits.&amp;lt;br&amp;gt;He asks for the most peculiar things, like papyrus and rrrusty knickknacks, but his final trial is a fight against the old man himself.&amp;lt;br&amp;gt;I&#039;ve already lost to him twenty times now... “Don&#039;t think I&#039;m forcing you,” he says, but it just makes me want to trrry harder. Next time, I plan to overwhelm him with a barrage of Aero III! || Player character behavior || Final Fantasy XI has an initial level cap of 50, and players must complete &amp;quot;limit break&amp;quot; quests from their NPC mentor [https://www.bg-wiki.com/ffxi/Maat Maat] to increase the cap, by 5 levels per quest. The ultimate level cap was 75 for a long period of time, with the 70-75 quest [https://www.bg-wiki.com/ffxi/Shattering_Stars Shattering Stars] being a difficult one-on-one fight against Maat himself.&lt;br /&gt;
&lt;br /&gt;
Maat mirrors the job used to enter the battlefield and also possesses a Monk skillset. At the time of Shattering Stars&#039; release on December 16, 2003, Red Mages had a particularly rough go of it, as Maat could inflict many highly damaging physical and magical attacks in a short amount of time. The [https://ffxiclopedia.fandom.com/wiki/Shattering_Stars/Red_Mage predominant strategy] was to disable Maat in some capacity, use a special ability that allowed back-to-back spellcasting, and spam Aero III until victory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header|condition=y}}&lt;br /&gt;
{{music table row|Main|The Grand Duchy of Jeuno}}&lt;br /&gt;
{{music table row|Starlight Celebration|Jeuno (Starlight Celebration)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Relentless_Rush_(PvP)&amp;diff=1480115</id>
		<title>Relentless Rush (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Relentless_Rush_(PvP)&amp;diff=1480115"/>
		<updated>2026-07-06T20:14:19Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Relentless Rush (PvP)&lt;br /&gt;
| description = Unleashes a flurry of blade strikes on nearby enemies, dealing damage over time with a potency of 4,500 and reducing damage taken by 25% until effect expires.&lt;br /&gt;
| facts = {{action fact|duration|4}}{{action fact|Activates [[Terminal Trigger (PvP)|Terminal Trigger]] when effect duration expires.}}{{action fact|additional|Afflicts target with ``Relentless Shrapnel``, increasing target&#039;s damage taken by 5%}}&lt;br /&gt;
| facts-2 = {{action fact|duration|6}}{{action fact|Maximum Stacks|5}}{{action fact|Can be executed while moving.&amp;lt;br&amp;gt;Can only be executed when the limit gauge is full.}}{{action fact|Gauge Charge Time|60s}}&amp;lt;br&amp;gt;{{action fact|※Action changes to ```Terminal Trigger``` upon execution.}}&lt;br /&gt;
| acquired = gunbreaker&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = limit Break&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 10&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 6&lt;br /&gt;
| traits = &lt;br /&gt;
| actions = Terminal Trigger (PvP)&lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| pvp = yn&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This is a channeled ability and may be ended early with the use of {{aicon|Terminal Trigger (PvP)|Terminal Trigger}}.&lt;br /&gt;
** There is a delay of one second before Terminal Trigger can be executed.&lt;br /&gt;
* While not explicitly documented in the help text, this PvP action will grant immunity to the effects caused by {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} and {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Leurum}} for its duration.&lt;br /&gt;
* This ability will not be prematurely cancelled through crowd-control status effects, examples including {{status effect|stun}} [[Stun]] and {{aicon|Meteodrive (PvP)|Meteodrive}}, though the gunbreaker will still be unable to move or act under such status effects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.4|Potency has been increased from 4,000 to 4,500.}}&lt;br /&gt;
*{{patch|7.2|Area of effect has been increased from 5 to 6 yalms.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Relentless Shrapnel damage down on target has been removed.&lt;br /&gt;
**Relentless Shrapnel damage bonus has been increased from 4% to 5%.&lt;br /&gt;
**Relentless Shrapnel duration has been increased from 5 to 6 seconds.&lt;br /&gt;
**Immunity to Miracle of Nature was added.}}&lt;br /&gt;
*{{patch|6.28|Relentless Shrapnel effect now also reduces target&#039;s damage dealt by 4%.}}&lt;br /&gt;
*{{patch|6.11a|The additional effect &amp;quot;reduces damage taken by 25%&amp;quot; has been added.}}&lt;br /&gt;
*{{patch|6.11|&lt;br /&gt;
**Potency has been increased from 3,000 to 4,000.&lt;br /&gt;
**Increase to target&#039;s damage taken has been changed from 3% to 4%.}}&lt;br /&gt;
*{{patch|6.1|Added, replacing {{action icon|Aegis Boon (PvP)}}.}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rarity&amp;diff=1389966</id>
		<title>Rarity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rarity&amp;diff=1389966"/>
		<updated>2026-06-26T17:20:25Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rarity&#039;&#039;&#039; is an attribute present in every [[item]] representing the relative difficulty in acquiring that item. It does not represent the relative power of the item; for that attribute, see [[Item Level]].  &lt;br /&gt;
&lt;br /&gt;
Rarity is as follows: {{rarity|basic|White}} &amp;amp;rarr; {{rarity|aetherial|Pink}} &amp;amp;rarr; {{rarity|dungeon}} &amp;amp;rarr; {{rarity|tomestone}} &amp;amp;rarr;  {{rarity|relic|Purple}}. As Square Enix has not officially named the rarity levels, these names are community-assigned.  &lt;br /&gt;
&lt;br /&gt;
* {{rarity|basic|White}} or {{rarity|basic}} gear is purchasable from [[merchants|NPC vendors]] or [[Crafting|craftable]] by the player. Most of the time {{rarity|basic}} gear is also available as a {{HQ}} [[High Quality]] variant. Only the {{HQ}} HQ variant will have appropriate stats for the [[Item Level]]. Normal quality or NQ gear will have a -10% penalty in stats, &#039;&#039;&#039;&#039;&#039;which is huge&#039;&#039;&#039;&#039;&#039;. The only source of {{HQ}} HQ crafted gear for {{gil}} [[Gil]] is from other players via the [[Market Board]]. Players will also receive HQ {{HQ}} gear directly as well as via [[coffer]]s from the {{i|Main Scenario Quests}} and certain {{i|Side Quests}}.&lt;br /&gt;
&lt;br /&gt;
* {{rarity|aetherial|Pink}} or {{rarity|aetherial}} gear used to drop more commonly from [[dungeons]]. However, with various quality-of-life adjustments culminating in [[Patch 5.3]], dungeons now very rarely have {{rarity|aetherial}} items. The only real source for them now is [[Treasure Hunt]]ing maps and [[Guildleves|Guildleve]] bonus chests. All {{rarity|aetherial}} gear has random [[Attributes#Secondary_Attributes|secondary attributes]], but the main stats are in line with {{HQ}} [[High Quality]] {{rarity|basic}} gear. There is no {{rarity|aetherial}} gear after level 50, as the random [[Attributes#Secondary_Attributes|secondary attributes]] were deemed too frustrating for players. ([[The Diadem/Old|Diadem]]-associated &#039;&#039;[[Heavensward]]&#039;&#039; sets have been removed.)&lt;br /&gt;
&lt;br /&gt;
* {{rarity|dungeon}} or {{rarity|green|Dungeon}} gear most often drops from chests in dungeons. However, [[Gear Guide|endgame gear]] [[Crafting|crafted]] with recipes in the [[Master Recipe Tomes]] will also usually be of this rarity. This is likely to reflect the fact that endgame gear requires materials from [[Folklore Nodes|timed nodes]], [[Aetherial Reduction|aethersand]], and [[Allagan Tomestones|tomestone materials]] and is thus indirectly time-limited. Crafted gear is generally tradable via the [[Market Board]], while dungeon drops are not. {{rarity|green}}-rarity [[seafood]] may denote a [[Big Fish]], or a Spectral Fish obtained during [[Ocean Fishing]].&lt;br /&gt;
&lt;br /&gt;
* {{rarity|tomestone}} or {{rarity|blue|Tomestone}} gear includes anything currently or formerly bought with [[Allagan Tomestones]], [[Scrips]], or some items bought with tokens dropped from [[world boss]] encounters. This also includes weapons that drop from [[Trials#Extreme_Trials|(Extreme) Trials]] and [[Raid]] gear, the latter of which was weekly capped when current. {{rarity|tomestone}} gear is never tradable.&lt;br /&gt;
&lt;br /&gt;
* {{rarity|relic|Purple}} or {{rarity|relic}} gear represents the highest level of rarity. Though the exact procedure for obtaining relics can significantly vary between relics, they share a few common attributes.&lt;br /&gt;
:* They involve a many-step procedure to acquire, including a dedicated quest, which is generally quite time-consuming&lt;br /&gt;
:* They are not best-in-slot (until the final patch of an expansion, at which time the current completed relic has parity with the current savage weapon), and primarily serve as glamour&lt;br /&gt;
:* They increase in rarity as they are upgraded (not all relic weapons do this, but many do, starting out as {{rarity|tomestone}} or even {{rarity|basic|White}} gear)&lt;br /&gt;
Relics may be divided into three categories:&lt;br /&gt;
* [[:Category:Relic weapons|Relic weapons]]&lt;br /&gt;
* [[:Category:Relic armor|Relic armor]], currently only consisting of {{i|Paladin|Paladin}}-exclusive {{i|shield|shields}}&lt;br /&gt;
* [[:Category:Relic accessory|Relic accessories]], currently only consisting of the {{i|Eternity Ring}} from the [[Eternal Bonding]] ceremony.&lt;br /&gt;
&lt;br /&gt;
Though relics from previous expansions primarily serve as cosmetic status symbols, they do have niche use for some high-end duties due to their customizable [[Attributes#Secondary_Attributes|secondary attributes]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rarity&amp;diff=1389782</id>
		<title>Rarity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rarity&amp;diff=1389782"/>
		<updated>2026-06-25T19:20:36Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Item [[Rarity]] is as follows: {{rarity|basic|White}} &amp;amp;rarr; {{rarity|aetherial|Pink}} &amp;amp;rarr; {{rarity|dungeon}} &amp;amp;rarr; {{rarity|tomestone}} &amp;amp;rarr;  {{rarity|relic|Purple}}. Rarity does not indicate anything about an item&#039;s power, merely how easily it is obtained. For gear power, see [[Item Level]].&lt;br /&gt;
&lt;br /&gt;
* {{rarity|basic|White}} or {{rarity|basic}} gear is purchasable from [[merchants|NPC vendors]] or [[Crafting|craftable]] by the player. Most of the time {{rarity|basic}} gear is also available as a {{HQ}} [[High Quality]] variant. Only the {{HQ}} HQ variant will have appropriate stats for the [[Item Level]]. Normal quality or NQ gear will have a -10% penalty in stats, &#039;&#039;&#039;&#039;&#039;which is huge&#039;&#039;&#039;&#039;&#039;. The only source of {{HQ}} HQ crafted gear for {{gil}} [[Gil]] is from other players via the [[Market Board]]. Players will also receive HQ {{HQ}} gear directly as well as via [[coffer]]s from the {{i|Main Scenario Quests}} and certain {{i|Side Quests}}.&lt;br /&gt;
&lt;br /&gt;
* {{rarity|aetherial|Pink}} or {{rarity|aetherial}} gear used to drop more commonly from [[dungeons]]. However, with various quality-of-life adjustments culminating in [[Patch 5.3]], dungeons now very rarely have {{rarity|aetherial}} items. The only real source for them now is [[Treasure Hunt]]ing maps and [[Guildleves|Guildleve]] bonus chests. All {{rarity|aetherial}} gear has random [[Attributes#Secondary_Attributes|secondary attributes]], but the main stats are in line with {{HQ}} [[High Quality]] {{rarity|basic}} gear. There is no {{rarity|aetherial}} gear after level 50, as the random [[Attributes#Secondary_Attributes|secondary attributes]] were deemed too frustrating for players. ([[The Diadem/Old|Diadem]]-associated &#039;&#039;[[Heavensward]]&#039;&#039; sets have been removed.)&lt;br /&gt;
&lt;br /&gt;
* {{rarity|dungeon}} or {{rarity|green|Dungeon}} gear most often drops from chests in dungeons. However, [[Gear Guide|endgame gear]] [[Crafting|crafted]] with recipes in the [[Master Recipe Tomes]] will also usually be of this rarity. This is likely to reflect the fact that endgame gear requires materials from [[Folklore Nodes|timed nodes]], [[Aetherial Reduction|aethersand]], and [[Allagan Tomestones|tomestone materials]] and is thus indirectly time-limited. Crafted gear is generally tradeable via the [[Market Board]], while dungeon drops are not. {{rarity|green}}-rarity [[seafood]] may denote a [[Big Fish]], or a Spectral Fish obtained during [[Ocean Fishing]].&lt;br /&gt;
&lt;br /&gt;
* {{rarity|tomestone}} or {{rarity|blue|Tomestone}} gear includes anything currently or formerly bought with [[Allagan Tomestones]], [[Scrips]], or some items bought with tokens dropped from [[world boss]] encounters. This also includes weapons that drop from [[Trials#Extreme_Trials|(Extreme) Trials]] and [[Raid]] gear, the latter of which was weekly capped when current. {{rarity|tomestone}} gear is never tradeable.&lt;br /&gt;
&lt;br /&gt;
* {{rarity|relic|Purple}} or {{rarity|relic}} gear represents the highest level of rarity. Relics share a few common attributes:&lt;br /&gt;
:* They involve a many-step procedure to acquire, including a dedicated quest, which is potentially time-consuming&lt;br /&gt;
:* They are not best-in-slot (as with all non-current and/or non-final relics), and primarily serves as glamour&lt;br /&gt;
:* They increases in rarity as they are upgraded (not all relic weapons do this, but many do)&lt;br /&gt;
Relics may be divided into three categories:&lt;br /&gt;
* [[:Category:Relic weapons|Relic weapons]]&lt;br /&gt;
* [[:Category:Relic armor|Relic armor]], currently only consisting of {{i|Paladin|Paladin}}-exclusive {{i|shield|shields}}&lt;br /&gt;
* [[:Category:Relic accessory|Relic accessories]], currently only consisting of the {{i|Eternity Ring}} from the [[Eternal Bonding]] ceremony.&lt;br /&gt;
&lt;br /&gt;
Relics are never the best-in-slot until the very last [[Patches|patch]] in an expansion. Relics from previous expansions are primarily intended as cosmetic status symbols. They do have niche use for some high-end duties due to the customizable [[Attributes#Secondary_Attributes|secondary attributes]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Physical_Resistances&amp;diff=1389781</id>
		<title>Physical Resistances</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Physical_Resistances&amp;diff=1389781"/>
		<updated>2026-06-25T18:56:24Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Retired&lt;br /&gt;
| description1 = &lt;br /&gt;
| patch = 4.2&lt;br /&gt;
}}&lt;br /&gt;
[[File:Elemental and physical resistances.png|right|thumb|The Character Attributes screen showing physical resistances]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Resistances&#039;&#039;&#039; were a set of [[Attributes]] originally introduced with [[Patch 1.23b|Final Fantasy XIV 1.0]] (although the concept itself was introduced in and carried over from Final Fantasy XI). Increasing a physical resistance attribute would decrease the damage taken by the corresponding attack of that physical type. The three types that could be guarded against were Slashing, Piercing, and Blunt. The attributes were represented as percentages with 100 being the standard, lower values representing decreased resistance (down to 0, indicating double damage)&amp;lt;ref&amp;gt;[https://www.reddit.com/r/ffxiv/comments/50vlc0/comment/d77btt8/ I did some testing and found something interesting about Elemental Materia (Reddit)]&amp;lt;/ref&amp;gt;, and higher values representing increased resistance.&lt;br /&gt;
&lt;br /&gt;
Theoretically, a character could have increased these attributes to guard against devastating attacks of a certain types as had been done in Final Fantasy XI; for example, slashing resistance could be increased to guard against attacks from [[Odin]]. However, no methods were available to alter these attributes aside from equipping the {{i|Ring of Lasting Shelter}}.&lt;br /&gt;
&lt;br /&gt;
As most enemy encounters never made use of these attributes in any meaningful way, and character progression was tied to increasing Item Level rather than sidegrades, these attributes were removed from the Character page in [[Patch 4.2]]. &lt;br /&gt;
&lt;br /&gt;
Vestiges of these attributes still remain though [[Buffs]] and [[Status effects]]. These are only used as a mechanic to shield against enemy attacks or increase incoming damage from certain attacks. For example, [[Twintania]] in the {{i|The Unending Coil of Bahamut (Ultimate)}} will use a tankbuster called &#039;&#039;&#039;Death Sentence&#039;&#039;&#039; that inflicts {{status effect|debuff|File:Slashing resistance down ii icon1.png}} &#039;&#039;&#039;[[Slashing Resistance Down|Slashing Resistance Down II]]&#039;&#039;&#039;, causing the boss&#039;s auto-attacks to hit much harder. This then forces the tanks to swap [[enmity]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|debuff}}&lt;br /&gt;
|-&lt;br /&gt;
! Buff !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{status effect|buff|slashing resistance up}} [[Slashing Resistance Up]] || {{status effect|slashing resistance down}} [[Slashing Resistance Down]]&lt;br /&gt;
|-&lt;br /&gt;
| {{status effect|buff|piercing resistance up}} [[Piercing Resistance Up]] || {{status effect|piercing resistance down}} [[Piercing Resistance Down]]&lt;br /&gt;
|-&lt;br /&gt;
| {{status effect|buff|blunt resistance up}} [[Blunt Resistance Up]] || {{status effect|blunt resistance down}} [[Blunt Resistance Down]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{attributes}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1369637</id>
		<title>Dancing Mad (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1369637"/>
		<updated>2026-06-24T04:23:09Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You find the wandering minstrel ruminating on the curious tale of a phantasmal harlequin. A vile and terrible fiend by any measure, yet the entertainer believes the two of them share at least one artistic quality─a flair for creative flourishes. With every telling of their stories, every rendition of their songs, there is new meaning to be found. Thus are no two performances ever the same. The minstrel&#039;s melody soon transports you to a battlefield in your mind&#039;s eye, but what creative liberties will you contribute to his masterpiece?&lt;br /&gt;
| image = Dancing Mad (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 795&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Sigmascape V4.0&lt;br /&gt;
| region = &lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{questlink|raid|AAC Heavyweight M4 (Savage)|wrap=y}}&lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-gt = 30162&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;DMU&#039;&#039;&#039; or &#039;&#039;&#039;UMAD&#039;&#039;&#039; (short for Ultimate [Dancing] Mad), is based on the {{i|Omega (Raids)|alt=Omega}} raids from &#039;&#039;[[Stormblood]]&#039;&#039; and is the seventh ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Dancing Mad (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by being hit with a lethal AoE or by jumping off the platform and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Kefka]]===&lt;br /&gt;
The three Graven Image mechanics in phase 1 must be resolved in a certain way to proceed past phase 2. The number of mechanics correctly resolved can be seen at the end of phase 1 by looking at the statue in the background; each correctly resolved mechanic will light a candle.&lt;br /&gt;
&lt;br /&gt;
* Preserve the Double-Trouble Trap debuff until it naturally expires.&lt;br /&gt;
* Soak all of the Gravity III puddles before they disappear.&lt;br /&gt;
* Use all 16 Tele-portent arrows while {{status effect|debuff|confused}} [[confused]].&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
If the party does not correctly resolve the three Graven Image mechanics in phase 1 in a certain way, the fight will end after clearing phase 2. The party will receive a short &amp;quot;duty completion&amp;quot; cutscene and a treasure coffer with nothing in it (and no achievement or totem) and will need to leave the instance.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Kefka, [[Exdeath]], and [[Chaos]]===&lt;br /&gt;
This phase features Exdeath and Chaos as the targetable bosses, while Kefka is untargetable and does additional mechanics. Partway through, Kefka will grow to a giant size.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Kefka, [[Neo Exdeath]], and Chaos===&lt;br /&gt;
This phase features the normal-sized Kefka as the targetable boss, while Neo Exdeath and Chaos are untargetable. All three will do mechanics at once.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Ultimate Kefka===&lt;br /&gt;
Kefka transforms into a new form, but is simply referred to as &amp;quot;Kefka&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Mad Harlequin&#039;s Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Dancing Mad (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in a future patch.&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Palazzo Diamond Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Son of a...}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
* The World First clear, as verified by unofficial leaderboard site MogTalk, was from the Japanese group &amp;quot;Name TBD&amp;quot;. &amp;lt;ref&amp;gt;https://x.com/MogTalkTweets/status/2063672065635602916&amp;lt;/ref&amp;gt; This team did not livestream their progression, but was verified through video review.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: I wield the greatest power in existence!&lt;br /&gt;
Kefka: You may as well be the dirt on the bottom of my boots! Or the dirt stuck to the bottom of that dirt!&lt;br /&gt;
Kefka: I will destroy everything! I will create a monument to non-existence!&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Phase 1===&lt;br /&gt;
:Upon pull:&lt;br /&gt;
Kefka: {{autotranslate|This is my first time, so please take it easy!}}&lt;br /&gt;
:Upon casting Revolting Ruin III:&lt;br /&gt;
Kefka: Quick, now! Make your peace with death! Because I&#039;m making your death with these pieces!&lt;br /&gt;
:After Double-trouble Trap first detonates:&lt;br /&gt;
Kefka: Hahaha! Hook, line, and &amp;lt;i&amp;gt;stinker&amp;lt;/i&amp;gt;!&lt;br /&gt;
:Upon casting Graven Image 2:&lt;br /&gt;
Kefka: Did you think you&#039;d won? Oh no no no, we&#039;ve only just begun! &lt;br /&gt;
:If all Gravity III puddles were soaked, between using Hyperdrive and casting Tele-trouncing:&lt;br /&gt;
Kefka: What!? There&#039;s no way that didn&#039;t work!&lt;br /&gt;
:Upon casting Graven Image 3:&lt;br /&gt;
Kefka: Still alive? Unbelieeevable! I really must insist you die!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: I&#039;m afraid that&#039;s all I have time for today. Bye-bye now!&lt;br /&gt;
:If Kefka is reduced to below 15% HP:&lt;br /&gt;
&amp;gt; If any candles are not lit&lt;br /&gt;
:Phase transition:&lt;br /&gt;
Kefka: Yes... I am filled with glorious purpose!&lt;br /&gt;
&amp;gt; If all three candles are lit&lt;br /&gt;
:Before phase transition:&lt;br /&gt;
Kefka: How boring. Guess I&#039;ll have to spice things up!&lt;br /&gt;
:Phase transition&lt;br /&gt;
Kefka: Intriguing. This clearly isn&#039;t your first time...&lt;br /&gt;
---&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&amp;gt; If any candles were not lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: Life... Dreams... Hope... Where do they come from? And where do they go?&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Such things as those... are mine to destroy!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase ends:&lt;br /&gt;
-cutscene start&lt;br /&gt;
:Cutscene has no dialogue.&lt;br /&gt;
-cutscene end&lt;br /&gt;
:After opening the fake treasure chest:&lt;br /&gt;
Kefka: Congratulations... you lose! Try something else next time and maybe we&#039;ll have some &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; fun!&lt;br /&gt;
&amp;gt; If all three candles were lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: This is meant to be our &amp;lt;i&amp;gt;ultimate&amp;lt;/i&amp;gt; encounter...&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Crafty little bastards, aren&#039;t you?&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase transition:&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: Hmph. I see what&#039;s going on here.&lt;br /&gt;
&#039;&#039;Kefka grabs the camera and positions it towards him.&#039;&#039;&lt;br /&gt;
Kefka: Oh, you&#039;re in for it now!&lt;br /&gt;
Kefka: Who am I talking to?&lt;br /&gt;
Kefka: I&#039;m talking to &amp;lt;i&amp;gt;you&amp;lt;/i&amp;gt;, of course! Y.O.U.!&lt;br /&gt;
-cutscene end&lt;br /&gt;
---&lt;br /&gt;
===Phase 3===&lt;br /&gt;
:Upon casting Definition of Insanity:&lt;br /&gt;
Kefka: Right! Let&#039;s see if I can&#039;t take the reins for a spell...&lt;br /&gt;
:Upon casting The Decisive Battle:&lt;br /&gt;
Kefka: Hahaha! There&#039;s nothing I can&#039;t do!&lt;br /&gt;
Kefka: Oh! What other toys can I throw in here...&lt;br /&gt;
:After casting Trance:&lt;br /&gt;
Kefka: Ohohohoho! What a marvelous sensation!&lt;br /&gt;
Kefka: Jealous? Enthralled? I don&#039;t blame you!&lt;br /&gt;
:Upon casting Ultima Blaster:&lt;br /&gt;
Kefka: Here I go!&lt;br /&gt;
:While using Ultima Blaster with numbered baits (&amp;quot;limit cut&amp;quot;):&lt;br /&gt;
Kefka: Careful now!&lt;br /&gt;
:Upon casting Max:&lt;br /&gt;
Kefka: I&#039;ve got big ambitions and a big attitude...&lt;br /&gt;
Kefka: And now a big body to match–behold!&lt;br /&gt;
:Upon casting Slap Happy:&lt;br /&gt;
Kefka: Take this! And that! And one of these!&lt;br /&gt;
:Upon casting Look Upon Me and Despair:&lt;br /&gt;
Kefka: Aaand... Kaboom!&lt;br /&gt;
:Upon casting Stomp-a-Mole:&lt;br /&gt;
Kefka: Dance! Dance for me!&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Kefka: Boring!&lt;br /&gt;
:Upon casting Kefka Says:&lt;br /&gt;
Kefka: Hey, look─my friends are back!&lt;br /&gt;
Kefka: Go on then, make yourselves useful!&lt;br /&gt;
:Upon casting Mana Release:&lt;br /&gt;
Kefka: Gahahahahaha! UNLEASH IT ALL!&lt;br /&gt;
:Light of Judgment enrage (HP &amp;gt; 25%, becomes untargetable):&lt;br /&gt;
Kefka: Oh, you were so close! But close isn&#039;t good enough!&lt;br /&gt;
===Phase 5===&lt;br /&gt;
Kefka: Destruction is the fate of all things.&lt;br /&gt;
:After transforming:&lt;br /&gt;
Kefka: Anything you fools would dare build...&lt;br /&gt;
Kefka: I&#039;ll raze to the ground with a smile!&lt;br /&gt;
:Upon casting Ultima Repeater:&lt;br /&gt;
Kefka: Let the party begin!&lt;br /&gt;
:Upon casting Flood:&lt;br /&gt;
Kefka: Haha!&lt;br /&gt;
:Upon casting Maddening Orchestra:&lt;br /&gt;
Kefka: That all you got?&lt;br /&gt;
:Upon casting Celestriad:&lt;br /&gt;
Kefka: Sizzle, crackle, and zap!&lt;br /&gt;
:Upon casting Ultima Repeater the second time:&lt;br /&gt;
Kefka: Let&#039;s destroy everything!&lt;br /&gt;
:Upon casting Stray Apocalypse:&lt;br /&gt;
Kefka: Embrace oblivion!&lt;br /&gt;
:Upon casting Stray Entropy:&lt;br /&gt;
Kefka: There&#039;s no escape!&lt;br /&gt;
:Upon casting Forsaken:&lt;br /&gt;
Kefka: Ugh! You lot are no fun at all!&lt;br /&gt;
:Before second Forsaken Bonds:&lt;br /&gt;
Kefka: It&#039;s not enough...&amp;lt;br&amp;gt;I must destroy more!&lt;br /&gt;
:Before third Forsaken Bonds:&lt;br /&gt;
Kefka: Destruction...&amp;lt;br&amp;gt;Destruction is what makes life worth living!&lt;br /&gt;
:Before fourth Forsaken Bonds:&lt;br /&gt;
Kefka: You, your friends, this wretched world─I&#039;ll destroy everything!&lt;br /&gt;
:Upon casting Forsaken Null:&lt;br /&gt;
Kefka: Life... Love... Passion... All worthless...&lt;br /&gt;
:When Forsaken Null castbar is almost full:&lt;br /&gt;
Kefka: Better luck next time, kids!&lt;br /&gt;
===Duty Completion===&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
&#039;&#039;Kefka turns into his pixel sprite from Final Fantasy VI Pixel Remaster.&#039;&#039;&lt;br /&gt;
Kefka: I... I lost!? How is this possible!?&lt;br /&gt;
Kefka: Inconceivable!&lt;br /&gt;
Kefka: {{autotranslate|Thanks for the fun!}}&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
{{music table row|Phase 3 and 4|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 5|Dancing Mad (Distant Worlds)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Dancing Mad Ultimate intro.jpg&lt;br /&gt;
Dancing Mad Ultimate promo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/7fs57PyQ Common Party Finder strategies (Kefka Bin)]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This ultimate raid is the second one themed on the [[Omega (Raids)|Omega]] raid series, after {{i|The Omega Protocol (Ultimate)}}, which only covered the final two fights in the raid series.&lt;br /&gt;
*Kefka has voiced dialogue in this raid, with Dave Wittenberg (EN) and Shigeru Chiba (JP) both reprising their roles from the &#039;&#039;Dissidia Final Fantasy&#039;&#039; games. He is unvoiced on the original fights.&lt;br /&gt;
*This is the first ultimate raid to be added in an x.51 patch. As such, there will be no higher item level dungeon gear released later in the same expansion that will be new best-in-slot gear. Also, based on previous patches, no level 100 gear of item level 795 should be expected to be released in [[Evercold]]. Equipping level &amp;gt;100 gear will result in materia melds being ignored due to level sync, even if the item level is no more than 795.&lt;br /&gt;
*The name of the achievement refers to Kefka&#039;s [https://legendsoflocalization.com/comparisons/final-fantasy-vi/#son-of-a iconic &amp;quot;Son of a submariner!&amp;quot; line] in the original English localization of Final Fantasy VI, which was revised to &amp;quot;Son of a sandworm!&amp;quot; in later releases.&lt;br /&gt;
*This ultimate raid is the first to not feature any major mechanics where the boss(es) become untargetable while the mechanic plays out.&lt;br /&gt;
*This ultimate raid is the first to not feature a lethal AoE at the edge of the arena, but instead players can fall off the arena. There is also no notched border wall that was present in raids since {{i|Dragonsong&#039;s Reprise (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*On June 23, 2026, a [https://na.finalfantasyxiv.com/lodestone/news/detail/d2687b10311ae5fd4eebd5b35c030e13374170f5 hotfix] was issued that corrected server latency and ping-related issues for the Tele-trouncing mechanic, with a side effect of making arrow placement more forgiving:&lt;br /&gt;
**The arrow floor panels that are placed by players have been adjusted so that, regardless of where a player steps onto them, they will always be warped a fixed distance from the center of the panel in the direction indicated by the arrow. (Previously, players were warped based on the position of where their character stepped onto the panel. However, when discrepancies arose between the server-side and client-side positional data due to network conditions, the warp destination appeared inconsistent. To address this, the processing has been changed so that warping is based on the arrow panel itself, rather than the position of the character.)&lt;br /&gt;
**The following bug was corrected: under periods of high server load, the mechanic would fail to activate when a character with the Sprint buff and the Confused debuff stepped onto an arrow floor panel.&lt;br /&gt;
**As a result, a common strategy (&amp;quot;Freaky Arrows&amp;quot;) for this mechanic, in which players placed cardinal arrows slightly offset from the others and always sent confusion target players outside, was rendered obsolete.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Raids&amp;diff=1359204</id>
		<title>Raids</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Raids&amp;diff=1359204"/>
		<updated>2026-06-22T20:46:04Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* 25px|link= Ultimate Raids */ reformat intro, add context&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lead icon|Raids icon1.png|frame=none}} &#039;&#039;&#039;Raids&#039;&#039;&#039; are the core of the [[endgame]], posing the greatest challenges and offering the strongest loot. Unlike dungeons or trials, current-tier raids have limitations on how much loot players can receive per week. These limitations are removed once the raid is old, to make it easier to catch up. Raids are almost always optional content for [[Main Scenario Quest]] progression (the only exception being the level 50 [[Alliance Raid]] series), although some raids are prerequisites for other optional questlines.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==[[File:Raid.png|25px|link=]] Normal Raids==&lt;br /&gt;
&#039;&#039;&#039;Normal raids&#039;&#039;&#039; are fought by 8 players usually against a single boss, similar to a [[trial]].&amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;There are a few exceptions to this formula. The first is {{i|The Binding Coil of Bahamut - Turn 3}}, which is a jumping puzzle with no boss and no substantial rewards. Another exception is {{i|The Binding Coil of Bahamut - Turn 4}}, which is a gauntlet fight with no final boss. A third exception is {{i|Alexander - The Cuff of the Father}} (both normal and savage), which also contains a gauntlet.&amp;lt;/ref&amp;gt; Older raids may have other enemies or mini-bosses before the final boss, but the single-boss format has been consistent since [[Omega: Deltascape]]. Normal raids are similar in [[difficulty]] to story-difficulty trials and can be completed using [[Duty Finder]] matchmaking. The exception is the Lv. 50 Bahamut raid series, which is closer to Savage difficulty by default. &lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
Normal raids are released in sets of four duties in the x.01, x.2, and x.4 patches of an expansion, for a total of 12 duties over three raid tiers in an expansion. They can be unlocked by completing certain blue unlock quests, which become accessible after completing the Main Scenario Quests in the base (x.0) expansion. These duties must be completed in sequence, e.g, completion of the first tier is required to unlock the second tier. Players who meet the minimum item level requirement for a normal raid can queue for it through Duty Finder.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Normal raids drop a variety of equipment &amp;quot;tokens&amp;quot; which can be exchanged at certain vendors for high item level gear. In addition, the final duty of a current-[[expansion]] Normal raid will grant a [[Raid Tokens|Completion Reward]], of which seven can be exchanged along with 500 of the current capped tomestones for a weapon that is 10 item levels higher than current crafted gear. In a later patch, this requirement is lowered to four of the rewarded item. When a Normal raid series is current, players may obtain one token per duty and one reward item from the final floor per week. This armor/accessory token restriction is lifted in the next major patch, and the weapon token restriction is lifted a few weeks before the release of the next raid tier.&lt;br /&gt;
&lt;br /&gt;
===List of Normal Raids===&lt;br /&gt;
====A Realm Reborn====&lt;br /&gt;
{{see also|The Coils of Bahamut}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Turns&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Binding Coil of Bahamut]]&lt;br /&gt;
| 50&lt;br /&gt;
| 70–82&lt;br /&gt;
| 5&lt;br /&gt;
| [[Twintania]]&lt;br /&gt;
| -&lt;br /&gt;
| 90–95&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 10&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Primal Awakening}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Second Coil of Bahamut]]&lt;br /&gt;
| 50&lt;br /&gt;
| 90–105&lt;br /&gt;
| 4&lt;br /&gt;
| [[Nael deus Darnus]]&lt;br /&gt;
| -&lt;br /&gt;
| 110–115&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 20&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Another Turn in the Coil}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Final Coil of Bahamut]]&lt;br /&gt;
| 50&lt;br /&gt;
| 110–123&lt;br /&gt;
| 4&lt;br /&gt;
| [[Bahamut Prime]]&lt;br /&gt;
| -&lt;br /&gt;
| 130–135&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 30&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Fragments of Truth}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavensward====&lt;br /&gt;
{{see also|Alexander}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Alexander: Gordias]]&lt;br /&gt;
| 60&lt;br /&gt;
| 170&lt;br /&gt;
| [[The Manipulator]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 190&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 10&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Disarmed}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Alexander: Midas]]&lt;br /&gt;
| 60&lt;br /&gt;
| 200&lt;br /&gt;
| [[Brute Justice]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 220&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 10&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Rearmed}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Alexander: The Creator]]&lt;br /&gt;
| 60&lt;br /&gt;
| 230&lt;br /&gt;
| [[Alexander Prime]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 250&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 20&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Coeurl and the Colossus}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stormblood====&lt;br /&gt;
{{see also|Omega (Raids)}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Omega: Deltascape]]&lt;br /&gt;
| 70&lt;br /&gt;
| 295&lt;br /&gt;
| [[Exdeath]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 320&lt;br /&gt;
| {{tomestone|poetics|10}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Into the Deltascape}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Omega: Sigmascape]]&lt;br /&gt;
| 70&lt;br /&gt;
| 325&lt;br /&gt;
| [[Kefka]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 350&lt;br /&gt;
| {{tomestone|poetics|10}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|No Slowing Down}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Omega: Alphascape]]&lt;br /&gt;
| 70&lt;br /&gt;
| 355&lt;br /&gt;
| [[Omega-M]] and [[Omega-F]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 380&lt;br /&gt;
| {{tomestone|poetics|20}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|In the Beginning, There Was Chaos}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadowbringers====&lt;br /&gt;
{{see also|Eden}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Eden&#039;s Gate]]&lt;br /&gt;
| 80&lt;br /&gt;
| 425&lt;br /&gt;
| [[Titan (ShB)|Titan]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 450&lt;br /&gt;
| {{tomestone|poetics|10}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Deploy the Core}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Eden&#039;s Verse]]&lt;br /&gt;
| 80&lt;br /&gt;
| 455&lt;br /&gt;
| [[Shiva (ShB)|Shiva]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 480&lt;br /&gt;
| {{tomestone|poetics|10}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Blood and Thunder}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Eden&#039;s Promise]]&lt;br /&gt;
| 80&lt;br /&gt;
| 485&lt;br /&gt;
| [[Eden&#039;s Promise (boss)|Eden&#039;s Promise]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 510&lt;br /&gt;
| {{tomestone|poetics|20}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Fear of the Dark}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Endwalker====&lt;br /&gt;
{{see also|Pandæmonium}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Pandæmonium: Asphodelos]]&lt;br /&gt;
| 90&lt;br /&gt;
| 565&lt;br /&gt;
| [[Hesperos]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 580&lt;br /&gt;
| {{tomestone|poetics|10}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Crystal from Beyond}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Pandæmonium: Abyssos]]&lt;br /&gt;
| 90&lt;br /&gt;
| 585&lt;br /&gt;
| [[Hephaistos]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 610&lt;br /&gt;
| {{tomestone|poetics|10}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|An Unwelcome Visitor}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Pandæmonium: Anabaseios]]&lt;br /&gt;
| 90&lt;br /&gt;
| 615&lt;br /&gt;
| [[Athena (boss)|Athena]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 640&lt;br /&gt;
| {{tomestone|poetics|20}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Eater of Souls}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dawntrail====&lt;br /&gt;
{{see also|The Arcadion}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[AAC Light-heavyweight Tier]]&lt;br /&gt;
| 100&lt;br /&gt;
| 685&lt;br /&gt;
| [[Wicked Thunder]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 710&lt;br /&gt;
| {{get tomestone|AAC Light-heavyweight M1}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|A New Challenger Appears}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[AAC Cruiserweight Tier]]&lt;br /&gt;
| 100&lt;br /&gt;
| 715&lt;br /&gt;
| [[Howling Blade]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 740&lt;br /&gt;
| {{get tomestone|AAC Cruiserweight M1}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Souls under Siege}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[AAC Heavyweight Tier]]&lt;br /&gt;
| 100&lt;br /&gt;
| 745&lt;br /&gt;
| [[Lindwurm (The Arcadion)|Lindwurm]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Normal Raids|Normal Raids]]&lt;br /&gt;
| 770&lt;br /&gt;
| {{get tomestone|AAC Heavyweight M1}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Feral Fandom}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Raid.png|25px|link=]] Savage Raids==&lt;br /&gt;
Each normal raid also has a higher-difficulty equivalent, called a &#039;&#039;&#039;savage raid&#039;&#039;&#039;, which uses the same boss but with more difficult mechanics, more health, and higher outgoing damage. In addition, all Savage bosses have a time limit in which they must be defeated or they will wipe the party with an enrage ability. Savage encounters usually follow a gradually increasing difficulty curve, with the first two encounters usually comparable or slighty higher in difficulty to an Extreme trial, and the last two encounters being significantly more challenging, although there are exceptions to this trend&amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;The second-floor fights {{i|Anabaseios: The Tenth Circle (Savage)}} and {{i|AAC Cruiserweight M2 (Savage)}} are generally considered to be more difficult than the third fights in their respective tier.&amp;lt;/ref&amp;gt;. Beginning with [[Omega: Deltascape (Savage)]], the final duty of each Savage raid tier is usually split into two boss encounters, with a checkpoint in between, meaning that wiping to the second phase will reset the party to the start of that phase. However, leaving the instance and resetting will require defeating the first phase again to re-acquire the checkpoint. The exceptions are [[Eden&#039;s Gate: Sepulture (Savage)]], [[Eden&#039;s Verse: Refulgence (Savage)]], [[AAC Light-heavyweight M4 (Savage)]], and [[AAC Cruiserweight M4 (Savage)]], which are long singular encounters containing boss phases exclusive to the Savage version, but no checkpoint. The first phase is usually referred to as a &#039;&#039;[[door boss]]&#039;&#039; by the community.&lt;br /&gt;
&lt;br /&gt;
Since Deltascape (Savage), the first Savage tier in an expansion is deliberately tuned to be easier to allow players to become accustomed to the expansion&#039;s job changes and additions, and to encourage newer players to participate in high-end raiding. The second and third tiers are then designed to be more challenging than the first.&lt;br /&gt;
&lt;br /&gt;
When a savage raid is no longer new, {{status effect|buff|the echo}} [[The Echo]] will applied to all players upon entering the duty, and the strength of this buff will not increase upon wiping. Savage raids from prior expansions are typically done with an [[Unrestricted Party]] (i.e., with level sync disabled) to complete them more easily, which does not impact rewards. However, some [[Battle Achievements|achievements]] require completing the final encounter of a previous savage raid tier with a full party of {{BLU}} [[Blue Mage|blue mages]] with silence [[The Echo|echo]] and level sync enabled.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
Savage raids are released 2 weeks after normal raids in the x.05 patch of an expansion, and 1 week after the normal raid tier in the x.2 and x.4 patches&amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;Savage raid releases may be further delayed if the normal schedule causes them to coincide with major global holidays, such as Christmas or New Year&#039;s.&amp;lt;/ref&amp;gt;. They can be unlocked by completing the respective Normal raid tier and associated quests, then speaking to a certain NPC depending on the raid series. Completion of the previous tier&#039;s Savage encounters is not required to unlock the current Savage tier. Savage raids are typically too difficult to be completed using [[Duty Finder]] matchmaking, so players in most data centers opt to use [[Party Finder]] for both practice and duty completion, or form &amp;quot;static&amp;quot; raid groups with other players. &lt;br /&gt;
&lt;br /&gt;
Savage raids have a higher average minimum item level than the corresponding Normal raids, with the requirement for the first floor 15 item levels higher than the corresponding normal raids, the second floor being 20 item levels higher, and the third and fourth floors being 25 item levels higher. Savage raids are always released with new crafted and normal raid gear that meet the minimum item level for the last floors, along with weekly-capped tomestone gear that is 10 item levels higher. Gear purchased with the existing uncapped Allagan Tomestone will match the minimum item level for the first savage floor only. &lt;br /&gt;
&lt;br /&gt;
Players who wish to aim for an early clear of the tier are strongly advised to acquire a full set of {{HQ}} &#039;&#039;[[High Quality]]&#039;&#039; crafted gear and fully [[Materia Melding|meld]] it with [[materia]] (&amp;quot;pentamelding&amp;quot;), although this is a costly process. For the second and third Savage tier of an expansion, the extreme trial that was released with the patch will drop weapons that are 5 item levels higher than the crafted weapon, providing a good starting point for players who wish to participate in the tier. The week-long (sometimes higher) delay of the second and third tiers compared to the patch also allows players to obtain 1-2 pieces of capped [[Allagan Tomestone]] gear as starter gear for progression. Pentamelded crafted gear is less important for players starting progression later due to the increased availability of capped tomestone gear.&lt;br /&gt;
&lt;br /&gt;
With the advent of [[Data Center Travel]], players looking to participate in high-end duties, especially savage and ultimate raids, have started congregating in one data center per geographic region. These are&lt;br /&gt;
* North America: Aether&lt;br /&gt;
* Europe: Light&lt;br /&gt;
* Japan: Mana&lt;br /&gt;
&lt;br /&gt;
Players on other data centers who wish to participate in current high-end content through Party Finder may find it necessary to travel to their region&#039;s primary &amp;quot;raiding&amp;quot; data center in order to form a party in a reasonable timeframe.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Savage raids drop coffers that can be used to obtain equipment 20 item levels higher than the respective normal raid tier&#039;s loot. In addition, Savage raids reward items that can be used to augment the current weekly-capped tomestone equipment to the same item level as Savage gear. The final duty of each Savage raid tier rewards weapons that are at the maximum item level and exclusive mounts. For each job, the &amp;quot;best-in-slot&amp;quot; gear for a patch usually comprises a mixture of Savage gear and augmented tomestone gear based on which pieces provide the most desirable sub-stats.&lt;br /&gt;
&lt;br /&gt;
Each duty in a Savage raid tier will also reward each party member with a [[Raid Tokens|book]], of which a certain number can be exchanged for equipment coffers and upgrade materials. When a Savage raid series is current, players may obtain one book per duty per week. In addition, the number of rewards that appear upon completion and can be rolled for will depend on how many players have completed the duty for the week. If one to four party members have completed the duty for the week, fewer items will appear in the treasure coffer. If five or more party members have completed the duty for the week, the treasure coffer will not appear. Unlike Normal raids, there is no restriction on how many rewards a single player can win from loot rolls as long as a chest appears. However, once a player has completed a duty for the week and leaves the instance, they will not be able to roll for loot upon defeating the boss again, regardless of whether they rolled or won any items the first time, until the weekly reset time.&lt;br /&gt;
&lt;br /&gt;
Upon registering for and completing a current Savage raid, the player&#039;s weekly progress will be updated to that point, preventing them from obtaining rewards from previous raids regardless of whether they have completed them for the week. Older tiers also do not have loot restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--As of [[patch 7.38]], there are no weekly restrictions on the current savage raid tier, [[AAC Cruiserweight Tier (Savage)]].--&amp;gt;Example: A player has yet to complete AAC Heavyweight M1 (Savage) for the week. They cannot register for Heavyweight M2 (Savage). However, they join a premade party in which the leader has completed AAC Heavyweight M1 (Savage) for the week and can register for AAC Heavyweight M2 (Savage). The player can enter AAC Heavyweight M2 (Savage), but upon entering, they will forfeit all rewards from AAC Heavyweight M1 (Savage) until the next weekly reset.&lt;br /&gt;
&lt;br /&gt;
Reward eligibility is [[reset]] every Tuesday at 8:00 (GMT).&lt;br /&gt;
* In the event a raid is underway when reward eligibility is reset, players will still be permitted to vie for items during the upcoming week.&lt;br /&gt;
&lt;br /&gt;
===List of Savage Raids===&lt;br /&gt;
====A Realm Reborn====&lt;br /&gt;
{{see also|The Coils of Bahamut}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Turns&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Second Coil of Bahamut (Savage)]]&lt;br /&gt;
| 50&lt;br /&gt;
| 105&lt;br /&gt;
| 4&lt;br /&gt;
| [[Nael deus Darnus]]&lt;br /&gt;
| 110–115&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 20&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Sing Me Another Song}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavensward====&lt;br /&gt;
{{see also|Alexander}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Alexander: Gordias (Savage)]]&lt;br /&gt;
| 60&lt;br /&gt;
| 190–205&lt;br /&gt;
| [[The Manipulator]]&lt;br /&gt;
| 210–215&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 15&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|A Song of Steam and Steel}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Alexander: Midas (Savage)]]&lt;br /&gt;
| 60&lt;br /&gt;
| 215–225&lt;br /&gt;
| [[Brute Justice]]&lt;br /&gt;
| 240–245&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 15&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|A Refrain for the Undaunted}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Alexander: The Creator (Savage)]]&lt;br /&gt;
| 60&lt;br /&gt;
| 245–255&lt;br /&gt;
| [[Alexander Prime]]&lt;br /&gt;
| 270–275&lt;br /&gt;
| [[File:Allagan Tomestone of Poetics.png|link=Allagan Tomestone of Poetics|20px|Allagan Tomestone of Poetics]] 30&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Who Lives, Who Dies, Who Retells Your Story}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stormblood====&lt;br /&gt;
{{see also|Omega}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Omega: Deltascape (Savage)]]&lt;br /&gt;
| 70&lt;br /&gt;
| 310–320&lt;br /&gt;
| [[Neo Exdeath]]&lt;br /&gt;
| 340–345&lt;br /&gt;
| {{tomestone|poetics|15}}&lt;br /&gt;
| [[Magitek Terminal]], Rhalgr&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Omega: Sigmascape (Savage)]]&lt;br /&gt;
| 70&lt;br /&gt;
| 340–350&lt;br /&gt;
| [[Kefka]]&lt;br /&gt;
| 370–375&lt;br /&gt;
| {{tomestone|poetics|15}}&lt;br /&gt;
| [[Magitek Terminal]], Rhalgr&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Omega: Alphascape (Savage)]]&lt;br /&gt;
| 70&lt;br /&gt;
| 370–380&lt;br /&gt;
| [[Omega (boss)|Omega]]&lt;br /&gt;
| 400–405&lt;br /&gt;
| {{tomestone|poetics|30}}&lt;br /&gt;
| [[Magitek Terminal]], Rhalgr&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadowbringers====&lt;br /&gt;
{{see also|Eden}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Eden&#039;s Gate (Savage)]]&lt;br /&gt;
| 80&lt;br /&gt;
| 440–450&lt;br /&gt;
| [[Titan (ShB)|Titan]] and [[Titan Maximum]]&lt;br /&gt;
| 470–475&lt;br /&gt;
| {{tomestone|poetics|15}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Lewrey]], Amh Araeng&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Eden&#039;s Verse (Savage)]]&lt;br /&gt;
| 80&lt;br /&gt;
| 470–480&lt;br /&gt;
| [[Shiva (ShB)|Shiva]]&lt;br /&gt;
| 500–505&lt;br /&gt;
| {{tomestone|poetics|15}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Lewrey]], Amh Araeng&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Eden&#039;s Promise (Savage)]]&lt;br /&gt;
| 80&lt;br /&gt;
| 500–510&lt;br /&gt;
| [[Oracle of Darkness]]&lt;br /&gt;
| 530–535&lt;br /&gt;
| {{tomestone|poetics|30}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Lewrey]], Amh Araeng&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Endwalker====&lt;br /&gt;
{{see also|Pandæmonium}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Pandæmonium: Asphodelos (Savage)]]&lt;br /&gt;
| 90&lt;br /&gt;
| 570–580&lt;br /&gt;
| [[Hesperos]]&lt;br /&gt;
| 600–605&lt;br /&gt;
| {{tomestone|poetics|15}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Nemjiji]], Labyrinthos&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Pandæmonium: Abyssos (Savage)]]&lt;br /&gt;
| 90&lt;br /&gt;
| 600–610&lt;br /&gt;
| [[Hephaistos]]&lt;br /&gt;
| 630–635&lt;br /&gt;
| {{tomestone|poetics|15}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Nemjiji]], Labyrinthos&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Pandæmonium: Anabaseios (Savage)]]&lt;br /&gt;
| 90&lt;br /&gt;
| 630–640&lt;br /&gt;
| [[Pallas Athena]]&lt;br /&gt;
| 660–665&lt;br /&gt;
| {{tomestone|poetics|30}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Nemjiji]], Labyrinthos&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dawntrail====&lt;br /&gt;
{{see also|The Arcadion}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[AAC Light-heavyweight Tier (Savage)]]&lt;br /&gt;
| 100&lt;br /&gt;
| 700–710&lt;br /&gt;
| [[Wicked Thunder]]&lt;br /&gt;
| 730–735&lt;br /&gt;
| {{get tomestone|AAC Light-heavyweight M1 (Savage)}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Gabbro]], Solution Nine&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[AAC Cruiserweight Tier (Savage)]]&lt;br /&gt;
| 100&lt;br /&gt;
| 730–740&lt;br /&gt;
| [[Howling Blade]]&lt;br /&gt;
| 760–765&lt;br /&gt;
| {{get tomestone|AAC Cruiserweight M1 (Savage)}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Gabbro]], Solution Nine&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[AAC Heavyweight Tier (Savage)]]&lt;br /&gt;
| 100&lt;br /&gt;
| 760–770&lt;br /&gt;
| [[Lindwurm (The Arcadion)|Lindwurm]]&lt;br /&gt;
| 790–795&lt;br /&gt;
| {{get tomestone|AAC Heavyweight M1 (Savage)}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Gabbro]], Solution Nine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Ultimate Raid.png|25px|link=]] Ultimate Raids==&lt;br /&gt;
&#039;&#039;&#039;Ultimate raids&#039;&#039;&#039; are extremely [[Difficulty|difficult]] boss gauntlet style encounters where players encounter a series of significantly more powerful bosses from previous raids, trials, and dungeons. The [[mechanic|mechanics]] seen in ultimate raids are designed to challenge a party&#039;s coordination in resolving them. Failing a mechanic usually results in death or a severe {{status effect|damage down}} [[Damage Down]] debuff.&lt;br /&gt;
&lt;br /&gt;
The final boss of an Ultimate raid is an original enemy design that was not present in earlier duties. Wiping at any point in the gauntlet will reset the encounter to the beginning. The sole exception is {{i|Dragonsong&#039;s Reprise (Ultimate)}}, which has one checkpoint after the first phase of the encounter.&lt;br /&gt;
&lt;br /&gt;
Beginning with Stormblood, some raid tiers are also followed by a single ultimate raid released two weeks into the following odd-numbered major patch (i.e., x.11 or x.31). With the exception of [[Shadowbringers]], each expansion contains two ultimate raids.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
Ultimate raids can be unlocked by completing the fourth encounter of the Savage raid tier released in the previous patch from when the ultimate raid was released. Players must form a full party of 8 people to enter an instance; matchmaking through Duty Finder or Raid Finder is unavailable. Moreover, to mostly preserve the difficulty of ultimate raids even as newer content is released, each ultimate raid has a strict item level sync and no option to complete using an [[Unrestricted Party]] (i.e., with level sync disabled). However, due to job overhauls and other battle system changes, older ultimate raids are currently more forgiving than when they were first released in terms of DPS, healing, and mitigation requirements, allowing much more room for error. Many recent ultimate raids are also designed to be more mechanically punishing than older raids, allowing essentially no deaths outside of very specific areas.&lt;br /&gt;
&lt;br /&gt;
Newly-released ultimate raids are designed for players who have maximum item level, best-in-slot gear. Note that the item level of best-in-slot armor and accessories is 5 item levels &#039;&#039;lower&#039;&#039; than the item level sync for a newly-released ultimate raid. Two major patches after an ultimate raid is released, players may acquire gear from the newly released dungeon, which will be at the same item level as the item level sync for the Ultimate raid. Unless if an ultimate raid is from a previous expansion, it is not desirable to sync down current item level gear, because sub-stats from materia melds will not carried over. For level 90 or lower ultimate raids, players are free to equip any IL 755+ gear, as the item level sync calculations will maximize the possible sub-stats.&amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;Discord: Kupo Bot, !faq ultimatesync, accessed 22 June 2025&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Raid !! IL Sync !! Min IL to cap !! Relic weapon substat cap !! PLD sword substat cap !! PLD shield substat cap !! Minimum {{HQ}} potion grade&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unending Coil of Bahamut (Ultimate)|UCOB]] || 345 || 470 || 127 || 91 || 36 || Grade 3 Tincture&lt;br /&gt;
|-&lt;br /&gt;
| [[The Weapon&#039;s Refrain (Ultimate)|UWU]] || 375 || 500 || 136 || 97 || 39 || Grade 4 Tincture&lt;br /&gt;
|-&lt;br /&gt;
| [[The Epic of Alexander (Ultimate)|TEA]] || 475 || 595 || 184 || 131 || 53 || Grade 6 Tincture&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragonsong&#039;s Reprise (Ultimate)|DSR]] || 605 || 725 || 269 || 192 || 77 || Grade 1 Gemdraught&lt;br /&gt;
|-&lt;br /&gt;
| [[The Omega Protocol (Ultimate)|TOP]] || 635 || 755 || 287 || 205 || 82 || Grade 1 Gemdraught&lt;br /&gt;
|-&lt;br /&gt;
| [[Futures Rewritten (Ultimate)|FRU]] || 735 || 860 (unavailable) || 393 || 281 || 112 || Current&lt;br /&gt;
|}&amp;lt;/ref&amp;gt;. However, [https://docs.google.com/spreadsheets/d/1V5HIN_yUxc-PIQQDv8zKkQ9TQNZ3OxQc66AxKIC_KaQ/edit?gid=1170720130#gid=1170720130 specific gearsets] can provide minor optimizations.&lt;br /&gt;
&lt;br /&gt;
Many players choose to form or join &amp;quot;static&amp;quot; raid groups with other players to progress and complete ultimate raids. However, it is also possible to use Party Finder to clear them, especially for older ultimate raids, due to the presence of standardized strategies. In addition, on some data centers there are Discord servers that coordinate guided clears or party finding. While all Ultimate raids are very difficult, &#039;&#039;The Weapon&#039;s Refrain&#039;&#039; (&amp;quot;UWU&amp;quot;) is considered the most accessible ultimate raid, followed by &#039;&#039;The Unending Coil of Bahamut&#039;&#039;, &#039;&#039;The Epic of Alexander&#039;&#039;, and &#039;&#039;Futures Rewritten&#039;&#039;. The most difficult raids are generally considered to be &#039;&#039;Dragonsong&#039;s Reprise&#039;&#039; and &#039;&#039;The Omega Protocol&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Limited Jobs|Limited jobs]] and [[Free Trial|free trial]] players cannot participate in ultimate raids.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Due to their very high difficulty, ultimate raids are meant to be prestige content that is not part of normal gear progression. Ultimate raids reward [[Raid Tokens|totems]] that can be traded at certain vendors for [[Ultimate Raid Weapons|weapons]] with special particle effects. These weapons are of the same item level as the previous Savage raid tier&#039;s but contain an extra materia melding slot. Completion of ultimate raids also unlock achievements, exclusive titles, and [[Adventurer Plate]] designs. When an ultimate raid is newly-released, each party member may obtain one totem per week for completion; this restriction is lifted in the next major patch. The Adventurer Plate is also added in this patch and is automatically unlocked for anyone who cleared the raid, including before the plate was added.&lt;br /&gt;
&lt;br /&gt;
===List of Ultimate Raids===&lt;br /&gt;
====Stormblood====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Sync, Loot IL&lt;br /&gt;
!Final Boss&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Unending Coil of Bahamut (Ultimate)]]&lt;br /&gt;
| 70&lt;br /&gt;
| 345&lt;br /&gt;
| [[Bahamut Prime (Golden)|Bahamut Prime]]&lt;br /&gt;
| {{tomestone|poetics|100}}&lt;br /&gt;
| {{i|Deltascape V4.0 (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Kugane&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Weapon&#039;s Refrain (Ultimate)]]&lt;br /&gt;
| 70&lt;br /&gt;
| 375&lt;br /&gt;
| [[The Ultima Weapon (Woken)|The Ultima Weapon]]&lt;br /&gt;
| {{tomestone|poetics|100}}&lt;br /&gt;
| {{i|Sigmascape V4.0 (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Kugane&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadowbringers====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Sync, Loot IL&lt;br /&gt;
!Final Boss&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Epic of Alexander (Ultimate)]]&lt;br /&gt;
| 80&lt;br /&gt;
| 475&lt;br /&gt;
| [[Perfect Alexander]]&lt;br /&gt;
| {{tomestone|poetics|100}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Eden&#039;s Gate: Sepulture (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Kugane&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Endwalker====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Sync, Loot IL&lt;br /&gt;
!Final Boss&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Dragonsong&#039;s Reprise (Ultimate)]]&lt;br /&gt;
| 90&lt;br /&gt;
| 605&lt;br /&gt;
| [[Dragon-king Thordan]]&lt;br /&gt;
| {{tomestone|poetics|100}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Asphodelos: The Fourth Circle (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Old Sharlayan&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Omega Protocol (Ultimate)]]&lt;br /&gt;
| 90&lt;br /&gt;
| 635&lt;br /&gt;
| [[Alpha Omega]]&lt;br /&gt;
| {{tomestone|poetics|100}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Abyssos: The Eighth Circle (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Old Sharlayan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dawntrail====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Sync, Loot IL&lt;br /&gt;
!Final Boss&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Futures Rewritten (Ultimate)]]&lt;br /&gt;
| 100&lt;br /&gt;
| 735&lt;br /&gt;
| [[Pandora]]&lt;br /&gt;
| {{get tomestone|Futures Rewritten (Ultimate)}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|AAC Light-heavyweight M4 (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Tuliyollal&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[Dancing Mad (Ultimate)]]&lt;br /&gt;
| 100&lt;br /&gt;
| 795&lt;br /&gt;
| [[Kefka]]&lt;br /&gt;
| {{get tomestone|Dancing Mad (Ultimate)}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|AAC Heavyweight M4 (Savage)}}&amp;lt;br&amp;gt;[[Wandering Minstrel]], Tuliyollal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Raid.png|25px|link=]] Alliance Raids==&lt;br /&gt;
&#039;&#039;&#039;Alliance raids&#039;&#039;&#039; are fought by 24 players against a sequence of bosses and mobs, similar to a large-scale [[dungeon]]. The 24 players are divided into 3 full parties of 8 players, each consisting of 1 tank, 2 healers, and 5 DPS. These are all considered normal-difficulty content. The parties are also occasionally forced to split up and take separate routes or otherwise handle groups of enemies separately.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
Alliance raids are released in odd-numbered patches (x.1, x.3, x.5), for a total of three alliance raids per expansion. They can be unlocked by completing certain blue unlock quests, which become accessible after completing the Main Scenario Quests in the base (x.0) expansion. For each raid series, these duties must be completed in sequence, e.g, completion of the first alliance raid of an expansion is required to unlock the second raid. To participate, players who meet the average minimum item level requirement can register using Duty Finder matchmaking.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Each boss encounter in an alliance raid drops treasure chests containing equipment that can be rolled on, with the final boss also rewarding exclusive [[minion]]s, [[Triple Triad Cards]], and [[Orchestrion Roll|orchestrion rolls]]. The equipment is meant to be &amp;quot;catch-up&amp;quot; and is the same item level as current, non-augmented tomestone gear. The final boss also drops a guaranteed [[Raid Tokens|coin]], which can be exchanged at certain vendors for tomestone gear upgrade materials that were previously exclusive to the current Savage raids. When an Alliance raid is current, each player can obtain one piece of equipment and one coin per week. Alliance raids from non-current expansions do not drop coins, as the upgrade materials are obsolete.&lt;br /&gt;
&lt;br /&gt;
===Additional Information===&lt;br /&gt;
Owing its lack of an [[item level]] sync and substantial player power creep over time, the [[Crystal Tower]] alliance raids (with the third at a lesser extent) have become very easy duties that are often completed with little difficulty, to the point where mechanics on several bosses are ignored or outright skipped. As a result, many guides include mechanics that players will normally not experience unless on minimum [[Item Level|item level]] mode. Owing to this, players have developed a technique to deliberately lower their item level in the Alliance Roulette, so that it would select a Crystal Tower raid by default. As a result, the developers decided to implement item level restrictions for the {{i|Duty Roulette: Alliance Raids|alt=Duty Roulette: Alliance Raids}} in [[Patch 6.5]], as to increase its diversity.&lt;br /&gt;
&lt;br /&gt;
===List of Alliance Raids===&lt;br /&gt;
====A Realm Reborn====&lt;br /&gt;
{{main|Crystal Tower}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Labyrinth of the Ancients]]&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| [[Phlegethon]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 80&lt;br /&gt;
| {{tomestone|poetics}} 100&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Labyrinth of the Ancients}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Syrcus Tower]]&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
| [[Xande]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 100&lt;br /&gt;
| {{tomestone|poetics}} 100&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Syrcus Tower (Quest)}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The World of Darkness]]&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
| [[Cloud of Darkness]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 120&lt;br /&gt;
| {{tomestone|poetics}} 100&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The World of Darkness (Quest)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavensward====&lt;br /&gt;
{{main|Shadow of Mhach}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Void Ark]]&lt;br /&gt;
| 60&lt;br /&gt;
| 175&lt;br /&gt;
| [[Echidna]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 200&lt;br /&gt;
| {{get tomestone|The Void Ark}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|To Rule the Skies}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Weeping City of Mhach]]&lt;br /&gt;
| 60&lt;br /&gt;
| 205&lt;br /&gt;
| [[Calofisteri]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 230&lt;br /&gt;
| {{get tomestone|The Weeping City of Mhach}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Weeping City}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dun Scaith]]&lt;br /&gt;
| 60&lt;br /&gt;
| 235&lt;br /&gt;
| [[Diabolos Hollow]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 260&lt;br /&gt;
| {{get tomestone|Dun Scaith}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Where Shadows Reign}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stormblood====&lt;br /&gt;
{{main|Return to Ivalice}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Royal City of Rabanastre]]&lt;br /&gt;
| 70&lt;br /&gt;
| 305&lt;br /&gt;
| [[Argath Thadalfus]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 330&lt;br /&gt;
| {{get tomestone|The Royal City of Rabanastre}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|A City Fallen}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Ridorana Lighthouse]]&lt;br /&gt;
| 70&lt;br /&gt;
| 335&lt;br /&gt;
| [[Yiazmat]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 360&lt;br /&gt;
| {{get tomestone|The Ridorana Lighthouse}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Annihilation}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Orbonne Monastery]]&lt;br /&gt;
| 70&lt;br /&gt;
| 365&lt;br /&gt;
| [[Ultima, the High Seraph]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 390&lt;br /&gt;
| {{get tomestone|The Orbonne Monastery}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The City of Lost Angels}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadowbringers====&lt;br /&gt;
{{main|YoRHa: Dark Apocalypse}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Copied Factory]]&lt;br /&gt;
| 80&lt;br /&gt;
| 435&lt;br /&gt;
| [[9S-operated Walking Fortress]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 460&lt;br /&gt;
| {{get tomestone|The Copied Factory}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|On the Threshold}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Puppets&#039; Bunker]]&lt;br /&gt;
| 80&lt;br /&gt;
| 465&lt;br /&gt;
| [[Compound 2P]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 490&lt;br /&gt;
| {{get tomestone|The Puppets&#039; Bunker}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Everything You Know Is Wrong}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Tower at Paradigm&#039;s Breach]]&lt;br /&gt;
| 80&lt;br /&gt;
| 495&lt;br /&gt;
| [[Her Inflorescence]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 520&lt;br /&gt;
| {{get tomestone|The Tower at Paradigm&#039;s Breach}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Brave New World}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Endwalker====&lt;br /&gt;
{{main|Myths of the Realm}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Aglaia]]&lt;br /&gt;
| 90&lt;br /&gt;
| 565&lt;br /&gt;
| [[Nald&#039;thal (Boss)|Nald&#039;thal]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 590&lt;br /&gt;
| {{get tomestone|Aglaia}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Realm of the Gods}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Euphrosyne]]&lt;br /&gt;
| 90&lt;br /&gt;
| 595&lt;br /&gt;
| [[Menphina (Boss)|Menphina]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 620&lt;br /&gt;
| {{get tomestone|Euphrosyne}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Return to the Phantom Realm}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Thaleia]]&lt;br /&gt;
| 90&lt;br /&gt;
| 625&lt;br /&gt;
| [[Eulogia]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 650&lt;br /&gt;
| {{get tomestone|Thaleia}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Heart of the Myth}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dawntrail====&lt;br /&gt;
{{main|Echoes of Vana&#039;diel}}&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!Final Boss&lt;br /&gt;
!Roulette&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Jeuno: The First Walk]]&lt;br /&gt;
| 100&lt;br /&gt;
| 695&lt;br /&gt;
| [[Shadow Lord]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 720&lt;br /&gt;
| {{get tomestone|Jeuno: The First Walk}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|An Otherworldly Encounter}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[San d&#039;Oria: The Second Walk]]&lt;br /&gt;
| 100&lt;br /&gt;
| 725&lt;br /&gt;
| [[Eald&#039;narche]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 750&lt;br /&gt;
| {{get tomestone|San d&#039;Oria: The Second Walk}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Dreams of Paradise}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Windurst: The Third Walk]]&lt;br /&gt;
| 100&lt;br /&gt;
| 755&lt;br /&gt;
| [[Hollow King]]&lt;br /&gt;
| [[Duty Roulette#Duty Roulette: Alliance Raids|Alliance Raids]]&lt;br /&gt;
| 780&lt;br /&gt;
| {{get tomestone|Windurst: The Third Walk}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Hollow Promise}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Chaotic Alliance Raid.png|25px|link=]] Chaotic Alliance Raids==&lt;br /&gt;
&#039;&#039;&#039;Chaotic alliance raids&#039;&#039;&#039; are high-difficulty 24-player alliance raids fought against a single boss from previous alliance raids. The [[difficulty]] is comparable to a first or second-floor savage raid.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
The first chaotic alliance raid was released one week after [[patch 7.15]]. It can be unlocked by completing {{i|Dawntrail (Quest)}} and then talking to the [[Wandering Minstrel]]. To participate, players can form pre-made parties via [[Party Finder]] before queuing in [[Raid Finder]]. Unlike regular alliance raids, chaotic raids are balanced around having 3 full parties each consisting of 2 tanks, 2 healers, and 4 DPS. However, pre-made parties can queue with a minimum of 12 players, although the difficulty will not be re-scaled.&lt;br /&gt;
&lt;br /&gt;
As of [[patch 7.5]], players can enter {{i|The Cloud of Darkness (Chaotic)}} using an [[Unrestricted Party]], disabling the item level sync, making it the only level 100 duty that can be &amp;quot;unsynced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
The first raid drops item level 730 armor, and rare glamour items: 2 [[mount]]s, a [[minion]], and a [[hairstyle]]. Some rewards can also be sold on the [[Market Board]]. In addition, each player will receive tokens that can be exchanged for rewards. The equipment has different [[substats]], which made certain pieces best-in-slot for specific jobs at the the time of release. Clearing the duty with Minimum Item Level settings will result in the glamour items being guaranteed to appear in the coffer; they are rare drops otherwise.&lt;br /&gt;
&lt;br /&gt;
Unlike other current raids, there are no weekly restrictions on loot.&lt;br /&gt;
&lt;br /&gt;
There are two additional loot bonuses:&lt;br /&gt;
*&#039;&#039;&#039;First Time Duty Bonus&#039;&#039;&#039;: Additional tokens will be rewarded in proportion to the number of alliance members new to the duty.&lt;br /&gt;
*&#039;&#039;&#039;Limited Time Bonus&#039;&#039;&#039;: A randomly occurring reward bonus&amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;The spawn &amp;quot;rules&amp;quot; for the bonus window are as follows:&lt;br /&gt;
*The window may begin at 3:00, 9:00, 15:00, or 21:00 GMT (24-hour clock) for all data centers.&lt;br /&gt;
*The time period may last for 3, 6, 9, or 12 hours, which is determined randomly per data center.&lt;br /&gt;
*After the window ends, there will be a cooldown of minimum 24 hours before another window can occur. There will then be a chance for a bonus window to start every 6 hours.&lt;br /&gt;
*The maximum cooldown is 48 hours, after which the bonus window will forcibly start.&lt;br /&gt;
&lt;br /&gt;
Entering the duty during the bonus window will cause it to apply for the entirety of the instance, even if the fight is cleared after the bonus window expires.&lt;br /&gt;
&amp;lt;/ref&amp;gt; that persists for several hours. Entering the duty during this period will give improved drop rates and additional tokens upon completion.&lt;br /&gt;
&lt;br /&gt;
===List of Chaotic Alliance Raids===&lt;br /&gt;
====Dawntrail====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
![[Item Level|IL]] Req &lt;br /&gt;
!IL Sync&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Loot [[Item Level|IL]]&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Cloud of Darkness (Chaotic)]]&lt;br /&gt;
| 100&lt;br /&gt;
| 710&lt;br /&gt;
| 735&lt;br /&gt;
| [[Cloud of Darkness]]&lt;br /&gt;
| 730&lt;br /&gt;
| {{get tomestone|The Cloud of Darkness (Chaotic)}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[Wandering Minstrel]], Tuliyollal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Adventuring Foray.png|25px|link=]] Field Operations==&lt;br /&gt;
&#039;&#039;&#039;[[Field Operations]]&#039;&#039;&#039;, previously known as &#039;&#039;&#039;Exploratory Missions&#039;&#039;&#039;, contain large-scale content commonly categorized by players as a raid.&amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;Although commonly referred to by players as a &amp;quot;raid&amp;quot; due to its large-scale, cooperative combat against shared enemies, this designation is unofficial. In official in-game references such as the [[Challenge Log]] and [[Party Finder]], this content is categorized as &amp;quot;Field Operations&amp;quot;. Many players will use the terms &amp;quot;raid&amp;quot;, &amp;quot;open dungeon&amp;quot;, and &amp;quot;duty&amp;quot; interchangeably to refer to this type of content.&amp;lt;/ref&amp;gt; These often have unique entry requirements, high player counts, and vary in [[difficulty]]. They are generally not tied to the core item level progression of your character aside from progressing [[Relic Weapon]] quests. This content is not found within the Duty Finder and requires interacting with a specific NPC to enter. Many Field Operation &amp;quot;raids&amp;quot; are also entered within a field instance.&lt;br /&gt;
&lt;br /&gt;
These duties are most comparable to [[Alliance Raids]] and often include unique mechanics that require a higher level of coordination to succeed. Some of these duties found within Field Operations take place within Field Operation zones instead of being separate instances, as the {{i|The Baldesion Arsenal}}, {{i|The Dalriada}}, and {{i|The Forked Tower: Blood}}.&lt;br /&gt;
&lt;br /&gt;
Field operation raids may either be of normal difficulty or high-end difficulty. While high-end field operations have boss mechanics that comparable to extreme trials to savage raids, individual responsibility is generally lower due to the large number of participants involved. Much of the challenge lies in complex encounter design and large-scale puzzle mechanics that necessitate organized group play. Furthermore, players are typically affected by the debuff [[File:Resurrection restricted icon1.png|link=Resurrect#Limitations]] &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;, which prevents revival through most standard means, making mistakes more punishing.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
Unlock and entry to these duties are associated with their respective [[field operations]] systems and progression. Each of these raids allows the usage of Field Operation specific Duty Actions (See: [[Logos Actions]], [[Lost Actions]] and [[Phantom Job]]), that are sometimes required to progress, or provide unique benefits and power boosts to your character. Similar to [[Variant Dungeons]], there are no job or minimum party size requirements, however low player counts can make these duties incredibly challenging or impossible to complete. Due to their unique participation requirements, and not being accessible via the [[Duty Finder]], it is not possible to enter these instances with duty finder settings such as [[Unrestricted Party]] enabled.&lt;br /&gt;
&lt;br /&gt;
Normal-difficulty field operation raids can feasibly be completed with random players without much coordination needed. However, it may be more difficult to find groups for older raids, so methods such as [[Party Finder]] (formed outside the field operation) may be needed. In North American and European data centers, high-end field operation raids require a premade group to complete due to the requirements for specific Duty Actions. Rosters are typically formed in various [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers] that are dedicated to field operations.&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
Each of these encounters rewards are specific to their respective field operations system. They often provide materials for a [[Relic Weapon]] as well as [[achievements]], expansion-specific [[tomestones]] and unique [[mounts]].&lt;br /&gt;
&lt;br /&gt;
===List of Field Operation Raids===&lt;br /&gt;
====Stormblood====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
!Elemental level&lt;br /&gt;
!IL Sync&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Player Limit&lt;br /&gt;
!Unlock&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Baldesion Arsenal]]&lt;br /&gt;
| 70&lt;br /&gt;
| 60&lt;br /&gt;
| 300&lt;br /&gt;
| [[Proto Ozma]]&lt;br /&gt;
| 48 (56)*&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| [[The Forbidden Land, Eureka Hydatos]]&lt;br /&gt;
| High-end&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Up to 48 players may initially enter, but 8 additional players may enter the ongoing duty after completing a [[The Baldesion Arsenal: Expedition Support|support FATE]].&lt;br /&gt;
&lt;br /&gt;
====Shadowbringers====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
!Resistance Rank&lt;br /&gt;
!IL Sync&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Player Limit&lt;br /&gt;
!Unlock&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Castrum Lacus Litore]]&lt;br /&gt;
| 80&lt;br /&gt;
| 10&lt;br /&gt;
| 430&lt;br /&gt;
| [[Lyon|Lyon rem Helsos]] &amp;amp; [[Dawon]]&lt;br /&gt;
| 48&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|The Lady of Blades}}&lt;br /&gt;
| Normal&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Delubrum Reginae]]&lt;br /&gt;
| 80&lt;br /&gt;
| 15&lt;br /&gt;
| 430&lt;br /&gt;
| [[The Queen]]&lt;br /&gt;
| 24&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Fit for a Queen}}&lt;br /&gt;
| Normal&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Delubrum Reginae (Savage)]]&lt;br /&gt;
| 80&lt;br /&gt;
| 15&lt;br /&gt;
| 430&lt;br /&gt;
| [[The Queen]]&lt;br /&gt;
| 48&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|A Seaside Story}}&lt;br /&gt;
| High-end&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Dalriada]]&lt;br /&gt;
| 80&lt;br /&gt;
| 25&lt;br /&gt;
| 430&lt;br /&gt;
| [[The Diablo Armament]]&lt;br /&gt;
| 48&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|March of the Bloody Queen}}&lt;br /&gt;
| Normal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dawntrail====&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty Name&lt;br /&gt;
!Level&lt;br /&gt;
!Knowledge Level&lt;br /&gt;
!IL Sync&lt;br /&gt;
!Final Boss&lt;br /&gt;
!Player Limit&lt;br /&gt;
!Unlock&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Forked Tower: Blood]]&lt;br /&gt;
| 100&lt;br /&gt;
| 20&lt;br /&gt;
| 700&lt;br /&gt;
| [[Magitaur]]&lt;br /&gt;
| 48&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{i|Past and Crescent}}&lt;br /&gt;
| High-end*&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Forked Tower: Magic]] ([[patch 7.55]])&lt;br /&gt;
|100&lt;br /&gt;
|40&lt;br /&gt;
|700&lt;br /&gt;
|???&lt;br /&gt;
|48&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |???&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[The Forked Tower: Magic (Extreme)]] (patch 7.55)&lt;br /&gt;
|100&lt;br /&gt;
|40&lt;br /&gt;
|700&lt;br /&gt;
|???&lt;br /&gt;
|48&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |???&lt;br /&gt;
|High-end&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Despite not being indicated with a higher difficulty label, The Forked Tower: Blood is a High-end duty. The separation of the second duty into two difficulty options was a response to player feedback for a normal mode of the raid&lt;br /&gt;
&lt;br /&gt;
==Item Level Sync==&lt;br /&gt;
Unlike dungeons, most raids do not have item level syncs, which means your item level will be synced to the maximum obtainable gear at the job level you are synced to. This over time can make raids rather trivial, especially if they have a low minimum item level compared to the max obtainable for the expansion. For example, Alexander: The Fist of the Father has a minimum item level of 170, but high level players joining from Roulettes will often be synced to only 270/275, making the fight much shorter and less healing intensive than the original experience. Players that are looking for a more engaging and balanced experience may want to consider doing certain raids in a preformed group via Party Finder with the Minimum Item Level option enabled. This will adjust the gear for all involved to provide an experience somewhat closer to the original release.&lt;br /&gt;
&lt;br /&gt;
Note that Minimum Item Level will only make the content as hard as the developers designed it to be at that item level. Normal Raids - with the exception of Coils of Bahamut - will still be easily clearable, while Savage Raids can be expected to generally be extremely brutal on this setting. &lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
Raid completion is associated generally with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|To the Dungeons I}}&lt;br /&gt;
{{achievement table row|To the Dungeons II}}&lt;br /&gt;
{{achievement table row|To the Dungeons III}}&lt;br /&gt;
{{achievement table row|To the Dungeons IV}}&lt;br /&gt;
{{achievement table row|To the Dungeons V}}&lt;br /&gt;
{{achievement table row|To the Dungeons VI}}&lt;br /&gt;
{{achievement table row|Dungeon Siege I}}&lt;br /&gt;
{{achievement table row|Dungeon Siege II}}&lt;br /&gt;
{{achievement table row|Dungeon Siege III}}&lt;br /&gt;
{{achievement table row|Dungeon Siege IV}}&lt;br /&gt;
{{achievement table row|Dungeon Master}}&lt;br /&gt;
{{achievement table row|Lifer I}}&lt;br /&gt;
{{achievement table row|Lifer II}}&lt;br /&gt;
{{achievement table row|Lifer III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Specific raids will also reward certain [[Raids Achievements|achievements]] upon completion.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
alex_a1__title.jpg&lt;br /&gt;
lota_title.jpg&lt;br /&gt;
E1S.png&lt;br /&gt;
DSR.png&lt;br /&gt;
COD Chaotic intro.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1qWRmKgcaM8ydwK9gaZiJzkgZjb8feWQE4ynTiSV2wmM/edit Raid World First Archive]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references group=&amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;br /&gt;
[[Category:Patch 2.0 Features]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dimensional_Disruption&amp;diff=1340234</id>
		<title>Dimensional Disruption</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dimensional_Disruption&amp;diff=1340234"/>
		<updated>2026-06-17T03:59:27Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Duties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lead icon|Dimensional Disruption.png|frame=none|size=small}}&lt;br /&gt;
[[Dimensional Disruption]] is a [[Weather#Special Weather Conditions|Special]] [[Weather|Weather Condition]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
*Description: Extradimensional&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
* All [[Omega]] raids, including {{i|The Omega Protocol (Ultimate)}} and {{i|Dancing Mad (Ultimate)}}&lt;br /&gt;
* {{i|The Strayborough Deadwalk}}&lt;br /&gt;
* {{i|Jeuno: The First Walk}}&lt;br /&gt;
* {{i|San d&#039;Oria: The Second Walk}}&lt;br /&gt;
* {{i|Windurst: The Third Walk}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Dimensional Disruption Alphascape V4.0.jpg|&#039;&#039;&#039;Alphascape V4.0&#039;&#039;&#039;&lt;br /&gt;
File:Dimensional Disruption Alphascape V3.0.jpg|&#039;&#039;&#039;Alphascape V3.0&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{Weather Conditions}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rarity&amp;diff=1338643</id>
		<title>Rarity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rarity&amp;diff=1338643"/>
		<updated>2026-06-15T15:44:22Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Item [[Rarity]] is as follows: {{rarity|basic|White}} &amp;amp;rarr; {{rarity|aetherial|Pink}} &amp;amp;rarr; {{rarity|dungeon}} &amp;amp;rarr; {{rarity|tomestone}} &amp;amp;rarr;  {{rarity|relic|Purple}}. Rarity does not indicate anything about an item&#039;s power, merely how easily it is obtained. For gear power, see [[Item Level]].&lt;br /&gt;
&lt;br /&gt;
* {{rarity|basic|White}} or {{rarity|basic}} gear is purchasable from [[merchants|NPC vendors]] or [[Crafting|craftable]] by the player. Most of the time {{rarity|basic}} gear is also available as a {{HQ}} [[High Quality]] variant. Only the {{HQ}} HQ variant will have appropriate stats for the [[Item Level]]. Normal quality or NQ gear will have a -10% penalty in stats, &#039;&#039;&#039;&#039;&#039;which is huge&#039;&#039;&#039;&#039;&#039;. The only source of {{HQ}} HQ crafted gear for {{gil}} [[Gil]] is from other players via the [[Market Board]]. Players will also receive HQ {{HQ}} gear directly as well as via [[coffer]]s from the {{i|Main Scenario Quests}} and certain {{i|Side Quests}}.&lt;br /&gt;
&lt;br /&gt;
* {{rarity|aetherial|Pink}} or {{rarity|aetherial}} gear used to drop more commonly from [[dungeons]]. However, with various quality-of-life adjustments culminating in [[Patch 5.3]], dungeons now very rarely have {{rarity|aetherial}} items. The only real source for them now is [[Treasure Hunt]]ing maps and [[Guildleves|Guildleve]] bonus chests. All {{rarity|aetherial}} gear has random [[Attributes#Secondary_Attributes|secondary attributes]], but the main stats are in line with {{HQ}} [[High Quality]] {{rarity|basic}} gear. There is no {{rarity|aetherial}} gear after level 50, as the random [[Attributes#Secondary_Attributes|secondary attributes]] were deemed too frustrating for players. ([[The Diadem/Old|Diadem]]-associated &#039;&#039;[[Heavensward]]&#039;&#039; sets have been removed.)&lt;br /&gt;
&lt;br /&gt;
* {{rarity|dungeon}} or {{rarity|green|Dungeon}} gear most often drops from chests in dungeons. However, [[Gear Guide|endgame gear]] [[Crafting|crafted]] with recipes in the [[Master Recipe Tomes]] will also usually be of this rarity. This is likely to reflect the fact that endgame gear requires materials from [[Folklore Nodes|timed nodes]], [[Aetherial Reduction|aethersand]], and [[Allagan Tomestones|tomestone materials]] and is thus indirectly time-limited. Crafted gear is generally tradeable via the [[Market Board]], while dungeon drops are not. {{rarity|green}}-rarity [[seafood]] may denote a [[Big Fish]], or a Spectral Fish obtained during [[Ocean Fishing]].&lt;br /&gt;
&lt;br /&gt;
* {{rarity|tomestone}} or {{rarity|blue|Tomestone}} gear includes anything currently or formerly bought with [[Allagan Tomestones]] or [[Scrips]]. This also includes weapons that drop from [[Trials#Extreme_Trials|(Extreme) Trials]] and [[Raid]] gear, the latter of which was weekly capped when current. {{rarity|tomestone}} gear is never tradeable.&lt;br /&gt;
&lt;br /&gt;
* {{rarity|relic|Purple}} or {{rarity|relic}} gear is the various [[expansion]]s&#039; [[Relic Weapons]] which are very grindy and time-consuming to acquire. Relics are never the best-in-slot until the very last [[Patches|patch]] in an expansion. Relics from previous expansions are primarily intended as cosmetic status symbols. They do have niche use for some high-end duties due to the customizable [[Attributes#Secondary_Attributes|secondary attributes]]. The sole exception to this tier is an accessory, {{i|Eternity Ring}}, which is strictly a cosmetic item from the [[Eternal Bonding]] ceremony.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Damage_Down&amp;diff=1338226</id>
		<title>Damage Down</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Damage_Down&amp;diff=1338226"/>
		<updated>2026-06-14T03:36:43Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{status effect|damage down}} [[Damage Down]] is a detrimental [[status effect]] which reduces the damage dealt by the affected player. It is received after being hit by an avoidable boss [[mechanic]] or if one or more people do not perform certain mechanics correctly (e.g., missing a tower soak).&lt;br /&gt;
&lt;br /&gt;
The strength and duration of the effect depends on the duty.&lt;br /&gt;
&lt;br /&gt;
Damage-down effects in ultimate raids are much more potent and longer-lasting. For example, {{i|The Omega Protocol (Ultimate)}} has a damage down of 90% lasting for 180s compared to a first-floor savage raid with only 25% for 30 seconds. It can sometimes be a stacking debuff. In most newer duties, however, this debuff does not stack.&lt;br /&gt;
&lt;br /&gt;
This effect is the standard punishment for failing mechanics in all [[Raid|Savage Raids]] added since {{i|Eden&#039;s Promise (Savage)}}.&lt;br /&gt;
&lt;br /&gt;
Players will usually only receive this &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; {{status effect|vulnerability up}} [[Vulnerability Up]] in a given duty; rarely both.&lt;br /&gt;
&lt;br /&gt;
[[category:Status Effects]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vulnerability_Up&amp;diff=1338111</id>
		<title>Vulnerability Up</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vulnerability_Up&amp;diff=1338111"/>
		<updated>2026-06-13T19:02:24Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{status effect|vulnerability up}} [[Vulnerability Up]] is a detrimental [[status effect]] which increases the damage taken by the affected player. It is received after being hit by an avoidable boss [[mechanic]] or if one or more people do not perform certain mechanics correctly (e.g., missing a tower soak).&lt;br /&gt;
&lt;br /&gt;
The strength of the effect depends on the duty, and it is usually a stacking debuff. Max stack is 16.&lt;br /&gt;
&lt;br /&gt;
Players will usually only receive this &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; {{status effect|damage down}} [[Damage Down]] in a given duty; rarely both.&lt;br /&gt;
&lt;br /&gt;
This debuff can be inflicted on enemies using {{action icon|Mug}} from [[Rogue]] / [[Ninja]], and when doing so the icon is different: {{status effect|vulnerability up 2}}.&lt;br /&gt;
&lt;br /&gt;
[[category:Status Effects]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mechanic&amp;diff=1338110</id>
		<title>Mechanic</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mechanic&amp;diff=1338110"/>
		<updated>2026-06-13T19:01:50Z</updated>

		<summary type="html">&lt;p&gt;Alyko: Redirected page to Common mechanics and markers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Common mechanics and markers]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Return&amp;diff=1337945</id>
		<title>Return</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Return&amp;diff=1337945"/>
		<updated>2026-06-13T03:52:25Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Notes */ add usage conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Return&lt;br /&gt;
| icon = return.png&lt;br /&gt;
| description = Instantly return to your current home point.&lt;br /&gt;
| facts = &lt;br /&gt;
| acquired = any&lt;br /&gt;
| pet = &lt;br /&gt;
| level = 1&lt;br /&gt;
| type = spell&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gp-cost = &lt;br /&gt;
| cp-cost = &lt;br /&gt;
| casting = 5&lt;br /&gt;
| recast = 900&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = &lt;br /&gt;
| gcd = &lt;br /&gt;
| traits = &lt;br /&gt;
| actions = Teleport&lt;br /&gt;
| req-quest = Close to Home (Gridania)&lt;br /&gt;
| targeting = &lt;br /&gt;
| pvp = &lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:Return img1.png|right]]&lt;br /&gt;
{{quotation|[https://na.finalfantasyxiv.com/a_realm_reborn/system/game_system/ A Realm Reborn Promotional Website]|The first of two spells learned when attuning to an aetheryte in your starting city. Return can be used in the event of an emergency, such as when you are incapacitated in battle. However, must have a strong connection to an aetheryte for this spell to work, so it may only be used to return to your designated home point.}}&lt;br /&gt;
&lt;br /&gt;
* If used in the overworld or in a city, will teleport you to the aetheryte you set as your current home point, but will place the spell on a 15 minute cooldown.&lt;br /&gt;
* If used in an instanced duty (e.g. a dungeon), will teleport you to the start of the duty map without a cooldown.&lt;br /&gt;
* If used in PvP, will teleport you to your team&#039;s spawn point without a cooldown.&lt;br /&gt;
* In PvE: Cannot be used if you or a party member is in combat.&lt;br /&gt;
* In PvP: Can be used freely at any time without cooldown, but any damage taken will interrupt the spell.&lt;br /&gt;
* Will not teleport anyone except for yourself.&lt;br /&gt;
* Does not cost {{gil}} [[Gil]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|2.0}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1337790</id>
		<title>Dancing Mad (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1337790"/>
		<updated>2026-06-12T19:01:20Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* World First */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You find the wandering minstrel ruminating on the curious tale of a phantasmal harlequin. A vile and terrible fiend by any measure, yet the entertainer believes the two of them share at least one artistic quality─a flair for creative flourishes. With every telling of their stories, every rendition of their songs, there is new meaning to be found. Thus are no two performances ever the same. The minstrel&#039;s melody soon transports you to a battlefield in your mind&#039;s eye, but what creative liberties will you contribute to his masterpiece?&lt;br /&gt;
| image = Dancing Mad (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 795&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Sigmascape V4.0&lt;br /&gt;
| region = &lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{questlink|raid|AAC Heavyweight M4 (Savage)|wrap=y}}&lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-gt = 30162&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;DMU&#039;&#039;&#039; or &#039;&#039;&#039;UMAD&#039;&#039;&#039; (short for Ultimate [Dancing] Mad), is based on the {{i|Omega (Raids)|alt=Omega}} raids from &#039;&#039;[[Stormblood]]&#039;&#039; and is the seventh ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Dancing Mad (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by jumping off the platform and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Kefka]]===&lt;br /&gt;
The three Graven Image mechanics in phase 1 must be resolved in a certain way to proceed past phase 2. The number of mechanics correctly resolved can be seen at the end of phase 1 by looking at the statue in the background; each correctly resolved mechanic will light a candle.&lt;br /&gt;
&lt;br /&gt;
* Preserve the Double-Trouble Trap debuff until it naturally expires.&lt;br /&gt;
* Soak all of the Gravity III puddles before they disappear.&lt;br /&gt;
* Use all 16 Tele-portent arrows while {{status effect|debuff|confused}} [[confused]].&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
If the party does not correctly resolve the three Graven Image mechanics in phase 1 in a certain way, the fight will end after clearing phase 2. The party will receive a short &amp;quot;duty completion&amp;quot; cutscene and a treasure coffer with nothing in it (and no achievement or totem) and will need to leave the instance.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Kefka, [[Exdeath]], and [[Chaos]]===&lt;br /&gt;
This phase features Exdeath and Chaos as the targetable bosses, while Kefka is untargetable and does additional mechanics. Partway through, Kefka will grow to a giant size.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Kefka, [[Neo Exdeath]], and Chaos===&lt;br /&gt;
This phase features the normal-sized Kefka as the targetable boss, while Neo Exdeath and Chaos are untargetable. All three will do mechanics at once.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Ultimate Kefka===&lt;br /&gt;
Kefka transforms into a new form, but is simply referred to as &amp;quot;Kefka&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Mad Harlequin&#039;s Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Dancing Mad (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in a future patch.&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Palazzo Diamond Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Son of a...}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
* The World First clear, as verified by unofficial leaderboard site MogTalk, was from the Japanese group &amp;quot;Name TBD&amp;quot;. &amp;lt;ref&amp;gt;https://x.com/MogTalkTweets/status/2063672065635602916&amp;lt;/ref&amp;gt; This team did not livestream their progression, but was verified through video review.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: I wield the greatest power in existence!&lt;br /&gt;
Kefka: You may as well be the dirt on the bottom of my boots! Or the dirt stuck to the bottom of that dirt!&lt;br /&gt;
Kefka: I will destroy everything! I will create a monument to non-existence!&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Phase 1===&lt;br /&gt;
:Upon pull:&lt;br /&gt;
Kefka: {{autotranslate|This is my first time, so please take it easy!}}&lt;br /&gt;
:Upon casting Revolting Ruin III:&lt;br /&gt;
Kefka: Quick, now! Make your peace with death! Because I&#039;m making your death with these pieces!&lt;br /&gt;
:After Double-trouble Trap first detonates:&lt;br /&gt;
Kefka: Hahaha! Hook, line, and &amp;lt;i&amp;gt;stinker&amp;lt;/i&amp;gt;!&lt;br /&gt;
:Upon casting Graven Image 2:&lt;br /&gt;
Kefka: Did you think you&#039;d won? Oh no no no, we&#039;ve only just begun! &lt;br /&gt;
:If all Gravity III puddles were soaked, between using Hyperdrive and casting Tele-trouncing:&lt;br /&gt;
Kefka: What!? There&#039;s no way that didn&#039;t work!&lt;br /&gt;
:Upon casting Graven Image 3:&lt;br /&gt;
Kefka: Still alive? Unbelieeevable! I really must insist you die!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: I&#039;m afraid that&#039;s all I have time for today. Bye-bye now!&lt;br /&gt;
:If Kefka is reduced to below 15% HP:&lt;br /&gt;
&amp;gt; If any candles are not lit&lt;br /&gt;
:Phase transition:&lt;br /&gt;
Kefka: Yes... I am filled with glorious purpose!&lt;br /&gt;
&amp;gt; If all three candles are lit&lt;br /&gt;
:Before phase transition:&lt;br /&gt;
Kefka: How boring. Guess I&#039;ll have to spice things up!&lt;br /&gt;
:Phase transition&lt;br /&gt;
Kefka: Intriguing. This clearly isn&#039;t your first time...&lt;br /&gt;
---&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&amp;gt; If any candles were not lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: Life... Dreams... Hope... Where do they come from? And where do they go?&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Such things as those... are mine to destroy!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase ends:&lt;br /&gt;
-cutscene start&lt;br /&gt;
:Cutscene has no dialogue.&lt;br /&gt;
-cutscene end&lt;br /&gt;
:After opening the fake treasure chest:&lt;br /&gt;
Kefka: Congratulations... you lose! Try something else next time and maybe we&#039;ll have some &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; fun!&lt;br /&gt;
&amp;gt; If all three candles were lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: This is meant to be our &amp;lt;i&amp;gt;ultimate&amp;lt;/i&amp;gt; encounter...&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Crafty little bastards, aren&#039;t you?&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase transition:&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: Hmph. I see what&#039;s going on here.&lt;br /&gt;
&#039;&#039;Kefka grabs the camera and positions it towards him.&#039;&#039;&lt;br /&gt;
Kefka: Oh, you&#039;re in for it now!&lt;br /&gt;
Kefka: Who am I talking to?&lt;br /&gt;
Kefka: I&#039;m talking to &amp;lt;i&amp;gt;you&amp;lt;/i&amp;gt;, of course! Y.O.U.!&lt;br /&gt;
-cutscene end&lt;br /&gt;
---&lt;br /&gt;
===Phase 3===&lt;br /&gt;
:Upon casting Definition of Insanity:&lt;br /&gt;
Kefka: Right! Let&#039;s see if I can&#039;t take the reins for a spell...&lt;br /&gt;
:Upon casting The Decisive Battle:&lt;br /&gt;
Kefka: Hahaha! There&#039;s nothing I can&#039;t do!&lt;br /&gt;
Kefka: Oh! What other toys can I throw in here...&lt;br /&gt;
:After casting Trance:&lt;br /&gt;
Kefka: Ohohohoho! What a marvelous sensation!&lt;br /&gt;
Kefka: Jealous? Enthralled? I don&#039;t blame you!&lt;br /&gt;
:Upon casting Ultima Blaster:&lt;br /&gt;
Kefka: Here I go!&lt;br /&gt;
:While using Ultima Blaster with numbered baits (&amp;quot;limit cut&amp;quot;):&lt;br /&gt;
Kefka: Careful now!&lt;br /&gt;
:Upon casting Max:&lt;br /&gt;
Kefka: I&#039;ve got big ambitions and a big attitude...&lt;br /&gt;
Kefka: And now a big body to match–behold!&lt;br /&gt;
:Upon casting Slap Happy:&lt;br /&gt;
Kefka: Take this! And that! And one of these!&lt;br /&gt;
:Upon casting Look Upon Me and Despair:&lt;br /&gt;
Kefka: Aaand... Kaboom!&lt;br /&gt;
:Upon casting Stomp-a-Mole:&lt;br /&gt;
Kefka: Dance! Dance for me!&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Kefka: Boring!&lt;br /&gt;
:Upon casting Kefka Says:&lt;br /&gt;
Kefka: Hey, look─my friends are back!&lt;br /&gt;
Kefka: Go on then, make yourselves useful!&lt;br /&gt;
:Upon casting Mana Release:&lt;br /&gt;
Kefka: Gahahahahaha! UNLEASH IT ALL!&lt;br /&gt;
:Light of Judgment enrage (HP &amp;gt; 25%, becomes untargetable):&lt;br /&gt;
Kefka: Oh, you were so close! But close isn&#039;t good enough!&lt;br /&gt;
===Phase 5===&lt;br /&gt;
Kefka: Destruction is the fate of all things.&lt;br /&gt;
:After transforming:&lt;br /&gt;
Kefka: Anything you fools would dare build...&lt;br /&gt;
Kefka: I&#039;ll raze to the ground with a smile!&lt;br /&gt;
:Upon casting Ultima Repeater:&lt;br /&gt;
Kefka: Let the party begin!&lt;br /&gt;
:Upon casting Flood:&lt;br /&gt;
Kefka: Haha!&lt;br /&gt;
:Upon casting Maddening Orchestra:&lt;br /&gt;
Kefka: That all you got?&lt;br /&gt;
:Upon casting Celestriad:&lt;br /&gt;
Kefka: Sizzle, crackle, and zap!&lt;br /&gt;
:Upon casting Ultima Repeater the second time:&lt;br /&gt;
Kefka: Let&#039;s destroy everything!&lt;br /&gt;
:Upon casting Stray Apocalypse:&lt;br /&gt;
Kefka: Embrace oblivion!&lt;br /&gt;
:Upon casting Stray Entropy:&lt;br /&gt;
Kefka: There&#039;s no escape!&lt;br /&gt;
:Upon casting Forsaken:&lt;br /&gt;
Kefka: Ugh! You lot are no fun at all!&lt;br /&gt;
:Before second Forsaken Bonds:&lt;br /&gt;
Kefka: It&#039;s not enough...&amp;lt;br&amp;gt;I must destroy more!&lt;br /&gt;
:Before third Forsaken Bonds:&lt;br /&gt;
Kefka: Destruction...&amp;lt;br&amp;gt;Destruction is what makes life worth living!&lt;br /&gt;
:Before fourth Forsaken Bonds:&lt;br /&gt;
Kefka: You, your friends, this wretched world─I&#039;ll destroy everything!&lt;br /&gt;
:Upon casting Forsaken Null:&lt;br /&gt;
Kefka: Life... Love... Passion... All worthless...&lt;br /&gt;
:When Forsaken Null castbar is almost full:&lt;br /&gt;
Kefka: Better luck next time, kids!&lt;br /&gt;
===Duty Completion===&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
&#039;&#039;Kefka turns into his pixel sprite from Final Fantasy VI Pixel Remaster.&#039;&#039;&lt;br /&gt;
Kefka: I... I lost!? How is this possible!?&lt;br /&gt;
Kefka: Inconceivable!&lt;br /&gt;
Kefka: {{autotranslate|Thanks for the fun!}}&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
{{music table row|Phase 3 and 4|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 5|Dancing Mad (Distant Worlds)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Dancing Mad Ultimate intro.jpg&lt;br /&gt;
Dancing Mad Ultimate promo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/7fs57PyQ Common Party Finder strategies (Kefka Bin)]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This ultimate raid is the second one themed on the [[Omega (Raids)|Omega]] raid series, after {{i|The Omega Protocol (Ultimate)}}, which only covered the final two fights in the raid series.&lt;br /&gt;
*Kefka has voiced dialogue in this raid. He is unvoiced on the original fights.&lt;br /&gt;
*This is the first ultimate raid to be added in an x.51 patch. As such, there will be no higher item level dungeon gear released later in the same expansion that will be new best-in-slot gear. Also, based on previous patches, no level 100 gear of item level 795 should be expected to be released in [[Evercold]]. Equipping level &amp;gt;100 gear will result in materia melds being ignored due to level sync, even if the item level is no more than 795.&lt;br /&gt;
*The name of the achievement refers to Kefka&#039;s [https://legendsoflocalization.com/comparisons/final-fantasy-vi/#son-of-a iconic &amp;quot;Son of a submariner!&amp;quot; line] in the original English localization of Final Fantasy VI, which was revised to &amp;quot;Son of a sandworm!&amp;quot; in later releases.&lt;br /&gt;
*This ultimate raid is the first to not feature any major mechanics where the boss(es) become untargetable while the mechanic plays out.&lt;br /&gt;
*This ultimate raid is the first to not feature a lethal AoE at the edge of the arena, but instead players can fall off the arena. There is also no notched border wall that was present in raids since {{i|Dragonsong&#039;s Reprise (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1337789</id>
		<title>Dancing Mad (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1337789"/>
		<updated>2026-06-12T19:01:07Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* World First */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You find the wandering minstrel ruminating on the curious tale of a phantasmal harlequin. A vile and terrible fiend by any measure, yet the entertainer believes the two of them share at least one artistic quality─a flair for creative flourishes. With every telling of their stories, every rendition of their songs, there is new meaning to be found. Thus are no two performances ever the same. The minstrel&#039;s melody soon transports you to a battlefield in your mind&#039;s eye, but what creative liberties will you contribute to his masterpiece?&lt;br /&gt;
| image = Dancing Mad (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 795&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Sigmascape V4.0&lt;br /&gt;
| region = &lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{questlink|raid|AAC Heavyweight M4 (Savage)|wrap=y}}&lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-gt = 30162&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;DMU&#039;&#039;&#039; or &#039;&#039;&#039;UMAD&#039;&#039;&#039; (short for Ultimate [Dancing] Mad), is based on the {{i|Omega (Raids)|alt=Omega}} raids from &#039;&#039;[[Stormblood]]&#039;&#039; and is the seventh ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Dancing Mad (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by jumping off the platform and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Kefka]]===&lt;br /&gt;
The three Graven Image mechanics in phase 1 must be resolved in a certain way to proceed past phase 2. The number of mechanics correctly resolved can be seen at the end of phase 1 by looking at the statue in the background; each correctly resolved mechanic will light a candle.&lt;br /&gt;
&lt;br /&gt;
* Preserve the Double-Trouble Trap debuff until it naturally expires.&lt;br /&gt;
* Soak all of the Gravity III puddles before they disappear.&lt;br /&gt;
* Use all 16 Tele-portent arrows while {{status effect|debuff|confused}} [[confused]].&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
If the party does not correctly resolve the three Graven Image mechanics in phase 1 in a certain way, the fight will end after clearing phase 2. The party will receive a short &amp;quot;duty completion&amp;quot; cutscene and a treasure coffer with nothing in it (and no achievement or totem) and will need to leave the instance.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Kefka, [[Exdeath]], and [[Chaos]]===&lt;br /&gt;
This phase features Exdeath and Chaos as the targetable bosses, while Kefka is untargetable and does additional mechanics. Partway through, Kefka will grow to a giant size.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Kefka, [[Neo Exdeath]], and Chaos===&lt;br /&gt;
This phase features the normal-sized Kefka as the targetable boss, while Neo Exdeath and Chaos are untargetable. All three will do mechanics at once.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Ultimate Kefka===&lt;br /&gt;
Kefka transforms into a new form, but is simply referred to as &amp;quot;Kefka&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Mad Harlequin&#039;s Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Dancing Mad (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in a future patch.&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Palazzo Diamond Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Son of a...}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
* The World First clear, as verified by unofficial leaderboard site MogTalk, was from the Japanese group &amp;quot;Name TBD&amp;quot;. &amp;lt;ref&amp;gt;https://x.com/MogTalkTweets/status/2063672065635602916&amp;lt;/ref&amp;gt;. This team did not livestream their progression, but was verified through video review.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: I wield the greatest power in existence!&lt;br /&gt;
Kefka: You may as well be the dirt on the bottom of my boots! Or the dirt stuck to the bottom of that dirt!&lt;br /&gt;
Kefka: I will destroy everything! I will create a monument to non-existence!&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Phase 1===&lt;br /&gt;
:Upon pull:&lt;br /&gt;
Kefka: {{autotranslate|This is my first time, so please take it easy!}}&lt;br /&gt;
:Upon casting Revolting Ruin III:&lt;br /&gt;
Kefka: Quick, now! Make your peace with death! Because I&#039;m making your death with these pieces!&lt;br /&gt;
:After Double-trouble Trap first detonates:&lt;br /&gt;
Kefka: Hahaha! Hook, line, and &amp;lt;i&amp;gt;stinker&amp;lt;/i&amp;gt;!&lt;br /&gt;
:Upon casting Graven Image 2:&lt;br /&gt;
Kefka: Did you think you&#039;d won? Oh no no no, we&#039;ve only just begun! &lt;br /&gt;
:If all Gravity III puddles were soaked, between using Hyperdrive and casting Tele-trouncing:&lt;br /&gt;
Kefka: What!? There&#039;s no way that didn&#039;t work!&lt;br /&gt;
:Upon casting Graven Image 3:&lt;br /&gt;
Kefka: Still alive? Unbelieeevable! I really must insist you die!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: I&#039;m afraid that&#039;s all I have time for today. Bye-bye now!&lt;br /&gt;
:If Kefka is reduced to below 15% HP:&lt;br /&gt;
&amp;gt; If any candles are not lit&lt;br /&gt;
:Phase transition:&lt;br /&gt;
Kefka: Yes... I am filled with glorious purpose!&lt;br /&gt;
&amp;gt; If all three candles are lit&lt;br /&gt;
:Before phase transition:&lt;br /&gt;
Kefka: How boring. Guess I&#039;ll have to spice things up!&lt;br /&gt;
:Phase transition&lt;br /&gt;
Kefka: Intriguing. This clearly isn&#039;t your first time...&lt;br /&gt;
---&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&amp;gt; If any candles were not lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: Life... Dreams... Hope... Where do they come from? And where do they go?&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Such things as those... are mine to destroy!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase ends:&lt;br /&gt;
-cutscene start&lt;br /&gt;
:Cutscene has no dialogue.&lt;br /&gt;
-cutscene end&lt;br /&gt;
:After opening the fake treasure chest:&lt;br /&gt;
Kefka: Congratulations... you lose! Try something else next time and maybe we&#039;ll have some &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; fun!&lt;br /&gt;
&amp;gt; If all three candles were lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: This is meant to be our &amp;lt;i&amp;gt;ultimate&amp;lt;/i&amp;gt; encounter...&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Crafty little bastards, aren&#039;t you?&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase transition:&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: Hmph. I see what&#039;s going on here.&lt;br /&gt;
&#039;&#039;Kefka grabs the camera and positions it towards him.&#039;&#039;&lt;br /&gt;
Kefka: Oh, you&#039;re in for it now!&lt;br /&gt;
Kefka: Who am I talking to?&lt;br /&gt;
Kefka: I&#039;m talking to &amp;lt;i&amp;gt;you&amp;lt;/i&amp;gt;, of course! Y.O.U.!&lt;br /&gt;
-cutscene end&lt;br /&gt;
---&lt;br /&gt;
===Phase 3===&lt;br /&gt;
:Upon casting Definition of Insanity:&lt;br /&gt;
Kefka: Right! Let&#039;s see if I can&#039;t take the reins for a spell...&lt;br /&gt;
:Upon casting The Decisive Battle:&lt;br /&gt;
Kefka: Hahaha! There&#039;s nothing I can&#039;t do!&lt;br /&gt;
Kefka: Oh! What other toys can I throw in here...&lt;br /&gt;
:After casting Trance:&lt;br /&gt;
Kefka: Ohohohoho! What a marvelous sensation!&lt;br /&gt;
Kefka: Jealous? Enthralled? I don&#039;t blame you!&lt;br /&gt;
:Upon casting Ultima Blaster:&lt;br /&gt;
Kefka: Here I go!&lt;br /&gt;
:While using Ultima Blaster with numbered baits (&amp;quot;limit cut&amp;quot;):&lt;br /&gt;
Kefka: Careful now!&lt;br /&gt;
:Upon casting Max:&lt;br /&gt;
Kefka: I&#039;ve got big ambitions and a big attitude...&lt;br /&gt;
Kefka: And now a big body to match–behold!&lt;br /&gt;
:Upon casting Slap Happy:&lt;br /&gt;
Kefka: Take this! And that! And one of these!&lt;br /&gt;
:Upon casting Look Upon Me and Despair:&lt;br /&gt;
Kefka: Aaand... Kaboom!&lt;br /&gt;
:Upon casting Stomp-a-Mole:&lt;br /&gt;
Kefka: Dance! Dance for me!&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Kefka: Boring!&lt;br /&gt;
:Upon casting Kefka Says:&lt;br /&gt;
Kefka: Hey, look─my friends are back!&lt;br /&gt;
Kefka: Go on then, make yourselves useful!&lt;br /&gt;
:Upon casting Mana Release:&lt;br /&gt;
Kefka: Gahahahahaha! UNLEASH IT ALL!&lt;br /&gt;
:Light of Judgment enrage (HP &amp;gt; 25%, becomes untargetable):&lt;br /&gt;
Kefka: Oh, you were so close! But close isn&#039;t good enough!&lt;br /&gt;
===Phase 5===&lt;br /&gt;
Kefka: Destruction is the fate of all things.&lt;br /&gt;
:After transforming:&lt;br /&gt;
Kefka: Anything you fools would dare build...&lt;br /&gt;
Kefka: I&#039;ll raze to the ground with a smile!&lt;br /&gt;
:Upon casting Ultima Repeater:&lt;br /&gt;
Kefka: Let the party begin!&lt;br /&gt;
:Upon casting Flood:&lt;br /&gt;
Kefka: Haha!&lt;br /&gt;
:Upon casting Maddening Orchestra:&lt;br /&gt;
Kefka: That all you got?&lt;br /&gt;
:Upon casting Celestriad:&lt;br /&gt;
Kefka: Sizzle, crackle, and zap!&lt;br /&gt;
:Upon casting Ultima Repeater the second time:&lt;br /&gt;
Kefka: Let&#039;s destroy everything!&lt;br /&gt;
:Upon casting Stray Apocalypse:&lt;br /&gt;
Kefka: Embrace oblivion!&lt;br /&gt;
:Upon casting Stray Entropy:&lt;br /&gt;
Kefka: There&#039;s no escape!&lt;br /&gt;
:Upon casting Forsaken:&lt;br /&gt;
Kefka: Ugh! You lot are no fun at all!&lt;br /&gt;
:Before second Forsaken Bonds:&lt;br /&gt;
Kefka: It&#039;s not enough...&amp;lt;br&amp;gt;I must destroy more!&lt;br /&gt;
:Before third Forsaken Bonds:&lt;br /&gt;
Kefka: Destruction...&amp;lt;br&amp;gt;Destruction is what makes life worth living!&lt;br /&gt;
:Before fourth Forsaken Bonds:&lt;br /&gt;
Kefka: You, your friends, this wretched world─I&#039;ll destroy everything!&lt;br /&gt;
:Upon casting Forsaken Null:&lt;br /&gt;
Kefka: Life... Love... Passion... All worthless...&lt;br /&gt;
:When Forsaken Null castbar is almost full:&lt;br /&gt;
Kefka: Better luck next time, kids!&lt;br /&gt;
===Duty Completion===&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
&#039;&#039;Kefka turns into his pixel sprite from Final Fantasy VI Pixel Remaster.&#039;&#039;&lt;br /&gt;
Kefka: I... I lost!? How is this possible!?&lt;br /&gt;
Kefka: Inconceivable!&lt;br /&gt;
Kefka: {{autotranslate|Thanks for the fun!}}&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
{{music table row|Phase 3 and 4|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 5|Dancing Mad (Distant Worlds)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Dancing Mad Ultimate intro.jpg&lt;br /&gt;
Dancing Mad Ultimate promo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/7fs57PyQ Common Party Finder strategies (Kefka Bin)]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This ultimate raid is the second one themed on the [[Omega (Raids)|Omega]] raid series, after {{i|The Omega Protocol (Ultimate)}}, which only covered the final two fights in the raid series.&lt;br /&gt;
*Kefka has voiced dialogue in this raid. He is unvoiced on the original fights.&lt;br /&gt;
*This is the first ultimate raid to be added in an x.51 patch. As such, there will be no higher item level dungeon gear released later in the same expansion that will be new best-in-slot gear. Also, based on previous patches, no level 100 gear of item level 795 should be expected to be released in [[Evercold]]. Equipping level &amp;gt;100 gear will result in materia melds being ignored due to level sync, even if the item level is no more than 795.&lt;br /&gt;
*The name of the achievement refers to Kefka&#039;s [https://legendsoflocalization.com/comparisons/final-fantasy-vi/#son-of-a iconic &amp;quot;Son of a submariner!&amp;quot; line] in the original English localization of Final Fantasy VI, which was revised to &amp;quot;Son of a sandworm!&amp;quot; in later releases.&lt;br /&gt;
*This ultimate raid is the first to not feature any major mechanics where the boss(es) become untargetable while the mechanic plays out.&lt;br /&gt;
*This ultimate raid is the first to not feature a lethal AoE at the edge of the arena, but instead players can fall off the arena. There is also no notched border wall that was present in raids since {{i|Dragonsong&#039;s Reprise (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1337788</id>
		<title>Dancing Mad (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1337788"/>
		<updated>2026-06-12T19:00:32Z</updated>

		<summary type="html">&lt;p&gt;Alyko: add mogtalk clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You find the wandering minstrel ruminating on the curious tale of a phantasmal harlequin. A vile and terrible fiend by any measure, yet the entertainer believes the two of them share at least one artistic quality─a flair for creative flourishes. With every telling of their stories, every rendition of their songs, there is new meaning to be found. Thus are no two performances ever the same. The minstrel&#039;s melody soon transports you to a battlefield in your mind&#039;s eye, but what creative liberties will you contribute to his masterpiece?&lt;br /&gt;
| image = Dancing Mad (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 795&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Sigmascape V4.0&lt;br /&gt;
| region = &lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{questlink|raid|AAC Heavyweight M4 (Savage)|wrap=y}}&lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-gt = 30162&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;DMU&#039;&#039;&#039; or &#039;&#039;&#039;UMAD&#039;&#039;&#039; (short for Ultimate [Dancing] Mad), is based on the {{i|Omega (Raids)|alt=Omega}} raids from &#039;&#039;[[Stormblood]]&#039;&#039; and is the seventh ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Dancing Mad (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by jumping off the platform and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Kefka]]===&lt;br /&gt;
The three Graven Image mechanics in phase 1 must be resolved in a certain way to proceed past phase 2. The number of mechanics correctly resolved can be seen at the end of phase 1 by looking at the statue in the background; each correctly resolved mechanic will light a candle.&lt;br /&gt;
&lt;br /&gt;
* Preserve the Double-Trouble Trap debuff until it naturally expires.&lt;br /&gt;
* Soak all of the Gravity III puddles before they disappear.&lt;br /&gt;
* Use all 16 Tele-portent arrows while {{status effect|debuff|confused}} [[confused]].&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
If the party does not correctly resolve the three Graven Image mechanics in phase 1 in a certain way, the fight will end after clearing phase 2. The party will receive a short &amp;quot;duty completion&amp;quot; cutscene and a treasure coffer with nothing in it (and no achievement or totem) and will need to leave the instance.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Kefka, [[Exdeath]], and [[Chaos]]===&lt;br /&gt;
This phase features Exdeath and Chaos as the targetable bosses, while Kefka is untargetable and does additional mechanics. Partway through, Kefka will grow to a giant size.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Kefka, [[Neo Exdeath]], and Chaos===&lt;br /&gt;
This phase features the normal-sized Kefka as the targetable boss, while Neo Exdeath and Chaos are untargetable. All three will do mechanics at once.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Ultimate Kefka===&lt;br /&gt;
Kefka transforms into a new form, but is simply referred to as &amp;quot;Kefka&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Mad Harlequin&#039;s Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Dancing Mad (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in a future patch.&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Palazzo Diamond Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Son of a...}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
* The World First clear, as verified by unofficial leaderboard site MogTalk was from the Japanese group &amp;quot;Name TBD&amp;quot;. &amp;lt;ref&amp;gt;https://x.com/MogTalkTweets/status/2063672065635602916&amp;lt;/ref&amp;gt;. This team did not livestream their progression, but was verified through video review.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: I wield the greatest power in existence!&lt;br /&gt;
Kefka: You may as well be the dirt on the bottom of my boots! Or the dirt stuck to the bottom of that dirt!&lt;br /&gt;
Kefka: I will destroy everything! I will create a monument to non-existence!&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Phase 1===&lt;br /&gt;
:Upon pull:&lt;br /&gt;
Kefka: {{autotranslate|This is my first time, so please take it easy!}}&lt;br /&gt;
:Upon casting Revolting Ruin III:&lt;br /&gt;
Kefka: Quick, now! Make your peace with death! Because I&#039;m making your death with these pieces!&lt;br /&gt;
:After Double-trouble Trap first detonates:&lt;br /&gt;
Kefka: Hahaha! Hook, line, and &amp;lt;i&amp;gt;stinker&amp;lt;/i&amp;gt;!&lt;br /&gt;
:Upon casting Graven Image 2:&lt;br /&gt;
Kefka: Did you think you&#039;d won? Oh no no no, we&#039;ve only just begun! &lt;br /&gt;
:If all Gravity III puddles were soaked, between using Hyperdrive and casting Tele-trouncing:&lt;br /&gt;
Kefka: What!? There&#039;s no way that didn&#039;t work!&lt;br /&gt;
:Upon casting Graven Image 3:&lt;br /&gt;
Kefka: Still alive? Unbelieeevable! I really must insist you die!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: I&#039;m afraid that&#039;s all I have time for today. Bye-bye now!&lt;br /&gt;
:If Kefka is reduced to below 15% HP:&lt;br /&gt;
&amp;gt; If any candles are not lit&lt;br /&gt;
:Phase transition:&lt;br /&gt;
Kefka: Yes... I am filled with glorious purpose!&lt;br /&gt;
&amp;gt; If all three candles are lit&lt;br /&gt;
:Before phase transition:&lt;br /&gt;
Kefka: How boring. Guess I&#039;ll have to spice things up!&lt;br /&gt;
:Phase transition&lt;br /&gt;
Kefka: Intriguing. This clearly isn&#039;t your first time...&lt;br /&gt;
---&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&amp;gt; If any candles were not lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: Life... Dreams... Hope... Where do they come from? And where do they go?&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Such things as those... are mine to destroy!&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase ends:&lt;br /&gt;
-cutscene start&lt;br /&gt;
:Cutscene has no dialogue.&lt;br /&gt;
-cutscene end&lt;br /&gt;
:After opening the fake treasure chest:&lt;br /&gt;
Kefka: Congratulations... you lose! Try something else next time and maybe we&#039;ll have some &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; fun!&lt;br /&gt;
&amp;gt; If all three candles were lit in Phase 1&lt;br /&gt;
:Phase begins:&lt;br /&gt;
Kefka: This is meant to be our &amp;lt;i&amp;gt;ultimate&amp;lt;/i&amp;gt; encounter...&lt;br /&gt;
:After casting Ultimate Embrace:&lt;br /&gt;
Kefka: Crafty little bastards, aren&#039;t you?&lt;br /&gt;
:Light of Judgment enrage (becomes untargetable):&lt;br /&gt;
Kefka: Destroy! Destroy! Destroy! ...I will destroy it all!!!&lt;br /&gt;
:Phase transition:&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
Kefka: Hmph. I see what&#039;s going on here.&lt;br /&gt;
&#039;&#039;Kefka grabs the camera and positions it towards him.&#039;&#039;&lt;br /&gt;
Kefka: Oh, you&#039;re in for it now!&lt;br /&gt;
Kefka: Who am I talking to?&lt;br /&gt;
Kefka: I&#039;m talking to &amp;lt;i&amp;gt;you&amp;lt;/i&amp;gt;, of course! Y.O.U.!&lt;br /&gt;
-cutscene end&lt;br /&gt;
---&lt;br /&gt;
===Phase 3===&lt;br /&gt;
:Upon casting Definition of Insanity:&lt;br /&gt;
Kefka: Right! Let&#039;s see if I can&#039;t take the reins for a spell...&lt;br /&gt;
:Upon casting The Decisive Battle:&lt;br /&gt;
Kefka: Hahaha! There&#039;s nothing I can&#039;t do!&lt;br /&gt;
Kefka: Oh! What other toys can I throw in here...&lt;br /&gt;
:After casting Trance:&lt;br /&gt;
Kefka: Ohohohoho! What a marvelous sensation!&lt;br /&gt;
Kefka: Jealous? Enthralled? I don&#039;t blame you!&lt;br /&gt;
:Upon casting Ultima Blaster:&lt;br /&gt;
Kefka: Here I go!&lt;br /&gt;
:While using Ultima Blaster with numbered baits (&amp;quot;limit cut&amp;quot;):&lt;br /&gt;
Kefka: Careful now!&lt;br /&gt;
:Upon casting Max:&lt;br /&gt;
Kefka: I&#039;ve got big ambitions and a big attitude...&lt;br /&gt;
Kefka: And now a big body to match–behold!&lt;br /&gt;
:Upon casting Slap Happy:&lt;br /&gt;
Kefka: Take this! And that! And one of these!&lt;br /&gt;
:Upon casting Look Upon Me and Despair:&lt;br /&gt;
Kefka: Aaand... Kaboom!&lt;br /&gt;
:Upon casting Stomp-a-Mole:&lt;br /&gt;
Kefka: Dance! Dance for me!&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Kefka: Boring!&lt;br /&gt;
:Upon casting Kefka Says:&lt;br /&gt;
Kefka: Hey, look─my friends are back!&lt;br /&gt;
Kefka: Go on then, make yourselves useful!&lt;br /&gt;
:Upon casting Mana Release:&lt;br /&gt;
Kefka: Gahahahahaha! UNLEASH IT ALL!&lt;br /&gt;
:Light of Judgment enrage (HP &amp;gt; 25%, becomes untargetable):&lt;br /&gt;
Kefka: Oh, you were so close! But close isn&#039;t good enough!&lt;br /&gt;
===Phase 5===&lt;br /&gt;
Kefka: Destruction is the fate of all things.&lt;br /&gt;
:After transforming:&lt;br /&gt;
Kefka: Anything you fools would dare build...&lt;br /&gt;
Kefka: I&#039;ll raze to the ground with a smile!&lt;br /&gt;
:Upon casting Ultima Repeater:&lt;br /&gt;
Kefka: Let the party begin!&lt;br /&gt;
:Upon casting Flood:&lt;br /&gt;
Kefka: Haha!&lt;br /&gt;
:Upon casting Maddening Orchestra:&lt;br /&gt;
Kefka: That all you got?&lt;br /&gt;
:Upon casting Celestriad:&lt;br /&gt;
Kefka: Sizzle, crackle, and zap!&lt;br /&gt;
:Upon casting Ultima Repeater the second time:&lt;br /&gt;
Kefka: Let&#039;s destroy everything!&lt;br /&gt;
:Upon casting Stray Apocalypse:&lt;br /&gt;
Kefka: Embrace oblivion!&lt;br /&gt;
:Upon casting Stray Entropy:&lt;br /&gt;
Kefka: There&#039;s no escape!&lt;br /&gt;
:Upon casting Forsaken:&lt;br /&gt;
Kefka: Ugh! You lot are no fun at all!&lt;br /&gt;
:Before second Forsaken Bonds:&lt;br /&gt;
Kefka: It&#039;s not enough...&amp;lt;br&amp;gt;I must destroy more!&lt;br /&gt;
:Before third Forsaken Bonds:&lt;br /&gt;
Kefka: Destruction...&amp;lt;br&amp;gt;Destruction is what makes life worth living!&lt;br /&gt;
:Before fourth Forsaken Bonds:&lt;br /&gt;
Kefka: You, your friends, this wretched world─I&#039;ll destroy everything!&lt;br /&gt;
:Upon casting Forsaken Null:&lt;br /&gt;
Kefka: Life... Love... Passion... All worthless...&lt;br /&gt;
:When Forsaken Null castbar is almost full:&lt;br /&gt;
Kefka: Better luck next time, kids!&lt;br /&gt;
===Duty Completion===&lt;br /&gt;
-voiced cutscene start&lt;br /&gt;
&#039;&#039;Kefka turns into his pixel sprite from Final Fantasy VI Pixel Remaster.&#039;&#039;&lt;br /&gt;
Kefka: I... I lost!? How is this possible!?&lt;br /&gt;
Kefka: Inconceivable!&lt;br /&gt;
Kefka: {{autotranslate|Thanks for the fun!}}&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
{{music table row|Phase 3 and 4|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 5|Dancing Mad (Distant Worlds)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Dancing Mad Ultimate intro.jpg&lt;br /&gt;
Dancing Mad Ultimate promo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/7fs57PyQ Common Party Finder strategies (Kefka Bin)]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This ultimate raid is the second one themed on the [[Omega (Raids)|Omega]] raid series, after {{i|The Omega Protocol (Ultimate)}}, which only covered the final two fights in the raid series.&lt;br /&gt;
*Kefka has voiced dialogue in this raid. He is unvoiced on the original fights.&lt;br /&gt;
*This is the first ultimate raid to be added in an x.51 patch. As such, there will be no higher item level dungeon gear released later in the same expansion that will be new best-in-slot gear. Also, based on previous patches, no level 100 gear of item level 795 should be expected to be released in [[Evercold]]. Equipping level &amp;gt;100 gear will result in materia melds being ignored due to level sync, even if the item level is no more than 795.&lt;br /&gt;
*The name of the achievement refers to Kefka&#039;s [https://legendsoflocalization.com/comparisons/final-fantasy-vi/#son-of-a iconic &amp;quot;Son of a submariner!&amp;quot; line] in the original English localization of Final Fantasy VI, which was revised to &amp;quot;Son of a sandworm!&amp;quot; in later releases.&lt;br /&gt;
*This ultimate raid is the first to not feature any major mechanics where the boss(es) become untargetable while the mechanic plays out.&lt;br /&gt;
*This ultimate raid is the first to not feature a lethal AoE at the edge of the arena, but instead players can fall off the arena. There is also no notched border wall that was present in raids since {{i|Dragonsong&#039;s Reprise (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1337785</id>
		<title>Common mechanics and markers</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1337785"/>
		<updated>2026-06-12T18:38:51Z</updated>

		<summary type="html">&lt;p&gt;Alyko: -stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies found in many [[duties]] in the game use damaging abilities, commonly referred to as &#039;&#039;&#039;mechanics&#039;&#039;&#039;. The type and extent of these mechanics are shown by associated &#039;&#039;&#039;markers&#039;&#039;&#039; before these mechanics are performed in order to warn players. These can range from simple circle AoEs found in most content to Playstation markers found in high-end duties.&lt;br /&gt;
&lt;br /&gt;
Exceptions exist to these markers. These are usually found in older content; for example, Titan&#039;s Geocrush in {{i|The Navel (Hard)}} does not have a proximity marker despite its proximal damage. However, by understanding these markers in general, players will learn the game&#039;s encounter design &amp;quot;language&amp;quot; and be able to apply their knowledge to unfamiliar encounters and avoid these attacks (also known as &amp;quot;resolving mechanics&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{{Common Mechanics nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1333963</id>
		<title>Dancing Mad (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1333963"/>
		<updated>2026-06-04T03:26:16Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You find the wandering minstrel ruminating on the curious tale of a phantasmal harlequin. A vile and terrible fiend by any measure, yet the entertainer believes the two of them share at least one artistic quality─a flair for creative flourishes. With every telling of their stories, every rendition of their songs, there is new meaning to be found. Thus are no two performances ever the same. The minstrel&#039;s melody soon transports you to a battlefield in your mind&#039;s eye, but what creative liberties will you contribute to his masterpiece?&lt;br /&gt;
| image = Dancing Mad (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 795&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Sigmascape V4.0&lt;br /&gt;
| region = &lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{questlink|raid|AAC Heavyweight M4 (Savage)|wrap=y}}&lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;UMAD&#039;&#039;&#039; (short for Ultimate [Dancing] Mad), is based on the {{i|Omega (Raids)|alt=Omega}} raids from &#039;&#039;[[Stormblood]]&#039;&#039; and is the seventh ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Dancing Mad (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by jumping off the platform and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Kefka]]===&lt;br /&gt;
&lt;br /&gt;
===Phase 2: God Kefka===&lt;br /&gt;
If the party does not correctly resolve the three Graven Image mechanics in phase 1 in a certain way, the fight will end after clearing phase 2. The party will receive a short &amp;quot;duty completion&amp;quot; cutscene and a treasure coffer with nothing in it (and no achievement or totem) and will need to leave the instance.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Exdeath]] and [[Chaos]]===&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Mad Harlequin&#039;s Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Dancing Mad (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in a future patch.&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Palazzo Diamond Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Son of a...}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1 Part 1|A Battle Decisively}}&lt;br /&gt;
{{music table row|Phase 1 Part 2|Dancing Mad - Movement I}}&lt;br /&gt;
{{music table row|Phase 1 Part 3|Dancing Mad - Movement II}}&lt;br /&gt;
{{music table row|Phase 1 Part 4|Dancing Mad - Movement III}}&lt;br /&gt;
{{music table row|Phase 2|Dancing Mad - Movement IV}}&lt;br /&gt;
{{music table row|Phase 3|A Battle Decisively}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Dancing Mad Ultimate promo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/7fs57PyQ Common Party Finder strategies (Kefka Bin)]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This ultimate raid is the second one themed on the [[Omega (Raids)|Omega]] raid series, after {{i|The Omega Protocol (Ultimate)}}, which only covered the final two fights in the raid series.&lt;br /&gt;
*Kefka has voiced dialogue in this raid. He is unvoiced on the original fights.&lt;br /&gt;
*This is the first ultimate raid to be added in an x.51 patch. As such, there will be no higher item level dungeon gear released later in the same expansion that will be new best-in-slot gear. Also, based on previous patches, no level 100 gear of item level 795 should be expected to be released in [[Evercold]]. Equipping level &amp;gt;100 gear will result in materia melds being ignored due to level sync, even if the item level is no more than 795.&lt;br /&gt;
*The name of the achievement refers to Kefka&#039;s [https://legendsoflocalization.com/comparisons/final-fantasy-vi/#son-of-a iconic &amp;quot;Son of a submariner!&amp;quot; line] in the original English localization of Final Fantasy VI, which was revised to &amp;quot;Son of a sandworm!&amp;quot; in later releases.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1332984</id>
		<title>Dancing Mad (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dancing_Mad_(Ultimate)&amp;diff=1332984"/>
		<updated>2026-06-02T23:10:28Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = You find the wandering minstrel ruminating on the curious tale of a phantasmal harlequin. A vile and terrible fiend by any measure, yet the entertainer believes the two of them share at least one artistic quality─a flair for creative flourishes. With every telling of their stories, every rendition of their songs, there is new meaning to be found. Thus are no two performances ever the same. The minstrel&#039;s melody soon transports you to a battlefield in your mind&#039;s eye, but what creative liberties will you contribute to his masterpiece?&lt;br /&gt;
| image = Dancing Mad (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 795&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 mnemonics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Sigmascape V4.0&lt;br /&gt;
| region = &lt;br /&gt;
| req-other = Talk to the [[Wandering Minstrel]] in [[Tuliyollal]] after completing {{questlink|raid|AAC Heavyweight M4 (Savage)|wrap=y}}&lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;DMU&#039;&#039;&#039; or &#039;&#039;&#039;UMAD&#039;&#039;&#039; (short for Ultimate [Dancing] Mad), is based on the {{i|Sigmascape V4.0 (Savage)}} raid from &#039;&#039;[[Stormblood]]&#039;&#039; and is the seventh ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{i|AAC Heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Dancing Mad (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{i|AAC Heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Mad Harlequin&#039;s Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Dancing Mad (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in a future patch.&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Palazzo Diamond Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Son of a...}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Dancing Mad Ultimate promo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/7fs57PyQ Common Party Finder strategies (Kefka Bin)]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This ultimate raid is the second one themed on the [[Omega (Raids)|Omega]] raid series, after {{i|The Omega Protocol (Ultimate)}}, which only covered the final two fights in the raid series.&lt;br /&gt;
*Kefka has voiced dialogue in this raid. He is unvoiced on the original fights.&lt;br /&gt;
*This is the first ultimate raid to be added in an x.51 patch. As such, there will be no higher item level dungeon gear released later in the same expansion that will be new best-in-slot gear. Also, based on previous patches, no level 100 gear of item level 795 should be expected to be released in [[Evercold]]. Equipping level &amp;gt;100 gear will result in materia melds being ignored due to level sync, even if the item level is no more than 795.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Stone,_Sky,_Sea&amp;diff=1329830</id>
		<title>Stone, Sky, Sea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Stone,_Sky,_Sea&amp;diff=1329830"/>
		<updated>2026-06-01T16:14:15Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Trial List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stone sky sea4.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
{{Lead icon|Stone Sky Sea icon1.png|frame=none}} [[Stone, Sky, Sea]] is a type of solo combat duty first introduced with [[Patch 3.2]] of &#039;&#039;[[Heavensward]]&#039;&#039;. It offers [[#Trial List|trials]] tailored to various high-level duties, in which players will be tasked with destroying a [[Striking Dummy]]. The strength of the striking dummy varies depending on the difficulty selected, with all trials having a time limit of three minutes. By completing these challenges in the allotted time, players can gauge their ability to perform in the duties associated with each challenge.&lt;br /&gt;
&lt;br /&gt;
The available duties include the final [[Main Scenario Quest]] story-mode [[trial]] of the base expansion, [[Trials#Extreme Trials|extreme trials]], [[Raids#Normal Raids|normal raids]], [[Raids#Savage Raids|savage raids]], and [[Raids#Chaotic Alliance Raids|chaotic alliance raids]]. The story-mode trials and normal raids are included, even though the duties usually do not have enrage timers. Stone, Sky, Sea exercises are not available for [[Trials#Unreal Trials|unreal trials]], [[Raids#Ultimate Raids|ultimate raids]], high-difficulty [[Field Operations|field operations]], or [[Variant and Criterion Dungeons|criterion dungeons]], which are other forms of high-end content.&lt;br /&gt;
&lt;br /&gt;
Stone, Sky, Sea exercises are not subject to level or item level sync, with the exception of the &amp;quot;Level X0&amp;quot; exercises.&lt;br /&gt;
&lt;br /&gt;
This was the developers&#039; answer to player complaints over banning DPS meters in the Terms of Service. The training dummies allow players to indirectly gauge their DPS without the complication of avoiding boss mechanics. By clearing the dummy, players can have a rough idea if their gear and rotation are the bare minimum of sufficient.&lt;br /&gt;
&lt;br /&gt;
However, Stone, Sky, Sea is a highly imperfect measure of player potential in the relevant duty. Because the exercises are undertaken solo, it will only consider player damage in a vacuum, while in a party setting, buff usage and alignment are critical for optimizing damage. Next, because each exercise only has a 3 minute timer, random variations in damage (e.g., from critical hits) play a larger role than in a longer encounter. Each training dummy also has a health amount that reflects the developers&#039; perception of job balance but does not necessarily reflect actual job balance in the specific encounter. Perhaps most importantly, it does not gauge a player&#039;s ability to perform mechanics or appropriately use healing/mitigation while doing damage. This is especially true for healers.&lt;br /&gt;
&lt;br /&gt;
==Stone, Sky, Sea Locations==&lt;br /&gt;
Each Stone, Sky, Sea location is always in the overworld zone adjacent to the [[Minor City]] of the respective expansion. After unlocking each level category, players may talk to an NPC at the following locations to access it. The NPC is not marked on the map.&lt;br /&gt;
&lt;br /&gt;
*Level 60 - [[Goodly Adventurer]] in [[The Dravanian Hinterlands]] (X:18.4 Y:10.9)&lt;br /&gt;
*Level 70 - [[Starry-eyed Ala Mhigan]] in [[The Fringes]] (X:30.1 Y:11.4)&lt;br /&gt;
*Level 80 - [[Weary Dockworker]] in [[Kholusia]] (X:23.8, Y:37.8)&lt;br /&gt;
*Level 90 - [[Hardy-looking Radiant]] in [[Thavnair]] (X:29.8, Y:17.2)&lt;br /&gt;
*Level 100 - [[Eccentric Researcher]] in [[Heritage Found]] (X:16.6, Y:8.8)&lt;br /&gt;
&lt;br /&gt;
==Entry Requirements==&lt;br /&gt;
Complete the level 60 [[quest]] {{i|A Striking Opportunity}} by speaking to [[Boisterous Bruiser]] in [[Idyllshire]] (X:7.3 Y:6.0). Players must first complete the [[Main Scenario Quest]] {{i|Heavensward (Quest)}}.&lt;br /&gt;
&lt;br /&gt;
After completing the quest A Striking Opportunity, speak with the [[Goodly Adventurer]] in [[The Dravanian Hinterlands]] (X:18.4 Y:10.9) and select from a list of trials to begin.&lt;br /&gt;
&lt;br /&gt;
==Trial List==&lt;br /&gt;
Trials available are based on the list of [[raids]] and [[trials]] you have unlocked.&lt;br /&gt;
&lt;br /&gt;
*[[Stone, Sky, Sea - Level 60]] &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;Has a level sync of 60 and an item level sync of 160. &amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Stone, Sky, Sea - Basic Training]] &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt; Stone, Sky, Sea - Basic Training is tailored to the trial [[The Singularity Reactor]].&lt;br /&gt;
The trials for [[Alexander: Gordias]], [[Alexander: Midas]], and [[Alexander: The Creator]] are applicable to all four areas of their respective normal mode encounters. Furthermore, the challenge for [[The Limitless Blue (Extreme)]] is applicable to [[Thok ast Thok (Extreme)]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Stone, Sky, Sea - The Limitless Blue (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: Gordias]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Fist of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Cuff of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Arm of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Burden of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Minstrel&#039;s Ballad: Thordan&#039;s Reign]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay S1T7 (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: Midas]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Fist of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Cuff of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Arm of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Burden of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay P1T6 (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: The Creator]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Eyes of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Breath of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Heart of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Soul of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay Z1T9 (Extreme)]]&lt;br /&gt;
===Footnotes===&lt;br /&gt;
&amp;lt;references group=&amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doing the Trial==&lt;br /&gt;
&#039;&#039;&#039;Starting the Trial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once summoned to your training ground, you will have a brief period in which to prepare. However, you may engage the striking dummy and commence your trial early should you choose to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Trial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trial will end when any of the following requirements are met:&lt;br /&gt;
&lt;br /&gt;
*The striking dummy is destroyed.&lt;br /&gt;
*Time runs out.&lt;br /&gt;
*You step outside of the ring for a certain period of time.&lt;br /&gt;
*You leave the area via teleporting.&lt;br /&gt;
&lt;br /&gt;
==The Circles of Answering==&lt;br /&gt;
[[The Circles of Answering]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Stormblood]]&#039;&#039; ([[Patch 4.0|4.0]]), covering level 70 duties.&lt;br /&gt;
&lt;br /&gt;
==The Lawns==&lt;br /&gt;
[[The Lawns]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Shadowbringers]]&#039;&#039; ([[Patch 5.0|5.0]]), covering level 80 duties.&lt;br /&gt;
&lt;br /&gt;
==The Burning Field==&lt;br /&gt;
[[The Burning Field]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Endwalker]]&#039;&#039; ([[Patch 6.0|6.0]]), covering level 90 duties.&lt;br /&gt;
&lt;br /&gt;
==The Spire of Trial==&lt;br /&gt;
[[The Spire of Trial]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Dawntrail]]&#039;&#039; ([[Patch 7.0|7.0]]), covering level 100 duties.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:stone sky sea1.jpg&lt;br /&gt;
file:stone sky sea2.jpg&lt;br /&gt;
file:stone sky sea3.jpg&lt;br /&gt;
file:Stone sky sea5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/stone sky sea|t}}&lt;br /&gt;
[[Category:Features]] [[Category:Patch 3.2 Features]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Stone,_Sky,_Sea&amp;diff=1329829</id>
		<title>Stone, Sky, Sea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Stone,_Sky,_Sea&amp;diff=1329829"/>
		<updated>2026-06-01T16:13:30Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Trial List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stone sky sea4.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
{{Lead icon|Stone Sky Sea icon1.png|frame=none}} [[Stone, Sky, Sea]] is a type of solo combat duty first introduced with [[Patch 3.2]] of &#039;&#039;[[Heavensward]]&#039;&#039;. It offers [[#Trial List|trials]] tailored to various high-level duties, in which players will be tasked with destroying a [[Striking Dummy]]. The strength of the striking dummy varies depending on the difficulty selected, with all trials having a time limit of three minutes. By completing these challenges in the allotted time, players can gauge their ability to perform in the duties associated with each challenge.&lt;br /&gt;
&lt;br /&gt;
The available duties include the final [[Main Scenario Quest]] story-mode [[trial]] of the base expansion, [[Trials#Extreme Trials|extreme trials]], [[Raids#Normal Raids|normal raids]], [[Raids#Savage Raids|savage raids]], and [[Raids#Chaotic Alliance Raids|chaotic alliance raids]]. The story-mode trials and normal raids are included, even though the duties usually do not have enrage timers. Stone, Sky, Sea exercises are not available for [[Trials#Unreal Trials|unreal trials]], [[Raids#Ultimate Raids|ultimate raids]], high-difficulty [[Field Operations|field operations]], or [[Variant and Criterion Dungeons|criterion dungeons]], which are other forms of high-end content.&lt;br /&gt;
&lt;br /&gt;
Stone, Sky, Sea exercises are not subject to level or item level sync, with the exception of the &amp;quot;Level X0&amp;quot; exercises.&lt;br /&gt;
&lt;br /&gt;
This was the developers&#039; answer to player complaints over banning DPS meters in the Terms of Service. The training dummies allow players to indirectly gauge their DPS without the complication of avoiding boss mechanics. By clearing the dummy, players can have a rough idea if their gear and rotation are the bare minimum of sufficient.&lt;br /&gt;
&lt;br /&gt;
However, Stone, Sky, Sea is a highly imperfect measure of player potential in the relevant duty. Because the exercises are undertaken solo, it will only consider player damage in a vacuum, while in a party setting, buff usage and alignment are critical for optimizing damage. Next, because each exercise only has a 3 minute timer, random variations in damage (e.g., from critical hits) play a larger role than in a longer encounter. Each training dummy also has a health amount that reflects the developers&#039; perception of job balance but does not necessarily reflect actual job balance in the specific encounter. Perhaps most importantly, it does not gauge a player&#039;s ability to perform mechanics or appropriately use healing/mitigation while doing damage. This is especially true for healers.&lt;br /&gt;
&lt;br /&gt;
==Stone, Sky, Sea Locations==&lt;br /&gt;
Each Stone, Sky, Sea location is always in the overworld zone adjacent to the [[Minor City]] of the respective expansion. After unlocking each level category, players may talk to an NPC at the following locations to access it. The NPC is not marked on the map.&lt;br /&gt;
&lt;br /&gt;
*Level 60 - [[Goodly Adventurer]] in [[The Dravanian Hinterlands]] (X:18.4 Y:10.9)&lt;br /&gt;
*Level 70 - [[Starry-eyed Ala Mhigan]] in [[The Fringes]] (X:30.1 Y:11.4)&lt;br /&gt;
*Level 80 - [[Weary Dockworker]] in [[Kholusia]] (X:23.8, Y:37.8)&lt;br /&gt;
*Level 90 - [[Hardy-looking Radiant]] in [[Thavnair]] (X:29.8, Y:17.2)&lt;br /&gt;
*Level 100 - [[Eccentric Researcher]] in [[Heritage Found]] (X:16.6, Y:8.8)&lt;br /&gt;
&lt;br /&gt;
==Entry Requirements==&lt;br /&gt;
Complete the level 60 [[quest]] {{i|A Striking Opportunity}} by speaking to [[Boisterous Bruiser]] in [[Idyllshire]] (X:7.3 Y:6.0). Players must first complete the [[Main Scenario Quest]] {{i|Heavensward (Quest)}}.&lt;br /&gt;
&lt;br /&gt;
After completing the quest A Striking Opportunity, speak with the [[Goodly Adventurer]] in [[The Dravanian Hinterlands]] (X:18.4 Y:10.9) and select from a list of trials to begin.&lt;br /&gt;
&lt;br /&gt;
==Trial List==&lt;br /&gt;
Trials available are based on the list of [[raids]] and [[trials]] you have unlocked.&lt;br /&gt;
&lt;br /&gt;
*[[Stone, Sky, Sea - Level 60]] &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;Has a level sync of 60 and an item level sync of 160. &amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Stone, Sky, Sea - Basic Training]] &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt; Stone, Sky, Sea - Basic Training is tailored to the trial [[The Singularity Reactor]].&lt;br /&gt;
The trials for [[Alexander: Gordias]], [[Alexander: Midas]], and [[Alexander: The Creator]] are applicable to all four areas of their respective normal mode encounters. Furthermore, the challenge for [[The Limitless Blue (Extreme)]] is applicable to [[Thok ast Thok (Extreme)]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Stone, Sky, Sea - The Limitless Blue (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: Gordias]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Fist of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Cuff of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Arm of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Burden of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Minstrel&#039;s Ballad: Thordan&#039;s Reign]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay S1T7 (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: Midas]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Fist of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Cuff of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Arm of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Burden of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay P1T6 (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: The Creator]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Eyes of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Breath of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Heart of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Soul of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay Z1T9 (Extreme)]]&lt;br /&gt;
&amp;lt;references group=&amp;quot;fn&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doing the Trial==&lt;br /&gt;
&#039;&#039;&#039;Starting the Trial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once summoned to your training ground, you will have a brief period in which to prepare. However, you may engage the striking dummy and commence your trial early should you choose to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Trial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trial will end when any of the following requirements are met:&lt;br /&gt;
&lt;br /&gt;
*The striking dummy is destroyed.&lt;br /&gt;
*Time runs out.&lt;br /&gt;
*You step outside of the ring for a certain period of time.&lt;br /&gt;
*You leave the area via teleporting.&lt;br /&gt;
&lt;br /&gt;
==The Circles of Answering==&lt;br /&gt;
[[The Circles of Answering]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Stormblood]]&#039;&#039; ([[Patch 4.0|4.0]]), covering level 70 duties.&lt;br /&gt;
&lt;br /&gt;
==The Lawns==&lt;br /&gt;
[[The Lawns]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Shadowbringers]]&#039;&#039; ([[Patch 5.0|5.0]]), covering level 80 duties.&lt;br /&gt;
&lt;br /&gt;
==The Burning Field==&lt;br /&gt;
[[The Burning Field]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Endwalker]]&#039;&#039; ([[Patch 6.0|6.0]]), covering level 90 duties.&lt;br /&gt;
&lt;br /&gt;
==The Spire of Trial==&lt;br /&gt;
[[The Spire of Trial]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Dawntrail]]&#039;&#039; ([[Patch 7.0|7.0]]), covering level 100 duties.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:stone sky sea1.jpg&lt;br /&gt;
file:stone sky sea2.jpg&lt;br /&gt;
file:stone sky sea3.jpg&lt;br /&gt;
file:Stone sky sea5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/stone sky sea|t}}&lt;br /&gt;
[[Category:Features]] [[Category:Patch 3.2 Features]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Stone,_Sky,_Sea&amp;diff=1329828</id>
		<title>Stone, Sky, Sea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Stone,_Sky,_Sea&amp;diff=1329828"/>
		<updated>2026-06-01T16:12:59Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Trial List */ fix notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stone sky sea4.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
{{Lead icon|Stone Sky Sea icon1.png|frame=none}} [[Stone, Sky, Sea]] is a type of solo combat duty first introduced with [[Patch 3.2]] of &#039;&#039;[[Heavensward]]&#039;&#039;. It offers [[#Trial List|trials]] tailored to various high-level duties, in which players will be tasked with destroying a [[Striking Dummy]]. The strength of the striking dummy varies depending on the difficulty selected, with all trials having a time limit of three minutes. By completing these challenges in the allotted time, players can gauge their ability to perform in the duties associated with each challenge.&lt;br /&gt;
&lt;br /&gt;
The available duties include the final [[Main Scenario Quest]] story-mode [[trial]] of the base expansion, [[Trials#Extreme Trials|extreme trials]], [[Raids#Normal Raids|normal raids]], [[Raids#Savage Raids|savage raids]], and [[Raids#Chaotic Alliance Raids|chaotic alliance raids]]. The story-mode trials and normal raids are included, even though the duties usually do not have enrage timers. Stone, Sky, Sea exercises are not available for [[Trials#Unreal Trials|unreal trials]], [[Raids#Ultimate Raids|ultimate raids]], high-difficulty [[Field Operations|field operations]], or [[Variant and Criterion Dungeons|criterion dungeons]], which are other forms of high-end content.&lt;br /&gt;
&lt;br /&gt;
Stone, Sky, Sea exercises are not subject to level or item level sync, with the exception of the &amp;quot;Level X0&amp;quot; exercises.&lt;br /&gt;
&lt;br /&gt;
This was the developers&#039; answer to player complaints over banning DPS meters in the Terms of Service. The training dummies allow players to indirectly gauge their DPS without the complication of avoiding boss mechanics. By clearing the dummy, players can have a rough idea if their gear and rotation are the bare minimum of sufficient.&lt;br /&gt;
&lt;br /&gt;
However, Stone, Sky, Sea is a highly imperfect measure of player potential in the relevant duty. Because the exercises are undertaken solo, it will only consider player damage in a vacuum, while in a party setting, buff usage and alignment are critical for optimizing damage. Next, because each exercise only has a 3 minute timer, random variations in damage (e.g., from critical hits) play a larger role than in a longer encounter. Each training dummy also has a health amount that reflects the developers&#039; perception of job balance but does not necessarily reflect actual job balance in the specific encounter. Perhaps most importantly, it does not gauge a player&#039;s ability to perform mechanics or appropriately use healing/mitigation while doing damage. This is especially true for healers.&lt;br /&gt;
&lt;br /&gt;
==Stone, Sky, Sea Locations==&lt;br /&gt;
Each Stone, Sky, Sea location is always in the overworld zone adjacent to the [[Minor City]] of the respective expansion. After unlocking each level category, players may talk to an NPC at the following locations to access it. The NPC is not marked on the map.&lt;br /&gt;
&lt;br /&gt;
*Level 60 - [[Goodly Adventurer]] in [[The Dravanian Hinterlands]] (X:18.4 Y:10.9)&lt;br /&gt;
*Level 70 - [[Starry-eyed Ala Mhigan]] in [[The Fringes]] (X:30.1 Y:11.4)&lt;br /&gt;
*Level 80 - [[Weary Dockworker]] in [[Kholusia]] (X:23.8, Y:37.8)&lt;br /&gt;
*Level 90 - [[Hardy-looking Radiant]] in [[Thavnair]] (X:29.8, Y:17.2)&lt;br /&gt;
*Level 100 - [[Eccentric Researcher]] in [[Heritage Found]] (X:16.6, Y:8.8)&lt;br /&gt;
&lt;br /&gt;
==Entry Requirements==&lt;br /&gt;
Complete the level 60 [[quest]] {{i|A Striking Opportunity}} by speaking to [[Boisterous Bruiser]] in [[Idyllshire]] (X:7.3 Y:6.0). Players must first complete the [[Main Scenario Quest]] {{i|Heavensward (Quest)}}.&lt;br /&gt;
&lt;br /&gt;
After completing the quest A Striking Opportunity, speak with the [[Goodly Adventurer]] in [[The Dravanian Hinterlands]] (X:18.4 Y:10.9) and select from a list of trials to begin.&lt;br /&gt;
&lt;br /&gt;
==Trial List==&lt;br /&gt;
Trials available are based on the list of [[raids]] and [[trials]] you have unlocked.&lt;br /&gt;
&lt;br /&gt;
*[[Stone, Sky, Sea - Level 60]] &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt;Has a level sync of 60 and an item level sync of 160. &amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Stone, Sky, Sea - Basic Training]] &amp;lt;ref group=&amp;quot;fn&amp;quot;&amp;gt; Stone, Sky, Sea - Basic Training is tailored to the trial [[The Singularity Reactor]].&lt;br /&gt;
The trials for [[Alexander: Gordias]], [[Alexander: Midas]], and [[Alexander: The Creator]] are applicable to all four areas of their respective normal mode encounters. Furthermore, the challenge for [[The Limitless Blue (Extreme)]] is applicable to [[Thok ast Thok (Extreme)]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Stone, Sky, Sea - The Limitless Blue (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: Gordias]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Fist of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Cuff of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Arm of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Burden of the Father (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Minstrel&#039;s Ballad: Thordan&#039;s Reign]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay S1T7 (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: Midas]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Fist of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Cuff of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Arm of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Burden of the Son (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay P1T6 (Extreme)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Alexander: The Creator]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Eyes of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Breath of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Heart of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - The Soul of the Creator (Savage)]]&lt;br /&gt;
*[[Stone, Sky, Sea - Containment Bay Z1T9 (Extreme)]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doing the Trial==&lt;br /&gt;
&#039;&#039;&#039;Starting the Trial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once summoned to your training ground, you will have a brief period in which to prepare. However, you may engage the striking dummy and commence your trial early should you choose to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Trial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trial will end when any of the following requirements are met:&lt;br /&gt;
&lt;br /&gt;
*The striking dummy is destroyed.&lt;br /&gt;
*Time runs out.&lt;br /&gt;
*You step outside of the ring for a certain period of time.&lt;br /&gt;
*You leave the area via teleporting.&lt;br /&gt;
&lt;br /&gt;
==The Circles of Answering==&lt;br /&gt;
[[The Circles of Answering]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Stormblood]]&#039;&#039; ([[Patch 4.0|4.0]]), covering level 70 duties.&lt;br /&gt;
&lt;br /&gt;
==The Lawns==&lt;br /&gt;
[[The Lawns]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Shadowbringers]]&#039;&#039; ([[Patch 5.0|5.0]]), covering level 80 duties.&lt;br /&gt;
&lt;br /&gt;
==The Burning Field==&lt;br /&gt;
[[The Burning Field]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Endwalker]]&#039;&#039; ([[Patch 6.0|6.0]]), covering level 90 duties.&lt;br /&gt;
&lt;br /&gt;
==The Spire of Trial==&lt;br /&gt;
[[The Spire of Trial]] is the expansion to [[Stone, Sky, Sea]] released in &#039;&#039;[[Dawntrail]]&#039;&#039; ([[Patch 7.0|7.0]]), covering level 100 duties.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:stone sky sea1.jpg&lt;br /&gt;
file:stone sky sea2.jpg&lt;br /&gt;
file:stone sky sea3.jpg&lt;br /&gt;
file:Stone sky sea5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/stone sky sea|t}}&lt;br /&gt;
[[Category:Features]] [[Category:Patch 3.2 Features]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Final_Fantasy_XIV&amp;diff=1326176</id>
		<title>Final Fantasy XIV</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Final_Fantasy_XIV&amp;diff=1326176"/>
		<updated>2026-05-28T03:36:01Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Free Trial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Other games infobox&lt;br /&gt;
| title = Final Fantasy XIV&lt;br /&gt;
| cover = Final Fantasy XIV - A Realm Reborn.jpg&lt;br /&gt;
| developer = Square Enix Business Division 5&lt;br /&gt;
| publisher = Square Enix&lt;br /&gt;
| director = Naoki Yoshida&lt;br /&gt;
| producer = Naoki Yoshida&lt;br /&gt;
| artists = Hiroshi Minagawa&amp;lt;br&amp;gt;Akihiko Yoshida&amp;lt;br&amp;gt;Takeo Suzuki&lt;br /&gt;
| writers = Kazutoyo Maehiro&lt;br /&gt;
| composer = Masayoshi Soken&amp;lt;br&amp;gt;Nobuo Uematsu&lt;br /&gt;
| series = [https://ffxiv.consolegameswiki.com/wiki/Category:Final_Fantasy_series Final Fantasy]&lt;br /&gt;
| platforms = PlayStation 3&amp;lt;br&amp;gt;Windows&amp;lt;br&amp;gt;PlayStation4&amp;lt;br&amp;gt;macOS&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
| release = &#039;&#039;&#039;PlayStation 3, Windows&#039;&#039;&#039;&amp;lt;br&amp;gt;August 27, 2013&amp;lt;br&amp;gt;&#039;&#039;&#039;PlayStation 4&#039;&#039;&#039;&amp;lt;br&amp;gt;April 14. 2014&amp;lt;br&amp;gt;&#039;&#039;&#039;macOS&#039;&#039;&#039;&amp;lt;br&amp;gt;June 23, 2015&amp;lt;br&amp;gt;&#039;&#039;&#039;PlayStation 5&#039;&#039;&#039;&amp;lt;br&amp;gt;May 25, 2021&amp;lt;br&amp;gt;&#039;&#039;&#039;Xbox Series X/S&#039;&#039;&#039;&amp;lt;br&amp;gt;March 21, 2024&lt;br /&gt;
| genres = MMORPG&lt;br /&gt;
| mode = mutiplayer&lt;br /&gt;
}} It is the continuation of [[wikipedia:Final Fantasy XIV (2010 video game)|Final Fantasy XIV]] by [[Square Enix]], having [[Naoki Yoshida]] as producer and director. &#039;&#039;Final Fantasy XIV: A Realm Reborn&#039;&#039; was released worldwide on August 27, 2013. It takes place in the fictional land of Eorzea, five years after the events of [[Patch 1.23b|the original release]]. At the conclusion of the &#039;&#039;&#039;Legacy&#039;&#039;&#039; version of Final Fantasy XIV, the primal dragon [[Bahamut]] escapes from his lunar prison within [[Dalamud]] which causes the [[Seventh Umbral Calamity]], an apocalyptic event that destroys much of [[Eorzea]]. Through the gods&#039; blessing, the player character escapes the devastation by time traveling five years into the future. As [[Eorzea]] recovers and rebuilds, the player must deal with the impending threat of invasion by the [[Garlean Empire]] from the north.&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
{{Quotation|A Realm Reborn, [http://na.finalfantasyxiv.com/ Official Website]|[[Hydaelyn]] &amp;amp;ndash; a vibrant planet blessed by the Light of the Crystal. Amid azure seas, encompassing the westernmost of the Three Great Continents, there lies a realm embraced by the gods and forged by heroes. Her name [[Eorzea]]. It is here that your tale unfolds. Beckoned by the Mothercrystal &amp;amp;ndash; the source of all life &amp;amp;ndash; you must embark upon a quest to deliver the land from an eternity of Darkness.}}&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
FFXIV: A Realm Reborn development planning started from scratch in January, 2011 &amp;amp;ndash; almost two years before the original game was closed (November 11, 2012) due to &amp;quot;[[wikipedia:Final Fantasy XIV (2010 video game)|flawed release and poor reception]]&amp;quot; &amp;amp;ndash; and saw fruition with [[Patch 1.23b|patch 1.18]] in July 2011. Yoshida and his team made major changes to the battle system, implemented auto-attack and instanced [[dungeons]], removed the controversial &amp;quot;fatigue&amp;quot; system, and introduced the [[Grand Company]] storyline which would supersede the original [[Main Scenario Quests|main scenario questline]].&lt;br /&gt;
&lt;br /&gt;
On the anniversary of the game&#039;s release, Yoichi Wada claimed that the initial launch of Final Fantasy XIV had &amp;quot;greatly damaged&amp;quot; the Final Fantasy brand. Thus, Wada and Yoshida announced the brand new version of Final Fantasy XIV in October 2011, code-named &amp;quot;[[Patch 2.0|Version 2.0]]&amp;quot;, which had been in development since January, along with a tentative roadmap for future progress for both PC and PlayStation 3.  In July 2012, Square Enix revealed that Version 2.0&#039;s official title would be &#039;&#039;Final Fantasy XIV: [[A Realm Reborn]]&#039;&#039;. This date served as the &amp;quot;grand finale&amp;quot; for the old game, culminating in a cinematic trailer for A Realm Reborn called &amp;quot;End of an Era&amp;quot;.&lt;br /&gt;
{{evt|service=youtube|id=39j5v8jlndM|dimensions=350|align=right|description=FINAL FANTASY XIV: A Realm Reborn - End of an Era}}&lt;br /&gt;
&lt;br /&gt;
== Testing and release ==&lt;br /&gt;
Testing phases, announcements, and game releases followed a series of events, chronologically:&lt;br /&gt;
* The alpha test for A Realm Reborn began shortly after the original release&#039;s finale and ended in late December 2012. Yoshida published an updated roadmap for the beta test through launch, indicating four phases of beta beginning in mid-February 2013. He claimed that the team is &amp;quot;adamant the game not be released until it is ready&amp;quot; and that launching too early &amp;quot;would be like at the level of destroying the company&amp;quot;.&lt;br /&gt;
* In May 2013, Square Enix announced the release date for the game, along with details about pre-order bonuses and the collector&#039;s edition.&lt;br /&gt;
* In June 2013, the company revealed a PlayStation 4 version was in development and due for release in 2014.&lt;br /&gt;
* Early access began on August 24, 2013, with players able to play continuously through to the August 27 launch. Players throughout this period noted continued server issues. Due to an &amp;quot;overwhelmingly positive response&amp;quot;, the servers could not handle the number of concurrent players, prompting Square Enix to temporarily suspend digital sales of the game. In light of these issues, Yoshida issued an apology to fans for the game&#039;s &amp;quot;rocky&amp;quot; launch and reassured them that fixes were in progress and new servers would be created. A week after launch, the game received a ten-hour maintenance and fresh patches, and all players were compensated with a week of free play time.&lt;br /&gt;
* A Steam version of the client was released on February 14, 2014.&lt;br /&gt;
* A beta for the PlayStation 4 version of Final Fantasy XIV: A Realm Reborn debuted on the same day as the Japanese release of the console, February 22, 2014. Owners of the PlayStation 3 client were able upgrade to the digital PlayStation 4 client for free.&lt;br /&gt;
* A two-week free trial version first became available for PC on July 31, 2014, with PlayStation 3 and 4 versions following in December.&lt;br /&gt;
* The macOS client debuted on June 23, 2015 to coincide with the release of the first expansion pack. The port was handled by TransGaming. Unlike console and Microsoft Windows PC versions of the expansion, the Mac release is only available in a two-in-one bundle containing the base game and the Heavensward expansion, titled Final Fantasy XIV Online.&lt;br /&gt;
* The two-week limitation was removed in March 2017; free trial players can access all content up to level 35 with no time restrictions.&lt;br /&gt;
* Beginning on August 5th 2020, the free trial was expanded to include all of A Realm Reborn and Heavensward, with the level restriction upped to 60. Social restrictions were put in place to address gil sellers and bots.&lt;br /&gt;
&lt;br /&gt;
=== Other countries ===&lt;br /&gt;
The game was released in other countries:&lt;br /&gt;
* The Chinese version, published and administrated by Shanda Games, premiered on August 29, 2014 featuring content through patch 2.16. It features separate servers from the other language versions of the game and a pay-per-hour micropayment billing system.&lt;br /&gt;
* The Korean version, distributed by Actoz Soft, launched in South Korea on August 14, 2015 with content from patch 2.2. This version carries a flexible subscription model with increments as low as 5 hours, similar to the Chinese release, up to 90 days, much like the traditional monthly payment plan.&lt;br /&gt;
&lt;br /&gt;
== Final Fantasy XIV editions ==&lt;br /&gt;
There are 4 editions of the game available, each can be purchased for the chosen OS:&lt;br /&gt;
* Final Fantasy XIV Online Starter Edition (equivalent to the content of the [[#Free Trial|Free Trial]])&lt;br /&gt;
* Final Fantasy XIV Online Complete Edition&lt;br /&gt;
* Final Fantasy XIV Online Complete Edition Collector&#039;s Edition&lt;br /&gt;
* Final Fantasy XIV: Dawntrail&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important note:&#039;&#039;&#039; Notice that you can&#039;t use purchased game keys interchangeably between &#039;&#039;&#039;&#039;&#039;OS&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;retailer&#039;&#039;&#039;&#039;&#039;, i.e. if you purchase through Steam you can only upgrade it with keys sold by Steam, the same is true for operating systems: if you purchased game keys for PS4 you can only upgrade it with PS4-specific keys, not PC/MacOS ones.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|- &lt;br /&gt;
! Items&lt;br /&gt;
! Starter Edition&lt;br /&gt;
! Complete Edition&lt;br /&gt;
! Complete Edition CE **&lt;br /&gt;
! Dawntrail *&lt;br /&gt;
! Dawntrail CE *&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Final Fantasy XIV: [[A Realm Reborn]]&lt;br /&gt;
|{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Final Fantasy XIV: [[Heavensward]]&lt;br /&gt;
|{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Final Fantasy XIV: [[Stormblood]]&lt;br /&gt;
|{{yes}}||{{yes}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Final Fantasy XIV: [[Shadowbringers]]&lt;br /&gt;
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Final Fantasy XIV: [[Endwalker]]&lt;br /&gt;
|{{no}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Final Fantasy XIV: [[Dawntrail]]&lt;br /&gt;
|{{no}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Item icon|Fat Chocobo}}&amp;lt;br&amp;gt;{{Item icon|Wind-up Moogle}}&amp;lt;br&amp;gt;{{Item icon|Coeurl (Mount)}}&amp;lt;br&amp;gt;{{Item icon|Baby Behemoth}}&amp;lt;br&amp;gt;{{Item icon|Helm of Light}}&amp;lt;br&amp;gt;{{Item icon|Behemoth Barding}}&lt;br /&gt;
|{{no}}||{{no}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Item icon|Griffin (Mount)}}&amp;lt;br&amp;gt;{{Item icon|Wind-up Kain}}&amp;lt;br&amp;gt;{{Item icon|Baron Helm}}&amp;lt;br&amp;gt;{{Item icon|Fantasia}}&lt;br /&gt;
|{{no}}||{{no}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Item icon|Syldra (Mount)}}&amp;lt;br&amp;gt;{{Item icon|Wind-up Bartz}}&amp;lt;br&amp;gt;{{Item icon|Chicken Knife}}&lt;br /&gt;
|{{no}}||{{no}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Item icon|Grani}}&amp;lt;br&amp;gt;{{Item icon|Wind-up Fran}}&amp;lt;br&amp;gt;{{Item icon|Revolver}}&lt;br /&gt;
|{{no}}||{{no}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Item icon|Arion}}&amp;lt;br&amp;gt;{{Item icon|Wind-up Porom}}&amp;lt;br&amp;gt;{{Item icon|Death Scythe}}&lt;br /&gt;
|{{no}}||{{no}}||{{yes}}||{{no}}||{{no}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{Item icon|Ark}}&amp;lt;br&amp;gt;{{Item icon|Wind-up Garnet}}&amp;lt;br&amp;gt;{{Item icon|Chocobo Brush}}&lt;br /&gt;
|{{no}}||{{no}}||{{yes}}||{{no}}||{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Dawntrail requires the Starter Edition (base game) to be played.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; A specific expansion&#039;s Collector&#039;s Edition items can be purchased later as an upgrade from the [[Final Fantasy XIV Online Store]].&lt;br /&gt;
&lt;br /&gt;
=== Historical pre-order bonuses ===&lt;br /&gt;
Some items were only available as pre-order bonus items and can no longer be obtained.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|- &lt;br /&gt;
! Game&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | A Realm Reborn&lt;br /&gt;
| {{bullet}}{{Item icon|Cait Sith Doll}}&amp;lt;br&amp;gt;{{bullet}}{{Item icon|Moogle Cap}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavensward&lt;br /&gt;
| {{bullet}}{{Item icon|Chocobo Chick Courier}}&amp;lt;br&amp;gt;{{bullet}}{{Item icon|Baron Circlet}} and {{Item icon|Baron Earrings}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Stormblood&lt;br /&gt;
| {{bullet}}{{Item icon|Wind-up Red Mage}}&amp;lt;br&amp;gt;{{bullet}}{{Item icon|Ala Mhigan Earrings}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Shadowbringers&lt;br /&gt;
| {{bullet}}{{Item icon|Baby Gremlin}}&amp;lt;br&amp;gt;{{bullet}}{{Item icon|Aetheryte Earring}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Endwalker&lt;br /&gt;
| {{bullet}}{{Item icon|Wind-up Palom}}&amp;lt;br&amp;gt;{{bullet}}{{Item icon|Menphina&#039;s Earring}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Dawntrail&lt;br /&gt;
| {{bullet}}{{Item icon|Wind-up Zidane}}&amp;lt;br&amp;gt;{{bullet}}{{Item icon|Azeyma&#039;s Earrings}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
{{main|Character}}&lt;br /&gt;
&lt;br /&gt;
Selecting one of the available [[races]] determines the appearance of the character, and the [[starting attributes]], which gives a minuscule bit of advantage to that particular character early on. Other than that, races will not impact any other aspect, such as combat or story, the latter is mostly linear.&lt;br /&gt;
&lt;br /&gt;
Each character must choose a starting [[class]]. Classes are divided into combat roles, such as [[conjurer]] and [[marauder]], and crafting/gathering roles, such as [[carpenter]], [[alchemist]], and [[miner]]. During character creation, you can only choose a combat class. In Final Fantasy XIV players are able to level all classes available in the game with a single character, this makes it easy to have many options to play with. Unlike crafting/gathering classes, the combat classes evolve into [[job]]s, which gives a bigger arsenal of [[action]]s (skills) to use and greatly expand the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
Players can choose to play either [[PvE]], or [[PvP]], and both modes offer several solo and group play opportunities. The game is built to please both crowds: casual and hardcore. Additionally, within [[PvE]] it&#039;s possible to take part in mini-games such as [[The Gold Saucer]], and [[Seasonal Events]] which cycle yearly.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Final Fantasy XIV&#039;s combat is built upon the most common MMORPG structure: damage, tank, and healer. Damage is simply decreasing the enemy&#039;s health in a plethora of ways, tank is preventing the enemy from causing damage to allies, and healer&#039;s task is to keep other characters HP up, as well as removing debuffs. Each class/job has a predefined role, but some of them offer varying options to provide the party with additional utility.&lt;br /&gt;
&lt;br /&gt;
Combat is designed to be tactical; while most skills share a global cooldown, there are many skills which bear their own cooldown and make a substantial difference in a fight outcome. Tailored through [[action]]s &amp;amp;ndash; FFXIV term for skills &amp;amp;ndash; and passive [[trait]]s, players are free build their skillbar as they wish to try different rotations. However, at the highest levels of play, there is only one or two variations on a &amp;quot;correct&amp;quot; rotation, and anything else is a DPS loss. There is no customization to jobs or skills. No points to allocate, and you cannot &amp;quot;build&amp;quot; your character in any particular way.&lt;br /&gt;
&lt;br /&gt;
The consequence of this design philosophy is [[jobs]] that are all very well balanced, with the difference between &amp;quot;best&amp;quot; and &amp;quot;worst&amp;quot; jobs being at most a few percentage points. It also means there is effectively no &amp;quot;meta&amp;quot; and that all party compositions and jobs are capable of clearing all content. As long as a player is in adequate gear, they have everything they need to clear even the hardest content with enough practice.&lt;br /&gt;
&lt;br /&gt;
== Player versus Environment ==&lt;br /&gt;
{{main|Player versus Environment}}&lt;br /&gt;
&lt;br /&gt;
== Player versus Player ==&lt;br /&gt;
{{main|PvP}}&lt;br /&gt;
&lt;br /&gt;
==Free Trial==&lt;br /&gt;
[[File:Free trial banner1.png|center|link=http://freetrial.finalfantasyxiv.com/]]&lt;br /&gt;
As of [[Patch 7.5]], the [http://freetrial.finalfantasyxiv.com/ &#039;&#039;Final Fantasy XIV&#039;&#039; Free Trial] now includes all content up to the end of [[Shadowbringers]] and level 80 (excluding [[PvP]] and [[ultimate raids]]).&lt;br /&gt;
&lt;br /&gt;
However, in order to combat spam and real-money-trading bots, the Free Trial includes a number of [https://support.na.square-enix.com/rule.php?id=5382&amp;amp;la=1&amp;amp;tag=freetrial Social Restrictions]. Among these are the inability to use the /shout, /yell, or /tell chat channels, the inability to start parties (but can still be invited to them or join parties in [[Party Finder]]), the inability to join [[Free Companies]] (but can join [[Linkshells]]), a {{gil|300000}} [[gil]] cap, the inability to use the [[Market Board]] or hire [[Retainers]]. The last three restrictions are very limiting on quality of life and inventory space. Lack of Market Board access or the ability to trade with others puts players at the mercy of RNG drops for anything that doesn&#039;t have a guaranteed source such as a quest. Players will need to craft or gather items themselves if they can otherwise be obtained from the Market Board.&lt;br /&gt;
&lt;br /&gt;
While not stated outright, Free Trial players are unable to acquire [[Player Housing|housing]], as the gil cap is not high enough to purchase any property (even an [[Apartments|apartment room]]).&lt;br /&gt;
&lt;br /&gt;
Free Trial players can also log into [https://na.finalfantasyxiv.com/lodestone/ the Lodestone] and view information about their character, although some functions of the site are restricted.&lt;br /&gt;
&lt;br /&gt;
Purchase of the Starter Edition includes all the same content as the Free Trial but removes the restrictions. Players will need to begin paying monthly subscription fees at that time. Note that conversion from Free Trial to Standard will not allow players to switch retailer on PC. Steam free trials need to upgrade to Steam, and Square Enix store trials to Square Enix store.&lt;br /&gt;
&lt;br /&gt;
It is not possible to &amp;quot;return&amp;quot; to the free trial on the same account after one purchases a subscription. If the subscription is not renewed, the account&#039;s characters will be locked until the subscription is renewed.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
* The 14-day restriction on playtime was removed on March 28th, 2017.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/78bccd2d347b88d8791c1a490ea85153eec45bbc Announcing the Removal of the 14-Day Limitation on the Free Trial]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In [[Patch 5.3]], the [http://freetrial.finalfantasyxiv.com/ &#039;&#039;Final Fantasy XIV&#039;&#039; Free Trial] was expanded to include all content up to the end of [[Heavensward]] and level 60 &amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/a908f9e794360d2ddfc89b636df35a726855727d Changes to the FINAL FANTASY XIV Starter Edition]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* PvP duties were disabled for free trial accounts on February 25th, 2021.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/news/detail/aae705d4b111c011d917da13916bd640829c1ae9 Regarding PVP Restrictions for Free Trial Accounts]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In [[Patch 6.5]], the free trial was expanded to include all content up to the end of [[Stormblood]] and level 70 (but excluding [[PvP]] and [[ultimate raids]]).&lt;br /&gt;
* In [[Patch 7.5]], the free trial was expanded to include all content up to the end of [[Shadowbringers]] and level 80 (but excluding [[PvP]] and [[ultimate raids]]). With this, free trial accounts also have access to [[Viera]] and [[Hrothgar]] (either gender).&lt;br /&gt;
&lt;br /&gt;
===Commemorative artwork===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
File:shadowbringers free trial commemorative artwork.jpg|Art commemorating Shadowbringers&#039; addition to the free trial.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://store.na.square-enix-games.com/en_US/hub/ffxiv-online Square-Enix FFXIV Store]&lt;br /&gt;
* [http://store.steampowered.com/app/39210/FINAL_FANTASY_XIV_Online/ Steam FFXIV Store]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Final Fantasy XIV|*]] [[Category:Final Fantasy series]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1325931</id>
		<title>PvP Guide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1325931"/>
		<updated>2026-05-27T15:40:38Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Helpful Macros */ fix tabber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{see also|Guides}}&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
[[PvP]] is a very reactive mode where you and other players may face a wide variety of combat scenarios; although similar situations may arise, it is very rare that there exists the optimal, one-size-fits-all solution. While this guide may give insight on common plays, it is important to note that you should improvise when needed.&amp;lt;p&amp;gt;&lt;br /&gt;
In a similar preface, you, as well as many other players, may struggle sometimes to find the ideal solution, resulting in losses. Although it may be frustrating in hindsight, it is normal for mistakes to happen and to take breaks as to not allow emotions to cloud your judgement and future matches – as much as PvP is a competitive mode, it is still important for you and your team to be cooperative (even with a lack of free chat in Crystalline Conflict). &amp;lt;p&amp;gt;&lt;br /&gt;
It is important to note that some factors cannot be controlled by you; your teammates. Because the game chooses at random on who goes on what team, you may have matches of extremes where you may face a sweeping loss, an easy win, matches ending as quickly as they started or prolonged. No matter the conditions of the match, it is still a good idea to take breaks when needed and to continue performing the best decisions possible at the time, as more practice will make you more experienced on how to make your plays.&lt;br /&gt;
&lt;br /&gt;
==PvP Modes==&lt;br /&gt;
There are three modes in PvP: a 5v5 mode in the form of [[Crystalline Conflict]], a 24v24 mode in the form of [[Rival Wings]], and finally, a 24v24v24 big-scale battle mode in the form of [[Frontline]]. It is very important to note that &#039;&#039;all jobs are balanced for  Crystalline Conflict&#039;&#039;. This means there will be disparities and less preferable jobs in the bigger-scale PvP modes, but all jobs are still viable, though may be harder to execute. &lt;br /&gt;
&lt;br /&gt;
==Job Identities==&lt;br /&gt;
&#039;&#039;This section is written in the lens of [[Crystalline Conflict]]. Although some concepts may apply to bigger scale PvP modes, it is important to note that the high density of players and thus viability of jobs will very greatly.&#039;&#039; &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike in PvE, job roles are not to be taken literally – while they do elude a bit to their general playstyle, all jobs will play differently compared to each other. It also not imperative that a group have {{Healer}} [[Healer|healers]] or {{Tank}} [[Tank|tanks]] to &#039;&#039;win&#039;&#039; matches. Below are sections giving a general playstyle on what to expect from each job, whether if you are playing as them or against them, going into Crystalline Conflict. &lt;br /&gt;
----&lt;br /&gt;
==={{Tank}} Tanks===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Paladin =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{PLD|big=y}} [[Paladin]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Paladins are excellent frontliners, support, and utility. {{aicon|Shield Smite (PvP)|Shield Smite}} and {{aicon|Guardian (PvP)|Guardian}} are the highlights of their toolkit. Paladins, however, lack burst damage, and their damaging GCDs are locked behind {{aicon|Imperator (PvP)|Imperator}}. Their limit break, {{aicon|Phalanx (PvP)|Phalanx}} is an incredibly potent tool on a two-minute timer that makes them invincible and grants high damage reduction to allies.&lt;br /&gt;
* {{aicon|Holy Sheltron (PvP)|Holy Sheltron}} is able to grant mitigation or a huge damage and crowd-control AoE with a damage boost. &lt;br /&gt;
* {{aicon|Shield Smite (PvP)|Shield Smite}} allows them to be able to halve the defensive bonus of {{aicon|Guard (PvP)|Guard}}, allowing their group to continue focusing opponents or to force them out of play. &lt;br /&gt;
* {{aicon|Imperator (PvP)|Imperator}} allows them and their teammates to sustain better, as dealing damage to an enemy hit with Imperator allows them to recover some HP. &lt;br /&gt;
* {{aicon|Guardian (PvP)|Guardian}} is a gap-closer copy of {{aicon|Cover}}, allowing the paladin to take damage in place of an ally. As enemy cooldowns are typically nearly spent on the covered teammate, this action may save them from death, keeping control of the situation. Covered targets are also able to cast {{aicon|Standard-issue Elixir (PvP)|Elixir}} while covered. To read more on the extensive utility this action has, see its [[Guardian (PvP)|respective page]].&lt;br /&gt;
* {{aicon|Phalanx (PvP)|Phalanx}} is a personal invuln and a 33% damage mitigation for nearby teammates. This heavily increases pressure on opponents, if not forces them to retreat. {{aicon|Guardian (PvP)|Guardian}} is especially a potent action while invincible.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Warrior =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{WAR|big=y}} [[Warrior]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Warriors are cooldown-reliant disruptors with the ability to reliably secure kills. {{aicon|Onslaught (PvP)|Onslaught}} with {{aicon|Blota (PvP)|Blota}} and {{aicon|Primal Rend (PvP)|Primal Rend}} are the highlights of their toolkit. Warriors are incredibly squishy tanks, and their ability to sustain both offensively and defensively are lacking, as they are reliant on cooldowns. Their limit break, {{aicon|Primal Scream (PvP)|Primal Scream}}, allows them to place immense pressure on opponents as it cancels the ability for them (and the warrior themselves) to use {{aicon|Guard (PvP)|Guard}} while being on a 90-second timer.&lt;br /&gt;
* {{aicon|Onslaught (PvP)|Onslaught}} is a gap-closer that makes the target take more damage. Its duration is equal to its cooldown, meaning its debuff can be placed on enemies indefinitely, making them high-priority targets. &lt;br /&gt;
* {{aicon|Blota (PvP)|Blota}} draws a single enemy in and makes them {{status effect|heavy}} [[heavy]]. This is potent in securing kills.&lt;br /&gt;
* {{aicon|Primal Rend (PvP)|Primal Rend}} is a gap-closer AoE {{status effect|stun}} [[stun]]. Its ability to massively disrupt opponents is further rewarded by cleaving multiple enemies.&lt;br /&gt;
* {{aicon|Primal Scream (PvP)|Primal Scream}} is a conal AoE that disables the ability for the warrior and opponents to use {{aicon|Guard (PvP)|Guard}}. This greatly disrupts opponents and forces them to retreat. Executing three GCDs will grant a usage of {{aicon|Primal Wrath (PvP)|Primal Wrath}}, a large point-blank AoE that {{status effect|bind}} [[bind|binds]] enemies to, hopefully, secure kills.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Dark Knight =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DRK|big=y}} [[Dark Knight]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dark Knights are excellent frontliners that can group up opponents for the ability for teammate AoEs to cleave. Dark knights are rewarded on maintaining aggressive, but tactical strategies. {{aicon|Salted Earth (PvP)|Salted Earth}}, {{aicon|Plunge (PvP)|Plunge}}, and {{aicon|The Blackest Night (PvP)|The Blackest Night}} are the highlights of their toolkit. As dark knights are rewarded on tactical plays, they are a high-priority for opponents to disrupt. Their tactical style also requires more attentiveness to the battlefield, also increasing their skill floor. Their limit break, {{aicon|Eventide (PvP)|Eventide}}, allows them to deal excellent burst damage, while also being unable to be KO&#039;d for the duration. It is on a 2-minute timer.&lt;br /&gt;
* {{aicon|Salted Earth (PvP)|Salted Earth}} draws all nearby enemies into it, while also giving a potent regen and damage reduction to the dark knight. {{aicon|Salt and Darkness (PvP)|Salt and Darkness}} can be used to keep targets within the bubble, and potentially allow for allies to cleave them. &lt;br /&gt;
* Two charges of {{aicon|The Blackest Night (PvP)|The Blackest Night}} allows for party support and personal sustain. Upon gaining {{status effect|buff|File:Dark_Arts_Buff.png}} Dark Arts when the shield breaks, dark knights can use {{aicon|Shadowbringer (PvP)|Shadowbringer}} without consuming HP:&lt;br /&gt;
* {{aicon|Shadowbringer (PvP)|Shadowbringer}} is an oGCD that costs a significant amount of HP or {{status effect|buff|File:Dark_Arts_Buff.png}} Dark Arts. It grants the ability to use an attack within the {{aicon|Torcleaver (PvP)|Torcleaver}} combo, allowing for superb single-target DPS, especially at lower health.&lt;br /&gt;
* {{aicon|Plunge (PvP)|Plunge}} is a gap-closer that applies {{status effect|debuff|file:Sole_Survivor_debuff.png}} Sole Survivor. When the target afflicted with it is KO&#039;d, the recast timer of Plunge is reset, while also recovering HP and MP. It is imperative that dark knights properly execute this action to sustain longer in fights.&lt;br /&gt;
* {{aicon|Eventide (PvP)|Eventide}} deals more damage at high health in a line in front and behind. It can be used for a very high burst of damage after pulling enemies with {{aicon|Salted Earth (PvP)|Salted Earth}}. It also grants access to {{aicon|Disesteem (PvP)|Disesteem}}, another line AoE GCD.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Gunbreaker =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{GNB|big=y}} [[Gunbreaker]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Gunbreakers are excellent single-target bruisers with good sustain. They especially excel in disrupting backlining jobs, weakening a single target, and like with {{DRK}} [[dark knight]], excel in establishing a frontline. {{aicon|Fated Circle (PvP)|Fated Circle}} and their {{aicon|Continuation (PvP)|Continuation}} abilities are the highlights of their toolkit. Gunbreakers, while they can do good amounts of sustained damage, struggle with burst damage. Because of {{status effect|buff|File:Nebula_buff.png}} [[Fated Circle (PvP)|Nebula]], it is highly incentivized to not attack them. They are largely ignored as a result, and also lack crowd-control abilities. Their limit break, {{aicon|Relentless Rush (PvP)|Relentless Rush}}, allows them to maintain direct pressure by increasing damage opponents take, followed with a stun. It is on a 1-minute timer.&lt;br /&gt;
* Multiple charges of {{aicon|Rough Divide (PvP)|Rough Divide}} incentivizes gunbreakers to remain on enemies, while giving them a plethora of buffs to ensure they are hard to peel away. &lt;br /&gt;
* {{aicon|Fated Circle (PvP)|Fated Circle}} allows for a usage of {{aicon|Fated Brand (PvP)|Fated Brand}}, which grants a sizeable shield and applies {{status effect|heavy}} [[heavy]] to targets. They also counter enemy attacks through the buff {{status effect|buff|file:Nebula_buff.png}} Nebula, which discourages enemies to hit them. &lt;br /&gt;
* All abilities executed with {{aicon|Continuation (PvP)|Continuation}} grant a stacking shield to the gunbreaker. These shields make gunbreakers last longer, but does not last long, however. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==={{Healer}} Healers===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|White Mage =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{WHM|big=y}} [[White Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
White Mages excel in raw power, whether it may be through healing or damage. {{aicon|Seraph Strike (PvP)|Seraph Strike}} and the actions it grants and {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} are the highlights of its toolkit. Their limit break, {{aicon|Afflatus Purgation (PvP)|Afflatus Purgation}}, is a line AoE that stuns and grants a regen to the party. It is on a 60-second timer.&lt;br /&gt;
* {{aicon|Seraph Strike (PvP)|Seraph Strike}} grants a damage reduction effect to nearby members, while also giving access to {{aicon|Glare IV (PvP)|Glare IV}} and {{aicon|Cure III (PvP)|Cure III}}, an incredibly powerful AoE healing action. &lt;br /&gt;
* {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} will severely enfeeble a target. If timed correctly, it can cancel enemy animations and attacks.&lt;br /&gt;
* {{aicon|Aquaveil (PvP)|Aquaveil}} grants a potent shield, and if it removes a cleanseable status effect on application, doubles its strength. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Scholar =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SCH|big=y}} [[Scholar]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Scholars engage in long term tactical plays, being able to heal over sustained periods of time while hindering opponents&#039; capabilities of healing. {{aicon|Deployment Tactics (PvP)|Deployment Tactics}}, {{aicon|Expedient (PvP)|Expedient}}, and {{aicon|Chain Stratagem (PvP)|Chain Stratagem}} are the highlights of their toolkit. While scholars excel in control and damage mitigation, they have less tools to facilitate burst healing. Their limit break, {{aicon|Seraphism (PvP)|Seraphism}}, allows them to deal AoE damage on the move and have access to one strong AoE burst heal. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Expedient (PvP)|Expedient}} is similar to its [[Expedient|PvE variant]], but also grants {{status effect|buff|file:Recitation_buff.png}} &#039;&#039;&#039;Recitation&#039;&#039;&#039;, which increases the potencies of {{aicon|Biolysis (PvP)|Biolysis}} and {{aicon|Adloquium (PvP)|Adloquium}}. &lt;br /&gt;
* {{aicon|Adloquium (PvP)|Adloquium}} is an instant-heal and shield that also grants a 10% damage reduction.&lt;br /&gt;
* {{aicon|Biolysis (PvP)|Biolysis}} is a DoT that also reduces the effectiveness of healing actions for opponents by 10%.&lt;br /&gt;
* {{aicon|Deployment Tactics (PvP)|Deployment Tactics}} allows the scholar to spread the effects of {{aicon|Biolysis (PvP)|Biolysis}} and {{aicon|Adloquium (PvP)|Adloquium}}. &lt;br /&gt;
* {{aicon|Chain Stratagem (PvP)|Chain Stratagem}} halves the effectiveness of {{aicon|Guard (PvP)|Guard}}. Unlike {{aicon|Shield Smite (PvP)|Shield Smite}}, it is an oGCD and is ranged, but single-target only. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Astrologian =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{AST|big=y}} [[Astrologian]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Astrologian is a mobile and powerful support healer, with very effective single-target burst and ability to sustain directly. {{aicon|Retrograde (PvP)|Retrograde}}, {{aicon|Macrocosmos (PvP)|Macrocosmos}}, {{aicon|Double Cast (PvP)|Double Cast}} and its interactions are the highlights of their toolkit. As astrologians are mainly intended for support, their overall damage is generally lacking. Their limit break, {{aicon|Celestial River (PvP)|Celestial River}}, allows them to heavy establish a frontline as it weakens melee-based jobs and massively increases damage dealt and healing received. It is on a 105-second timer.&lt;br /&gt;
* {{aicon|Retrograde (PvP)|Retrograde}} is similar to {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}}, in being that it dashes them forward while leaving a {{aicon|Retrograde (PvP)|Pole Star}}, which the astrologian can dash back to instantly similar to {{aicon|Regress (PvP)|Regress}}. This grants incredible survivability and mobility as it grants a shield, and can be placed to take advantage of LoS blockers, such as corners. &lt;br /&gt;
* {{aicon|Macrocosmos (PvP)|Macrocosmos}} is similar to its [[Macrocosmos|PvE variant]] in that it compiles damage taken into a heal. This allows for excellent party-wide sustain and burst-healing. &lt;br /&gt;
* Two charges of {{aicon|Aspected Benefic (PvP)|Aspected Benefic}} makes it a very powerful single-target burst heal, increasing in effectiveness the lower health their target is at. When casted with {{aicon|Double Cast (PvP)|Double Cast}}, it also grants a shield.  &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Sage =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SGE|big=y}} [[Sage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Sages are very mobile and offensive DPS-healers, being able to output a ton of damage and crowd-control, even surpassing DPS jobs in with their effectiveness. {{aicon|Phlegma III (PvP)|Phlegma III}}, {{aicon|Toxikon (PvP)|Toxikon}} and {{aicon|Toxikon II (PvP)|Toxikon II}}, and {{aicon|Icarus (PvP)|Icarus}} are the highlights of their toolkit. Sages are very high-priority targets as they are very fragile, even as a healer, and can be dangerous with their damage and crowd-control. Knowledge and execution of {{aicon|Kardia (PvP)|Kardia}} places them on a higher skill-floor, and may be difficult for beginners. Their limit break, {{aicon|Mesotes (PvP)|Mesotes}}, places a circle that grants invulnerability to any party member standing within – enemies must be within the circle to deal damage to anyone within the circle. It is on a two-minute timer.&lt;br /&gt;
* {{aicon|Phlegma III (PvP)|Phlegma III}} draws enemies into the initial target and {{status effect|bind}} [[bind|binds]] them. It also grants access to {{aicon|Psyche (PvP)|Psyche}}, which deals high AoE damage to grouped enemies. &lt;br /&gt;
* {{aicon|Kardia (PvP)|Kardia}} behaves similarly to its [[Kardia|PvE variant]], in that it heals when doing damage, albeit only with {{aicon|Dosis III (PvP)|Dosis III}}. It instead grants a shield with {{aicon|Eukrasian Dosis III (PvP)|Eukrasian Dosis III}}, which grants Addersting when broken, allowing access to {{aicon|Toxikon II (PvP)|Toxikon II}}:&lt;br /&gt;
* {{aicon|Toxikon (PvP)|Toxikon}} and {{aicon|Toxikon II (PvP)|Toxikon II}} increases damage enemies take. Toxikon II additionally deals greater damage, and does not require a stack of Toxikon to execute.&lt;br /&gt;
* {{aicon|Mesotes (PvP)|Mesotes}}, as stated before, grants invulnerability to any party member standing within. Enemies must enter the circle to damage party members, but standing within the circle makes enemies prone to additional crowd-control and take a very potent DoT. As such, this limit break establishes control in engagements.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{Melee DPS}} Melee DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Dragoon =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DRG|big=y}} [[Dragoon]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dragoons deal excellent AoE burst damage at mid-range, while also posessing a powerful mitigation tool to help them engage or disengage. {{aicon|Geirskogul (PvP)|Geirskogul}} and the actions it grants access to, {{aicon|Elusive Jump (PvP)|Elusive Jump}}, and {{aicon|Horrid Roar (PvP)|Horrid Roar}} are the highlights of their toolkit. Dragoons struggle in crowd-control, as they have no access to such abilities, and take additional damage while under the effect of Life of the Dragon, making them especially vulnerable targets. One of their biggest hits, {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}}, is easily countered by close-range jobs. Outside of their bursts, dragoons deal pitiful amounts of sustained damage. Their limit break, {{aicon|Sky High (PvP)|Sky High}}, grants invulnerability, movement speed, and unrivalled AoE burst damage in conjunction with a potent shield when landing with {{aicon|Sky Shatter (PvP)|Sky Shatter}}. It is on a 90-second timer.&lt;br /&gt;
*{{aicon|Elusive Jump (PvP)|Elusive Jump}} is a backstep, being able to cleanse both {{status effect|bind}} [[bind]] and {{status effect|heavy}} [[heavy]] while also increasing movement speed. It also grants a usage of {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}}, one of dragoon&#039;s biggest hits whose damage scales based on range.&lt;br /&gt;
*{{aicon|Geirskogul (PvP)|Geirskogul}} increases &#039;&#039;all&#039;&#039; damage damage dealt and damage received, while also granting a usage of {{aicon|Starcross (PvP)|Starcross}}, a powerful AoE GCD. [[Geirskogul (PvP)|Life of the Dragon]] may be ended at any time with the execution of {{aicon|Nastrond (PvP)|Nastrond}}, an oGCD whose damage is increased the lower health the target is at. Due to the amount of damage dragoons may receive while under the effect of Life of the Dragon, further emphasing proper usage of {{aicon|Horrid Roar (PvP)|Horrid Roar}}:&lt;br /&gt;
*{{aicon|Horrid Roar (PvP)|Horrid Roar}} is an offensive mitigation ability, reducing the amount of damage opponents within range do to the dragoon, similar to {{aicon|Reprisal}}. &lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Monk =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{MNK|big=y}} [[Monk]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Monks have unrivalled mobility, good sustain, and are good single-target sustained DPS, as they stick onto enemies while having the ability to soak great amounts of damage.  They can also shield their allies, if needed. {{aicon|Thunderclap (PvP)|Thunderclap}}, {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}, {{aicon|Riddle of Earth (PvP)|Riddle of Earth}}, and {{aicon|Phantom Rush (PvP)|Phantom Rush}} are the highlights of their toolkit. Monks struggle in AoE crowd control, as they have little access to crowd control abilities outside of their limit break, {{aicon|Meteodrive (PvP)|Meteodrive}}, which hard-stuns a target for an extended period of time while also dealing excellent damage and bypassing {{aicon|Guard (PvP)|Guard}}. It is on a 75-second timer. &lt;br /&gt;
* {{aicon|Thunderclap (PvP)|Thunderclap}} is a gap-closer to any target on a very low cooldown, while granting a shield to themselves or on allies if targeting them. &lt;br /&gt;
* {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}} grants movement speed, and {{status effect|debuff|file:Pressure__Point_debuff.png}} &#039;&#039;&#039;Pressure Point&#039;&#039;&#039; to targets, which deals additional damage when struck again. It also has a knockback, which may aid in allies also engaging the target if aimed correctly. &lt;br /&gt;
* {{aicon|Riddle of Earth (PvP)|Riddle of Earth}} allows for damage to be compiled. {{aicon|Earth&#039;s Reply (PvP)|Earth&#039;s Reply}} will heal the monk for half the compiled damage, while also dealing damage equal to quarter of the amount of damage they soaked. This allows for extended sustaining against encounters. &lt;br /&gt;
* {{aicon|Phantom Rush (PvP)|Phantom Rush}} is the final hit in their basic combo, as a reward for maintaining uptime and pressure. Its damage is buffed further through {{aicon|Rising Phoenix (PvP)|Rising Phoenix}}, which increases the damage of a subsequent weaponskill by 50%. &lt;br /&gt;
* If a combo is set up correctly with {{aicon|Meteodrive (PvP)|Meteodrive}}, monks can KO any target, including tanks. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Ninja =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{NIN|big=y}} [[Ninja]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Ninjas are excellent tactical DPS and have excellent single-target burst damage. They are unrivalled in finishing off opponents. Their entire toolkit is specifically tailored to a fitting situation at hand. As ninjas are better fit to capitalize on teammates&#039; success, they are relatively docile, especially if they must use their tools for their own recovery. Their limit break, {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}, allows them to instantly incapacitate any enemy whose HP is &#039;&#039;under&#039;&#039; 50%, and can be chained indefinitely if successful. It is on a 90-second timer.&lt;br /&gt;
* The {{aicon|Three Mudra (PvP)|Three Mudra}} ninjas have grants access to a multitude of actions. &lt;br /&gt;
:* Their {{aicon|Forked Raiju (PvP)|Raiju}} can allow access to two subsequent gap-closer stuns. These stuns are excellent in finishing, or helping allies to finish opponents.&lt;br /&gt;
:* {{aicon|Hyosho Ranyu (PvP)|Hyosho Ranryu}} deals excellent single-target burst damage.&lt;br /&gt;
:* {{aicon|Goka Mekkyaku (PvP)|Goka Mekkyaku}} is a very potent AoE dot with a big radius, helping to wittle opponents down.&lt;br /&gt;
:* {{aicon|Doton (PvP)|Doton}} grants damage reduction when standing in it, and is a DoT similar to its [[Doton|PvE variant]]. Enemies standing in the Doton also take additional damage from {{aicon|Hollow Nozuchi (PvP)|Hollow Nozuchi}} when a weaponskill or other select actions are executed.&lt;br /&gt;
:* {{aicon|Huton (PvP)|Huton}} grants a potent barrier, greatly increase movement speed, and a haste.&lt;br /&gt;
* {{aicon|Shukuchi (PvP)|Shukuchi}} allows ninjas to travel a good distance and become invisible for a limited time. This helps in them getting away, or, when used offensively to begin a burst, grants access to {{aicon|Assassinate (PvP)|Assassinate}} which ignores {{aicon|Guard (PvP)|Guard}}. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Samurai =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SAM|big=y}} [[Samurai]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Samurai are good frontliners, while also having the ability to deal excellent single-target damage. {{aicon|Hissatsu: Soten (PvP)|Hissatsu: Soten}}, {{aicon|Ogi Namikiri (PvP)|Ogi Namikiri}}, {{aicon|Meikyo Shisui (PvP)|Meikyo Shisui}} and {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}} are the highlights of their toolkit. Their limit break, {{aicon|Zantetsuken (PvP)|Zantetsuken}}, is a powerful AoE gap-closer that ignores {{aicon|Guard (PvP)|Guard}}, and if the target is afflicted with {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]], deals damage equal to their maximum health. It is on a 2-minute timer.&lt;br /&gt;
* Three charges of {{aicon|Hissatsu: Soten (PvP)|Hissatsu: Soten}} while on a very short cooldown provides a lot of offensive mobility, while also granting access to more powerful actions in the basic Kasha combo with {{status effect|buff|file:Kaiten_buff.png}} Kaiten. {{aicon|Hyosetsu (PvP)|Hyosetsu}}, which is {{aicon|Yukikaze (PvP)|Yukikaze}} buffed by Kaiten, is an AoE bind. &lt;br /&gt;
* {{aicon|Ogi Namikiri (PvP)|Ogi Namikiri}} and {{aicon|Kaeshi: Namikiri (PvP)|Kaeshi: Namikiri}} are powerful hits, and when hitting multiple targets, decreases its potency but grants powerful, but short-lasting barriers. &lt;br /&gt;
* {{aicon|Meikyo Shisui (PvP)|Meikyo Shisui}} increases healing received and pre-emptively nullifies cleanseable status effects, making it a powerful engagement tool. It also grants access to {{aicon|Tendo Setsugekka (PvP)|Tendo Setsugekka}} and {{aicon|Tendo Kaeshi Setsugekka (PvP)|Tendo Kaeshi Setsugekka}}, samurai&#039;s hardest single-target hits that also heals them.&lt;br /&gt;
* {{aicon|Mineuchi (PvP)|Mineuchi}} stuns a single target, while increasing damage dealt to them. If the target is inflicted with {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] from {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}}, it increases the duration:&lt;br /&gt;
* {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}} is a short-lasting mitigation tool that applies {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] to targets when struck, increasing the amount of damage the samurai deals to them, and counters. If the target is under the effect of Kuzushi, {{aicon|Zantetsuken (PvP)|Zantetsuken}} deals [[File:Unique Damage.png|20px|link=]] [[Damage Types#Unique|unique]] damage equal to targets&#039; maximum HP that cannot be mitigated. Opponents at full HP with a barrier will survive, however.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Reaper =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{RPR|big=y}} [[Reaper]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Reapers can soak good amounts of damage and are mobile, having the ability to constantly place crowd-control effects on their targets, while having a good ability to finish opponents. {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}}, {{aicon|Grim Swathe (PvP)|Grim Swathe}}, {{aicon|Arcane Crest (PvP)|Arcane Crest}} and {{aicon|Death Warrant (PvP)|Death Warrant}} are the highlights of their toolkit. Reapers are lacking in damage, only having the capability to deal very high burst damage through their limit break, {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}, while also giving them good sustain and is an AoE crowd-control. It is on a 75-second timer.&lt;br /&gt;
* {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}} is an excellent mobility tool that leaves a Hellsgate that can be teleported back to instantly through {{aicon|Regress (PvP)|Regress}}. If placed and executed properly, reapers can take advantage of corners to immediately break line-of-sight, appearing to go through walls.&lt;br /&gt;
* {{aicon|Arcane Crest (PvP)|Arcane Crest}} is a powerful and long-lasting shield that grants a very strong regen to themselves and party members when broken. &lt;br /&gt;
* {{aicon|Grim Swathe (PvP)|Grim Swathe}} that makes targets {{status effect|heavy}} [[heavy]], with a short cooldown. It also grants access to {{aicon|Executioner&#039;s Guillotine (PvP)|Executioner&#039;s Guillotine}}, a conal AoE that also strengthens the potency of {{aicon|Plentiful Harvest (PvP)|Plentiful Harvest}}:&lt;br /&gt;
* {{aicon|Plentiful Harvest (PvP)|Plentiful Harvest}} is heavy-hitting line AoE. Its potency is increased for every execution of {{aicon|Executioner&#039;s Guillotine (PvP)|Executioner&#039;s Guillotine}}, or every assist or KOs the reaper deals. It is on a very long cooldown, making its usage difficult. If the reaper is KO&#039;d, the potency of Plentiful Harvest is reset. &lt;br /&gt;
* {{aicon|Death Warrant (PvP)|Death Warrant}} compiles damage dealt by the reaper to a target. When the Death Warrant is served, it deals [[File:Unique Damage.png|20px|link=]] [[Damage Types#Unique|unique]] damage that cannot be mitigated against, allowing for extremely high extra burst damage, especially through the GCDs of {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}:&lt;br /&gt;
* {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}} is a wide crowd-control that makes targets {{status effect|hysteria}} [[hysteria|run away from the reaper]], massively controlling the tempo and turning the tide against opponents. It [[Tenebrae Lemurum (PvP)|Enshrouds]] the reaper, granting them access to {{aicon|Lemure&#039;s Slice (PvP)|Lemure&#039;s Slice}}, a conal AoE ability that {{status effect|bind}} [[bind|binds]], and five (ideally four) usages of {{aicon|Void Reaping (PvP)|Void Reaping}} and {{aicon|Cross Reaping (PvP)|Cross Reaping}}, that also heals with half the damage dealt. Like its [[Communio|PvE variant]], {{aicon|Communio (PvP)|Communio}} ends Enshroud. It also grants access to {{aicon|Perfectio (PvP)|Perfectio}}, an AoE follow-up that incapacitates any target whose HP is under 25%.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Viper =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{VPR|big=y}} [[Viper]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Vipers are mobile and have notable sustain, while also having the capability of soaking damage and dealing very high AoE burst damage in the form of a parry. {{aicon|Snake Scales (PvP)|Snake Scales}} and {{aicon|Serpent&#039;s Tail (PvP)|Serpents Tail}} are the highlights of their toolkit. Vipers lack crowd control and burst damage, while also having a low skill-ceiling, further limiting their mileage. Their limit break, {{aicon|World-swallower (PvP)|World-swallower}}, allows them to deal very high sustained damage that can ignore {{aicon|Guard (PvP)|Guard}}. Their limit break is on a 90-second timer, but can be shortened through uptime.&lt;br /&gt;
* Every execution of {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}} ignores {{aicon|Guard (PvP)|Guard}} and adds three seconds to the limit gauge.&lt;br /&gt;
* {{aicon|Bloodcoil (PvP)|Bloodcoil}} and {{aicon|Sanguine Feast (PvP)|Sanguine Feast}} both recover HP while being on a very short cooldown. Both can be followed up with {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}}.&lt;br /&gt;
* Two charges of {{aicon|Slither (PvP)|Slither}} make viper very mobile, as it is a gap-closer on any target, while massively increasing movement speed for a short duration. This helps the viper stick onto their targets, or disengage. &lt;br /&gt;
* {{aicon|Snake Scales (PvP)|Snake Scales}} immobilizes the viper, but grants a shield, great damage resistance, and immunity to typical crowd-control actions. If the shield is broken during this time, the next execution of {{aicon|Backlash (PvP)|Backlash}} will deal increased damage with a greatly increased radius, while also having a potent lifesteal.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==={{Physical Ranged DPS}} Physical Ranged DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Bard =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{BRD|big=y}} [[Bard]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Bards specialize in party-wide support and possess numerous crowd-control abilities, while also having AoE damage on most of their skills. {{aicon|The Warden&#039;s Paean (PvP)|The Warden&#039;s Paean}}, {{aicon|Apex Arrow (PvP)|Apex Arrow}}, and {{aicon|Silent Nocturne (PvP)|Silent Nocturne}} are the highlights of their toolkit. Their limit break, {{aicon|Final Fantasia (PvP)|Final Fantasia}}, greatly buffs teammates and increases the rate of which their limit gauge increases, while massively draining MP resources of enemies. It is on a 2-minute timer. All of these buffs and crowd-control abilities bards possess make them a very high-priority target, and if they are KO&#039;d while singing a song, their effects are nullified for their party members.&lt;br /&gt;
* {{aicon|The Warden&#039;s Paean (PvP)|The Warden&#039;s Paean}} pre-emptively or immediately nullifies a cleanseable status effect, while also decreasing damage taken and increase the amount of healing received. It can additionally placed on party members.&lt;br /&gt;
* {{aicon|Apex Arrow (PvP)|Apex Arrow}} grants a functionally permanent party buff that increases damage dealt, and giving a haste buff to the bard themselves. It also grants access to {{aicon|Blast Arrow (PvP)|Blast Arrow}}, which deals greater damage and knocks opponents back.&lt;br /&gt;
* {{aicon|Silent Nocturne (PvP)|Silent Nocturne}} is an oGCD that {{status effect|silence}} [[silence|silences]] a single target.&lt;br /&gt;
* {{aicon|Final Fantasia (PvP)|Final Fantasia}} further increases damage dealt, movement speed, and limit gauge of all party members. It also grants access to {{aicon|Encore of Light (PvP)|Encore of Light}}, an AoE that massively decreases the MP of opponents.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Machinist =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{MCH|big=y}} [[Machinist]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Machinists possess high damage tools, with a bit of utility. {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}}, {{aicon|Wildfire (PvP)|Wildfire}}, {{aicon|Drill (PvP)|Drill}}, and {{aicon|Air Anchor (PvP)|Air Anchor}} are the highlights of their toolkit. Their limit break, {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}, is the single hardest-hitting ability in PvP. Because the current multitool is listed as a visible buff, and because the limit break can kill nearly any player instantly, machinists are very predictable to play against. Machinists are also the most fragile PvP job, possessing very few tools to aid in their survivability and have no mobility tools.&lt;br /&gt;
* {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}} places an autoturret that executes {{aicon|Aether Mortar (PvP)|Aether Mortar}} four times, dealing damage to enemies and shielding allies within its radius. &lt;br /&gt;
* {{aicon|Wildfire (PvP)|Wildfire}} is an AoE ability that deals no damage. Its damage is increased for every action the machinist executes on the target. This action further makes machinist more predictable, as opponents may disengage or {{aicon|Guard (PvP)|Guard}} against incoming burst damage. &lt;br /&gt;
* {{aicon|Analysis (PvP)|Analysis}} augments the machinist&#039;s multitool weaponskills. {{aicon|Drill (PvP)|Drill}} will deal double damage, {{aicon|Bioblaster (PvP)|Bioblaster}}&#039;s damage and DoT will be increased, {{aicon|Air Anchor (PvP)|Air Anchor}}&#039;s damage will be increased and {{status effect|stun}} [[stun]] the target, and {{aicon|Chain Saw (PvP)|Chain Saw}} will increase opponents&#039; damage taken. Drill and Air Anchor should always be augmented by Analysis. &lt;br /&gt;
* {{aicon|Drill (PvP)|Drill}} deals very high damage, while ignoring the effects of {{aicon|Guard (PvP)|Guard}}. &lt;br /&gt;
* {{aicon|Air Anchor (PvP)|Air Anchor}} deals respectable damage, while also stunning the target for on-demand crowd-control.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Dancer =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DNC|big=y}} [[Dancer]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dancers are mobile and provide powerful utility buffs to themselves and to their {{status effect|buff|file:Dance_Partner_buff.png}} [[Closed Position (PvP)|Dance Partner]], while occasionally joining in the frontline. The highlights of their toolkit are {{aicon|Honing Dance (PvP)|Honing Dance}} and {{aicon|Closed Position (PvP)|Closed Position}} with the utility it brings. Dancers, for a ranged job, are closer range opponents. In conjunction with giving powerful buffs, they are high priority targets and are somewhat fragile and lacking in personal damage. Furthermore, their success is tied to their partner&#039;s ability to place additional pressure when the opportunity shows itself. Their limit break, {{aicon|Contradance (PvP)|Contradance}}, is an AoE uncleansable crowd-control, with afflicted enemies being lured to the dancer. Enemies hit while seduced will be seduced for longer. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Honing Dance (PvP)|Honing Dance}} decreases damage taken and increases movement speed, while dealing constant point-blank AoE damage. {{aicon|Honing Ovation (PvP)|Honing Ovation}} is executed at the end of its duration or on demand, which deals AoE damage and granting a shield. Both effects are doubled within close range.&lt;br /&gt;
* {{aicon|Closed Position (PvP)|Closed Position}} allows dancers to massively buff themselves and one other party member. The following actions interact with the dancer and their {{status effect|buff|file:Dance_Partner_buff.png}} [[Closed Position (PvP)|Dance Partner]]:&lt;br /&gt;
:* {{aicon|Curing Waltz (PvP)|Curing Waltz}} is a potent AoE burst heal ability on both the dancer and their dance partner. Like its [[Curing Waltz|PvE variant]], the dancer and their partner can stack for increased burst healing.&lt;br /&gt;
:* {{aicon|Starfall Dance (PvP)|Starfall Dance}} is a potent line AoE weaponskill, while also increasing movement speed.&lt;br /&gt;
:* {{aicon|Fan Dance (PvP)|Fan Dance}} is a conal AoE that decreases damage taken. It is frequently paired with {{aicon|Honing Dance (PvP)|Honing Dance}} to further increase survivability. &lt;br /&gt;
:* {{aicon|Saber Dance (PvP)|Saber Dance}} increases damage dealt. If the dance partner (&#039;&#039;and not any other party member or the dancer themselves&#039;&#039;) KOs a target (&#039;&#039;KO, not an assist)&#039;&#039;, Saber Dance is upgraded to {{aicon|Dance of the Dawn (PvP)|Dance of the Dawn}}, which increases damage dealt by the same amount, but also increases both the dancer&#039;s and their dance partner&#039;s limit gauge.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{Magical Ranged DPS}} Magical Ranged DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Black Mage =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{BLM|big=y}} [[Black Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Black Mages deal extremely high amounts of sustained damage, while also having tools to make them surprisingly mobile while still doing damage, and sustain a little better while under attack. {{aicon|Elemental Weave (PvP)|Elemental Weave}} and {{aicon|Xenoglossy (PvP)|Xenoglossy}} are the highlights of their toolkit. Black Mages have less bursting potential compared to other jobs, but simply rely more on consistent and high pressure as a turret mage. Their limit break, {{aicon|Soul Resonance (PvP)|Soul Resonance}}, grants them access to even higher consistent sustained AoE damage. It is on a one-minute timer.&lt;br /&gt;
* {{aicon|Aetherial Manipulation (PvP)|Aetherial Manipulation}} allows for excellent mobility, as it is a gap-closer on any target while also being on a very low cooldown.&lt;br /&gt;
* {{aicon|Burst (PvP)|Burst}} is a potent point-blank AoE, while also granting a potent barrier. It is often paired with {{aicon|Aetherial Manipulation (PvP)|Aetherial Manipulation}}. &lt;br /&gt;
* {{aicon|Elemental Weave (PvP)|Elemental Weave}} grants damage reduction and counters damage when under Umbral Ice, or additional AoE damage that ignores {{aicon|Guard (PvP)|Guard}} when executing any spell under Astral Fire, including {{aicon|Burst (PvP)|Burst}} or {{aicon|Xenoglossy (PvP)|Xenoglossy}}:&lt;br /&gt;
* {{aicon|Xenoglossy (PvP)|Xenoglossy}} is an instant-cast spell that deals high damage at high health, or recovers HP when under 50% HP. &lt;br /&gt;
* {{aicon|Soul Resonance (PvP)|Soul Resonance}} grants access to five usages of {{aicon|Flare (PvP)|Flare}} or {{aicon|Freeze (PvP)|Freeze}}. It also grants access to {{aicon|Flare Star (PvP)|Flare Star}} or {{aicon|Frost Star (PvP)|Frost Star}}, with Flare Star dealing extremely high AoE damage while also inflicting a DoT, and Frost Star freezing opponents. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Summoner =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SMN|big=y}} [[Summoner]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Summoners combine both utility and generally high damage, while being very simple to play. {{aicon|Slipstream (PvP)|Slipstream}} and {{aicon|Crimson Strike (PvP)|Crimson Strike}} are the highlights of their toolkit. Even with their defensive moves, summoners are very fragile and are high priority targets to focus down. Their limit breaks, {{aicon|Summon Bahamut (PvP)|Summon Bahamut}} and {{aicon|Summon Phoenix (PvP)|Summon Phoenix}} are on a 90-second timer.&lt;br /&gt;
* {{aicon|Slipstream (PvP)|Slipstream}} increases movement speed of party members who are near the enemy hit with this action, while also inflicting a potent DoT to enemies. &lt;br /&gt;
* {{aicon|Crimson Cyclone (PvP)|Crimson Cyclone}} is a gap-closer AoE ability. It grants access {{aicon|Crimson Strike (PvP)|Crimson Strike}}, which is ranged and creates a knockback from the first target. &lt;br /&gt;
* {{aicon|Mountain Buster (PvP)|Mountain Buster}} is melee-range conal spell that {{status effect|stun}} [[stun|stuns]] targets and decreases damage taken to the summoner.&lt;br /&gt;
* {{aicon|Radiant Aegis (PvP)|Radiant Aegis}} is a powerful shielding spell that also decreases damage taken. It can also be placed on party members.&lt;br /&gt;
* {{aicon|Summon Bahamut (PvP)|Summon Bahamut}} is a very powerful and huge targetable AoE that forcefully establishes a frontline. It also Bahamut on the battlefield will repeatedly cast {{aicon|Wyrmwave (PvP)|Wyrmwave}}, a single-target attack. It will also grant access to {{aicon|Deathflare (PvP)|Deathflare}}, a potent AoE. &lt;br /&gt;
* {{aicon|Summon Phoenix (PvP)|Summon Phoenix}} maintains tempo, as it grants a party-wide regen and an {{aicon|Excog}}-like heal. Phoenix will cast {{aicon|Scarlet Flame (PvP)|Scarlet Flame}}, a DoT. It will also grant access to {{aicon|Brand of Purgatory (PvP)|Brand of Purgatory}}, an AoE which heavily decreases damage dealt by enemies while also inflicting a DoT.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Red Mage =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{RDM|big=y}} [[Red Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Red Mages provide excellent supporting DPS and utilities, while being very mobile. They are also excellent in one-on-one engagements with their ability to sustain. {{aicon|Resolution (PvP)|Resolution}}, {{aicon|Embolden (PvP)|Embolden}} and their [[Enchanted Riposte (PvP)|enchanted blade combo]] are the highlights of their toolkit. Red mage bursts and rotations are very well known, making them somewhat predictable in engagements. Their limit break, {{aicon|Southern Cross (PvP)|Southern Cross}}, provides versatile AoE burst damage, while also healing allies within its mark. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Displacement (PvP)|Displacement}} is a backstep ability that increases the damage and healing (if applicable) of the next spell. {{aicon|Corps-a-corps (PvP)|Corps-a-corps}} is a gap-closer ability that increases the red mage&#039;s damage dealt to the afflicted target. &lt;br /&gt;
* {{aicon|Resolution (PvP)|Resolution}} is a line GCD {{status effect|silence}} [[silence|silences]] all targets hit. &lt;br /&gt;
* {{aicon|Embolden (PvP)|Embolden}} is a powerful engagement and support ability that increases all party members&#039; damage dealt and decreases damage taken. It also grants access to {{aicon|Prefulgence (PvP)|Prefulgence}}, an AoE spell that also heals all party members caught within its radius. &lt;br /&gt;
* Red mage&#039;s [[Enchanted Riposte (PvP)|enchanted blade combo]], while dealing low damage itself, ignores {{aicon|Guard (PvP)|Guard}} while granting a stacking shield to the red mage. When the three-part combo is complete, it grants access to {{aicon|Scorch (PvP)|Scorch}}, a powerful AoE spell that inflicts a DoT.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Pictomancer =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{PCT|big=y}} [[Pictomancer]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Pictomancers have excellent amount of mobility, AoE crowd-control, AoE burst damage, and team utility, making them a vastly remarkable overall job. Nearly every cooldown within their aresenal plays a good role in bursting, crowd-control, or utility. Pictomancers may struggle with sustained damage, with being a turret mage their only option. Their limit break, {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}}, grants a powerful defensive area while also granting access to a powerful AoE heal and damage buff to allies, while also dealing very high AoE damage. It is on a 105-second timer.&lt;br /&gt;
* {{aicon|Subtractive Palette (PvP)|Subtractive Palette}} changes the pictomancer&#039;s basic combo to be mobile, or stronger with cast times, akin to {{BLM}} black mage&#039;s Umbral Ice and Astral Fire. More notably, it can change {{aicon|Holy in White (PvP)|Holy in White}}, a heal, to {{aicon|Comet in Black (PvP)|Comet in Black}}, a powerful AoE spell. Both actions deal delayed damage, which allows for {{aicon|Living Muse (PvP)|Living Muses}} to deal extra burst damage:&lt;br /&gt;
* {{aicon|Living Muse (PvP)|Living Muses}} grants buffs (if painting a {{aicon|Mog of the Ages (PvP)|Moogle}}, or debuffs to enemies (if painting a {{aicon|Madeen}}). Both the moogle and Madeen are line AoE spells, that {{status effect|silence}} [[silence|silences]] and {{status effect|stun}} [[stun|stuns]], respectively. &lt;br /&gt;
* {{aicon|Smudge (PvP)|Smudge}} is a dash that allows for the next {{aicon|Living Muse (PvP)|Living Muse}} to be {{aicon|Creature Motif (PvP)|instantly painted}}.&lt;br /&gt;
* {{aicon|Tempera Coat (PvP)|Tempera Coat}} is a powerful shield, whose cooldown is reduced if it is spent. Like its [[Tempera Coat|PvE variant]], the shield may be spread at a lower potency with {{aicon|Tempera Grassa (PvP)|Tempera Grassa}}. &lt;br /&gt;
* {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}} places an AoE that decreases damage taken and increases healing received of all party members. It also grants access to {{aicon|Star Prism (PvP)|Star Prism}}, which greatly increases damage dealt and heals all party members. This limit break has a lengthy initial animation, which makes the pictomancer a particularly vulnerable target.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
==Common PvP Actions, and How to Use Them==&lt;br /&gt;
Have {{aicon|Sprint (PvP)|Sprint}}, {{aicon|Recuperate (PvP)|Recuperate}}, {{aicon|Purify (PvP)|Purify}}, {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}, and {{aicon|Guard (PvP)|Guard}} on your hotbars. Each and every action are integral to PvP engagements. Below is general advice on where and how to use the actions:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{aicon|Sprint (PvP)|Sprint}}===&lt;br /&gt;
A general rule is to always be sprinting whenever out of combat or trying to disengage out of combat. Sprinting has no cooldown and has an infinite duration, but is cancelled whenever any action is executed. Furthermore, the execution of sprint itself will activate the global cooldown, preventing any actions on the global cooldown from being executed. As a result, sprinting in combat to try and catch up to an enemy is generally not very effective; enemies who are retreating should instead be crowd-controlled properly, if it is possible that they may be defeated. It is ill-advised to stick onto and follow enemies if KO&#039;ing them is unlikely, as they may lead you to their own allies which may result in your own defeat, or at the very least, leave your team at a numbers disadvantage for the next engagement. &lt;br /&gt;
&lt;br /&gt;
===MP – {{aicon|Recuperate (PvP)|Recuperate}} and {{aicon|Purify (PvP)|Purify}}===&lt;br /&gt;
{{aicon|Recuperate (PvP)|Recuperate}} is an oGCD heal. {{aicon|Purify (PvP)|Purify}} is an oGCD {{aicon|Esuna}}, only being able to nullify cleanseable status effects (marked with a blue line, similar to Esuna). Both actions consume MP, which is exclusively used for these actions, and are integral for sustaining within engagements. &amp;lt;p&amp;gt;&lt;br /&gt;
Considering your team&#039;s and the enemy team&#039;s MP resources is critical for gauging on where to proceed. If your entire team has less MP compared to the opponent&#039;s team, it may be a good idea retreating and regrouping to re-engage at full strength again after using {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}. If the enemy team has less MP, it may be a good idea pressuring them further in an attempt to secure some KOs, or if you are low, stay behind and use {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} to join them at full-strength. Alternatively, if everyone is somewhat low on resources, everyone would benefit from retreating, regrouping, and using {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}, similar to the enemy team, to re-engage at full strength.&lt;br /&gt;
&lt;br /&gt;
==={{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}===&lt;br /&gt;
A 4.5 second-cast to completely replenish HP and MP. Any player running away while low on resources, especially MP, makes them a particularly vulnerable target to CC or finish off as they do not have any methods of healing more with {{aicon|Recuperate (PvP)|Recuperate}}, or cleansing status effects with {{aicon|Purify (PvP)|Purify}}. Because of the amount of time it takes to disengage, find cover, possibly peel enemies, and execute this action, it will leave your team at a numbers advantage. Consider the following circumstances that may take place when disengaging:&lt;br /&gt;
:* After the first engagement, where your team is at a resource disadvantage: it may be beneficial for everyone to disengage and execute this action. A negative feedback loop will occur if your team tries to secure the [[Tactical Crystal]] while having already lost the battle, especially if your teammates engage one at a time, and are picked off one at a time. &lt;br /&gt;
:* Did your team just win an engagement? The chances are the enemy team will disengage to recover, as stated above. You and your team should also recover, if possible, if there are no leftover opponents to interrupt this action. &lt;br /&gt;
:* How much cover do you, or will you have? Is it possible that you or other teammates will be flanked while casting this action? Depending on how much health or MP you have, enemies may overextend and interrupt your casting to keep you out of the battle for longer, or KO you if you are very low, or out of resources. Taking advantage of corners and other LOS blockers, or otherwise being way out of the line of fire will increase the odds you recover. Keep in mind of any enemy AoEs that may clip you if a teammate is near you, while you are around a corner. You should also keep in mind of any buffs from your party members that may not go through obstructions. &lt;br /&gt;
:* Do you even need to disengage? You should begin to consider disengaging while at half MP, or at the very least, act more cautious as you have less uses of {{aicon|Recuperate (PvP)|Recuperate}} and {{aicon|Purify (PvP)|Purify}} left. However, depending on the status of your team, it may be wise to either help in peeling off enemies from your teammates if they are trying to retreat, or to place additional pressure while the situation is in your team&#039;s favour. In the case of the latter situation, take care to not overextend.&lt;br /&gt;
:** Do you have any healers, buffs that may heal you, or other support? Healers, unsurprisingly, have healing and mitigation actions they may use on you. You may find less effectiveness with {{SGE}} sages and {{SCH}} scholars, if you are not taking ongoing damage or in {{aicon|Guard (PvP)|Guard}}. If you are a {{MNK}} monk, {{aicon|Earth&#039;s Reply (PvP)|Earth&#039;s Reply}} is a very potent heal, even if you need to allocate resources to it, assuming you have executed {{aicon|Riddle of Earth (PvP)|Riddle of Earth}} beforehand. If you have an {{AST}} astrologian on your team, consider how much damage you have taken since {{aicon|Macrocosmos (PvP)|Macrocosmos}} has been executed. It is important to note that the astrologian may not always execute {{aicon|Microcosmos (PvP)|Microcosmos}} in time, or appropriately for its healing. &amp;lt;p&amp;gt;&lt;br /&gt;
Some other factors to consider are the following before casting this action:&lt;br /&gt;
:* Are you affected with any debuffs? It is important to ensure that you will not be KO&#039;d due to any DoTs. Furthermore, some abilities may deal damage after a set amount of time, which may interrupt your cast. Some examples are {{aicon|Wildfire (PvP)|Wildfire}} and {{aicon|Death Warrant (PvP)|Death Warrant}} – {{aicon|Fate Sealed (PvP)|Fate Sealed}} will mark the Death Warrant being served. Both actions in particular may deal a great amount of damage if you have allowed a {{MCH}} machinist and {{RPR}} reaper, respectively, to contribute to these actions. If you must, and in the case that it is not already on cooldown, {{aicon|Guard (PvP)|Guard}} will protect you against the damage of {{aicon|Wildfire (PvP)|Wildfire}}, but &#039;&#039;not&#039;&#039; {{aicon|Death Warrant (PvP)|Death Warrant}}. &lt;br /&gt;
:* Has a {{PLD}} paladin covered you with {{aicon|Guardian (PvP)|Guardian}}? You may execute {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} without interruption &#039;&#039;while being covered&#039;&#039; (i.e. with the tether visible); it is expected of you, or other covered allies or enemies to recover while covered. If ongoing pressure is too excessive on you to the point where the paladin is at risk of being KO&#039;d by covering you, you may not get covered. &lt;br /&gt;
&lt;br /&gt;
==={{aicon|Guard (PvP)|Guard}}===&lt;br /&gt;
Guard is the most important button in completely preventing and negating incoming bursts. It may require some foresight to know when a burst is imminent, or when the burst will deal the most amount of damage. It is as important to be proactive with Guard, as with being reactive with it; being proactive in knowing when bursts are possible in the form of enemy limit breaks, during the first battle, or after downtime where enemy cooldowns have likely recovered, will let you know when to react to Guard against cooldowns or limit breaks.&amp;lt;p&amp;gt;&lt;br /&gt;
It is important to note the possible actions or limit breaks that can bypass, prevent the use of, or weaken Guard, which can be found [[Guard (PvP)|on its respective page, here]]. Outside of coordinated bursts, some enemy actions may be Guarded against to severely limit their effectiveness as they may have a short animation delay before damage, or their debuffs, are dealt, some examples being {{aicon|Harmonic Arrow (PvP)|Harmonic Arrow}}, {{aicon|Wildfire (PvP)|Wildfire}}, {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}, or {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}. &amp;lt;p&amp;gt;While anyone can move while Guarding, it is a channelled ability wherein any action will end the use prematurely, intentional or not. {{Healer}} Healers may commonly heal or shield targets who are Guarding, to ensure they may disengage at a lower risk.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
&#039;&#039;This section is written in the lens of [[Crystalline Conflict]]. Although some concepts may still apply to big-scale PvP modes, some sections may not apply entirely to those modes.&#039;&#039; &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated before, there are no one-size-fits-all solution, guide, or strategy on how to engage the enemy team, as there are a ton of individual factors that &#039;&#039;will&#039;&#039; affect how you and your team will engage. As such, take the following factors into consideration, before even the first encounter with the enemy team:&lt;br /&gt;
=== &#039;&#039;What rank bracket are you in? What are your teammates&#039; and opponents&#039; ranks?&#039;&#039; ===&lt;br /&gt;
:* At lower ranks, both teammates and opponents are less insightful on properly engaging, using the entirety of their toolkit with a purpose – or inversely dumping all of their cooldowns without a purpose, or on how to support teammates. Due to the potential lack of experience, some players may not know how certain jobs play, or what those jobs excel in. This may lead to some jobs being inherently better on lower ranking brackets due to the nature of the job itself, or the job being able to further capitalize on their strengths ({{GNB}} gunbreaker, {{MNK}} monk, {{VPR}} viper, {{SAM}} samurai, {{DRG}} dragoon, amongst other potential jobs). Inversely, some jobs that rely more on proper teamwork &#039;&#039;may&#039;&#039; struggle a bit more due to some teammates not being able to properly focus down a high-priority target, synergize with the utilities you may bring, or otherwise needing some form of teamwork to be see more effectiveness ({{NIN}} ninja, {{RDM}} red mage, {{SMN}} summoner, {{WAR}} warrior, {{SCH}} scholar, {{SGE}} sage, {{DNC}} dancer, {{BRD}} bard).&amp;lt;p&amp;gt;&lt;br /&gt;
:* At higher ranks, some jobs may lose some viability while some other jobs begin to excel further, simply due to more players generally knowing more about job mechanics, rotations, and predictability. This is to not say that some jobs become unviable, but instead requiring further knowledge on your own job, how to play around its weaknesses, and consider its potential interactions with other jobs. &amp;lt;br&amp;gt;&lt;br /&gt;
:*The following is an example with {{MCH}} machinist: machinists are incredibly fragile and predictable, due to their rotations literally being visible along with a high-threat limit break, while not possessing many mobility tools or survivability tools that aid with ongoing punishment, outside of {{aicon|Scattergun (PvP)|Scattergun}} and {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}}. A common combo for machinists is to use {{aicon|Wildfire (PvP)|Wildfire}} to build up a combo and finishing that combo with {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}:&lt;br /&gt;
:** Due to {{aicon|Wildfire (PvP)|Wildfire}} being a sign of an incoming single-target burst from a machinist, opponents familiar with this combo, typically seen at higher ranks, will be ready to, or even pre-emptively execute {{aicon|Guard (PvP)|Guard}} to nullify the combo. A clever machinist could bait their target into using {{aicon|Guard (PvP)|Guard}} with {{aicon|Wildfire (PvP)|Wildfire}}, but immediately execute {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}} after their target is out of Guard. This combo also is not considering that the target may Guard against the damage from the machinist and disengage, leaving them vulnerable targets if they choose to re-engage as Guard would be on cooldown, leaving them vulnerable to {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}} at any period of time.&lt;br /&gt;
:** At lower ranks instead, this combo may instead be executed on an unknowing frontliner, potentially without them even {{aicon|Guard (PvP)|Guarding}} against the damage entirely.&lt;br /&gt;
:*** Due to the potential damage bursts or forcing {{aicon|Guard (PvP)|Guard}} from machinists, players at the higher rank will take advantage of machinist&#039;s fragility, amongst other potentially squishy backliners, and choose to focus them instead of the frontline. It is very ill-advised to allow a machinist, or any backline job, to perform whatever strategies they wish. To counter this issue, the backliners may potentially focus down the offending frontliner (known as &amp;quot;rats&amp;quot;), or even ignore them entirely. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Who is playing as what job?&#039;&#039; ===&lt;br /&gt;
:* While it is not required to have a balanced team to win (i.e. having healers, tanks, frontline/backline jobs), it is undeniable they still contribute valuable tools to directly influence how you should engage, and how long you can engage for. In the same aspect, it is also important to consider what jobs the enemy team has, in addition to how much burst damage they can deal, if they have any crowd-control abilities, of if they can rat the backline on your team (see the next section on if you know any players). &lt;br /&gt;
:** If you are the only frontline job on your team, your team &#039;&#039;will&#039;&#039; depend on you tanking bursts as long as you can, with personal outgoing damage, while still important and helpful, may be less feasible, especially if you are a {{NIN}} ninja, for example. This means that, even with healers, you will be forced to disengage sooner to recover resources – your backlining jobs have some tools that aid in survivability to last a bit longer, as well. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Do you know any players on either team?&#039;&#039;===&lt;br /&gt;
:* Knowing how some players engage may give you an advantage, whether if they are on your team or not. If you know that a player is overly aggressive, but overextends, you may use that info to your knowledge and bring them to your team, or to support a teammate by peeling them off, if peeling is viable. In the aspect, if that same player is on your team, you could also overextend to help them KO a target, &#039;&#039;if&#039;&#039; it is possible that the target may be KO&#039;d in a short amount of time with your contributions. It may otherwise be wise to tell them to regroup. In another example, a player who is more &amp;quot;unexperienced&amp;quot; may be a more vulnerable target, allowing you and your team to focus them down, or to try and communicate more often if they are on your team. &amp;lt;p&amp;gt; &lt;br /&gt;
:* This same concept will also apply to you. If players learn what your playstyle is, they may consider how you play and how effective you are. If you typically play &amp;quot;effectually&amp;quot;, you may be targeted more often with crowd-control or bursted down quicker, or your teammates may listen to, or even coordinate their plays around yours, especially if you are a frontline job. &lt;br /&gt;
&lt;br /&gt;
==Engaging and Disengaging== &lt;br /&gt;
Unlike in PvE, the mantra to Always Be Casting (on the offence), while still important in PvP, is not as imperative; keeping your GCD rolling by constantly stagger-engaging when your entire team is KO&#039;d will only further hinder the pace of which you and your team can re-engage at full strength. Cooldowns, especially if they deal high burst damage, are also to be synchronized as much as possible with your team&#039;s bursts, or when finishing an enemy off, even if it means holding onto uses of it. &amp;lt;p&amp;gt;&lt;br /&gt;
===Stay with your team===&lt;br /&gt;
*Try to not be grouped up close enough for AoEs. AoE actions in PvP very rarely have damage drop-off as in PvE, meaning being clipped by an opponent&#039;s AoE will typically deal its full damage to you. AoE actions are also typically one yalm bigger, being six yalms instead of the usual five.&lt;br /&gt;
*When your team disengages, disengage with them. You will be a very vulnerable target if you are the only one left standing in the battlefield, when all of your allies have already left. You being KO&#039;d, or delaying the rate at which you disengage, will only delay the pace at which your team can re-engage. &lt;br /&gt;
** Take advantage of any speed boosts and LoS blockers such as corners and {{aicon|Guard (PvP)|Guard}}, if you must. &lt;br /&gt;
** In the case that you are being focused when your team is disengaging, leaving you alone, perhaps try to last for as long as you can before you are KO&#039;d, especially if you are on top of the [[Tactical Crystal]]. This will buy your teammates some time and safety to retreat and recover, even if they are left at a numbers advantage without you. &lt;br /&gt;
** If you notice an ally &#039;&#039;trying&#039;&#039; to retreat, try to heal them if you are a {{Healer}} Healer, or peel an enemy or two off with crowd-control abilities. &lt;br /&gt;
*** &#039;&#039;Do not save your teammate&#039;&#039; if it means &#039;&#039;you&#039;&#039; will also be KO&#039;d. You will only be delaying the rate at which your team can fully engage at full strength again.&lt;br /&gt;
&lt;br /&gt;
===Co-ordinate with your team===&lt;br /&gt;
* Look at your chat box. It is recommended for {{Melee DPS}} Melee DPS to make callouts using macros. This particularly benefits melee DPS whose bursts deal more damage like {{DRG}} dragoon, or melee DPS with tools and the capability to KO opponents like {{NIN}} ninja. &lt;br /&gt;
* &#039;&#039;Attack and crowd-control the [[File:Target_to_Attack1.png|32x32px]] symbol.&#039;&#039; It is at this point where you and your teammates should be spending their cooldown bursts on, and it can be for a multitude of reasons outside of KOing them very quickly:&lt;br /&gt;
** Assuming all five members on a team can burst a target down quickly enough without them {{aicon|Guard (PvP)|Guarding}} the damage or even using MP to {{aicon|Recuperate (PvP)|Recuperate}}, it will leave the opposing team at a numbers advantage and reduce the amount of damage they can deal to you and your teammates.&lt;br /&gt;
** The target is especially vulnerable. This can mean that they are in a vulnerable position (not near any LoS blockers), they are low on resources (HP and MP), or their {{aicon|Guard (PvP)|Guard}} is on cooldown. Do keep in mind to not overextend, or to get your teammates to overextend, as it can potentially leave your backline jobs in a vulnerable position or to be ratted and focused down by the leftover opponents.&lt;br /&gt;
&lt;br /&gt;
===Disengage only when needed===&lt;br /&gt;
* If your team&#039;s pressure is high, it may be a good idea to continue pressuring the opposing team as it may lead to them stagger-engaging. Do not overextend, as it can lead to you being in a vulnerable position to be bursted, changing the tempo of the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
===Keep the pressure ongoing, but safely===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
===Maintain awareness===&lt;br /&gt;
* Be mindful of your resources. MP serves as a functional second HP bar due to {{aicon|Recuperate (PvP)|Recuperate}} healing you. Do not {{aicon|Purify (PvP)|Purify}} all status effects &#039;&#039;if not needed&#039;&#039;. Purifying may aid in further uptime, if needed for pressure, or the MP cleansing the status effect has the potential to be better used to Recuperate. For example, Purifying {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} is not needed if you have already nearly escaped, being chased by an overextending {{WHM}} white mage. Purifying Miracle of Nature could be needed if the white mage is also being supported by other opponents to focus you down.&lt;br /&gt;
* Check who, on either team, has their Limit Break ready. By checking who has a Limit Break available, it will help in determining how you should engage. It is not recommended to hold Limit Breaks to the point where usages over a match can be lost, especially if the Limit Break gauge has a lengthy two-minute timer for certain jobs. &lt;br /&gt;
** If most of your team has Limit Break available, while the enemy team does not have many Limit Breaks, play around your team&#039;s Limit Breaks, and burst whenever they do, or whenever they have an enemy CC&#039;d (i.e. with {{aicon|Meteodrive (PvP)|Meteodrive}}, {{aicon|Contradance (PvP)|Contradance}}).&lt;br /&gt;
** If the enemy team has some Limit Breaks available, remain wary of what their Limit Break can do, and adjust accordingly whenever it is executed:&lt;br /&gt;
:** If an ally is CC&#039;d by a Limit Break, make it a priority to try and mitigate the damage they may receive. This includes:&lt;br /&gt;
:*** Healing or shielding them, even if you are not a {{Healer}} healer (i.e. {{aicon|The Warden&#039;s Paean (PvP)|Warden&#039;s Paeon}}, {{aicon|Meisui (PvP)|Meisui}}). &lt;br /&gt;
:*** Attempting to peel or CC enemies that may be targeting the ally under pressure. This includes {{status effect|Stun}} [[stun|stunning]] them, or even potentially drawing some fire onto yourself by ratting (see glossary). Ratting is more viable on {{Melee DPS}} melee DPS or {{Tank}} tanks, some more than others. &lt;br /&gt;
:** Do try to not put yourself, or other allies in great danger when trying to save your ally – if there is a very high possibility they will be KO&#039;d, consider disengaging or repositioning with your group when needed. Depending on how long you or your team have been holding out against the enemy team&#039;s assault, it is possible that most of their Limit Breaks may be spent, depending on the ranking bracket you are in. Some Limit Breaks may even be invalidated entirely by disengaging properly (i.e. {{aicon|Celestial River (PvP)|Celestial River}}, {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}}, {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}). &lt;br /&gt;
** Limit Breaks may easily and greatly change the tempo and momentum of an engagement. This includes whether if the enemy CCs your entire party, of it you manage to CC their entire party. &lt;br /&gt;
** If both teams have Limit Breaks ready, consider the situation and positioning both teams are in. Some areas in maps may be more advantageous for you and your team, or disadvantageous (i.e. certain areas and corridors in {{i|The Palaistra}}). In certain scenarios, make it a priority to burst &#039;&#039;first&#039;&#039;. Remain wary of enemy LBs and what they can do to you while you are bursting (i.e. {{aicon|Meteodrive (PvP)|Meteodrive). &lt;br /&gt;
:** If the enemy team is grouped closely, potentially consider using your Limit Break and burst with your team (or hope that your team bursts with you).&lt;br /&gt;
* Maintain awareness of your surroundings. Always ensure that you are not being flanked. When chasing an enemy, try to steal medkits from them. &lt;br /&gt;
&lt;br /&gt;
==Helpful Macros==&lt;br /&gt;
Sound effects &amp;lt;se.#&amp;gt; are rarely used in macros in [[Crystalline Conflict]], as teammates should always be looking at the chat box for directions. Sound effects may be more useful in large-scale PvP modes, but it is important to not overuse them when not needed. It is also important to keep your macro message for large-scale PvP modes apt. &amp;lt;p&amp;gt;&lt;br /&gt;
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It is recommended for {{Melee DPS}} Melee DPS to make callouts on whom to target in Crystalline Conflict, especially since they are at higher risk of being targetted, must stay in melee range of five yalms, and may have tools or bursts that aid in focusing a target. It is especially recommended for {{NIN}} ninja and {{DRG}} dragoons to make callouts, as a majority of their success especially relies on the ability for their team to follow-up. Below are two macros that may help you communicate with your team on whom to target:&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Attack your current target =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/merror off&lt;br /&gt;
/quickchat &amp;quot;Attacking Target&amp;quot; &amp;lt;t&amp;gt;&lt;br /&gt;
/mk attack2 &amp;lt;t&amp;gt;&lt;br /&gt;
/mk attack1 &amp;lt;t&amp;gt;&lt;br /&gt;
/micon &amp;quot;Target to Attack 1&amp;quot; enemysign&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Attack a specific target =&lt;br /&gt;
&#039;&#039;Replace # with the target on the party list; &amp;lt;e1&amp;gt; will target the first person in the enemy list, going downwards, &amp;lt;e2&amp;gt; will target the second enemy in the enemy list, etc.&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/merror off&lt;br /&gt;
/quickchat &amp;quot;Attacking Target&amp;quot; &amp;lt;e#&amp;gt;&lt;br /&gt;
/target &amp;lt;e#&amp;gt;&lt;br /&gt;
/mk attack2 &amp;lt;e#&amp;gt;&lt;br /&gt;
/mk attack1 &amp;lt;e#&amp;gt;&lt;br /&gt;
/micon &amp;quot;Target to Attack 1&amp;quot; enemysign&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
|-|Move quickly to a target (mouse only) =&lt;br /&gt;
&#039;&#039;This macro will allow you to gap-close to an applicable target by hovering your mouse over their playermodel, depending on the action. In this example, {{i|Thunderclap (PvP)|Thunderclap}} is used. Replace &amp;quot;Thunderclap&amp;quot; with your job&#039;s movement ability.&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/micon &amp;quot;Thunderclap&amp;quot;&lt;br /&gt;
/merror off&lt;br /&gt;
/pvpaction &amp;quot;Thunderclap&amp;quot; &amp;lt;mo&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common PvP Terms; Glossary ==&lt;br /&gt;
* CC (context-dependent):&lt;br /&gt;
:* Crowd-control. Also can be used as a verb – &amp;quot;I got CC&#039;d!&amp;quot;, &amp;quot;CC this player!&amp;quot;&lt;br /&gt;
:* [[Crystalline Conflict]].&lt;br /&gt;
* Cover: &lt;br /&gt;
:* {{aicon|Guardian (PvP)|Guardian}}, a party member gap-closer accessible to {{PLD}} paladin wherein the paladin takes all damage and status effect damage for you, assuming you remain close to them. Is called &amp;quot;cover&amp;quot; due to the similar PvE action, {{aicon|Cover}}. &lt;br /&gt;
* Backline, backliner:&lt;br /&gt;
:* A job, or jobs, that engage, or specialize in engaging as players who use distance and the players who are the first-most to tank for them, while they deal damage from afar. Jobs that specialize in backlining are typically higher in damage, though a bit more squishy in terms of survivability. In contract with frontline, or frontliner.&lt;br /&gt;
* Frontline, frontliner:&lt;br /&gt;
:* A job, or jobs, that engage, or specialize in engaging as the first possible players to be targeted by the enemy team, most likely to be targeted and bursted first. Jobs specializing in frontlining typically have more tools to aid in their survivability. In contract with backline, or backliners. &lt;br /&gt;
* LoS, line-of-sight:&lt;br /&gt;
:* Any obstacle or obstruction that prevents the targeting of a player. Rounding corners is an example of breaking line-of-sight so players cannot target and thus damage (or even heal) that player. Actions whose effects can bypass obstructions will say so in their tooltip (i.e. {{aicon|Star Prism (PvP)|Star Prism}}.&lt;br /&gt;
* Medkit:&lt;br /&gt;
:* [[Medkit|Medicine Kits]]. Placed on medkit nodes around arenas after a timer. When a player picks the medkit up, it will heal them for 50% of their maximum health. Overhealing is possible as medkits can be picked up at any HP value while not at full health, and is a tactic to &amp;quot;steal&amp;quot; medkits away from enemies. Do not steal medkits from allies if they need it more than you.&lt;br /&gt;
* Momentum: &lt;br /&gt;
:* The ongoing pressure of an advantaged team against the team with a disadvantage. &lt;br /&gt;
* Overextend:&lt;br /&gt;
:* To go ahead of your teammates to chase down an enemy (or enemies), or to establish a point of conflict far ahead of teammates. This may place the overextender at risk of being focused down by the enemy team. This also frequently places your team at a numbers advantage for engagements.&lt;br /&gt;
* Peel:&lt;br /&gt;
:* To get an enemy (or enemies) to stop following you, or a teammate. Crowd-control abilities aid in peeling the enemy off, and other tools that may aid in survivability may help. The opponent(s) may overextend, which means leading them to your teammates may help in focusing them down, instead. Some jobs are harder to peel off, such as {{GNB}} gunbreakers and {{MNK}} monks. &lt;br /&gt;
* Rat:&lt;br /&gt;
:* To disrupt the enemy team by being a nuisance to establish aggro. A common form of &amp;quot;ratting&amp;quot; is to disrupt and distract the enemy backline. {{GNB}} Gunbreakers and {{MNK}} monks especially excel in this role. This strategy may be less effective at higher ranks. &lt;br /&gt;
* Stagger (context dependent):&lt;br /&gt;
:* When a player(s) is defeated on either team, leading to an advantage for the team with the greater amount of players to maintain pressure and momentum. &lt;br /&gt;
:* Stagger engage: engaging in combat with one player at a time. Is generally considered poor practice outside of exceptional circumstances, as it is better to engage against a full team with a full team. May also apply to overextenders who arrive late to battle when at a numbers disadvantage.&lt;br /&gt;
* Tempo: &lt;br /&gt;
:* The ongoing pace of a match or (an imminent) engagement. Tempo will slow down after the conclusion of any engagement as a period to recover or respawn. Tempo will increase again during the initial execution and ongoing engagement. Both aforementioned examples are the extremes of tempo in a match.&lt;br /&gt;
==Official Lodestone links==&lt;br /&gt;
https://na.finalfantasyxiv.com/lodestone/playguide/pvpguide/&lt;br /&gt;
&lt;br /&gt;
https://na.finalfantasyxiv.com/jobguide/pvp/&lt;br /&gt;
{{PvP nav}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Experience&amp;diff=1324867</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Experience&amp;diff=1324867"/>
		<updated>2026-05-24T19:50:24Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|normal [[PvE]] EXP|points {{Pvpexp}} earned in [[PvP]] to increase [[PvP rank]]|PvP EXP|points {{Eurekaexp}} earned in [[Eureka]] to increase Elemental level|Elemental EXP}}&lt;br /&gt;
{{Lead icon|Experience.png|frame=none}} &#039;&#039;&#039;Experience Points&#039;&#039;&#039;, or &#039;&#039;&#039;EXP&#039;&#039;&#039;, are a system that drives the advancement of players in the game. All [[Disciples of War]], [[Disciples of Magic|Magic]], [[Disciples of the Hand|the Hand]], and [[Disciples of the Land|the Land]] receive EXP for a wide variety of activities. Upon reaching a [[#Required EXP by Level|certain threshold]], players advance by one level. Upon reaching level 100 in a [[class]] (or in the cases of [[Blue Mage]] and [[Beastmaster]], level 80 and level 50 respectively), players will no longer earn further EXP from any activities. Various ways to boost EXP gain are also available to players, as well as several one-time sources of EXP.&lt;br /&gt;
&lt;br /&gt;
==Sources of EXP==&lt;br /&gt;
&lt;br /&gt;
===Disciples of War and Magic===&lt;br /&gt;
&lt;br /&gt;
Disciples of War and Magic earn their EXP primarily through combat activity, such as defeating enemies, participating in FATEs, and completing dungeons. The following is a non-exhaustive list in no particular order of activities that grant EXP to Disciples of War and Magic: &lt;br /&gt;
&lt;br /&gt;
* Defeating [[Enemies]]&lt;br /&gt;
** Note: as of [[Patch 6.0]], regular enemies inside dungeons no longer grant EXP. Instead, the equivalent EXP is granted upon defeating the [[bosses]].&lt;br /&gt;
* Completing {{i|Duty Roulette}}s once daily for the bonus.&lt;br /&gt;
* Participating in {{i|FATE}}s&lt;br /&gt;
* Participating in {{i|PvP}}&lt;br /&gt;
** This includes [[Crystalline Conflict]], [[Frontline]], and [[Rival Wings]], but excludes Custom Matches.&lt;br /&gt;
* Completing {{i|Main Scenario Quests}}, once per character&lt;br /&gt;
* Completing {{questlink|feature|Class Quests||Class}}, [[Job Quests|Job]], and [[Role Quests]], once per character&lt;br /&gt;
* Completing {{i|Side Quests}}, once per character&lt;br /&gt;
* Completing combat {{i|Allied Society Quests}}, 12 per day&lt;br /&gt;
* Completing certain {{i|Challenge Log}} entries, once per week&lt;br /&gt;
* Completing class {{i|Hunting Log}} entries, once per class&lt;br /&gt;
** Jobs introduced from &#039;&#039;[[Heavensward]]&#039;&#039; onward do not have a base class and therefore no Hunting Log.&lt;br /&gt;
* Completing [[The_Hunt#Mark_Bills|daily Mark Bills]] for [[File:The hunt mob icon1.png|20px|link=]] [[The Hunt]]; different sets for each [[expansion]].&lt;br /&gt;
* Completing {{i|Sightseeing Log}} entries, once per character&lt;br /&gt;
* Completing {{i|Deep Dungeon}}s&lt;br /&gt;
* Participating in {{i|Field Operations}} in {{questlink|bsf|Save the Queen: Blades of Gunnhildr||Bozja}}.&lt;br /&gt;
* Completing Battlecraft {{i|Levequests}}&lt;br /&gt;
* Completing {{i|Guildhests}}&lt;br /&gt;
** Most classes also earn a small, one-time EXP bonus when completing a Guildhest for the first time, with the exception of jobs introduced with &#039;&#039;[[Shadowbringers]]&#039;&#039; and later.&lt;br /&gt;
&lt;br /&gt;
===Disciples of the Hand and the Land===&lt;br /&gt;
&lt;br /&gt;
Disciples of the Hand and the Land earn their EXP through crafting and gathering activities respectively. The following is a non-exhaustive list in no particular order of activities that grant EXP to Disciples of the Hand and the Land:&lt;br /&gt;
&lt;br /&gt;
* [[Crafting|Synthesizing Recipes]] from the {{i|Crafting Log}}&lt;br /&gt;
** A one-time EXP bonus is awarded the first time a recipe is crafted (recipes in [[Master Recipe Tomes]] don&#039;t count).&lt;br /&gt;
* [[Gathering|Gathering Items]] from the {{i|Gathering Log}}&lt;br /&gt;
** A one-time EXP bonus is awarded the first time an item is gathered (items in [[Tomes of Regional Folklore]] don&#039;t count).&lt;br /&gt;
* Completing Tradecraft or Fieldcraft {{i|Levequests}}&lt;br /&gt;
* Completing crafting or gathering {{i|Allied Society Quests}}, 12 per day&lt;br /&gt;
* Completing [[Grand_Company#Supply_and_Provision_Missions|Grand Company Supply and Provision Missions]], 1 per [[class]] per day&lt;br /&gt;
* Completing {{i|Class Quests}}, once per character&lt;br /&gt;
** Completing [[File:crystarium deliveries icon1.png|20px|link=]] [[Crystarium Deliveries]], [[File:studium deliveries icon1.png|20px|link=]] [[Studium Deliveries]] and [[File:wachumeqimeqi deliveries icon1.png|20px|link=]] [[Wachumeqimeqi Deliveries]], once per character&lt;br /&gt;
* Completing certain {{i|Challenge Log}} entries, once per week&lt;br /&gt;
* Turning in {{collectable}} [[Collectables]]&lt;br /&gt;
** Completing [[File:Custom Delivery (map icon).png|20px|link=]] [[Custom Deliveries]], 12 items weekly&lt;br /&gt;
** Participating in the [[Ishgardian Restoration]]&lt;br /&gt;
*** EXP is lowered to {{exp|1000}} per turn-in after Level 80.&lt;br /&gt;
** Participating in [[File:cosmic_exploration_icon1.png|link=|20px]] [[Cosmic Exploration]]&lt;br /&gt;
* Participating in [[Ocean Fishing]] ({{FSH}} [[Fisher]] only).&lt;br /&gt;
&lt;br /&gt;
==Bonuses to EXP==&lt;br /&gt;
&lt;br /&gt;
Quite a number of bonuses can be applied to increase EXP earned. Most of these bonuses stack additively with one another, unless otherwise noted in the sections below.&lt;br /&gt;
&lt;br /&gt;
===Meals===&lt;br /&gt;
&lt;br /&gt;
[[Meals]] can be consumed to gain {{status effect|buff|well fed}} [[Well Fed]], which grants +3% bonus to EXP for 30 minutes in addition to the meal&#039;s specific effects. The duration can be extended to 60 minutes by consuming multiple servings of the same food. Only one meal bonus can be active at a time. This bonus applies to EXP gained from defeating enemies, synthesizing recipes, and gathering items.&lt;br /&gt;
&lt;br /&gt;
Certain meals from special events will grant a +4% bonus to EXP instead. For example: {{item icon|Fat Choco Choco}}.&lt;br /&gt;
&lt;br /&gt;
====Other Consumables====&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Duration&lt;br /&gt;
! Buff&lt;br /&gt;
! Effect            &lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; align=center | &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Battle Manual}} || 120m || [[File:The heat of battle1.png|link=The Heat of Battle III]] [[The Heat of Battle III]] || +15% EXP earned from defeating enemies || Reward from [[Squadron Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; align=center | &#039;&#039;&#039;Crafting&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Company-issue Engineering Manual}} || 180m || {{status effect|buff|crafters grace}} [[Crafter&#039;s Grace]] || +150% EXP earned from synthesis (Up to 250,000). Effect halved after level 40. || Purchased from [[Grand Company Quartermasters]] for {{Company seal|1440}} [[Company Seals]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Company-issue Engineering Manual II}} || 180m || {{status effect|buff|crafters grace}} [[Crafter&#039;s Grace]] || +150% EXP earned from synthesis (Up to 500,000). Effect halved after level 50. || Purchased from [[Grand Company Quartermasters]] for {{Company seal|2300}} [[Company Seals]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Commercial Engineering Manual}} || 180m || {{status effect|buff|crafters grace}} [[Crafter&#039;s Grace]] || +150% EXP earned from synthesis (Up to 1,750,000). Effect halved after level 70. || Level 50/60 Crafter Class Quests, Purchased from a [[Scrip Exchange]] for {{scrip|purple crafter|30}} [[Purple Crafters&#039; Scrip]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Revised Engineering Manual}} || 180m || {{status effect|buff|crafters grace}} [[Crafter&#039;s Grace]] || +150% EXP earned from synthesis (Up to 2,000,000). Effect halved after level 80. || Purchased from a [[Scrip Exchange]] for {{scrip|purple crafter|30}} [[Purple Crafters&#039; Scrip]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Engineering Manual}} || 120m || [[File:Helping hand1.png|link=Helping Hand III]] [[Helping Hand III]] || +20% EXP earned from synthesis || Reward from [[Squadron Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; align=center | &#039;&#039;&#039;Gathering&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Company-issue Survival Manual}} || 180m || {{status effect|buff|gatherers grace}} [[Gatherer&#039;s Grace]] || +150% EXP earned from gathering (Up to 250,000). Effect halved after level 40. || Purchased from [[Grand Company Quartermasters]] for {{Company seal|1440}} [[Company Seals]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Company-issue Survival Manual II}} || 180m || {{status effect|buff|gatherers grace}} [[Gatherer&#039;s Grace]] || +150% EXP earned from gathering (Up to 500,000). Effect halved after level 50. || Purchased from [[Grand Company Quartermasters]] for {{Company seal|2300}} [[Company Seals]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Commercial Survival Manual}} || 180m || {{status effect|buff|gatherers grace}} [[Gatherer&#039;s Grace]] || +150% EXP earned from gathering (Up to 1,750,000). Effect halved after level 70. || Level 50/60 Gatherer Class Quests, Purchased from a [[Scrip Exchange]] for {{scrip|purple gatherer|30}} [[Purple Gatherers&#039; Scrip]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Revised Survival Manual}} || 180m || {{status effect|buff|gatherers grace}} [[Gatherer&#039;s Grace]] || +150% EXP earned from gathering (Up to 2,000,000). Effect halved after level 80. || Purchased from a [[Scrip Exchange]] for {{scrip|purple gatherer|30}} [[Purple Gatherers&#039; Scrip]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Survival Manual}} || 120m || {{status effect|buff|File:Earth and water1.png|link=Earth and Water III}} [[Earth and Water III]] || +20% EXP earned from gathering || Reward from [[Squadron Missions]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armoury Bonus===&lt;br /&gt;
&lt;br /&gt;
The Armoury Bonus is a bonus applied to EXP gained by combat classes when below the level of your highest class. The bonus is +100% for levels 1-{{#expr:{{levelcap}}-11}}, reducing to +50% for levels {{#expr:{{levelcap}}-10}}-{{levelcap}}. Despite what the in-game Active Help entry implies, this bonus does not otherwise change depending on the discrepancy between levels. &#039;&#039;&#039;This bonus only applies to defeating enemies and [[FATE]] rewards.&#039;&#039;&#039; Other sources of experience, such as completing [[Duty Roulette]]s, are not affected.&lt;br /&gt;
&lt;br /&gt;
Notably, the buffs {{status effect|buff|File:The heat of battle1.png|link=The Heat of Battle}} &amp;quot;[[The Heat of Battle]]&amp;quot; and &amp;quot;[[Squadron Battle Manual]]&amp;quot; are multiplicative with the Armoury Bonus, on top of its normal additive effects. For instance, a class with the Armoury Bonus and [[File:The Heat of Battle II Icon.png|24px]] &amp;quot;[[The Heat of Battle II]]&amp;quot; (10%) will earn 120% experience: 100% from the Armoury Bonus, 10% from The Heat of Battle II acting multiplicatively (as 10% of 100% is 10%), and 10% from The Heat of Battle II acting additively.&lt;br /&gt;
&lt;br /&gt;
===Rested EXP===&lt;br /&gt;
&lt;br /&gt;
Rested EXP is gained by resting or logging out in areas designated as sanctuaries. Sanctuaries are typically areas around an [[Aetheryte]] as well as in [[City#Major_Cities|major cities]] (such as [[Limsa Lominsa]], [[Gridania]], and [[Ul&#039;dah]]) and their [[Inn Rooms]]. Sanctuary status is indicated by a crescent moon symbol to the right of the experience bar. Rested EXP provides a 50% bonus to EXP gained from defeating enemies, completing [[FATEs]], synthesizing recipes, and gathering items. Because of this, rested EXP is consumed as a percentage of the bar, rather than a flat amount.&lt;br /&gt;
&lt;br /&gt;
The current rested bonus is displayed on top of the experience bar. The dark orange portion indicates how much EXP can be earned before the bonus fades. If the bar is a blue-green color, it indicates that the bonus will carry over to the next level. It takes 7 days to gain a full bar of rested EXP, at which point no more will be accrued.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=28px mode=packed&amp;gt;&lt;br /&gt;
File:OrangeRestedEXPBar.png|alt=Rested EXP Bar, showing an incomplete orange bar|Incomplete Rested EXP Bar&lt;br /&gt;
File:Rested EXP bar.png|alt=Rested EXP Bar, showing a completely filled blue bar|Complete Rested EXP Bar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Free Company Actions===&lt;br /&gt;
&lt;br /&gt;
[[Free Company]] [[Free Company Actions|Actions]] are buffs granted by a Free Company to its members for 24 hours, some of which can increase EXP gained. Up to two Free Company Actions can be active at any one time.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|buff align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Icon            &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
||[[The Heat of Battle]]||[[file:the heat of battle1.png]]||Increases EXP earned through battle by 5%.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Heat of Battle II]]||[[file:the heat of battle1.png]]||Increases EXP earned through battle by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Heat of Battle III]]||[[file:the heat of battle1.png]]||Increases EXP earned through battle by 15%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Helping Hand]]||[[file:helping hand1.png]]||Increases EXP earned through crafting by 5%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Helping Hand II]]||[[file:helping hand1.png]]||Increases EXP earned through crafting by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Helping Hand III]]||[[file:helping hand1.png]]||Increases EXP earned through crafting by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth and Water]]||[[file:earth and water1.png]]||Increases EXP earned through gathering by 5%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth and Water II]]||[[file:earth and water1.png]]||Increases EXP earned through gathering by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth and Water III]]||[[file:earth and water1.png]]||Increases EXP earned through gathering by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Equipment===&lt;br /&gt;
&lt;br /&gt;
Certain [[Equipment]] provides a bonus to EXP gained when worn, up to a certain level. This bonus applies to EXP gained from defeating enemies, synthesizing recipes, and gathering items. The following is a list of equipment that grants a bonus to EXP, as well as how they can be obtained:&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
! Bonus&lt;br /&gt;
! Min Level&lt;br /&gt;
! Max Level&lt;br /&gt;
! Classes&lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
| {{retired overlay|{{Item icon|Garlond Goggles}}}} ||align=center| +20% ||align=center| 1 ||align=center| 10 || All Classes || Pre-ordering the standard edition of the [[Legacy]] version of Final Fantasy XIV (no longer available)&lt;br /&gt;
|-&lt;br /&gt;
| {{retired overlay|{{Item icon|Moogle Cap}}}} ||align=center| +20% ||align=center| 1 ||align=center| 10 || All Classes || Pre-ordering [[A Realm Reborn]] (no longer available)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Helm of Light}} ||align=center| +20% ||align=center| 1 ||align=center| 10 || All Classes || [[A_Realm_Reborn#Collector.27s_Edition|A Realm Reborn - Collector&#039;s Edition]] &lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Friendship Circlet}} ||align=center| +20% ||align=center| 1 ||align=center| 25 || All Classes || [[Recruit a Friend Campaign]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Brand-new Ring}} ||align=center| +30% ||align=center| 1 ||align=center| 30 || Disciples of War and Magic || Complete all {{i|Hall of the Novice}} basic training exercises for a single role&lt;br /&gt;
|-&lt;br /&gt;
| {{retired overlay|{{Item icon|Ala Mhigan Earrings}}}} ||align=center| +30% ||align=center| 1 ||align=center| 50 || All Classes || Pre-ordering [[Stormblood]] (no longer available)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Neophyte&#039;s Ring}} ||align=center| +30% ||align=center| 1 ||align=center| 60 || Disciples of War and Magic || Complete all {{i|Hall of the Novice}} tactical training exercises&lt;br /&gt;
|-&lt;br /&gt;
| {{retired overlay|{{Item icon|Aetheryte Earring}}}} ||align=center| +30% ||align=center| 1 ||align=center| 70 || Disciples of War and Magic || Pre-ordering [[Shadowbringers]] (no longer available)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Bozjan Earring}} ||align=center| +10% ||align=center| 71 ||align=center| 80 || Disciples of War and Magic || {{item icon|Lost and Found IV}} - &amp;quot;Have 1,000 [[Lost Fragments|forgotten fragments]] appraised.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Menphina&#039;s Earring}} ||align=center| +30% ||align=center| 1 ||align=center| 80 || Disciples of War and Magic || Pre-ordering [[Endwalker]] (no longer available)&amp;lt;br&amp;gt;[[Final Fantasy XIV Online Store/Shop/Value Bundles#Adventurer&#039;s Supply Kit|Adventurer&#039;s Supply Kit]] for $10&lt;br /&gt;
|-&lt;br /&gt;
| {{retired overlay|{{Item icon|Azeyma&#039;s_Earrings}}}} ||align=center| +30% ||align=center| 1 ||align=center| 90 || Disciples of War and Magic || Pre-ordering [[Dawntrail]] (no longer available)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Certain armor sets from the [[Final Fantasy XIV Online Store]] will also give a 30% EXP bonus up to level 30, but only if the full armor set is worn. This means that sets which include hats cannot combine their EXP bonus with the standalone hats mentioned above.&lt;br /&gt;
&lt;br /&gt;
It is generally not recommended to use these armor sets for leveling, as they give a negligible amount of stats, negatively affecting performance in combat, crafting, and gathering. They are listed here only for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Far Eastern Garb for Men]] (no head piece)&lt;br /&gt;
* [[Far Eastern Garb for Women]] (no head piece)&lt;br /&gt;
* [[Far Eastern Attire for Men]]&lt;br /&gt;
* [[Far Eastern Attire for Women]]&lt;br /&gt;
* [[Fuga Garb]] (no head piece)&lt;br /&gt;
* [[Far Eastern Noble&#039;s Attire Set]]&lt;br /&gt;
* [[Far Eastern Beauty&#039;s Attire Set]] (female only)&lt;br /&gt;
* [[Far Eastern Gentleman&#039;s Attire Set]] (male only)&lt;br /&gt;
* [[Topaz Carbuncle Attire Set]]&lt;br /&gt;
* [[Emerald Carbuncle Attire Set]]&lt;br /&gt;
* [[Loyal Butler&#039;s Uniform]]&lt;br /&gt;
* [[Loyal Housemaid&#039;s Uniform]]&lt;br /&gt;
* [[Nezha Lord&#039;s Attire Set]]&lt;br /&gt;
* [[Nezha Lady&#039;s Attire Set]]&lt;br /&gt;
* [[Demonic Attire]]&lt;br /&gt;
* [[Angelic Attire]]&lt;br /&gt;
* [[Faerie Tale Princess&#039;s Attire Set]]&lt;br /&gt;
* [[Faerie Tale Prince&#039;s Attire Set]]&lt;br /&gt;
* [[High Summoner&#039;s Attire Set]] (no head piece) (female only)&lt;br /&gt;
* [[Abes Attire Set]] (no head piece) (male only)&lt;br /&gt;
* [[Far Eastern Schoolgirl&#039;s Uniform Set]] (female only)&lt;br /&gt;
* [[Far Eastern Schoolboy&#039;s Uniform Set]] (male only)&lt;br /&gt;
* [[Ruby Carbuncle Attire Set]]&lt;br /&gt;
&lt;br /&gt;
===The Road to 90===&lt;br /&gt;
Some [[Servers|Worlds]] with lower populations are occasionally designated as Preferred Worlds. This designation gives characters &#039;&#039;newly created on those worlds&#039;&#039; a passive buff called {{status effect|buff|the road to 90}} &#039;&#039;&#039;The Road to 90&#039;&#039;&#039;, which applies to any class below level 90. This buff is also granted to characters that [https://na.finalfantasyxiv.com/lodestone/playguide/option_service/world_transfer_service/ transfer] from a non-Preferred+ World to a Preferred+ World. Preferred+ worlds were formerly termed &amp;quot;New Worlds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The buff doubles the effectiveness of &#039;&#039;all&#039;&#039; EXP bonuses, and provides another +100% EXP bonus on top of that. This extra 100% applies to &#039;&#039;all&#039;&#039; sources of EXP, including reward exp that other bonuses would not affect (such as EXP from duty roulette bonuses, EXP from crafting and gathering turn-ins, EXP from quests, etc).&amp;lt;ref&amp;gt;[https://youtu.be/5aFX9KAdw9s?si=1BIGDVRiqzhXzBcm&amp;amp;t=238 &amp;quot;The Most EXP You Can Get At Once In Final Fantasy 14&amp;quot; (3:58 in video)] - ZenkoSolo - YouTube&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buff will last for a minimum of 90 days after the character&#039;s creation or transfer, or as long as the server remains &amp;quot;Preferred&amp;quot; or &amp;quot;Preferred+&amp;quot; respectively, whichever is longer. The buff also temporarily disappears if the player has no classes unlocked that are below level 90, but it will return once one is unlocked.&lt;br /&gt;
&lt;br /&gt;
For more information about Preferred and Preferred+ Worlds, please refer to the Play Guide entry on [https://na.finalfantasyxiv.com/lodestone/playguide/option_service/world_transfer_service/population_balancing/ population balancing].&lt;br /&gt;
&lt;br /&gt;
The buff was added during the first day of early access for &#039;&#039;[[Stormblood]]&#039;&#039; ([[patch 4.0]]) as &#039;&#039;[[The Road to 60]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==={{status effect|buff|exp bonus}} [[EXP Bonus]]===&lt;br /&gt;
{{#lsth:Mentor System and Novice Network|Experience Point Bonus}}&lt;br /&gt;
&lt;br /&gt;
==Required EXP by Level==&lt;br /&gt;
The following tables apply to all classes, including [[Blue Mage]]. Values are current as of [[Patch 7.0]].&lt;br /&gt;
{| {{STDT|align-right}}&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[A Realm Reborn]] !! scope=&amp;quot;col&amp;quot; | EXP !! scope=&amp;quot;col&amp;quot; | Rolling Total&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || &#039;&#039;0&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2&lt;br /&gt;
| 300 || &#039;&#039;300&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  3&lt;br /&gt;
| 450|| &#039;&#039;750&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  4&lt;br /&gt;
| 630 || &#039;&#039;1,380&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  5&lt;br /&gt;
| 970 || &#039;&#039;2,350&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  6&lt;br /&gt;
| 1,440 || &#039;&#039;3,790&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  7&lt;br /&gt;
| 1,940 || &#039;&#039;5,730&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  8&lt;br /&gt;
| 3,000 || &#039;&#039;8,730&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  9&lt;br /&gt;
| 3,920 || &#039;&#039;12,650&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  10&lt;br /&gt;
| 4,970 || &#039;&#039;17,620&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  11&lt;br /&gt;
| 5,900 || &#039;&#039;23,520&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  12&lt;br /&gt;
| 7,430 || &#039;&#039;30,950&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  13&lt;br /&gt;
| 8,620 || &#039;&#039;39,570&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  14&lt;br /&gt;
| 10,200 || &#039;&#039;49,770&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  15&lt;br /&gt;
| 11,300 || &#039;&#039;61,070&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  16&lt;br /&gt;
| 13,100 || &#039;&#039;74,170&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  17&lt;br /&gt;
| 15,200 || &#039;&#039;89,370&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  18&lt;br /&gt;
| 17,400 || &#039;&#039;106,770&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  19&lt;br /&gt;
| 19,600 || &#039;&#039;126,370&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  20&lt;br /&gt;
| 21,900 || &#039;&#039;148,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  21&lt;br /&gt;
| 24,300 || &#039;&#039;172,570&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  22&lt;br /&gt;
| 27,400 || &#039;&#039;199,970&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  23&lt;br /&gt;
| 30,600 || &#039;&#039;230,570&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  24&lt;br /&gt;
| 33,900 || &#039;&#039;264,470&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  25&lt;br /&gt;
| 37,300 || &#039;&#039;301,770&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  26&lt;br /&gt;
| 40,800 || &#039;&#039;342,570&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  27&lt;br /&gt;
| 49,200 || &#039;&#039;391,770&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  28&lt;br /&gt;
| 54,600 || &#039;&#039;446,370&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  29&lt;br /&gt;
| 61,900 || &#039;&#039;508,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  30&lt;br /&gt;
| 65,600 || &#039;&#039;573,870&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  31&lt;br /&gt;
| 68,400 || &#039;&#039;642,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  32&lt;br /&gt;
| 74,000 || &#039;&#039;716,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  33&lt;br /&gt;
| 82,700 || &#039;&#039;798,970&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  34&lt;br /&gt;
| 88,700 || &#039;&#039;887,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  35&lt;br /&gt;
| 95,000 || &#039;&#039;982,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  36&lt;br /&gt;
| 102,000 || &#039;&#039;1,084,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  37&lt;br /&gt;
| 113,000 || &#039;&#039;1,197,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  38&lt;br /&gt;
| 121,000 || &#039;&#039;1,318,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  39&lt;br /&gt;
| 133,000 || &#039;&#039;1,451,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  40&lt;br /&gt;
| 142,000 || &#039;&#039;1,593,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  41&lt;br /&gt;
| 155,000 || &#039;&#039;1,748,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  42&lt;br /&gt;
| 163,000 || &#039;&#039;1,911,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  43&lt;br /&gt;
| 171,000 || &#039;&#039;2,082,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  44&lt;br /&gt;
| 179,000 || &#039;&#039;2,261,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  45&lt;br /&gt;
| 187,000 || &#039;&#039;2,448,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  46&lt;br /&gt;
| 195,000 || &#039;&#039;2,643,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  47&lt;br /&gt;
| 214,000 || &#039;&#039;2,857,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  48&lt;br /&gt;
| 229,000 || &#039;&#039;3,086,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  49&lt;br /&gt;
| 244,000 || &#039;&#039;3,330,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  50&lt;br /&gt;
| 259,000 || &#039;&#039;3,589,670&#039;&#039;&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Heavensward]] !! scope=&amp;quot;col&amp;quot; | EXP !! scope=&amp;quot;col&amp;quot; | Rolling Total&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  51&lt;br /&gt;
| 421,000 || &#039;&#039;4,010,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  52&lt;br /&gt;
| 500,000 || &#039;&#039;4,510,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  53&lt;br /&gt;
| 580,000 || &#039;&#039;5,090,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  54&lt;br /&gt;
| 663,000 || &#039;&#039;5,753,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  55&lt;br /&gt;
| 749,000 || &#039;&#039;6,502,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  56&lt;br /&gt;
| 837,000 || &#039;&#039;7,339,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  57&lt;br /&gt;
| 927,000 || &#039;&#039;8,266,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  58&lt;br /&gt;
| 1,019,000 || &#039;&#039;9,285,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  59&lt;br /&gt;
| 1,114,000 || &#039;&#039;10,399,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  60&lt;br /&gt;
| 1,211,000 || &#039;&#039;11,610,670&#039;&#039;&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Stormblood]] !! scope=&amp;quot;col&amp;quot; | EXP !! scope=&amp;quot;col&amp;quot; | Rolling Total&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  61&lt;br /&gt;
| 1,387,000 || &#039;&#039;12,997,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  62&lt;br /&gt;
| 1,456,000 || &#039;&#039;14,453,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  63&lt;br /&gt;
| 1,534,000 || &#039;&#039;15,987,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  64&lt;br /&gt;
| 1,621,000 || &#039;&#039;17,608,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  65&lt;br /&gt;
| 1,720,000 || &#039;&#039;19,328,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  66&lt;br /&gt;
| 1,834,000 || &#039;&#039;21,162,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  67&lt;br /&gt;
| 1,968,000 || &#039;&#039;23,130,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  68&lt;br /&gt;
| 2,126,000 || &#039;&#039;25,256,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  69&lt;br /&gt;
| 2,317,000 || &#039;&#039;27,573,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  70&lt;br /&gt;
| 2,550,000 || &#039;&#039;30,123,670&#039;&#039;&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Shadowbringers]] !! scope=&amp;quot;col&amp;quot; | EXP !! scope=&amp;quot;col&amp;quot; | Rolling Total&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  71&lt;br /&gt;
| 2,923,000 || &#039;&#039;33,046,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  72&lt;br /&gt;
| 3,018,000 || &#039;&#039;36,064,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  73&lt;br /&gt;
| 3,153,000 || &#039;&#039;39,217,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  74&lt;br /&gt;
| 3,324,000 || &#039;&#039;42,541,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  75&lt;br /&gt;
| 3,532,000 || &#039;&#039;46,073,670&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  76&lt;br /&gt;
| 3,770,600 || &#039;&#039;49,844,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  77&lt;br /&gt;
| 4,066,000 || &#039;&#039;53,910,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  78&lt;br /&gt;
| 4,377,000 || &#039;&#039;58,287,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  79&lt;br /&gt;
| 4,777,000 || &#039;&#039;63,064,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  80&lt;br /&gt;
| 5,256,000 || &#039;&#039;68,320,270&#039;&#039;&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Endwalker]] !! scope=&amp;quot;col&amp;quot; | EXP !! scope=&amp;quot;col&amp;quot; | Rolling Total&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  81&lt;br /&gt;
| 5,992,000 || &#039;&#039;74,312,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  82&lt;br /&gt;
| 6,171,000 || &#039;&#039;80,483,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  83&lt;br /&gt;
| 6,942,000 || &#039;&#039;87,425,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  84&lt;br /&gt;
| 7,205,000 || &#039;&#039;94,630,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  85&lt;br /&gt;
| 7,948,000 || &#039;&#039;102,578,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  86&lt;br /&gt;
| 8,287,000 || &#039;&#039;110,865,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  87&lt;br /&gt;
| 9,231,000 || &#039;&#039;120,096,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  88&lt;br /&gt;
| 9,529,000 || &#039;&#039;129,625,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  89&lt;br /&gt;
| 10,459,000 || &#039;&#039;140,084,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  90&lt;br /&gt;
| 10,838,000 || &#039;&#039;150,922,270&#039;&#039;&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dawntrail]] !! scope=&amp;quot;col&amp;quot; | EXP !! scope=&amp;quot;col&amp;quot; | Rolling Total&lt;br /&gt;
|+&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  91&lt;br /&gt;
| 13,278,000 || &#039;&#039;164,200,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  92&lt;br /&gt;
| 13,659,000 || &#039;&#039;177,859,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  93&lt;br /&gt;
| 15,348,000 || &#039;&#039;193,207,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  94&lt;br /&gt;
| 15,912,000 || &#039;&#039;209,119,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  95&lt;br /&gt;
| 17,534,000 || &#039;&#039;226,653,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  96&lt;br /&gt;
| 18,263,000 || &#039;&#039;244,916,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  97&lt;br /&gt;
| 20,322,000 || &#039;&#039;265,238,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  98&lt;br /&gt;
| 20,957,000 || &#039;&#039;286,195,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  99&lt;br /&gt;
| 22,979,000 || &#039;&#039;309,174,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |  100&lt;br /&gt;
| 23,789,000 || &#039;&#039;332,963,270&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1322562</id>
		<title>PvP Guide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1322562"/>
		<updated>2026-05-22T16:22:10Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Helpful Macros */ add quotes for abilities like Aetherial Manipulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{see also|Guides}}&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
[[PvP]] is a very reactive mode where you and other players may face a wide variety of combat scenarios; although similar situations may arise, it is very rare that there exists the optimal, one-size-fits-all solution. While this guide may give insight on common plays, it is important to note that you should improvise when needed.&amp;lt;p&amp;gt;&lt;br /&gt;
In a similar preface, you, as well as many other players, may struggle sometimes to find the ideal solution, resulting in losses. Although it may be frustrating in hindsight, it is normal for mistakes to happen and to take breaks as to not allow emotions to cloud your judgement and future matches – as much as PvP is a competitive mode, it is still important for you and your team to be cooperative (even with a lack of free chat in Crystalline Conflict). &amp;lt;p&amp;gt;&lt;br /&gt;
It is important to note that some factors cannot be controlled by you; your teammates. Because the game chooses at random on who goes on what team, you may have matches of extremes where you may face a sweeping loss, an easy win, matches ending as quickly as they started or prolonged. No matter the conditions of the match, it is still a good idea to take breaks when needed and to continue performing the best decisions possible at the time, as more practice will make you more experienced on how to make your plays.&lt;br /&gt;
&lt;br /&gt;
==PvP Modes==&lt;br /&gt;
There are three modes in PvP: a 5v5 mode in the form of [[Crystalline Conflict]], a 24v24 mode in the form of [[Rival Wings]], and finally, a 24v24v24 big-scale battle mode in the form of [[Frontline]]. It is very important to note that &#039;&#039;all jobs are balanced for  Crystalline Conflict&#039;&#039;. This means there will be disparities and less preferable jobs in the bigger-scale PvP modes, but all jobs are still viable, though may be harder to execute. &lt;br /&gt;
&lt;br /&gt;
==Job Identities==&lt;br /&gt;
&#039;&#039;This section is written in the lens of [[Crystalline Conflict]]. Although some concepts may apply to bigger scale PvP modes, it is important to note that the high density of players and thus viability of jobs will very greatly.&#039;&#039; &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike in PvE, job roles are not to be taken literally – while they do elude a bit to their general playstyle, all jobs will play differently compared to each other. It also not imperative that a group have {{Healer}} [[Healer|healers]] or {{Tank}} [[Tank|tanks]] to &#039;&#039;win&#039;&#039; matches. Below are sections giving a general playstyle on what to expect from each job, whether if you are playing as them or against them, going into Crystalline Conflict. &lt;br /&gt;
----&lt;br /&gt;
==={{Tank}} Tanks===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Paladin =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{PLD|big=y}} [[Paladin]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Paladins are excellent frontliners, support, and utility. {{aicon|Shield Smite (PvP)|Shield Smite}} and {{aicon|Guardian (PvP)|Guardian}} are the highlights of their toolkit. Paladins, however, lack burst damage, and their damaging GCDs are locked behind {{aicon|Imperator (PvP)|Imperator}}. Their limit break, {{aicon|Phalanx (PvP)|Phalanx}} is an incredibly potent tool on a two-minute timer that makes them invincible and grants high damage reduction to allies.&lt;br /&gt;
* {{aicon|Holy Sheltron (PvP)|Holy Sheltron}} is able to grant mitigation or a huge damage and crowd-control AoE with a damage boost. &lt;br /&gt;
* {{aicon|Shield Smite (PvP)|Shield Smite}} allows them to be able to halve the defensive bonus of {{aicon|Guard (PvP)|Guard}}, allowing their group to continue focusing opponents or to force them out of play. &lt;br /&gt;
* {{aicon|Imperator (PvP)|Imperator}} allows them and their teammates to sustain better, as dealing damage to an enemy hit with Imperator allows them to recover some HP. &lt;br /&gt;
* {{aicon|Guardian (PvP)|Guardian}} is a gap-closer copy of {{aicon|Cover}}, allowing the paladin to take damage in place of an ally. As enemy cooldowns are typically nearly spent on the covered teammate, this action may save them from death, keeping control of the situation. Covered targets are also able to cast {{aicon|Standard-issue Elixir (PvP)|Elixir}} while covered. To read more on the extensive utility this action has, see its [[Guardian (PvP)|respective page]].&lt;br /&gt;
* {{aicon|Phalanx (PvP)|Phalanx}} is a personal invuln and a 33% damage mitigation for nearby teammates. This heavily increases pressure on opponents, if not forces them to retreat. {{aicon|Guardian (PvP)|Guardian}} is especially a potent action while invincible.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Warrior =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{WAR|big=y}} [[Warrior]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Warriors are cooldown-reliant disruptors with the ability to reliably secure kills. {{aicon|Onslaught (PvP)|Onslaught}} with {{aicon|Blota (PvP)|Blota}} and {{aicon|Primal Rend (PvP)|Primal Rend}} are the highlights of their toolkit. Warriors are incredibly squishy tanks, and their ability to sustain both offensively and defensively are lacking, as they are reliant on cooldowns. Their limit break, {{aicon|Primal Scream (PvP)|Primal Scream}}, allows them to place immense pressure on opponents as it cancels the ability for them (and the warrior themselves) to use {{aicon|Guard (PvP)|Guard}} while being on a 90-second timer.&lt;br /&gt;
* {{aicon|Onslaught (PvP)|Onslaught}} is a gap-closer that makes the target take more damage. Its duration is equal to its cooldown, meaning its debuff can be placed on enemies indefinitely, making them high-priority targets. &lt;br /&gt;
* {{aicon|Blota (PvP)|Blota}} draws a single enemy in and makes them {{status effect|heavy}} [[heavy]]. This is potent in securing kills.&lt;br /&gt;
* {{aicon|Primal Rend (PvP)|Primal Rend}} is a gap-closer AoE {{status effect|stun}} [[stun]]. Its ability to massively disrupt opponents is further rewarded by cleaving multiple enemies.&lt;br /&gt;
* {{aicon|Primal Scream (PvP)|Primal Scream}} is a conal AoE that disables the ability for the warrior and opponents to use {{aicon|Guard (PvP)|Guard}}. This greatly disrupts opponents and forces them to retreat. Executing three GCDs will grant a usage of {{aicon|Primal Wrath (PvP)|Primal Wrath}}, a large point-blank AoE that {{status effect|bind}} [[bind|binds]] enemies to, hopefully, secure kills.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Dark Knight =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DRK|big=y}} [[Dark Knight]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dark Knights are excellent frontliners that can group up opponents for the ability for teammate AoEs to cleave. Dark knights are rewarded on maintaining aggressive, but tactical strategies. {{aicon|Salted Earth (PvP)|Salted Earth}}, {{aicon|Plunge (PvP)|Plunge}}, and {{aicon|The Blackest Night (PvP)|The Blackest Night}} are the highlights of their toolkit. As dark knights are rewarded on tactical plays, they are a high-priority for opponents to disrupt. Their tactical style also requires more attentiveness to the battlefield, also increasing their skill floor. Their limit break, {{aicon|Eventide (PvP)|Eventide}}, allows them to deal excellent burst damage, while also being unable to be KO&#039;d for the duration. It is on a 2-minute timer.&lt;br /&gt;
* {{aicon|Salted Earth (PvP)|Salted Earth}} draws all nearby enemies into it, while also giving a potent regen and damage reduction to the dark knight. {{aicon|Salt and Darkness (PvP)|Salt and Darkness}} can be used to keep targets within the bubble, and potentially allow for allies to cleave them. &lt;br /&gt;
* Two charges of {{aicon|The Blackest Night (PvP)|The Blackest Night}} allows for party support and personal sustain. Upon gaining {{status effect|buff|File:Dark_Arts_Buff.png}} Dark Arts when the shield breaks, dark knights can use {{aicon|Shadowbringer (PvP)|Shadowbringer}} without consuming HP:&lt;br /&gt;
* {{aicon|Shadowbringer (PvP)|Shadowbringer}} is an oGCD that costs a significant amount of HP or {{status effect|buff|File:Dark_Arts_Buff.png}} Dark Arts. It grants the ability to use an attack within the {{aicon|Torcleaver (PvP)|Torcleaver}} combo, allowing for superb single-target DPS, especially at lower health.&lt;br /&gt;
* {{aicon|Plunge (PvP)|Plunge}} is a gap-closer that applies {{status effect|debuff|file:Sole_Survivor_debuff.png}} Sole Survivor. When the target afflicted with it is KO&#039;d, the recast timer of Plunge is reset, while also recovering HP and MP. It is imperative that dark knights properly execute this action to sustain longer in fights.&lt;br /&gt;
* {{aicon|Eventide (PvP)|Eventide}} deals more damage at high health in a line in front and behind. It can be used for a very high burst of damage after pulling enemies with {{aicon|Salted Earth (PvP)|Salted Earth}}. It also grants access to {{aicon|Disesteem (PvP)|Disesteem}}, another line AoE GCD.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Gunbreaker =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{GNB|big=y}} [[Gunbreaker]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Gunbreakers are excellent single-target bruisers with good sustain. They especially excel in disrupting backlining jobs, weakening a single target, and like with {{DRK}} [[dark knight]], excel in establishing a frontline. {{aicon|Fated Circle (PvP)|Fated Circle}} and their {{aicon|Continuation (PvP)|Continuation}} abilities are the highlights of their toolkit. Gunbreakers, while they can do good amounts of sustained damage, struggle with burst damage. Because of {{status effect|buff|File:Nebula_buff.png}} [[Fated Circle (PvP)|Nebula]], it is highly incentivized to not attack them. They are largely ignored as a result, and also lack crowd-control abilities. Their limit break, {{aicon|Relentless Rush (PvP)|Relentless Rush}}, allows them to maintain direct pressure by increasing damage opponents take, followed with a stun. It is on a 1-minute timer.&lt;br /&gt;
* Multiple charges of {{aicon|Rough Divide (PvP)|Rough Divide}} incentivizes gunbreakers to remain on enemies, while giving them a plethora of buffs to ensure they are hard to peel away. &lt;br /&gt;
* {{aicon|Fated Circle (PvP)|Fated Circle}} allows for a usage of {{aicon|Fated Brand (PvP)|Fated Brand}}, which grants a sizeable shield and applies {{status effect|heavy}} [[heavy]] to targets. They also counter enemy attacks through the buff {{status effect|buff|file:Nebula_buff.png}} Nebula, which discourages enemies to hit them. &lt;br /&gt;
* All abilities executed with {{aicon|Continuation (PvP)|Continuation}} grant a stacking shield to the gunbreaker. These shields make gunbreakers last longer, but does not last long, however. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==={{Healer}} Healers===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|White Mage =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{WHM|big=y}} [[White Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
White Mages excel in raw power, whether it may be through healing or damage. {{aicon|Seraph Strike (PvP)|Seraph Strike}} and the actions it grants and {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} are the highlights of its toolkit. Their limit break, {{aicon|Afflatus Purgation (PvP)|Afflatus Purgation}}, is a line AoE that stuns and grants a regen to the party. It is on a 60-second timer.&lt;br /&gt;
* {{aicon|Seraph Strike (PvP)|Seraph Strike}} grants a damage reduction effect to nearby members, while also giving access to {{aicon|Glare IV (PvP)|Glare IV}} and {{aicon|Cure III (PvP)|Cure III}}, an incredibly powerful AoE healing action. &lt;br /&gt;
* {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} will severely enfeeble a target. If timed correctly, it can cancel enemy animations and attacks.&lt;br /&gt;
* {{aicon|Aquaveil (PvP)|Aquaveil}} grants a potent shield, and if it removes a cleanseable status effect on application, doubles its strength. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Scholar =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SCH|big=y}} [[Scholar]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Scholars engage in long term tactical plays, being able to heal over sustained periods of time while hindering opponents&#039; capabilities of healing. {{aicon|Deployment Tactics (PvP)|Deployment Tactics}}, {{aicon|Expedient (PvP)|Expedient}}, and {{aicon|Chain Stratagem (PvP)|Chain Stratagem}} are the highlights of their toolkit. While scholars excel in control and damage mitigation, they have less tools to facilitate burst healing. Their limit break, {{aicon|Seraphism (PvP)|Seraphism}}, allows them to deal AoE damage on the move and have access to one strong AoE burst heal. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Expedient (PvP)|Expedient}} is similar to its [[Expedient|PvE variant]], but also grants {{status effect|buff|file:Recitation_buff.png}} &#039;&#039;&#039;Recitation&#039;&#039;&#039;, which increases the potencies of {{aicon|Biolysis (PvP)|Biolysis}} and {{aicon|Adloquium (PvP)|Adloquium}}. &lt;br /&gt;
* {{aicon|Adloquium (PvP)|Adloquium}} is an instant-heal and shield that also grants a 10% damage reduction.&lt;br /&gt;
* {{aicon|Biolysis (PvP)|Biolysis}} is a DoT that also reduces the effectiveness of healing actions for opponents by 10%.&lt;br /&gt;
* {{aicon|Deployment Tactics (PvP)|Deployment Tactics}} allows the scholar to spread the effects of {{aicon|Biolysis (PvP)|Biolysis}} and {{aicon|Adloquium (PvP)|Adloquium}}. &lt;br /&gt;
* {{aicon|Chain Stratagem (PvP)|Chain Stratagem}} halves the effectiveness of {{aicon|Guard (PvP)|Guard}}. Unlike {{aicon|Shield Smite (PvP)|Shield Smite}}, it is an oGCD and is ranged, but single-target only. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Astrologian =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{AST|big=y}} [[Astrologian]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Astrologian is a mobile and powerful support healer, with very effective single-target burst and ability to sustain directly. {{aicon|Retrograde (PvP)|Retrograde}}, {{aicon|Macrocosmos (PvP)|Macrocosmos}}, {{aicon|Double Cast (PvP)|Double Cast}} and its interactions are the highlights of their toolkit. As astrologians are mainly intended for support, their overall damage is generally lacking. Their limit break, {{aicon|Celestial River (PvP)|Celestial River}}, allows them to heavy establish a frontline as it weakens melee-based jobs and massively increases damage dealt and healing received. It is on a 105-second timer.&lt;br /&gt;
* {{aicon|Retrograde (PvP)|Retrograde}} is similar to {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}}, in being that it dashes them forward while leaving a {{aicon|Retrograde (PvP)|Pole Star}}, which the astrologian can dash back to instantly similar to {{aicon|Regress (PvP)|Regress}}. This grants incredible survivability and mobility as it grants a shield, and can be placed to take advantage of LoS blockers, such as corners. &lt;br /&gt;
* {{aicon|Macrocosmos (PvP)|Macrocosmos}} is similar to its [[Macrocosmos|PvE variant]] in that it compiles damage taken into a heal. This allows for excellent party-wide sustain and burst-healing. &lt;br /&gt;
* Two charges of {{aicon|Aspected Benefic (PvP)|Aspected Benefic}} makes it a very powerful single-target burst heal, increasing in effectiveness the lower health their target is at. When casted with {{aicon|Double Cast (PvP)|Double Cast}}, it also grants a shield.  &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Sage =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SGE|big=y}} [[Sage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Sages are very mobile and offensive DPS-healers, being able to output a ton of damage and crowd-control, even surpassing DPS jobs in with their effectiveness. {{aicon|Phlegma III (PvP)|Phlegma III}}, {{aicon|Toxikon (PvP)|Toxikon}} and {{aicon|Toxikon II (PvP)|Toxikon II}}, and {{aicon|Icarus (PvP)|Icarus}} are the highlights of their toolkit. Sages are very high-priority targets as they are very fragile, even as a healer, and can be dangerous with their damage and crowd-control. Knowledge and execution of {{aicon|Kardia (PvP)|Kardia}} places them on a higher skill-floor, and may be difficult for beginners. Their limit break, {{aicon|Mesotes (PvP)|Mesotes}}, places a circle that grants invulnerability to any party member standing within – enemies must be within the circle to deal damage to anyone within the circle. It is on a two-minute timer.&lt;br /&gt;
* {{aicon|Phlegma III (PvP)|Phlegma III}} draws enemies into the initial target and {{status effect|bind}} [[bind|binds]] them. It also grants access to {{aicon|Psyche (PvP)|Psyche}}, which deals high AoE damage to grouped enemies. &lt;br /&gt;
* {{aicon|Kardia (PvP)|Kardia}} behaves similarly to its [[Kardia|PvE variant]], in that it heals when doing damage, albeit only with {{aicon|Dosis III (PvP)|Dosis III}}. It instead grants a shield with {{aicon|Eukrasian Dosis III (PvP)|Eukrasian Dosis III}}, which grants Addersting when broken, allowing access to {{aicon|Toxikon II (PvP)|Toxikon II}}:&lt;br /&gt;
* {{aicon|Toxikon (PvP)|Toxikon}} and {{aicon|Toxikon II (PvP)|Toxikon II}} increases damage enemies take. Toxikon II additionally deals greater damage, and does not require a stack of Toxikon to execute.&lt;br /&gt;
* {{aicon|Mesotes (PvP)|Mesotes}}, as stated before, grants invulnerability to any party member standing within. Enemies must enter the circle to damage party members, but standing within the circle makes enemies prone to additional crowd-control and take a very potent DoT. As such, this limit break establishes control in engagements.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{Melee DPS}} Melee DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Dragoon =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DRG|big=y}} [[Dragoon]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dragoons deal excellent AoE burst damage at mid-range, while also posessing a powerful mitigation tool to help them engage or disengage. {{aicon|Geirskogul (PvP)|Geirskogul}} and the actions it grants access to, {{aicon|Elusive Jump (PvP)|Elusive Jump}}, and {{aicon|Horrid Roar (PvP)|Horrid Roar}} are the highlights of their toolkit. Dragoons struggle in crowd-control, as they have no access to such abilities, and take additional damage while under the effect of Life of the Dragon, making them especially vulnerable targets. One of their biggest hits, {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}}, is easily countered by close-range jobs. Outside of their bursts, dragoons deal pitiful amounts of sustained damage. Their limit break, {{aicon|Sky High (PvP)|Sky High}}, grants invulnerability, movement speed, and unrivalled AoE burst damage in conjunction with a potent shield when landing with {{aicon|Sky Shatter (PvP)|Sky Shatter}}. It is on a 90-second timer.&lt;br /&gt;
*{{aicon|Elusive Jump (PvP)|Elusive Jump}} is a backstep, being able to cleanse both {{status effect|bind}} [[bind]] and {{status effect|heavy}} [[heavy]] while also increasing movement speed. It also grants a usage of {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}}, one of dragoon&#039;s biggest hits whose damage scales based on range.&lt;br /&gt;
*{{aicon|Geirskogul (PvP)|Geirskogul}} increases &#039;&#039;all&#039;&#039; damage damage dealt and damage received, while also granting a usage of {{aicon|Starcross (PvP)|Starcross}}, a powerful AoE GCD. [[Geirskogul (PvP)|Life of the Dragon]] may be ended at any time with the execution of {{aicon|Nastrond (PvP)|Nastrond}}, an oGCD whose damage is increased the lower health the target is at. Due to the amount of damage dragoons may receive while under the effect of Life of the Dragon, further emphasing proper usage of {{aicon|Horrid Roar (PvP)|Horrid Roar}}:&lt;br /&gt;
*{{aicon|Horrid Roar (PvP)|Horrid Roar}} is an offensive mitigation ability, reducing the amount of damage opponents within range do to the dragoon, similar to {{aicon|Reprisal}}. &lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Monk =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{MNK|big=y}} [[Monk]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Monks have unrivalled mobility, good sustain, and are good single-target sustained DPS, as they stick onto enemies while having the ability to soak great amounts of damage.  They can also shield their allies, if needed. {{aicon|Thunderclap (PvP)|Thunderclap}}, {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}, {{aicon|Riddle of Earth (PvP)|Riddle of Earth}}, and {{aicon|Phantom Rush (PvP)|Phantom Rush}} are the highlights of their toolkit. Monks struggle in AoE crowd control, as they have little access to crowd control abilities outside of their limit break, {{aicon|Meteodrive (PvP)|Meteodrive}}, which hard-stuns a target for an extended period of time while also dealing excellent damage and bypassing {{aicon|Guard (PvP)|Guard}}. It is on a 75-second timer. &lt;br /&gt;
* {{aicon|Thunderclap (PvP)|Thunderclap}} is a gap-closer to any target on a very low cooldown, while granting a shield to themselves or on allies if targeting them. &lt;br /&gt;
* {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}} grants movement speed, and {{status effect|debuff|file:Pressure__Point_debuff.png}} &#039;&#039;&#039;Pressure Point&#039;&#039;&#039; to targets, which deals additional damage when struck again. It also has a knockback, which may aid in allies also engaging the target if aimed correctly. &lt;br /&gt;
* {{aicon|Riddle of Earth (PvP)|Riddle of Earth}} allows for damage to be compiled. {{aicon|Earth&#039;s Reply (PvP)|Earth&#039;s Reply}} will heal the monk for half the compiled damage, while also dealing damage equal to quarter of the amount of damage they soaked. This allows for extended sustaining against encounters. &lt;br /&gt;
* {{aicon|Phantom Rush (PvP)|Phantom Rush}} is the final hit in their basic combo, as a reward for maintaining uptime and pressure. Its damage is buffed further through {{aicon|Rising Phoenix (PvP)|Rising Phoenix}}, which increases the damage of a subsequent weaponskill by 50%. &lt;br /&gt;
* If a combo is set up correctly with {{aicon|Meteodrive (PvP)|Meteodrive}}, monks can KO any target, including tanks. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Ninja =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{NIN|big=y}} [[Ninja]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Ninjas are excellent tactical DPS and have excellent single-target burst damage. They are unrivalled in finishing off opponents. Their entire toolkit is specifically tailored to a fitting situation at hand. As ninjas are better fit to capitalize on teammates&#039; success, they are relatively docile, especially if they must use their tools for their own recovery. Their limit break, {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}, allows them to instantly incapacitate any enemy whose HP is &#039;&#039;under&#039;&#039; 50%, and can be chained indefinitely if successful. It is on a 90-second timer.&lt;br /&gt;
* The {{aicon|Three Mudra (PvP)|Three Mudra}} ninjas have grants access to a multitude of actions. &lt;br /&gt;
:* Their {{aicon|Forked Raiju (PvP)|Raiju}} can allow access to two subsequent gap-closer stuns. These stuns are excellent in finishing, or helping allies to finish opponents.&lt;br /&gt;
:* {{aicon|Hyosho Ranyu (PvP)|Hyosho Ranryu}} deals excellent single-target burst damage.&lt;br /&gt;
:* {{aicon|Goka Mekkyaku (PvP)|Goka Mekkyaku}} is a very potent AoE dot with a big radius, helping to wittle opponents down.&lt;br /&gt;
:* {{aicon|Doton (PvP)|Doton}} grants damage reduction when standing in it, and is a DoT similar to its [[Doton|PvE variant]]. Enemies standing in the Doton also take additional damage from {{aicon|Hollow Nozuchi (PvP)|Hollow Nozuchi}} when a weaponskill or other select actions are executed.&lt;br /&gt;
:* {{aicon|Huton (PvP)|Huton}} grants a potent barrier, greatly increase movement speed, and a haste.&lt;br /&gt;
* {{aicon|Shukuchi (PvP)|Shukuchi}} allows ninjas to travel a good distance and become invisible for a limited time. This helps in them getting away, or, when used offensively to begin a burst, grants access to {{aicon|Assassinate (PvP)|Assassinate}} which ignores {{aicon|Guard (PvP)|Guard}}. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Samurai =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SAM|big=y}} [[Samurai]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Samurai are good frontliners, while also having the ability to deal excellent single-target damage. {{aicon|Hissatsu: Soten (PvP)|Hissatsu: Soten}}, {{aicon|Ogi Namikiri (PvP)|Ogi Namikiri}}, {{aicon|Meikyo Shisui (PvP)|Meikyo Shisui}} and {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}} are the highlights of their toolkit. Their limit break, {{aicon|Zantetsuken (PvP)|Zantetsuken}}, is a powerful AoE gap-closer that ignores {{aicon|Guard (PvP)|Guard}}, and if the target is afflicted with {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]], deals damage equal to their maximum health. It is on a 2-minute timer.&lt;br /&gt;
* Three charges of {{aicon|Hissatsu: Soten (PvP)|Hissatsu: Soten}} while on a very short cooldown provides a lot of offensive mobility, while also granting access to more powerful actions in the basic Kasha combo with {{status effect|buff|file:Kaiten_buff.png}} Kaiten. {{aicon|Hyosetsu (PvP)|Hyosetsu}}, which is {{aicon|Yukikaze (PvP)|Yukikaze}} buffed by Kaiten, is an AoE bind. &lt;br /&gt;
* {{aicon|Ogi Namikiri (PvP)|Ogi Namikiri}} and {{aicon|Kaeshi: Namikiri (PvP)|Kaeshi: Namikiri}} are powerful hits, and when hitting multiple targets, decreases its potency but grants powerful, but short-lasting barriers. &lt;br /&gt;
* {{aicon|Meikyo Shisui (PvP)|Meikyo Shisui}} increases healing received and pre-emptively nullifies cleanseable status effects, making it a powerful engagement tool. It also grants access to {{aicon|Tendo Setsugekka (PvP)|Tendo Setsugekka}} and {{aicon|Tendo Kaeshi Setsugekka (PvP)|Tendo Kaeshi Setsugekka}}, samurai&#039;s hardest single-target hits that also heals them.&lt;br /&gt;
* {{aicon|Mineuchi (PvP)|Mineuchi}} stuns a single target, while increasing damage dealt to them. If the target is inflicted with {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] from {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}}, it increases the duration:&lt;br /&gt;
* {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}} is a short-lasting mitigation tool that applies {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] to targets when struck, increasing the amount of damage the samurai deals to them, and counters. If the target is under the effect of Kuzushi, {{aicon|Zantetsuken (PvP)|Zantetsuken}} deals [[File:Unique Damage.png|20px|link=]] [[Damage Types#Unique|unique]] damage equal to targets&#039; maximum HP that cannot be mitigated. Opponents at full HP with a barrier will survive, however.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Reaper =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{RPR|big=y}} [[Reaper]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Reapers can soak good amounts of damage and are mobile, having the ability to constantly place crowd-control effects on their targets, while having a good ability to finish opponents. {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}}, {{aicon|Grim Swathe (PvP)|Grim Swathe}}, {{aicon|Arcane Crest (PvP)|Arcane Crest}} and {{aicon|Death Warrant (PvP)|Death Warrant}} are the highlights of their toolkit. Reapers are lacking in damage, only having the capability to deal very high burst damage through their limit break, {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}, while also giving them good sustain and is an AoE crowd-control. It is on a 75-second timer.&lt;br /&gt;
* {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}} is an excellent mobility tool that leaves a Hellsgate that can be teleported back to instantly through {{aicon|Regress (PvP)|Regress}}. If placed and executed properly, reapers can take advantage of corners to immediately break line-of-sight, appearing to go through walls.&lt;br /&gt;
* {{aicon|Arcane Crest (PvP)|Arcane Crest}} is a powerful and long-lasting shield that grants a very strong regen to themselves and party members when broken. &lt;br /&gt;
* {{aicon|Grim Swathe (PvP)|Grim Swathe}} that makes targets {{status effect|heavy}} [[heavy]], with a short cooldown. It also grants access to {{aicon|Executioner&#039;s Guillotine (PvP)|Executioner&#039;s Guillotine}}, a conal AoE that also strengthens the potency of {{aicon|Plentiful Harvest (PvP)|Plentiful Harvest}}:&lt;br /&gt;
* {{aicon|Plentiful Harvest (PvP)|Plentiful Harvest}} is heavy-hitting line AoE. Its potency is increased for every execution of {{aicon|Executioner&#039;s Guillotine (PvP)|Executioner&#039;s Guillotine}}, or every assist or KOs the reaper deals. It is on a very long cooldown, making its usage difficult. If the reaper is KO&#039;d, the potency of Plentiful Harvest is reset. &lt;br /&gt;
* {{aicon|Death Warrant (PvP)|Death Warrant}} compiles damage dealt by the reaper to a target. When the Death Warrant is served, it deals [[File:Unique Damage.png|20px|link=]] [[Damage Types#Unique|unique]] damage that cannot be mitigated against, allowing for extremely high extra burst damage, especially through the GCDs of {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}:&lt;br /&gt;
* {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}} is a wide crowd-control that makes targets {{status effect|hysteria}} [[hysteria|run away from the reaper]], massively controlling the tempo and turning the tide against opponents. It [[Tenebrae Lemurum (PvP)|Enshrouds]] the reaper, granting them access to {{aicon|Lemure&#039;s Slice (PvP)|Lemure&#039;s Slice}}, a conal AoE ability that {{status effect|bind}} [[bind|binds]], and five (ideally four) usages of {{aicon|Void Reaping (PvP)|Void Reaping}} and {{aicon|Cross Reaping (PvP)|Cross Reaping}}, that also heals with half the damage dealt. Like its [[Communio|PvE variant]], {{aicon|Communio (PvP)|Communio}} ends Enshroud. It also grants access to {{aicon|Perfectio (PvP)|Perfectio}}, an AoE follow-up that incapacitates any target whose HP is under 25%.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Viper =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{VPR|big=y}} [[Viper]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Vipers are mobile and have notable sustain, while also having the capability of soaking damage and dealing very high AoE burst damage in the form of a parry. {{aicon|Snake Scales (PvP)|Snake Scales}} and {{aicon|Serpent&#039;s Tail (PvP)|Serpents Tail}} are the highlights of their toolkit. Vipers lack crowd control and burst damage, while also having a low skill-ceiling, further limiting their mileage. Their limit break, {{aicon|World-swallower (PvP)|World-swallower}}, allows them to deal very high sustained damage that can ignore {{aicon|Guard (PvP)|Guard}}. Their limit break is on a 90-second timer, but can be shortened through uptime.&lt;br /&gt;
* Every execution of {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}} ignores {{aicon|Guard (PvP)|Guard}} and adds three seconds to the limit gauge.&lt;br /&gt;
* {{aicon|Bloodcoil (PvP)|Bloodcoil}} and {{aicon|Sanguine Feast (PvP)|Sanguine Feast}} both recover HP while being on a very short cooldown. Both can be followed up with {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}}.&lt;br /&gt;
* Two charges of {{aicon|Slither (PvP)|Slither}} make viper very mobile, as it is a gap-closer on any target, while massively increasing movement speed for a short duration. This helps the viper stick onto their targets, or disengage. &lt;br /&gt;
* {{aicon|Snake Scales (PvP)|Snake Scales}} immobilizes the viper, but grants a shield, great damage resistance, and immunity to typical crowd-control actions. If the shield is broken during this time, the next execution of {{aicon|Backlash (PvP)|Backlash}} will deal increased damage with a greatly increased radius, while also having a potent lifesteal.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==={{Physical Ranged DPS}} Physical Ranged DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Bard =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{BRD|big=y}} [[Bard]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Bards specialize in party-wide support and possess numerous crowd-control abilities, while also having AoE damage on most of their skills. {{aicon|The Warden&#039;s Paean (PvP)|The Warden&#039;s Paean}}, {{aicon|Apex Arrow (PvP)|Apex Arrow}}, and {{aicon|Silent Nocturne (PvP)|Silent Nocturne}} are the highlights of their toolkit. Their limit break, {{aicon|Final Fantasia (PvP)|Final Fantasia}}, greatly buffs teammates and increases the rate of which their limit gauge increases, while massively draining MP resources of enemies. It is on a 2-minute timer. All of these buffs and crowd-control abilities bards possess make them a very high-priority target, and if they are KO&#039;d while singing a song, their effects are nullified for their party members.&lt;br /&gt;
* {{aicon|The Warden&#039;s Paean (PvP)|The Warden&#039;s Paean}} pre-emptively or immediately nullifies a cleanseable status effect, while also decreasing damage taken and increase the amount of healing received. It can additionally placed on party members.&lt;br /&gt;
* {{aicon|Apex Arrow (PvP)|Apex Arrow}} grants a functionally permanent party buff that increases damage dealt, and giving a haste buff to the bard themselves. It also grants access to {{aicon|Blast Arrow (PvP)|Blast Arrow}}, which deals greater damage and knocks opponents back.&lt;br /&gt;
* {{aicon|Silent Nocturne (PvP)|Silent Nocturne}} is an oGCD that {{status effect|silence}} [[silence|silences]] a single target.&lt;br /&gt;
* {{aicon|Final Fantasia (PvP)|Final Fantasia}} further increases damage dealt, movement speed, and limit gauge of all party members. It also grants access to {{aicon|Encore of Light (PvP)|Encore of Light}}, an AoE that massively decreases the MP of opponents.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Machinist =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{MCH|big=y}} [[Machinist]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Machinists possess high damage tools, with a bit of utility. {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}}, {{aicon|Wildfire (PvP)|Wildfire}}, {{aicon|Drill (PvP)|Drill}}, and {{aicon|Air Anchor (PvP)|Air Anchor}} are the highlights of their toolkit. Their limit break, {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}, is the single hardest-hitting ability in PvP. Because the current multitool is listed as a visible buff, and because the limit break can kill nearly any player instantly, machinists are very predictable to play against. Machinists are also the most fragile PvP job, possessing very few tools to aid in their survivability and have no mobility tools.&lt;br /&gt;
* {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}} places an autoturret that executes {{aicon|Aether Mortar (PvP)|Aether Mortar}} four times, dealing damage to enemies and shielding allies within its radius. &lt;br /&gt;
* {{aicon|Wildfire (PvP)|Wildfire}} is an AoE ability that deals no damage. Its damage is increased for every action the machinist executes on the target. This action further makes machinist more predictable, as opponents may disengage or {{aicon|Guard (PvP)|Guard}} against incoming burst damage. &lt;br /&gt;
* {{aicon|Analysis (PvP)|Analysis}} augments the machinist&#039;s multitool weaponskills. {{aicon|Drill (PvP)|Drill}} will deal double damage, {{aicon|Bioblaster (PvP)|Bioblaster}}&#039;s damage and DoT will be increased, {{aicon|Air Anchor (PvP)|Air Anchor}}&#039;s damage will be increased and {{status effect|stun}} [[stun]] the target, and {{aicon|Chain Saw (PvP)|Chain Saw}} will increase opponents&#039; damage taken. Drill and Air Anchor should always be augmented by Analysis. &lt;br /&gt;
* {{aicon|Drill (PvP)|Drill}} deals very high damage, while ignoring the effects of {{aicon|Guard (PvP)|Guard}}. &lt;br /&gt;
* {{aicon|Air Anchor (PvP)|Air Anchor}} deals respectable damage, while also stunning the target for on-demand crowd-control.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Dancer =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DNC|big=y}} [[Dancer]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dancers are mobile and provide powerful utility buffs to themselves and to their {{status effect|buff|file:Dance_Partner_buff.png}} [[Closed Position (PvP)|Dance Partner]], while occasionally joining in the frontline. The highlights of their toolkit are {{aicon|Honing Dance (PvP)|Honing Dance}} and {{aicon|Closed Position (PvP)|Closed Position}} with the utility it brings. Dancers, for a ranged job, are closer range opponents. In conjunction with giving powerful buffs, they are high priority targets and are somewhat fragile and lacking in personal damage. Furthermore, their success is tied to their partner&#039;s ability to place additional pressure when the opportunity shows itself. Their limit break, {{aicon|Contradance (PvP)|Contradance}}, is an AoE uncleansable crowd-control, with afflicted enemies being lured to the dancer. Enemies hit while seduced will be seduced for longer. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Honing Dance (PvP)|Honing Dance}} decreases damage taken and increases movement speed, while dealing constant point-blank AoE damage. {{aicon|Honing Ovation (PvP)|Honing Ovation}} is executed at the end of its duration or on demand, which deals AoE damage and granting a shield. Both effects are doubled within close range.&lt;br /&gt;
* {{aicon|Closed Position (PvP)|Closed Position}} allows dancers to massively buff themselves and one other party member. The following actions interact with the dancer and their {{status effect|buff|file:Dance_Partner_buff.png}} [[Closed Position (PvP)|Dance Partner]]:&lt;br /&gt;
:* {{aicon|Curing Waltz (PvP)|Curing Waltz}} is a potent AoE burst heal ability on both the dancer and their dance partner. Like its [[Curing Waltz|PvE variant]], the dancer and their partner can stack for increased burst healing.&lt;br /&gt;
:* {{aicon|Starfall Dance (PvP)|Starfall Dance}} is a potent line AoE weaponskill, while also increasing movement speed.&lt;br /&gt;
:* {{aicon|Fan Dance (PvP)|Fan Dance}} is a conal AoE that decreases damage taken. It is frequently paired with {{aicon|Honing Dance (PvP)|Honing Dance}} to further increase survivability. &lt;br /&gt;
:* {{aicon|Saber Dance (PvP)|Saber Dance}} increases damage dealt. If the dance partner (&#039;&#039;and not any other party member or the dancer themselves&#039;&#039;) KOs a target (&#039;&#039;KO, not an assist)&#039;&#039;, Saber Dance is upgraded to {{aicon|Dance of the Dawn (PvP)|Dance of the Dawn}}, which increases damage dealt by the same amount, but also increases both the dancer&#039;s and their dance partner&#039;s limit gauge.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{Magical Ranged DPS}} Magical Ranged DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Black Mage =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{BLM|big=y}} [[Black Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Black Mages deal extremely high amounts of sustained damage, while also having tools to make them surprisingly mobile while still doing damage, and sustain a little better while under attack. {{aicon|Elemental Weave (PvP)|Elemental Weave}} and {{aicon|Xenoglossy (PvP)|Xenoglossy}} are the highlights of their toolkit. Black Mages have less bursting potential compared to other jobs, but simply rely more on consistent and high pressure as a turret mage. Their limit break, {{aicon|Soul Resonance (PvP)|Soul Resonance}}, grants them access to even higher consistent sustained AoE damage. It is on a one-minute timer.&lt;br /&gt;
* {{aicon|Aetherial Manipulation (PvP)|Aetherial Manipulation}} allows for excellent mobility, as it is a gap-closer on any target while also being on a very low cooldown.&lt;br /&gt;
* {{aicon|Burst (PvP)|Burst}} is a potent point-blank AoE, while also granting a potent barrier. It is often paired with {{aicon|Aetherial Manipulation (PvP)|Aetherial Manipulation}}. &lt;br /&gt;
* {{aicon|Elemental Weave (PvP)|Elemental Weave}} grants damage reduction and counters damage when under Umbral Ice, or additional AoE damage that ignores {{aicon|Guard (PvP)|Guard}} when executing any spell under Astral Fire, including {{aicon|Burst (PvP)|Burst}} or {{aicon|Xenoglossy (PvP)|Xenoglossy}}:&lt;br /&gt;
* {{aicon|Xenoglossy (PvP)|Xenoglossy}} is an instant-cast spell that deals high damage at high health, or recovers HP when under 50% HP. &lt;br /&gt;
* {{aicon|Soul Resonance (PvP)|Soul Resonance}} grants access to five usages of {{aicon|Flare (PvP)|Flare}} or {{aicon|Freeze (PvP)|Freeze}}. It also grants access to {{aicon|Flare Star (PvP)|Flare Star}} or {{aicon|Frost Star (PvP)|Frost Star}}, with Flare Star dealing extremely high AoE damage while also inflicting a DoT, and Frost Star freezing opponents. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Summoner =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SMN|big=y}} [[Summoner]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Summoners combine both utility and generally high damage, while being very simple to play. {{aicon|Slipstream (PvP)|Slipstream}} and {{aicon|Crimson Strike (PvP)|Crimson Strike}} are the highlights of their toolkit. Even with their defensive moves, summoners are very fragile and are high priority targets to focus down. Their limit breaks, {{aicon|Summon Bahamut (PvP)|Summon Bahamut}} and {{aicon|Summon Phoenix (PvP)|Summon Phoenix}} are on a 90-second timer.&lt;br /&gt;
* {{aicon|Slipstream (PvP)|Slipstream}} increases movement speed of party members who are near the enemy hit with this action, while also inflicting a potent DoT to enemies. &lt;br /&gt;
* {{aicon|Crimson Cyclone (PvP)|Crimson Cyclone}} is a gap-closer AoE ability. It grants access {{aicon|Crimson Strike (PvP)|Crimson Strike}}, which is ranged and creates a knockback from the first target. &lt;br /&gt;
* {{aicon|Mountain Buster (PvP)|Mountain Buster}} is melee-range conal spell that {{status effect|stun}} [[stun|stuns]] targets and decreases damage taken to the summoner.&lt;br /&gt;
* {{aicon|Radiant Aegis (PvP)|Radiant Aegis}} is a powerful shielding spell that also decreases damage taken. It can also be placed on party members.&lt;br /&gt;
* {{aicon|Summon Bahamut (PvP)|Summon Bahamut}} is a very powerful and huge targetable AoE that forcefully establishes a frontline. It also Bahamut on the battlefield will repeatedly cast {{aicon|Wyrmwave (PvP)|Wyrmwave}}, a single-target attack. It will also grant access to {{aicon|Deathflare (PvP)|Deathflare}}, a potent AoE. &lt;br /&gt;
* {{aicon|Summon Phoenix (PvP)|Summon Phoenix}} maintains tempo, as it grants a party-wide regen and an {{aicon|Excog}}-like heal. Phoenix will cast {{aicon|Scarlet Flame (PvP)|Scarlet Flame}}, a DoT. It will also grant access to {{aicon|Brand of Purgatory (PvP)|Brand of Purgatory}}, an AoE which heavily decreases damage dealt by enemies while also inflicting a DoT.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Red Mage =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{RDM|big=y}} [[Red Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Red Mages provide excellent supporting DPS and utilities, while being very mobile. They are also excellent in one-on-one engagements with their ability to sustain. {{aicon|Resolution (PvP)|Resolution}}, {{aicon|Embolden (PvP)|Embolden}} and their [[Enchanted Riposte (PvP)|enchanted blade combo]] are the highlights of their toolkit. Red mage bursts and rotations are very well known, making them somewhat predictable in engagements. Their limit break, {{aicon|Southern Cross (PvP)|Southern Cross}}, provides versatile AoE burst damage, while also healing allies within its mark. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Displacement (PvP)|Displacement}} is a backstep ability that increases the damage and healing (if applicable) of the next spell. {{aicon|Corps-a-corps (PvP)|Corps-a-corps}} is a gap-closer ability that increases the red mage&#039;s damage dealt to the afflicted target. &lt;br /&gt;
* {{aicon|Resolution (PvP)|Resolution}} is a line GCD {{status effect|silence}} [[silence|silences]] all targets hit. &lt;br /&gt;
* {{aicon|Embolden (PvP)|Embolden}} is a powerful engagement and support ability that increases all party members&#039; damage dealt and decreases damage taken. It also grants access to {{aicon|Prefulgence (PvP)|Prefulgence}}, an AoE spell that also heals all party members caught within its radius. &lt;br /&gt;
* Red mage&#039;s [[Enchanted Riposte (PvP)|enchanted blade combo]], while dealing low damage itself, ignores {{aicon|Guard (PvP)|Guard}} while granting a stacking shield to the red mage. When the three-part combo is complete, it grants access to {{aicon|Scorch (PvP)|Scorch}}, a powerful AoE spell that inflicts a DoT.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Pictomancer =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{PCT|big=y}} [[Pictomancer]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Pictomancers have excellent amount of mobility, AoE crowd-control, AoE burst damage, and team utility, making them a vastly remarkable overall job. Nearly every cooldown within their aresenal plays a good role in bursting, crowd-control, or utility. Pictomancers may struggle with sustained damage, with being a turret mage their only option. Their limit break, {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}}, grants a powerful defensive area while also granting access to a powerful AoE heal and damage buff to allies, while also dealing very high AoE damage. It is on a 105-second timer.&lt;br /&gt;
* {{aicon|Subtractive Palette (PvP)|Subtractive Palette}} changes the pictomancer&#039;s basic combo to be mobile, or stronger with cast times, akin to {{BLM}} black mage&#039;s Umbral Ice and Astral Fire. More notably, it can change {{aicon|Holy in White (PvP)|Holy in White}}, a heal, to {{aicon|Comet in Black (PvP)|Comet in Black}}, a powerful AoE spell. Both actions deal delayed damage, which allows for {{aicon|Living Muse (PvP)|Living Muses}} to deal extra burst damage:&lt;br /&gt;
* {{aicon|Living Muse (PvP)|Living Muses}} grants buffs (if painting a {{aicon|Mog of the Ages (PvP)|Moogle}}, or debuffs to enemies (if painting a {{aicon|Madeen}}). Both the moogle and Madeen are line AoE spells, that {{status effect|silence}} [[silence|silences]] and {{status effect|stun}} [[stun|stuns]], respectively. &lt;br /&gt;
* {{aicon|Smudge (PvP)|Smudge}} is a dash that allows for the next {{aicon|Living Muse (PvP)|Living Muse}} to be {{aicon|Creature Motif (PvP)|instantly painted}}.&lt;br /&gt;
* {{aicon|Tempera Coat (PvP)|Tempera Coat}} is a powerful shield, whose cooldown is reduced if it is spent. Like its [[Tempera Coat|PvE variant]], the shield may be spread at a lower potency with {{aicon|Tempera Grassa (PvP)|Tempera Grassa}}. &lt;br /&gt;
* {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}} places an AoE that decreases damage taken and increases healing received of all party members. It also grants access to {{aicon|Star Prism (PvP)|Star Prism}}, which greatly increases damage dealt and heals all party members. This limit break has a lengthy initial animation, which makes the pictomancer a particularly vulnerable target.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
==Common PvP Actions, and How to Use Them==&lt;br /&gt;
Have {{aicon|Sprint (PvP)|Sprint}}, {{aicon|Recuperate (PvP)|Recuperate}}, {{aicon|Purify (PvP)|Purify}}, {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}, and {{aicon|Guard (PvP)|Guard}} on your hotbars. Each and every action are integral to PvP engagements. Below is general advice on where and how to use the actions:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{aicon|Sprint (PvP)|Sprint}}===&lt;br /&gt;
A general rule is to always be sprinting whenever out of combat or trying to disengage out of combat. Sprinting has no cooldown and has an infinite duration, but is cancelled whenever any action is executed. Furthermore, the execution of sprint itself will activate the global cooldown, preventing any actions on the global cooldown from being executed. As a result, sprinting in combat to try and catch up to an enemy is generally not very effective; enemies who are retreating should instead be crowd-controlled properly, if it is possible that they may be defeated. It is ill-advised to stick onto and follow enemies if KO&#039;ing them is unlikely, as they may lead you to their own allies which may result in your own defeat, or at the very least, leave your team at a numbers disadvantage for the next engagement. &lt;br /&gt;
&lt;br /&gt;
===MP – {{aicon|Recuperate (PvP)|Recuperate}} and {{aicon|Purify (PvP)|Purify}}===&lt;br /&gt;
{{aicon|Recuperate (PvP)|Recuperate}} is an oGCD heal. {{aicon|Purify (PvP)|Purify}} is an oGCD {{aicon|Esuna}}, only being able to nullify cleanseable status effects (marked with a blue line, similar to Esuna). Both actions consume MP, which is exclusively used for these actions, and are integral for sustaining within engagements. &amp;lt;p&amp;gt;&lt;br /&gt;
Considering your team&#039;s and the enemy team&#039;s MP resources is critical for gauging on where to proceed. If your entire team has less MP compared to the opponent&#039;s team, it may be a good idea retreating and regrouping to re-engage at full strength again after using {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}. If the enemy team has less MP, it may be a good idea pressuring them further in an attempt to secure some KOs, or if you are low, stay behind and use {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} to join them at full-strength. Alternatively, if everyone is somewhat low on resources, everyone would benefit from retreating, regrouping, and using {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}, similar to the enemy team, to re-engage at full strength.&lt;br /&gt;
&lt;br /&gt;
==={{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}===&lt;br /&gt;
A 4.5 second-cast to completely replenish HP and MP. Any player running away while low on resources, especially MP, makes them a particularly vulnerable target to CC or finish off as they do not have any methods of healing more with {{aicon|Recuperate (PvP)|Recuperate}}, or cleansing status effects with {{aicon|Purify (PvP)|Purify}}. Because of the amount of time it takes to disengage, find cover, possibly peel enemies, and execute this action, it will leave your team at a numbers advantage. Consider the following circumstances that may take place when disengaging:&lt;br /&gt;
:* After the first engagement, where your team is at a resource disadvantage: it may be beneficial for everyone to disengage and execute this action. A negative feedback loop will occur if your team tries to secure the [[Tactical Crystal]] while having already lost the battle, especially if your teammates engage one at a time, and are picked off one at a time. &lt;br /&gt;
:* Did your team just win an engagement? The chances are the enemy team will disengage to recover, as stated above. You and your team should also recover, if possible, if there are no leftover opponents to interrupt this action. &lt;br /&gt;
:* How much cover do you, or will you have? Is it possible that you or other teammates will be flanked while casting this action? Depending on how much health or MP you have, enemies may overextend and interrupt your casting to keep you out of the battle for longer, or KO you if you are very low, or out of resources. Taking advantage of corners and other LOS blockers, or otherwise being way out of the line of fire will increase the odds you recover. Keep in mind of any enemy AoEs that may clip you if a teammate is near you, while you are around a corner. You should also keep in mind of any buffs from your party members that may not go through obstructions. &lt;br /&gt;
:* Do you even need to disengage? You should begin to consider disengaging while at half MP, or at the very least, act more cautious as you have less uses of {{aicon|Recuperate (PvP)|Recuperate}} and {{aicon|Purify (PvP)|Purify}} left. However, depending on the status of your team, it may be wise to either help in peeling off enemies from your teammates if they are trying to retreat, or to place additional pressure while the situation is in your team&#039;s favour. In the case of the latter situation, take care to not overextend.&lt;br /&gt;
:** Do you have any healers, buffs that may heal you, or other support? Healers, unsurprisingly, have healing and mitigation actions they may use on you. You may find less effectiveness with {{SGE}} sages and {{SCH}} scholars, if you are not taking ongoing damage or in {{aicon|Guard (PvP)|Guard}}. If you are a {{MNK}} monk, {{aicon|Earth&#039;s Reply (PvP)|Earth&#039;s Reply}} is a very potent heal, even if you need to allocate resources to it, assuming you have executed {{aicon|Riddle of Earth (PvP)|Riddle of Earth}} beforehand. If you have an {{AST}} astrologian on your team, consider how much damage you have taken since {{aicon|Macrocosmos (PvP)|Macrocosmos}} has been executed. It is important to note that the astrologian may not always execute {{aicon|Microcosmos (PvP)|Microcosmos}} in time, or appropriately for its healing. &amp;lt;p&amp;gt;&lt;br /&gt;
Some other factors to consider are the following before casting this action:&lt;br /&gt;
:* Are you affected with any debuffs? It is important to ensure that you will not be KO&#039;d due to any DoTs. Furthermore, some abilities may deal damage after a set amount of time, which may interrupt your cast. Some examples are {{aicon|Wildfire (PvP)|Wildfire}} and {{aicon|Death Warrant (PvP)|Death Warrant}} – {{aicon|Fate Sealed (PvP)|Fate Sealed}} will mark the Death Warrant being served. Both actions in particular may deal a great amount of damage if you have allowed a {{MCH}} machinist and {{RPR}} reaper, respectively, to contribute to these actions. If you must, and in the case that it is not already on cooldown, {{aicon|Guard (PvP)|Guard}} will protect you against the damage of {{aicon|Wildfire (PvP)|Wildfire}}, but &#039;&#039;not&#039;&#039; {{aicon|Death Warrant (PvP)|Death Warrant}}. &lt;br /&gt;
:* Has a {{PLD}} paladin covered you with {{aicon|Guardian (PvP)|Guardian}}? You may execute {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} without interruption &#039;&#039;while being covered&#039;&#039; (i.e. with the tether visible); it is expected of you, or other covered allies or enemies to recover while covered. If ongoing pressure is too excessive on you to the point where the paladin is at risk of being KO&#039;d by covering you, you may not get covered. &lt;br /&gt;
&lt;br /&gt;
==={{aicon|Guard (PvP)|Guard}}===&lt;br /&gt;
Guard is the most important button in completely preventing and negating incoming bursts. It may require some foresight to know when a burst is imminent, or when the burst will deal the most amount of damage. It is as important to be proactive with Guard, as with being reactive with it; being proactive in knowing when bursts are possible in the form of enemy limit breaks, during the first battle, or after downtime where enemy cooldowns have likely recovered, will let you know when to react to Guard against cooldowns or limit breaks.&amp;lt;p&amp;gt;&lt;br /&gt;
It is important to note the possible actions or limit breaks that can bypass, prevent the use of, or weaken Guard, which can be found [[Guard (PvP)|on its respective page, here]]. Outside of coordinated bursts, some enemy actions may be Guarded against to severely limit their effectiveness as they may have a short animation delay before damage, or their debuffs, are dealt, some examples being {{aicon|Harmonic Arrow (PvP)|Harmonic Arrow}}, {{aicon|Wildfire (PvP)|Wildfire}}, {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}, or {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}. &amp;lt;p&amp;gt;While anyone can move while Guarding, it is a channelled ability wherein any action will end the use prematurely, intentional or not. {{Healer}} Healers may commonly heal or shield targets who are Guarding, to ensure they may disengage at a lower risk.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
&#039;&#039;This section is written in the lens of [[Crystalline Conflict]]. Although some concepts may still apply to big-scale PvP modes, some sections may not apply entirely to those modes.&#039;&#039; &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated before, there are no one-size-fits-all solution, guide, or strategy on how to engage the enemy team, as there are a ton of individual factors that &#039;&#039;will&#039;&#039; affect how you and your team will engage. As such, take the following factors into consideration, before even the first encounter with the enemy team:&lt;br /&gt;
=== &#039;&#039;What rank bracket are you in? What are your teammates&#039; and opponents&#039; ranks?&#039;&#039; ===&lt;br /&gt;
:* At lower ranks, both teammates and opponents are less insightful on properly engaging, using the entirety of their toolkit with a purpose – or inversely dumping all of their cooldowns without a purpose, or on how to support teammates. Due to the potential lack of experience, some players may not know how certain jobs play, or what those jobs excel in. This may lead to some jobs being inherently better on lower ranking brackets due to the nature of the job itself, or the job being able to further capitalize on their strengths ({{GNB}} gunbreaker, {{MNK}} monk, {{VPR}} viper, {{SAM}} samurai, {{DRG}} dragoon, amongst other potential jobs). Inversely, some jobs that rely more on proper teamwork &#039;&#039;may&#039;&#039; struggle a bit more due to some teammates not being able to properly focus down a high-priority target, synergize with the utilities you may bring, or otherwise needing some form of teamwork to be see more effectiveness ({{NIN}} ninja, {{RDM}} red mage, {{SMN}} summoner, {{WAR}} warrior, {{SCH}} scholar, {{SGE}} sage, {{DNC}} dancer, {{BRD}} bard).&amp;lt;p&amp;gt;&lt;br /&gt;
:* At higher ranks, some jobs may lose some viability while some other jobs begin to excel further, simply due to more players generally knowing more about job mechanics, rotations, and predictability. This is to not say that some jobs become unviable, but instead requiring further knowledge on your own job, how to play around its weaknesses, and consider its potential interactions with other jobs. &amp;lt;br&amp;gt;&lt;br /&gt;
:*The following is an example with {{MCH}} machinist: machinists are incredibly fragile and predictable, due to their rotations literally being visible along with a high-threat limit break, while not possessing many mobility tools or survivability tools that aid with ongoing punishment, outside of {{aicon|Scattergun (PvP)|Scattergun}} and {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}}. A common combo for machinists is to use {{aicon|Wildfire (PvP)|Wildfire}} to build up a combo and finishing that combo with {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}:&lt;br /&gt;
:** Due to {{aicon|Wildfire (PvP)|Wildfire}} being a sign of an incoming single-target burst from a machinist, opponents familiar with this combo, typically seen at higher ranks, will be ready to, or even pre-emptively execute {{aicon|Guard (PvP)|Guard}} to nullify the combo. A clever machinist could bait their target into using {{aicon|Guard (PvP)|Guard}} with {{aicon|Wildfire (PvP)|Wildfire}}, but immediately execute {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}} after their target is out of Guard. This combo also is not considering that the target may Guard against the damage from the machinist and disengage, leaving them vulnerable targets if they choose to re-engage as Guard would be on cooldown, leaving them vulnerable to {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}} at any period of time.&lt;br /&gt;
:** At lower ranks instead, this combo may instead be executed on an unknowing frontliner, potentially without them even {{aicon|Guard (PvP)|Guarding}} against the damage entirely.&lt;br /&gt;
:*** Due to the potential damage bursts or forcing {{aicon|Guard (PvP)|Guard}} from machinists, players at the higher rank will take advantage of machinist&#039;s fragility, amongst other potentially squishy backliners, and choose to focus them instead of the frontline. It is very ill-advised to allow a machinist, or any backline job, to perform whatever strategies they wish. To counter this issue, the backliners may potentially focus down the offending frontliner (known as &amp;quot;rats&amp;quot;), or even ignore them entirely. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Who is playing as what job?&#039;&#039; ===&lt;br /&gt;
:* While it is not required to have a balanced team to win (i.e. having healers, tanks, frontline/backline jobs), it is undeniable they still contribute valuable tools to directly influence how you should engage, and how long you can engage for. In the same aspect, it is also important to consider what jobs the enemy team has, in addition to how much burst damage they can deal, if they have any crowd-control abilities, of if they can rat the backline on your team (see the next section on if you know any players). &lt;br /&gt;
:** If you are the only frontline job on your team, your team &#039;&#039;will&#039;&#039; depend on you tanking bursts as long as you can, with personal outgoing damage, while still important and helpful, may be less feasible, especially if you are a {{NIN}} ninja, for example. This means that, even with healers, you will be forced to disengage sooner to recover resources – your backlining jobs have some tools that aid in survivability to last a bit longer, as well. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Do you know any players on either team?&#039;&#039;===&lt;br /&gt;
:* Knowing how some players engage may give you an advantage, whether if they are on your team or not. If you know that a player is overly aggressive, but overextends, you may use that info to your knowledge and bring them to your team, or to support a teammate by peeling them off, if peeling is viable. In the aspect, if that same player is on your team, you could also overextend to help them KO a target, &#039;&#039;if&#039;&#039; it is possible that the target may be KO&#039;d in a short amount of time with your contributions. It may otherwise be wise to tell them to regroup. In another example, a player who is more &amp;quot;unexperienced&amp;quot; may be a more vulnerable target, allowing you and your team to focus them down, or to try and communicate more often if they are on your team. &amp;lt;p&amp;gt; &lt;br /&gt;
:* This same concept will also apply to you. If players learn what your playstyle is, they may consider how you play and how effective you are. If you typically play &amp;quot;effectually&amp;quot;, you may be targeted more often with crowd-control or bursted down quicker, or your teammates may listen to, or even coordinate their plays around yours, especially if you are a frontline job. &lt;br /&gt;
&lt;br /&gt;
==Engaging and Disengaging== &lt;br /&gt;
Unlike in PvE, the mantra to Always Be Casting (on the offence), while still important in PvP, is not as imperative; keeping your GCD rolling by constantly stagger-engaging when your entire team is KO&#039;d will only further hinder the pace of which you and your team can re-engage at full strength. Cooldowns, especially if they deal high burst damage, are also to be synchronized as much as possible with your team&#039;s bursts, or when finishing an enemy off, even if it means holding onto uses of it. &amp;lt;p&amp;gt;&lt;br /&gt;
===Stay with your team===&lt;br /&gt;
*Try to not be grouped up close enough for AoEs. AoE actions in PvP very rarely have damage drop-off as in PvE, meaning being clipped by an opponent&#039;s AoE will typically deal its full damage to you. AoE actions are also typically one yalm bigger, being six yalms instead of the usual five.&lt;br /&gt;
*When your team disengages, disengage with them. You will be a very vulnerable target if you are the only one left standing in the battlefield, when all of your allies have already left. You being KO&#039;d, or delaying the rate at which you disengage, will only delay the pace at which your team can re-engage. &lt;br /&gt;
** Take advantage of any speed boosts and LoS blockers such as corners and {{aicon|Guard (PvP)|Guard}}, if you must. &lt;br /&gt;
** In the case that you are being focused when your team is disengaging, leaving you alone, perhaps try to last for as long as you can before you are KO&#039;d, especially if you are on top of the [[Tactical Crystal]]. This will buy your teammates some time and safety to retreat and recover, even if they are left at a numbers advantage without you. &lt;br /&gt;
** If you notice an ally &#039;&#039;trying&#039;&#039; to retreat, try to heal them if you are a {{Healer}} Healer, or peel an enemy or two off with crowd-control abilities. &lt;br /&gt;
*** &#039;&#039;Do not save your teammate&#039;&#039; if it means &#039;&#039;you&#039;&#039; will also be KO&#039;d. You will only be delaying the rate at which your team can fully engage at full strength again.&lt;br /&gt;
&lt;br /&gt;
===Co-ordinate with your team===&lt;br /&gt;
* Look at your chat box. It is recommended for {{Melee DPS}} Melee DPS to make callouts using macros. This particularly benefits melee DPS whose bursts deal more damage like {{DRG}} dragoon, or melee DPS with tools and the capability to KO opponents like {{NIN}} ninja. &lt;br /&gt;
* &#039;&#039;Attack and crowd-control the [[File:Target_to_Attack1.png|32x32px]] symbol.&#039;&#039; It is at this point where you and your teammates should be spending their cooldown bursts on, and it can be for a multitude of reasons outside of KOing them very quickly:&lt;br /&gt;
** Assuming all five members on a team can burst a target down quickly enough without them {{aicon|Guard (PvP)|Guarding}} the damage or even using MP to {{aicon|Recuperate (PvP)|Recuperate}}, it will leave the opposing team at a numbers advantage and reduce the amount of damage they can deal to you and your teammates.&lt;br /&gt;
** The target is especially vulnerable. This can mean that they are in a vulnerable position (not near any LoS blockers), they are low on resources (HP and MP), or their {{aicon|Guard (PvP)|Guard}} is on cooldown. Do keep in mind to not overextend, or to get your teammates to overextend, as it can potentially leave your backline jobs in a vulnerable position or to be ratted and focused down by the leftover opponents.&lt;br /&gt;
&lt;br /&gt;
===Disengage only when needed===&lt;br /&gt;
* If your team&#039;s pressure is high, it may be a good idea to continue pressuring the opposing team as it may lead to them stagger-engaging. Do not overextend, as it can lead to you being in a vulnerable position to be bursted, changing the tempo of the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
===Keep the pressure ongoing, but safely===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
===Maintain awareness===&lt;br /&gt;
* Be mindful of your resources. MP serves as a functional second HP bar due to {{aicon|Recuperate (PvP)|Recuperate}} healing you. Do not {{aicon|Purify (PvP)|Purify}} all status effects &#039;&#039;if not needed&#039;&#039;. Purifying may aid in further uptime, if needed for pressure, or the MP cleansing the status effect has the potential to be better used to Recuperate. For example, Purifying {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} is not needed if you have already nearly escaped, being chased by an overextending {{WHM}} white mage. Purifying Miracle of Nature could be needed if the white mage is also being supported by other opponents to focus you down.&lt;br /&gt;
&lt;br /&gt;
==Helpful Macros==&lt;br /&gt;
Sound effects &amp;lt;se.#&amp;gt; are rarely used in macros in [[Crystalline Conflict]], as teammates should always be looking at the chat box for directions. Sound effects may be more useful in large-scale PvP modes, but it is important to not overuse them when not needed. It is also important to keep your macro message for large-scale PvP modes apt. &amp;lt;p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
It is recommended for {{Melee DPS}} Melee DPS to make callouts on whom to target in Crystalline Conflict. Below are two macros that may help you communicate with your team on whom to target:&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Attack your current target =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/merror off&lt;br /&gt;
/quickchat &amp;quot;Attacking Target&amp;quot; &amp;lt;t&amp;gt;&lt;br /&gt;
/mk attack2 &amp;lt;t&amp;gt;&lt;br /&gt;
/mk attack1 &amp;lt;t&amp;gt;&lt;br /&gt;
/micon &amp;quot;Target to Attack 1&amp;quot; enemysign&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Attack a specific target =&lt;br /&gt;
&#039;&#039;Replace # with the target on the party list; &amp;lt;e1&amp;gt; will target the first person in the enemy list, going downwards, &amp;lt;e2&amp;gt; will target the second enemy in the enemy list, etc.&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/merror off&lt;br /&gt;
/quickchat &amp;quot;Attacking Target&amp;quot; &amp;lt;e#&amp;gt;&lt;br /&gt;
/target &amp;lt;e#&amp;gt;&lt;br /&gt;
/mk attack2 &amp;lt;e#&amp;gt;&lt;br /&gt;
/mk attack1 &amp;lt;e#&amp;gt;&lt;br /&gt;
/micon &amp;quot;Target to Attack 1&amp;quot; enemysign&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-|Move quickly to a target (mouse only) =&lt;br /&gt;
&#039;&#039;This macro will allow rushing to an ally, a foe, or either (depending on ability) that your mouse cursor is currently hovering over, skipping the need to click, and making engaging and disengaging easier. In this example, {{i|Thunderclap (PvP)|Thunderclap}} is used. Replace &amp;quot;Thunderclap&amp;quot; with your job&#039;s movement ability.&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/micon &amp;quot;Thunderclap&amp;quot;&lt;br /&gt;
/merror off&lt;br /&gt;
/pvpaction &amp;quot;Thunderclap&amp;quot; &amp;lt;mo&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common PvP Terms; Glossary ==&lt;br /&gt;
* CC (context-dependent):&lt;br /&gt;
:* Crowd-control. Also can be used as a verb – &amp;quot;I got CC&#039;d!&amp;quot;, &amp;quot;CC this player!&amp;quot;&lt;br /&gt;
:* [[Crystalline Conflict]].&lt;br /&gt;
* Cover: &lt;br /&gt;
:* {{aicon|Guardian (PvP)|Guardian}}, a party member gap-closer accessible to {{PLD}} paladin wherein the paladin takes all damage and status effect damage for you, assuming you remain close to them. Is called &amp;quot;cover&amp;quot; due to the similar PvE action, {{aicon|Cover}}. &lt;br /&gt;
* Backline, backliner:&lt;br /&gt;
:* A job, or jobs, that engage, or specialize in engaging as players who use distance and the players who are the first-most to tank for them, while they deal damage from afar. Jobs that specialize in backlining are typically higher in damage, though a bit more squishy in terms of survivability. In contract with frontline, or frontliner.&lt;br /&gt;
* Frontline, frontliner:&lt;br /&gt;
:* A job, or jobs, that engage, or specialize in engaging as the first possible players to be targeted by the enemy team, most likely to be targeted and bursted first. Jobs specializing in frontlining typically have more tools to aid in their survivability. In contract with backline, or backliners. &lt;br /&gt;
* LoS, line-of-sight:&lt;br /&gt;
:* Any obstacle or obstruction that prevents the targeting of a player. Rounding corners is an example of breaking line-of-sight so players cannot target and thus damage (or even heal) that player. Actions whose effects can bypass obstructions will say so in their tooltip (i.e. {{aicon|Star Prism (PvP)|Star Prism}}.&lt;br /&gt;
* Momentum: &lt;br /&gt;
:* The ongoing pressure of an advantaged team against the team with a disadvantage. &lt;br /&gt;
* Overextend:&lt;br /&gt;
:* To go ahead of your teammates to chase down an enemy (or enemies), or to establish a point of conflict far ahead of teammates. This may place the overextender at risk of being focused down by the enemy team. This also frequently places your team at a numbers advantage for engagements.&lt;br /&gt;
* Peel:&lt;br /&gt;
:* To get an enemy (or enemies) to stop following you, or a teammate. Crowd-control abilities aid in peeling the enemy off, and other tools that may aid in survivability may help. The opponent(s) may overextend, which means leading them to your teammates may help in focusing them down, instead. Some jobs are harder to peel off, such as {{GNB}} gunbreakers and {{MNK}} monks. &lt;br /&gt;
* Rat:&lt;br /&gt;
:* To disrupt the enemy team by being a nuisance to establish aggro. A common form of &amp;quot;ratting&amp;quot; is to disrupt and distract the enemy backline. {{GNB}} gunbreakers and {{MNK}} monks especially excel in this role. This strategy may be less effective at higher ranks. &lt;br /&gt;
* Stagger (context dependent):&lt;br /&gt;
:* When a player(s) is defeated on either team, leading to an advantage for the team with the greater amount of players to maintain pressure and momentum. &lt;br /&gt;
:* Stagger engage: engaging in combat with one player at a time. Is generally considered poor practice outside of exceptional circumstances, as it is better to engage against a full team with a full team. May also apply to overextenders who arrive late to battle when at a numbers disadvantage.&lt;br /&gt;
* Tempo: &lt;br /&gt;
:* The ongoing pace of a match or (an imminent) engagement. Tempo will slow down after the conclusion of any engagement as a period to recover or respawn. Tempo will increase again during the initial execution and ongoing engagement. Both aforementioned examples are the extremes of tempo in a match.&lt;br /&gt;
==Official Lodestone links==&lt;br /&gt;
https://na.finalfantasyxiv.com/lodestone/playguide/pvpguide/&lt;br /&gt;
&lt;br /&gt;
https://na.finalfantasyxiv.com/jobguide/pvp/&lt;br /&gt;
{{PvP nav}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1322561</id>
		<title>PvP Guide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1322561"/>
		<updated>2026-05-22T16:19:44Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Helpful Macros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{see also|Guides}}&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
[[PvP]] is a very reactive mode where you and other players may face a wide variety of combat scenarios; although similar situations may arise, it is very rare that there exists the optimal, one-size-fits-all solution. While this guide may give insight on common plays, it is important to note that you should improvise when needed.&amp;lt;p&amp;gt;&lt;br /&gt;
In a similar preface, you, as well as many other players, may struggle sometimes to find the ideal solution, resulting in losses. Although it may be frustrating in hindsight, it is normal for mistakes to happen and to take breaks as to not allow emotions to cloud your judgement and future matches – as much as PvP is a competitive mode, it is still important for you and your team to be cooperative (even with a lack of free chat in Crystalline Conflict). &amp;lt;p&amp;gt;&lt;br /&gt;
It is important to note that some factors cannot be controlled by you; your teammates. Because the game chooses at random on who goes on what team, you may have matches of extremes where you may face a sweeping loss, an easy win, matches ending as quickly as they started or prolonged. No matter the conditions of the match, it is still a good idea to take breaks when needed and to continue performing the best decisions possible at the time, as more practice will make you more experienced on how to make your plays.&lt;br /&gt;
&lt;br /&gt;
==PvP Modes==&lt;br /&gt;
There are three modes in PvP: a 5v5 mode in the form of [[Crystalline Conflict]], a 24v24 mode in the form of [[Rival Wings]], and finally, a 24v24v24 big-scale battle mode in the form of [[Frontline]]. It is very important to note that &#039;&#039;all jobs are balanced for  Crystalline Conflict&#039;&#039;. This means there will be disparities and less preferable jobs in the bigger-scale PvP modes, but all jobs are still viable, though may be harder to execute. &lt;br /&gt;
&lt;br /&gt;
==Job Identities==&lt;br /&gt;
&#039;&#039;This section is written in the lens of [[Crystalline Conflict]]. Although some concepts may apply to bigger scale PvP modes, it is important to note that the high density of players and thus viability of jobs will very greatly.&#039;&#039; &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike in PvE, job roles are not to be taken literally – while they do elude a bit to their general playstyle, all jobs will play differently compared to each other. It also not imperative that a group have {{Healer}} [[Healer|healers]] or {{Tank}} [[Tank|tanks]] to &#039;&#039;win&#039;&#039; matches. Below are sections giving a general playstyle on what to expect from each job, whether if you are playing as them or against them, going into Crystalline Conflict. &lt;br /&gt;
----&lt;br /&gt;
==={{Tank}} Tanks===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Paladin =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{PLD|big=y}} [[Paladin]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Paladins are excellent frontliners, support, and utility. {{aicon|Shield Smite (PvP)|Shield Smite}} and {{aicon|Guardian (PvP)|Guardian}} are the highlights of their toolkit. Paladins, however, lack burst damage, and their damaging GCDs are locked behind {{aicon|Imperator (PvP)|Imperator}}. Their limit break, {{aicon|Phalanx (PvP)|Phalanx}} is an incredibly potent tool on a two-minute timer that makes them invincible and grants high damage reduction to allies.&lt;br /&gt;
* {{aicon|Holy Sheltron (PvP)|Holy Sheltron}} is able to grant mitigation or a huge damage and crowd-control AoE with a damage boost. &lt;br /&gt;
* {{aicon|Shield Smite (PvP)|Shield Smite}} allows them to be able to halve the defensive bonus of {{aicon|Guard (PvP)|Guard}}, allowing their group to continue focusing opponents or to force them out of play. &lt;br /&gt;
* {{aicon|Imperator (PvP)|Imperator}} allows them and their teammates to sustain better, as dealing damage to an enemy hit with Imperator allows them to recover some HP. &lt;br /&gt;
* {{aicon|Guardian (PvP)|Guardian}} is a gap-closer copy of {{aicon|Cover}}, allowing the paladin to take damage in place of an ally. As enemy cooldowns are typically nearly spent on the covered teammate, this action may save them from death, keeping control of the situation. Covered targets are also able to cast {{aicon|Standard-issue Elixir (PvP)|Elixir}} while covered. To read more on the extensive utility this action has, see its [[Guardian (PvP)|respective page]].&lt;br /&gt;
* {{aicon|Phalanx (PvP)|Phalanx}} is a personal invuln and a 33% damage mitigation for nearby teammates. This heavily increases pressure on opponents, if not forces them to retreat. {{aicon|Guardian (PvP)|Guardian}} is especially a potent action while invincible.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Warrior =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{WAR|big=y}} [[Warrior]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Warriors are cooldown-reliant disruptors with the ability to reliably secure kills. {{aicon|Onslaught (PvP)|Onslaught}} with {{aicon|Blota (PvP)|Blota}} and {{aicon|Primal Rend (PvP)|Primal Rend}} are the highlights of their toolkit. Warriors are incredibly squishy tanks, and their ability to sustain both offensively and defensively are lacking, as they are reliant on cooldowns. Their limit break, {{aicon|Primal Scream (PvP)|Primal Scream}}, allows them to place immense pressure on opponents as it cancels the ability for them (and the warrior themselves) to use {{aicon|Guard (PvP)|Guard}} while being on a 90-second timer.&lt;br /&gt;
* {{aicon|Onslaught (PvP)|Onslaught}} is a gap-closer that makes the target take more damage. Its duration is equal to its cooldown, meaning its debuff can be placed on enemies indefinitely, making them high-priority targets. &lt;br /&gt;
* {{aicon|Blota (PvP)|Blota}} draws a single enemy in and makes them {{status effect|heavy}} [[heavy]]. This is potent in securing kills.&lt;br /&gt;
* {{aicon|Primal Rend (PvP)|Primal Rend}} is a gap-closer AoE {{status effect|stun}} [[stun]]. Its ability to massively disrupt opponents is further rewarded by cleaving multiple enemies.&lt;br /&gt;
* {{aicon|Primal Scream (PvP)|Primal Scream}} is a conal AoE that disables the ability for the warrior and opponents to use {{aicon|Guard (PvP)|Guard}}. This greatly disrupts opponents and forces them to retreat. Executing three GCDs will grant a usage of {{aicon|Primal Wrath (PvP)|Primal Wrath}}, a large point-blank AoE that {{status effect|bind}} [[bind|binds]] enemies to, hopefully, secure kills.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Dark Knight =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DRK|big=y}} [[Dark Knight]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dark Knights are excellent frontliners that can group up opponents for the ability for teammate AoEs to cleave. Dark knights are rewarded on maintaining aggressive, but tactical strategies. {{aicon|Salted Earth (PvP)|Salted Earth}}, {{aicon|Plunge (PvP)|Plunge}}, and {{aicon|The Blackest Night (PvP)|The Blackest Night}} are the highlights of their toolkit. As dark knights are rewarded on tactical plays, they are a high-priority for opponents to disrupt. Their tactical style also requires more attentiveness to the battlefield, also increasing their skill floor. Their limit break, {{aicon|Eventide (PvP)|Eventide}}, allows them to deal excellent burst damage, while also being unable to be KO&#039;d for the duration. It is on a 2-minute timer.&lt;br /&gt;
* {{aicon|Salted Earth (PvP)|Salted Earth}} draws all nearby enemies into it, while also giving a potent regen and damage reduction to the dark knight. {{aicon|Salt and Darkness (PvP)|Salt and Darkness}} can be used to keep targets within the bubble, and potentially allow for allies to cleave them. &lt;br /&gt;
* Two charges of {{aicon|The Blackest Night (PvP)|The Blackest Night}} allows for party support and personal sustain. Upon gaining {{status effect|buff|File:Dark_Arts_Buff.png}} Dark Arts when the shield breaks, dark knights can use {{aicon|Shadowbringer (PvP)|Shadowbringer}} without consuming HP:&lt;br /&gt;
* {{aicon|Shadowbringer (PvP)|Shadowbringer}} is an oGCD that costs a significant amount of HP or {{status effect|buff|File:Dark_Arts_Buff.png}} Dark Arts. It grants the ability to use an attack within the {{aicon|Torcleaver (PvP)|Torcleaver}} combo, allowing for superb single-target DPS, especially at lower health.&lt;br /&gt;
* {{aicon|Plunge (PvP)|Plunge}} is a gap-closer that applies {{status effect|debuff|file:Sole_Survivor_debuff.png}} Sole Survivor. When the target afflicted with it is KO&#039;d, the recast timer of Plunge is reset, while also recovering HP and MP. It is imperative that dark knights properly execute this action to sustain longer in fights.&lt;br /&gt;
* {{aicon|Eventide (PvP)|Eventide}} deals more damage at high health in a line in front and behind. It can be used for a very high burst of damage after pulling enemies with {{aicon|Salted Earth (PvP)|Salted Earth}}. It also grants access to {{aicon|Disesteem (PvP)|Disesteem}}, another line AoE GCD.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-| Gunbreaker =&lt;br /&gt;
{{tile|color=tank}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{GNB|big=y}} [[Gunbreaker]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Gunbreakers are excellent single-target bruisers with good sustain. They especially excel in disrupting backlining jobs, weakening a single target, and like with {{DRK}} [[dark knight]], excel in establishing a frontline. {{aicon|Fated Circle (PvP)|Fated Circle}} and their {{aicon|Continuation (PvP)|Continuation}} abilities are the highlights of their toolkit. Gunbreakers, while they can do good amounts of sustained damage, struggle with burst damage. Because of {{status effect|buff|File:Nebula_buff.png}} [[Fated Circle (PvP)|Nebula]], it is highly incentivized to not attack them. They are largely ignored as a result, and also lack crowd-control abilities. Their limit break, {{aicon|Relentless Rush (PvP)|Relentless Rush}}, allows them to maintain direct pressure by increasing damage opponents take, followed with a stun. It is on a 1-minute timer.&lt;br /&gt;
* Multiple charges of {{aicon|Rough Divide (PvP)|Rough Divide}} incentivizes gunbreakers to remain on enemies, while giving them a plethora of buffs to ensure they are hard to peel away. &lt;br /&gt;
* {{aicon|Fated Circle (PvP)|Fated Circle}} allows for a usage of {{aicon|Fated Brand (PvP)|Fated Brand}}, which grants a sizeable shield and applies {{status effect|heavy}} [[heavy]] to targets. They also counter enemy attacks through the buff {{status effect|buff|file:Nebula_buff.png}} Nebula, which discourages enemies to hit them. &lt;br /&gt;
* All abilities executed with {{aicon|Continuation (PvP)|Continuation}} grant a stacking shield to the gunbreaker. These shields make gunbreakers last longer, but does not last long, however. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==={{Healer}} Healers===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|White Mage =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{WHM|big=y}} [[White Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
White Mages excel in raw power, whether it may be through healing or damage. {{aicon|Seraph Strike (PvP)|Seraph Strike}} and the actions it grants and {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} are the highlights of its toolkit. Their limit break, {{aicon|Afflatus Purgation (PvP)|Afflatus Purgation}}, is a line AoE that stuns and grants a regen to the party. It is on a 60-second timer.&lt;br /&gt;
* {{aicon|Seraph Strike (PvP)|Seraph Strike}} grants a damage reduction effect to nearby members, while also giving access to {{aicon|Glare IV (PvP)|Glare IV}} and {{aicon|Cure III (PvP)|Cure III}}, an incredibly powerful AoE healing action. &lt;br /&gt;
* {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} will severely enfeeble a target. If timed correctly, it can cancel enemy animations and attacks.&lt;br /&gt;
* {{aicon|Aquaveil (PvP)|Aquaveil}} grants a potent shield, and if it removes a cleanseable status effect on application, doubles its strength. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Scholar =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SCH|big=y}} [[Scholar]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Scholars engage in long term tactical plays, being able to heal over sustained periods of time while hindering opponents&#039; capabilities of healing. {{aicon|Deployment Tactics (PvP)|Deployment Tactics}}, {{aicon|Expedient (PvP)|Expedient}}, and {{aicon|Chain Stratagem (PvP)|Chain Stratagem}} are the highlights of their toolkit. While scholars excel in control and damage mitigation, they have less tools to facilitate burst healing. Their limit break, {{aicon|Seraphism (PvP)|Seraphism}}, allows them to deal AoE damage on the move and have access to one strong AoE burst heal. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Expedient (PvP)|Expedient}} is similar to its [[Expedient|PvE variant]], but also grants {{status effect|buff|file:Recitation_buff.png}} &#039;&#039;&#039;Recitation&#039;&#039;&#039;, which increases the potencies of {{aicon|Biolysis (PvP)|Biolysis}} and {{aicon|Adloquium (PvP)|Adloquium}}. &lt;br /&gt;
* {{aicon|Adloquium (PvP)|Adloquium}} is an instant-heal and shield that also grants a 10% damage reduction.&lt;br /&gt;
* {{aicon|Biolysis (PvP)|Biolysis}} is a DoT that also reduces the effectiveness of healing actions for opponents by 10%.&lt;br /&gt;
* {{aicon|Deployment Tactics (PvP)|Deployment Tactics}} allows the scholar to spread the effects of {{aicon|Biolysis (PvP)|Biolysis}} and {{aicon|Adloquium (PvP)|Adloquium}}. &lt;br /&gt;
* {{aicon|Chain Stratagem (PvP)|Chain Stratagem}} halves the effectiveness of {{aicon|Guard (PvP)|Guard}}. Unlike {{aicon|Shield Smite (PvP)|Shield Smite}}, it is an oGCD and is ranged, but single-target only. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Astrologian =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{AST|big=y}} [[Astrologian]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Astrologian is a mobile and powerful support healer, with very effective single-target burst and ability to sustain directly. {{aicon|Retrograde (PvP)|Retrograde}}, {{aicon|Macrocosmos (PvP)|Macrocosmos}}, {{aicon|Double Cast (PvP)|Double Cast}} and its interactions are the highlights of their toolkit. As astrologians are mainly intended for support, their overall damage is generally lacking. Their limit break, {{aicon|Celestial River (PvP)|Celestial River}}, allows them to heavy establish a frontline as it weakens melee-based jobs and massively increases damage dealt and healing received. It is on a 105-second timer.&lt;br /&gt;
* {{aicon|Retrograde (PvP)|Retrograde}} is similar to {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}}, in being that it dashes them forward while leaving a {{aicon|Retrograde (PvP)|Pole Star}}, which the astrologian can dash back to instantly similar to {{aicon|Regress (PvP)|Regress}}. This grants incredible survivability and mobility as it grants a shield, and can be placed to take advantage of LoS blockers, such as corners. &lt;br /&gt;
* {{aicon|Macrocosmos (PvP)|Macrocosmos}} is similar to its [[Macrocosmos|PvE variant]] in that it compiles damage taken into a heal. This allows for excellent party-wide sustain and burst-healing. &lt;br /&gt;
* Two charges of {{aicon|Aspected Benefic (PvP)|Aspected Benefic}} makes it a very powerful single-target burst heal, increasing in effectiveness the lower health their target is at. When casted with {{aicon|Double Cast (PvP)|Double Cast}}, it also grants a shield.  &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Sage =&lt;br /&gt;
{{tile|color=healer}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SGE|big=y}} [[Sage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Sages are very mobile and offensive DPS-healers, being able to output a ton of damage and crowd-control, even surpassing DPS jobs in with their effectiveness. {{aicon|Phlegma III (PvP)|Phlegma III}}, {{aicon|Toxikon (PvP)|Toxikon}} and {{aicon|Toxikon II (PvP)|Toxikon II}}, and {{aicon|Icarus (PvP)|Icarus}} are the highlights of their toolkit. Sages are very high-priority targets as they are very fragile, even as a healer, and can be dangerous with their damage and crowd-control. Knowledge and execution of {{aicon|Kardia (PvP)|Kardia}} places them on a higher skill-floor, and may be difficult for beginners. Their limit break, {{aicon|Mesotes (PvP)|Mesotes}}, places a circle that grants invulnerability to any party member standing within – enemies must be within the circle to deal damage to anyone within the circle. It is on a two-minute timer.&lt;br /&gt;
* {{aicon|Phlegma III (PvP)|Phlegma III}} draws enemies into the initial target and {{status effect|bind}} [[bind|binds]] them. It also grants access to {{aicon|Psyche (PvP)|Psyche}}, which deals high AoE damage to grouped enemies. &lt;br /&gt;
* {{aicon|Kardia (PvP)|Kardia}} behaves similarly to its [[Kardia|PvE variant]], in that it heals when doing damage, albeit only with {{aicon|Dosis III (PvP)|Dosis III}}. It instead grants a shield with {{aicon|Eukrasian Dosis III (PvP)|Eukrasian Dosis III}}, which grants Addersting when broken, allowing access to {{aicon|Toxikon II (PvP)|Toxikon II}}:&lt;br /&gt;
* {{aicon|Toxikon (PvP)|Toxikon}} and {{aicon|Toxikon II (PvP)|Toxikon II}} increases damage enemies take. Toxikon II additionally deals greater damage, and does not require a stack of Toxikon to execute.&lt;br /&gt;
* {{aicon|Mesotes (PvP)|Mesotes}}, as stated before, grants invulnerability to any party member standing within. Enemies must enter the circle to damage party members, but standing within the circle makes enemies prone to additional crowd-control and take a very potent DoT. As such, this limit break establishes control in engagements.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{Melee DPS}} Melee DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Dragoon =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DRG|big=y}} [[Dragoon]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dragoons deal excellent AoE burst damage at mid-range, while also posessing a powerful mitigation tool to help them engage or disengage. {{aicon|Geirskogul (PvP)|Geirskogul}} and the actions it grants access to, {{aicon|Elusive Jump (PvP)|Elusive Jump}}, and {{aicon|Horrid Roar (PvP)|Horrid Roar}} are the highlights of their toolkit. Dragoons struggle in crowd-control, as they have no access to such abilities, and take additional damage while under the effect of Life of the Dragon, making them especially vulnerable targets. One of their biggest hits, {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}}, is easily countered by close-range jobs. Outside of their bursts, dragoons deal pitiful amounts of sustained damage. Their limit break, {{aicon|Sky High (PvP)|Sky High}}, grants invulnerability, movement speed, and unrivalled AoE burst damage in conjunction with a potent shield when landing with {{aicon|Sky Shatter (PvP)|Sky Shatter}}. It is on a 90-second timer.&lt;br /&gt;
*{{aicon|Elusive Jump (PvP)|Elusive Jump}} is a backstep, being able to cleanse both {{status effect|bind}} [[bind]] and {{status effect|heavy}} [[heavy]] while also increasing movement speed. It also grants a usage of {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}}, one of dragoon&#039;s biggest hits whose damage scales based on range.&lt;br /&gt;
*{{aicon|Geirskogul (PvP)|Geirskogul}} increases &#039;&#039;all&#039;&#039; damage damage dealt and damage received, while also granting a usage of {{aicon|Starcross (PvP)|Starcross}}, a powerful AoE GCD. [[Geirskogul (PvP)|Life of the Dragon]] may be ended at any time with the execution of {{aicon|Nastrond (PvP)|Nastrond}}, an oGCD whose damage is increased the lower health the target is at. Due to the amount of damage dragoons may receive while under the effect of Life of the Dragon, further emphasing proper usage of {{aicon|Horrid Roar (PvP)|Horrid Roar}}:&lt;br /&gt;
*{{aicon|Horrid Roar (PvP)|Horrid Roar}} is an offensive mitigation ability, reducing the amount of damage opponents within range do to the dragoon, similar to {{aicon|Reprisal}}. &lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Monk =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{MNK|big=y}} [[Monk]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Monks have unrivalled mobility, good sustain, and are good single-target sustained DPS, as they stick onto enemies while having the ability to soak great amounts of damage.  They can also shield their allies, if needed. {{aicon|Thunderclap (PvP)|Thunderclap}}, {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}, {{aicon|Riddle of Earth (PvP)|Riddle of Earth}}, and {{aicon|Phantom Rush (PvP)|Phantom Rush}} are the highlights of their toolkit. Monks struggle in AoE crowd control, as they have little access to crowd control abilities outside of their limit break, {{aicon|Meteodrive (PvP)|Meteodrive}}, which hard-stuns a target for an extended period of time while also dealing excellent damage and bypassing {{aicon|Guard (PvP)|Guard}}. It is on a 75-second timer. &lt;br /&gt;
* {{aicon|Thunderclap (PvP)|Thunderclap}} is a gap-closer to any target on a very low cooldown, while granting a shield to themselves or on allies if targeting them. &lt;br /&gt;
* {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}} grants movement speed, and {{status effect|debuff|file:Pressure__Point_debuff.png}} &#039;&#039;&#039;Pressure Point&#039;&#039;&#039; to targets, which deals additional damage when struck again. It also has a knockback, which may aid in allies also engaging the target if aimed correctly. &lt;br /&gt;
* {{aicon|Riddle of Earth (PvP)|Riddle of Earth}} allows for damage to be compiled. {{aicon|Earth&#039;s Reply (PvP)|Earth&#039;s Reply}} will heal the monk for half the compiled damage, while also dealing damage equal to quarter of the amount of damage they soaked. This allows for extended sustaining against encounters. &lt;br /&gt;
* {{aicon|Phantom Rush (PvP)|Phantom Rush}} is the final hit in their basic combo, as a reward for maintaining uptime and pressure. Its damage is buffed further through {{aicon|Rising Phoenix (PvP)|Rising Phoenix}}, which increases the damage of a subsequent weaponskill by 50%. &lt;br /&gt;
* If a combo is set up correctly with {{aicon|Meteodrive (PvP)|Meteodrive}}, monks can KO any target, including tanks. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Ninja =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{NIN|big=y}} [[Ninja]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Ninjas are excellent tactical DPS and have excellent single-target burst damage. They are unrivalled in finishing off opponents. Their entire toolkit is specifically tailored to a fitting situation at hand. As ninjas are better fit to capitalize on teammates&#039; success, they are relatively docile, especially if they must use their tools for their own recovery. Their limit break, {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}, allows them to instantly incapacitate any enemy whose HP is &#039;&#039;under&#039;&#039; 50%, and can be chained indefinitely if successful. It is on a 90-second timer.&lt;br /&gt;
* The {{aicon|Three Mudra (PvP)|Three Mudra}} ninjas have grants access to a multitude of actions. &lt;br /&gt;
:* Their {{aicon|Forked Raiju (PvP)|Raiju}} can allow access to two subsequent gap-closer stuns. These stuns are excellent in finishing, or helping allies to finish opponents.&lt;br /&gt;
:* {{aicon|Hyosho Ranyu (PvP)|Hyosho Ranryu}} deals excellent single-target burst damage.&lt;br /&gt;
:* {{aicon|Goka Mekkyaku (PvP)|Goka Mekkyaku}} is a very potent AoE dot with a big radius, helping to wittle opponents down.&lt;br /&gt;
:* {{aicon|Doton (PvP)|Doton}} grants damage reduction when standing in it, and is a DoT similar to its [[Doton|PvE variant]]. Enemies standing in the Doton also take additional damage from {{aicon|Hollow Nozuchi (PvP)|Hollow Nozuchi}} when a weaponskill or other select actions are executed.&lt;br /&gt;
:* {{aicon|Huton (PvP)|Huton}} grants a potent barrier, greatly increase movement speed, and a haste.&lt;br /&gt;
* {{aicon|Shukuchi (PvP)|Shukuchi}} allows ninjas to travel a good distance and become invisible for a limited time. This helps in them getting away, or, when used offensively to begin a burst, grants access to {{aicon|Assassinate (PvP)|Assassinate}} which ignores {{aicon|Guard (PvP)|Guard}}. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Samurai =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SAM|big=y}} [[Samurai]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Samurai are good frontliners, while also having the ability to deal excellent single-target damage. {{aicon|Hissatsu: Soten (PvP)|Hissatsu: Soten}}, {{aicon|Ogi Namikiri (PvP)|Ogi Namikiri}}, {{aicon|Meikyo Shisui (PvP)|Meikyo Shisui}} and {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}} are the highlights of their toolkit. Their limit break, {{aicon|Zantetsuken (PvP)|Zantetsuken}}, is a powerful AoE gap-closer that ignores {{aicon|Guard (PvP)|Guard}}, and if the target is afflicted with {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]], deals damage equal to their maximum health. It is on a 2-minute timer.&lt;br /&gt;
* Three charges of {{aicon|Hissatsu: Soten (PvP)|Hissatsu: Soten}} while on a very short cooldown provides a lot of offensive mobility, while also granting access to more powerful actions in the basic Kasha combo with {{status effect|buff|file:Kaiten_buff.png}} Kaiten. {{aicon|Hyosetsu (PvP)|Hyosetsu}}, which is {{aicon|Yukikaze (PvP)|Yukikaze}} buffed by Kaiten, is an AoE bind. &lt;br /&gt;
* {{aicon|Ogi Namikiri (PvP)|Ogi Namikiri}} and {{aicon|Kaeshi: Namikiri (PvP)|Kaeshi: Namikiri}} are powerful hits, and when hitting multiple targets, decreases its potency but grants powerful, but short-lasting barriers. &lt;br /&gt;
* {{aicon|Meikyo Shisui (PvP)|Meikyo Shisui}} increases healing received and pre-emptively nullifies cleanseable status effects, making it a powerful engagement tool. It also grants access to {{aicon|Tendo Setsugekka (PvP)|Tendo Setsugekka}} and {{aicon|Tendo Kaeshi Setsugekka (PvP)|Tendo Kaeshi Setsugekka}}, samurai&#039;s hardest single-target hits that also heals them.&lt;br /&gt;
* {{aicon|Mineuchi (PvP)|Mineuchi}} stuns a single target, while increasing damage dealt to them. If the target is inflicted with {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] from {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}}, it increases the duration:&lt;br /&gt;
* {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}} is a short-lasting mitigation tool that applies {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] to targets when struck, increasing the amount of damage the samurai deals to them, and counters. If the target is under the effect of Kuzushi, {{aicon|Zantetsuken (PvP)|Zantetsuken}} deals [[File:Unique Damage.png|20px|link=]] [[Damage Types#Unique|unique]] damage equal to targets&#039; maximum HP that cannot be mitigated. Opponents at full HP with a barrier will survive, however.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Reaper =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{RPR|big=y}} [[Reaper]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Reapers can soak good amounts of damage and are mobile, having the ability to constantly place crowd-control effects on their targets, while having a good ability to finish opponents. {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}}, {{aicon|Grim Swathe (PvP)|Grim Swathe}}, {{aicon|Arcane Crest (PvP)|Arcane Crest}} and {{aicon|Death Warrant (PvP)|Death Warrant}} are the highlights of their toolkit. Reapers are lacking in damage, only having the capability to deal very high burst damage through their limit break, {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}, while also giving them good sustain and is an AoE crowd-control. It is on a 75-second timer.&lt;br /&gt;
* {{aicon|Hell&#039;s Ingress (PvP)|Hell&#039;s Ingress}} is an excellent mobility tool that leaves a Hellsgate that can be teleported back to instantly through {{aicon|Regress (PvP)|Regress}}. If placed and executed properly, reapers can take advantage of corners to immediately break line-of-sight, appearing to go through walls.&lt;br /&gt;
* {{aicon|Arcane Crest (PvP)|Arcane Crest}} is a powerful and long-lasting shield that grants a very strong regen to themselves and party members when broken. &lt;br /&gt;
* {{aicon|Grim Swathe (PvP)|Grim Swathe}} that makes targets {{status effect|heavy}} [[heavy]], with a short cooldown. It also grants access to {{aicon|Executioner&#039;s Guillotine (PvP)|Executioner&#039;s Guillotine}}, a conal AoE that also strengthens the potency of {{aicon|Plentiful Harvest (PvP)|Plentiful Harvest}}:&lt;br /&gt;
* {{aicon|Plentiful Harvest (PvP)|Plentiful Harvest}} is heavy-hitting line AoE. Its potency is increased for every execution of {{aicon|Executioner&#039;s Guillotine (PvP)|Executioner&#039;s Guillotine}}, or every assist or KOs the reaper deals. It is on a very long cooldown, making its usage difficult. If the reaper is KO&#039;d, the potency of Plentiful Harvest is reset. &lt;br /&gt;
* {{aicon|Death Warrant (PvP)|Death Warrant}} compiles damage dealt by the reaper to a target. When the Death Warrant is served, it deals [[File:Unique Damage.png|20px|link=]] [[Damage Types#Unique|unique]] damage that cannot be mitigated against, allowing for extremely high extra burst damage, especially through the GCDs of {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}:&lt;br /&gt;
* {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}} is a wide crowd-control that makes targets {{status effect|hysteria}} [[hysteria|run away from the reaper]], massively controlling the tempo and turning the tide against opponents. It [[Tenebrae Lemurum (PvP)|Enshrouds]] the reaper, granting them access to {{aicon|Lemure&#039;s Slice (PvP)|Lemure&#039;s Slice}}, a conal AoE ability that {{status effect|bind}} [[bind|binds]], and five (ideally four) usages of {{aicon|Void Reaping (PvP)|Void Reaping}} and {{aicon|Cross Reaping (PvP)|Cross Reaping}}, that also heals with half the damage dealt. Like its [[Communio|PvE variant]], {{aicon|Communio (PvP)|Communio}} ends Enshroud. It also grants access to {{aicon|Perfectio (PvP)|Perfectio}}, an AoE follow-up that incapacitates any target whose HP is under 25%.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Viper =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{VPR|big=y}} [[Viper]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Vipers are mobile and have notable sustain, while also having the capability of soaking damage and dealing very high AoE burst damage in the form of a parry. {{aicon|Snake Scales (PvP)|Snake Scales}} and {{aicon|Serpent&#039;s Tail (PvP)|Serpents Tail}} are the highlights of their toolkit. Vipers lack crowd control and burst damage, while also having a low skill-ceiling, further limiting their mileage. Their limit break, {{aicon|World-swallower (PvP)|World-swallower}}, allows them to deal very high sustained damage that can ignore {{aicon|Guard (PvP)|Guard}}. Their limit break is on a 90-second timer, but can be shortened through uptime.&lt;br /&gt;
* Every execution of {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}} ignores {{aicon|Guard (PvP)|Guard}} and adds three seconds to the limit gauge.&lt;br /&gt;
* {{aicon|Bloodcoil (PvP)|Bloodcoil}} and {{aicon|Sanguine Feast (PvP)|Sanguine Feast}} both recover HP while being on a very short cooldown. Both can be followed up with {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}}.&lt;br /&gt;
* Two charges of {{aicon|Slither (PvP)|Slither}} make viper very mobile, as it is a gap-closer on any target, while massively increasing movement speed for a short duration. This helps the viper stick onto their targets, or disengage. &lt;br /&gt;
* {{aicon|Snake Scales (PvP)|Snake Scales}} immobilizes the viper, but grants a shield, great damage resistance, and immunity to typical crowd-control actions. If the shield is broken during this time, the next execution of {{aicon|Backlash (PvP)|Backlash}} will deal increased damage with a greatly increased radius, while also having a potent lifesteal.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==={{Physical Ranged DPS}} Physical Ranged DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Bard =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{BRD|big=y}} [[Bard]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Bards specialize in party-wide support and possess numerous crowd-control abilities, while also having AoE damage on most of their skills. {{aicon|The Warden&#039;s Paean (PvP)|The Warden&#039;s Paean}}, {{aicon|Apex Arrow (PvP)|Apex Arrow}}, and {{aicon|Silent Nocturne (PvP)|Silent Nocturne}} are the highlights of their toolkit. Their limit break, {{aicon|Final Fantasia (PvP)|Final Fantasia}}, greatly buffs teammates and increases the rate of which their limit gauge increases, while massively draining MP resources of enemies. It is on a 2-minute timer. All of these buffs and crowd-control abilities bards possess make them a very high-priority target, and if they are KO&#039;d while singing a song, their effects are nullified for their party members.&lt;br /&gt;
* {{aicon|The Warden&#039;s Paean (PvP)|The Warden&#039;s Paean}} pre-emptively or immediately nullifies a cleanseable status effect, while also decreasing damage taken and increase the amount of healing received. It can additionally placed on party members.&lt;br /&gt;
* {{aicon|Apex Arrow (PvP)|Apex Arrow}} grants a functionally permanent party buff that increases damage dealt, and giving a haste buff to the bard themselves. It also grants access to {{aicon|Blast Arrow (PvP)|Blast Arrow}}, which deals greater damage and knocks opponents back.&lt;br /&gt;
* {{aicon|Silent Nocturne (PvP)|Silent Nocturne}} is an oGCD that {{status effect|silence}} [[silence|silences]] a single target.&lt;br /&gt;
* {{aicon|Final Fantasia (PvP)|Final Fantasia}} further increases damage dealt, movement speed, and limit gauge of all party members. It also grants access to {{aicon|Encore of Light (PvP)|Encore of Light}}, an AoE that massively decreases the MP of opponents.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Machinist =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{MCH|big=y}} [[Machinist]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Machinists possess high damage tools, with a bit of utility. {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}}, {{aicon|Wildfire (PvP)|Wildfire}}, {{aicon|Drill (PvP)|Drill}}, and {{aicon|Air Anchor (PvP)|Air Anchor}} are the highlights of their toolkit. Their limit break, {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}, is the single hardest-hitting ability in PvP. Because the current multitool is listed as a visible buff, and because the limit break can kill nearly any player instantly, machinists are very predictable to play against. Machinists are also the most fragile PvP job, possessing very few tools to aid in their survivability and have no mobility tools.&lt;br /&gt;
* {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}} places an autoturret that executes {{aicon|Aether Mortar (PvP)|Aether Mortar}} four times, dealing damage to enemies and shielding allies within its radius. &lt;br /&gt;
* {{aicon|Wildfire (PvP)|Wildfire}} is an AoE ability that deals no damage. Its damage is increased for every action the machinist executes on the target. This action further makes machinist more predictable, as opponents may disengage or {{aicon|Guard (PvP)|Guard}} against incoming burst damage. &lt;br /&gt;
* {{aicon|Analysis (PvP)|Analysis}} augments the machinist&#039;s multitool weaponskills. {{aicon|Drill (PvP)|Drill}} will deal double damage, {{aicon|Bioblaster (PvP)|Bioblaster}}&#039;s damage and DoT will be increased, {{aicon|Air Anchor (PvP)|Air Anchor}}&#039;s damage will be increased and {{status effect|stun}} [[stun]] the target, and {{aicon|Chain Saw (PvP)|Chain Saw}} will increase opponents&#039; damage taken. Drill and Air Anchor should always be augmented by Analysis. &lt;br /&gt;
* {{aicon|Drill (PvP)|Drill}} deals very high damage, while ignoring the effects of {{aicon|Guard (PvP)|Guard}}. &lt;br /&gt;
* {{aicon|Air Anchor (PvP)|Air Anchor}} deals respectable damage, while also stunning the target for on-demand crowd-control.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Dancer =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{DNC|big=y}} [[Dancer]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Dancers are mobile and provide powerful utility buffs to themselves and to their {{status effect|buff|file:Dance_Partner_buff.png}} [[Closed Position (PvP)|Dance Partner]], while occasionally joining in the frontline. The highlights of their toolkit are {{aicon|Honing Dance (PvP)|Honing Dance}} and {{aicon|Closed Position (PvP)|Closed Position}} with the utility it brings. Dancers, for a ranged job, are closer range opponents. In conjunction with giving powerful buffs, they are high priority targets and are somewhat fragile and lacking in personal damage. Furthermore, their success is tied to their partner&#039;s ability to place additional pressure when the opportunity shows itself. Their limit break, {{aicon|Contradance (PvP)|Contradance}}, is an AoE uncleansable crowd-control, with afflicted enemies being lured to the dancer. Enemies hit while seduced will be seduced for longer. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Honing Dance (PvP)|Honing Dance}} decreases damage taken and increases movement speed, while dealing constant point-blank AoE damage. {{aicon|Honing Ovation (PvP)|Honing Ovation}} is executed at the end of its duration or on demand, which deals AoE damage and granting a shield. Both effects are doubled within close range.&lt;br /&gt;
* {{aicon|Closed Position (PvP)|Closed Position}} allows dancers to massively buff themselves and one other party member. The following actions interact with the dancer and their {{status effect|buff|file:Dance_Partner_buff.png}} [[Closed Position (PvP)|Dance Partner]]:&lt;br /&gt;
:* {{aicon|Curing Waltz (PvP)|Curing Waltz}} is a potent AoE burst heal ability on both the dancer and their dance partner. Like its [[Curing Waltz|PvE variant]], the dancer and their partner can stack for increased burst healing.&lt;br /&gt;
:* {{aicon|Starfall Dance (PvP)|Starfall Dance}} is a potent line AoE weaponskill, while also increasing movement speed.&lt;br /&gt;
:* {{aicon|Fan Dance (PvP)|Fan Dance}} is a conal AoE that decreases damage taken. It is frequently paired with {{aicon|Honing Dance (PvP)|Honing Dance}} to further increase survivability. &lt;br /&gt;
:* {{aicon|Saber Dance (PvP)|Saber Dance}} increases damage dealt. If the dance partner (&#039;&#039;and not any other party member or the dancer themselves&#039;&#039;) KOs a target (&#039;&#039;KO, not an assist)&#039;&#039;, Saber Dance is upgraded to {{aicon|Dance of the Dawn (PvP)|Dance of the Dawn}}, which increases damage dealt by the same amount, but also increases both the dancer&#039;s and their dance partner&#039;s limit gauge.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{Magical Ranged DPS}} Magical Ranged DPS===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Black Mage =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{BLM|big=y}} [[Black Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Black Mages deal extremely high amounts of sustained damage, while also having tools to make them surprisingly mobile while still doing damage, and sustain a little better while under attack. {{aicon|Elemental Weave (PvP)|Elemental Weave}} and {{aicon|Xenoglossy (PvP)|Xenoglossy}} are the highlights of their toolkit. Black Mages have less bursting potential compared to other jobs, but simply rely more on consistent and high pressure as a turret mage. Their limit break, {{aicon|Soul Resonance (PvP)|Soul Resonance}}, grants them access to even higher consistent sustained AoE damage. It is on a one-minute timer.&lt;br /&gt;
* {{aicon|Aetherial Manipulation (PvP)|Aetherial Manipulation}} allows for excellent mobility, as it is a gap-closer on any target while also being on a very low cooldown.&lt;br /&gt;
* {{aicon|Burst (PvP)|Burst}} is a potent point-blank AoE, while also granting a potent barrier. It is often paired with {{aicon|Aetherial Manipulation (PvP)|Aetherial Manipulation}}. &lt;br /&gt;
* {{aicon|Elemental Weave (PvP)|Elemental Weave}} grants damage reduction and counters damage when under Umbral Ice, or additional AoE damage that ignores {{aicon|Guard (PvP)|Guard}} when executing any spell under Astral Fire, including {{aicon|Burst (PvP)|Burst}} or {{aicon|Xenoglossy (PvP)|Xenoglossy}}:&lt;br /&gt;
* {{aicon|Xenoglossy (PvP)|Xenoglossy}} is an instant-cast spell that deals high damage at high health, or recovers HP when under 50% HP. &lt;br /&gt;
* {{aicon|Soul Resonance (PvP)|Soul Resonance}} grants access to five usages of {{aicon|Flare (PvP)|Flare}} or {{aicon|Freeze (PvP)|Freeze}}. It also grants access to {{aicon|Flare Star (PvP)|Flare Star}} or {{aicon|Frost Star (PvP)|Frost Star}}, with Flare Star dealing extremely high AoE damage while also inflicting a DoT, and Frost Star freezing opponents. &lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Summoner =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{SMN|big=y}} [[Summoner]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Summoners combine both utility and generally high damage, while being very simple to play. {{aicon|Slipstream (PvP)|Slipstream}} and {{aicon|Crimson Strike (PvP)|Crimson Strike}} are the highlights of their toolkit. Even with their defensive moves, summoners are very fragile and are high priority targets to focus down. Their limit breaks, {{aicon|Summon Bahamut (PvP)|Summon Bahamut}} and {{aicon|Summon Phoenix (PvP)|Summon Phoenix}} are on a 90-second timer.&lt;br /&gt;
* {{aicon|Slipstream (PvP)|Slipstream}} increases movement speed of party members who are near the enemy hit with this action, while also inflicting a potent DoT to enemies. &lt;br /&gt;
* {{aicon|Crimson Cyclone (PvP)|Crimson Cyclone}} is a gap-closer AoE ability. It grants access {{aicon|Crimson Strike (PvP)|Crimson Strike}}, which is ranged and creates a knockback from the first target. &lt;br /&gt;
* {{aicon|Mountain Buster (PvP)|Mountain Buster}} is melee-range conal spell that {{status effect|stun}} [[stun|stuns]] targets and decreases damage taken to the summoner.&lt;br /&gt;
* {{aicon|Radiant Aegis (PvP)|Radiant Aegis}} is a powerful shielding spell that also decreases damage taken. It can also be placed on party members.&lt;br /&gt;
* {{aicon|Summon Bahamut (PvP)|Summon Bahamut}} is a very powerful and huge targetable AoE that forcefully establishes a frontline. It also Bahamut on the battlefield will repeatedly cast {{aicon|Wyrmwave (PvP)|Wyrmwave}}, a single-target attack. It will also grant access to {{aicon|Deathflare (PvP)|Deathflare}}, a potent AoE. &lt;br /&gt;
* {{aicon|Summon Phoenix (PvP)|Summon Phoenix}} maintains tempo, as it grants a party-wide regen and an {{aicon|Excog}}-like heal. Phoenix will cast {{aicon|Scarlet Flame (PvP)|Scarlet Flame}}, a DoT. It will also grant access to {{aicon|Brand of Purgatory (PvP)|Brand of Purgatory}}, an AoE which heavily decreases damage dealt by enemies while also inflicting a DoT.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Red Mage =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{RDM|big=y}} [[Red Mage]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Red Mages provide excellent supporting DPS and utilities, while being very mobile. They are also excellent in one-on-one engagements with their ability to sustain. {{aicon|Resolution (PvP)|Resolution}}, {{aicon|Embolden (PvP)|Embolden}} and their [[Enchanted Riposte (PvP)|enchanted blade combo]] are the highlights of their toolkit. Red mage bursts and rotations are very well known, making them somewhat predictable in engagements. Their limit break, {{aicon|Southern Cross (PvP)|Southern Cross}}, provides versatile AoE burst damage, while also healing allies within its mark. It is on a 90-second timer.&lt;br /&gt;
* {{aicon|Displacement (PvP)|Displacement}} is a backstep ability that increases the damage and healing (if applicable) of the next spell. {{aicon|Corps-a-corps (PvP)|Corps-a-corps}} is a gap-closer ability that increases the red mage&#039;s damage dealt to the afflicted target. &lt;br /&gt;
* {{aicon|Resolution (PvP)|Resolution}} is a line GCD {{status effect|silence}} [[silence|silences]] all targets hit. &lt;br /&gt;
* {{aicon|Embolden (PvP)|Embolden}} is a powerful engagement and support ability that increases all party members&#039; damage dealt and decreases damage taken. It also grants access to {{aicon|Prefulgence (PvP)|Prefulgence}}, an AoE spell that also heals all party members caught within its radius. &lt;br /&gt;
* Red mage&#039;s [[Enchanted Riposte (PvP)|enchanted blade combo]], while dealing low damage itself, ignores {{aicon|Guard (PvP)|Guard}} while granting a stacking shield to the red mage. When the three-part combo is complete, it grants access to {{aicon|Scorch (PvP)|Scorch}}, a powerful AoE spell that inflicts a DoT.&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&lt;br /&gt;
|-|Pictomancer =&lt;br /&gt;
{{tile|color=dps}}&lt;br /&gt;
==== &amp;lt;center&amp;gt; {{PCT|big=y}} [[Pictomancer]] &amp;lt;/center&amp;gt; ====&lt;br /&gt;
Pictomancers have excellent amount of mobility, AoE crowd-control, AoE burst damage, and team utility, making them a vastly remarkable overall job. Nearly every cooldown within their aresenal plays a good role in bursting, crowd-control, or utility. Pictomancers may struggle with sustained damage, with being a turret mage their only option. Their limit break, {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}}, grants a powerful defensive area while also granting access to a powerful AoE heal and damage buff to allies, while also dealing very high AoE damage. It is on a 105-second timer.&lt;br /&gt;
* {{aicon|Subtractive Palette (PvP)|Subtractive Palette}} changes the pictomancer&#039;s basic combo to be mobile, or stronger with cast times, akin to {{BLM}} black mage&#039;s Umbral Ice and Astral Fire. More notably, it can change {{aicon|Holy in White (PvP)|Holy in White}}, a heal, to {{aicon|Comet in Black (PvP)|Comet in Black}}, a powerful AoE spell. Both actions deal delayed damage, which allows for {{aicon|Living Muse (PvP)|Living Muses}} to deal extra burst damage:&lt;br /&gt;
* {{aicon|Living Muse (PvP)|Living Muses}} grants buffs (if painting a {{aicon|Mog of the Ages (PvP)|Moogle}}, or debuffs to enemies (if painting a {{aicon|Madeen}}). Both the moogle and Madeen are line AoE spells, that {{status effect|silence}} [[silence|silences]] and {{status effect|stun}} [[stun|stuns]], respectively. &lt;br /&gt;
* {{aicon|Smudge (PvP)|Smudge}} is a dash that allows for the next {{aicon|Living Muse (PvP)|Living Muse}} to be {{aicon|Creature Motif (PvP)|instantly painted}}.&lt;br /&gt;
* {{aicon|Tempera Coat (PvP)|Tempera Coat}} is a powerful shield, whose cooldown is reduced if it is spent. Like its [[Tempera Coat|PvE variant]], the shield may be spread at a lower potency with {{aicon|Tempera Grassa (PvP)|Tempera Grassa}}. &lt;br /&gt;
* {{aicon|Advent of Chocobastion (PvP)|Advent of Chocobastion}} places an AoE that decreases damage taken and increases healing received of all party members. It also grants access to {{aicon|Star Prism (PvP)|Star Prism}}, which greatly increases damage dealt and heals all party members. This limit break has a lengthy initial animation, which makes the pictomancer a particularly vulnerable target.&lt;br /&gt;
&lt;br /&gt;
{{tile end}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
==Common PvP Actions, and How to Use Them==&lt;br /&gt;
Have {{aicon|Sprint (PvP)|Sprint}}, {{aicon|Recuperate (PvP)|Recuperate}}, {{aicon|Purify (PvP)|Purify}}, {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}, and {{aicon|Guard (PvP)|Guard}} on your hotbars. Each and every action are integral to PvP engagements. Below is general advice on where and how to use the actions:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==={{aicon|Sprint (PvP)|Sprint}}===&lt;br /&gt;
A general rule is to always be sprinting whenever out of combat or trying to disengage out of combat. Sprinting has no cooldown and has an infinite duration, but is cancelled whenever any action is executed. Furthermore, the execution of sprint itself will activate the global cooldown, preventing any actions on the global cooldown from being executed. As a result, sprinting in combat to try and catch up to an enemy is generally not very effective; enemies who are retreating should instead be crowd-controlled properly, if it is possible that they may be defeated. It is ill-advised to stick onto and follow enemies if KO&#039;ing them is unlikely, as they may lead you to their own allies which may result in your own defeat, or at the very least, leave your team at a numbers disadvantage for the next engagement. &lt;br /&gt;
&lt;br /&gt;
===MP – {{aicon|Recuperate (PvP)|Recuperate}} and {{aicon|Purify (PvP)|Purify}}===&lt;br /&gt;
{{aicon|Recuperate (PvP)|Recuperate}} is an oGCD heal. {{aicon|Purify (PvP)|Purify}} is an oGCD {{aicon|Esuna}}, only being able to nullify cleanseable status effects (marked with a blue line, similar to Esuna). Both actions consume MP, which is exclusively used for these actions, and are integral for sustaining within engagements. &amp;lt;p&amp;gt;&lt;br /&gt;
Considering your team&#039;s and the enemy team&#039;s MP resources is critical for gauging on where to proceed. If your entire team has less MP compared to the opponent&#039;s team, it may be a good idea retreating and regrouping to re-engage at full strength again after using {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}. If the enemy team has less MP, it may be a good idea pressuring them further in an attempt to secure some KOs, or if you are low, stay behind and use {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} to join them at full-strength. Alternatively, if everyone is somewhat low on resources, everyone would benefit from retreating, regrouping, and using {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}, similar to the enemy team, to re-engage at full strength.&lt;br /&gt;
&lt;br /&gt;
==={{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}}===&lt;br /&gt;
A 4.5 second-cast to completely replenish HP and MP. Any player running away while low on resources, especially MP, makes them a particularly vulnerable target to CC or finish off as they do not have any methods of healing more with {{aicon|Recuperate (PvP)|Recuperate}}, or cleansing status effects with {{aicon|Purify (PvP)|Purify}}. Because of the amount of time it takes to disengage, find cover, possibly peel enemies, and execute this action, it will leave your team at a numbers advantage. Consider the following circumstances that may take place when disengaging:&lt;br /&gt;
:* After the first engagement, where your team is at a resource disadvantage: it may be beneficial for everyone to disengage and execute this action. A negative feedback loop will occur if your team tries to secure the [[Tactical Crystal]] while having already lost the battle, especially if your teammates engage one at a time, and are picked off one at a time. &lt;br /&gt;
:* Did your team just win an engagement? The chances are the enemy team will disengage to recover, as stated above. You and your team should also recover, if possible, if there are no leftover opponents to interrupt this action. &lt;br /&gt;
:* How much cover do you, or will you have? Is it possible that you or other teammates will be flanked while casting this action? Depending on how much health or MP you have, enemies may overextend and interrupt your casting to keep you out of the battle for longer, or KO you if you are very low, or out of resources. Taking advantage of corners and other LOS blockers, or otherwise being way out of the line of fire will increase the odds you recover. Keep in mind of any enemy AoEs that may clip you if a teammate is near you, while you are around a corner. You should also keep in mind of any buffs from your party members that may not go through obstructions. &lt;br /&gt;
:* Do you even need to disengage? You should begin to consider disengaging while at half MP, or at the very least, act more cautious as you have less uses of {{aicon|Recuperate (PvP)|Recuperate}} and {{aicon|Purify (PvP)|Purify}} left. However, depending on the status of your team, it may be wise to either help in peeling off enemies from your teammates if they are trying to retreat, or to place additional pressure while the situation is in your team&#039;s favour. In the case of the latter situation, take care to not overextend.&lt;br /&gt;
:** Do you have any healers, buffs that may heal you, or other support? Healers, unsurprisingly, have healing and mitigation actions they may use on you. You may find less effectiveness with {{SGE}} sages and {{SCH}} scholars, if you are not taking ongoing damage or in {{aicon|Guard (PvP)|Guard}}. If you are a {{MNK}} monk, {{aicon|Earth&#039;s Reply (PvP)|Earth&#039;s Reply}} is a very potent heal, even if you need to allocate resources to it, assuming you have executed {{aicon|Riddle of Earth (PvP)|Riddle of Earth}} beforehand. If you have an {{AST}} astrologian on your team, consider how much damage you have taken since {{aicon|Macrocosmos (PvP)|Macrocosmos}} has been executed. It is important to note that the astrologian may not always execute {{aicon|Microcosmos (PvP)|Microcosmos}} in time, or appropriately for its healing. &amp;lt;p&amp;gt;&lt;br /&gt;
Some other factors to consider are the following before casting this action:&lt;br /&gt;
:* Are you affected with any debuffs? It is important to ensure that you will not be KO&#039;d due to any DoTs. Furthermore, some abilities may deal damage after a set amount of time, which may interrupt your cast. Some examples are {{aicon|Wildfire (PvP)|Wildfire}} and {{aicon|Death Warrant (PvP)|Death Warrant}} – {{aicon|Fate Sealed (PvP)|Fate Sealed}} will mark the Death Warrant being served. Both actions in particular may deal a great amount of damage if you have allowed a {{MCH}} machinist and {{RPR}} reaper, respectively, to contribute to these actions. If you must, and in the case that it is not already on cooldown, {{aicon|Guard (PvP)|Guard}} will protect you against the damage of {{aicon|Wildfire (PvP)|Wildfire}}, but &#039;&#039;not&#039;&#039; {{aicon|Death Warrant (PvP)|Death Warrant}}. &lt;br /&gt;
:* Has a {{PLD}} paladin covered you with {{aicon|Guardian (PvP)|Guardian}}? You may execute {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} without interruption &#039;&#039;while being covered&#039;&#039; (i.e. with the tether visible); it is expected of you, or other covered allies or enemies to recover while covered. If ongoing pressure is too excessive on you to the point where the paladin is at risk of being KO&#039;d by covering you, you may not get covered. &lt;br /&gt;
&lt;br /&gt;
==={{aicon|Guard (PvP)|Guard}}===&lt;br /&gt;
Guard is the most important button in completely preventing and negating incoming bursts. It may require some foresight to know when a burst is imminent, or when the burst will deal the most amount of damage. It is as important to be proactive with Guard, as with being reactive with it; being proactive in knowing when bursts are possible in the form of enemy limit breaks, during the first battle, or after downtime where enemy cooldowns have likely recovered, will let you know when to react to Guard against cooldowns or limit breaks.&amp;lt;p&amp;gt;&lt;br /&gt;
It is important to note the possible actions or limit breaks that can bypass, prevent the use of, or weaken Guard, which can be found [[Guard (PvP)|on its respective page, here]]. Outside of coordinated bursts, some enemy actions may be Guarded against to severely limit their effectiveness as they may have a short animation delay before damage, or their debuffs, are dealt, some examples being {{aicon|Harmonic Arrow (PvP)|Harmonic Arrow}}, {{aicon|Wildfire (PvP)|Wildfire}}, {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}, or {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}. &amp;lt;p&amp;gt;While anyone can move while Guarding, it is a channelled ability wherein any action will end the use prematurely, intentional or not. {{Healer}} Healers may commonly heal or shield targets who are Guarding, to ensure they may disengage at a lower risk.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
&#039;&#039;This section is written in the lens of [[Crystalline Conflict]]. Although some concepts may still apply to big-scale PvP modes, some sections may not apply entirely to those modes.&#039;&#039; &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated before, there are no one-size-fits-all solution, guide, or strategy on how to engage the enemy team, as there are a ton of individual factors that &#039;&#039;will&#039;&#039; affect how you and your team will engage. As such, take the following factors into consideration, before even the first encounter with the enemy team:&lt;br /&gt;
=== &#039;&#039;What rank bracket are you in? What are your teammates&#039; and opponents&#039; ranks?&#039;&#039; ===&lt;br /&gt;
:* At lower ranks, both teammates and opponents are less insightful on properly engaging, using the entirety of their toolkit with a purpose – or inversely dumping all of their cooldowns without a purpose, or on how to support teammates. Due to the potential lack of experience, some players may not know how certain jobs play, or what those jobs excel in. This may lead to some jobs being inherently better on lower ranking brackets due to the nature of the job itself, or the job being able to further capitalize on their strengths ({{GNB}} gunbreaker, {{MNK}} monk, {{VPR}} viper, {{SAM}} samurai, {{DRG}} dragoon, amongst other potential jobs). Inversely, some jobs that rely more on proper teamwork &#039;&#039;may&#039;&#039; struggle a bit more due to some teammates not being able to properly focus down a high-priority target, synergize with the utilities you may bring, or otherwise needing some form of teamwork to be see more effectiveness ({{NIN}} ninja, {{RDM}} red mage, {{SMN}} summoner, {{WAR}} warrior, {{SCH}} scholar, {{SGE}} sage, {{DNC}} dancer, {{BRD}} bard).&amp;lt;p&amp;gt;&lt;br /&gt;
:* At higher ranks, some jobs may lose some viability while some other jobs begin to excel further, simply due to more players generally knowing more about job mechanics, rotations, and predictability. This is to not say that some jobs become unviable, but instead requiring further knowledge on your own job, how to play around its weaknesses, and consider its potential interactions with other jobs. &amp;lt;br&amp;gt;&lt;br /&gt;
:*The following is an example with {{MCH}} machinist: machinists are incredibly fragile and predictable, due to their rotations literally being visible along with a high-threat limit break, while not possessing many mobility tools or survivability tools that aid with ongoing punishment, outside of {{aicon|Scattergun (PvP)|Scattergun}} and {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}}. A common combo for machinists is to use {{aicon|Wildfire (PvP)|Wildfire}} to build up a combo and finishing that combo with {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}:&lt;br /&gt;
:** Due to {{aicon|Wildfire (PvP)|Wildfire}} being a sign of an incoming single-target burst from a machinist, opponents familiar with this combo, typically seen at higher ranks, will be ready to, or even pre-emptively execute {{aicon|Guard (PvP)|Guard}} to nullify the combo. A clever machinist could bait their target into using {{aicon|Guard (PvP)|Guard}} with {{aicon|Wildfire (PvP)|Wildfire}}, but immediately execute {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}} after their target is out of Guard. This combo also is not considering that the target may Guard against the damage from the machinist and disengage, leaving them vulnerable targets if they choose to re-engage as Guard would be on cooldown, leaving them vulnerable to {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}} at any period of time.&lt;br /&gt;
:** At lower ranks instead, this combo may instead be executed on an unknowing frontliner, potentially without them even {{aicon|Guard (PvP)|Guarding}} against the damage entirely.&lt;br /&gt;
:*** Due to the potential damage bursts or forcing {{aicon|Guard (PvP)|Guard}} from machinists, players at the higher rank will take advantage of machinist&#039;s fragility, amongst other potentially squishy backliners, and choose to focus them instead of the frontline. It is very ill-advised to allow a machinist, or any backline job, to perform whatever strategies they wish. To counter this issue, the backliners may potentially focus down the offending frontliner (known as &amp;quot;rats&amp;quot;), or even ignore them entirely. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Who is playing as what job?&#039;&#039; ===&lt;br /&gt;
:* While it is not required to have a balanced team to win (i.e. having healers, tanks, frontline/backline jobs), it is undeniable they still contribute valuable tools to directly influence how you should engage, and how long you can engage for. In the same aspect, it is also important to consider what jobs the enemy team has, in addition to how much burst damage they can deal, if they have any crowd-control abilities, of if they can rat the backline on your team (see the next section on if you know any players). &lt;br /&gt;
:** If you are the only frontline job on your team, your team &#039;&#039;will&#039;&#039; depend on you tanking bursts as long as you can, with personal outgoing damage, while still important and helpful, may be less feasible, especially if you are a {{NIN}} ninja, for example. This means that, even with healers, you will be forced to disengage sooner to recover resources – your backlining jobs have some tools that aid in survivability to last a bit longer, as well. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Do you know any players on either team?&#039;&#039;===&lt;br /&gt;
:* Knowing how some players engage may give you an advantage, whether if they are on your team or not. If you know that a player is overly aggressive, but overextends, you may use that info to your knowledge and bring them to your team, or to support a teammate by peeling them off, if peeling is viable. In the aspect, if that same player is on your team, you could also overextend to help them KO a target, &#039;&#039;if&#039;&#039; it is possible that the target may be KO&#039;d in a short amount of time with your contributions. It may otherwise be wise to tell them to regroup. In another example, a player who is more &amp;quot;unexperienced&amp;quot; may be a more vulnerable target, allowing you and your team to focus them down, or to try and communicate more often if they are on your team. &amp;lt;p&amp;gt; &lt;br /&gt;
:* This same concept will also apply to you. If players learn what your playstyle is, they may consider how you play and how effective you are. If you typically play &amp;quot;effectually&amp;quot;, you may be targeted more often with crowd-control or bursted down quicker, or your teammates may listen to, or even coordinate their plays around yours, especially if you are a frontline job. &lt;br /&gt;
&lt;br /&gt;
==Engaging and Disengaging== &lt;br /&gt;
Unlike in PvE, the mantra to Always Be Casting (on the offence), while still important in PvP, is not as imperative; keeping your GCD rolling by constantly stagger-engaging when your entire team is KO&#039;d will only further hinder the pace of which you and your team can re-engage at full strength. Cooldowns, especially if they deal high burst damage, are also to be synchronized as much as possible with your team&#039;s bursts, or when finishing an enemy off, even if it means holding onto uses of it. &amp;lt;p&amp;gt;&lt;br /&gt;
===Stay with your team===&lt;br /&gt;
*Try to not be grouped up close enough for AoEs. AoE actions in PvP very rarely have damage drop-off as in PvE, meaning being clipped by an opponent&#039;s AoE will typically deal its full damage to you. AoE actions are also typically one yalm bigger, being six yalms instead of the usual five.&lt;br /&gt;
*When your team disengages, disengage with them. You will be a very vulnerable target if you are the only one left standing in the battlefield, when all of your allies have already left. You being KO&#039;d, or delaying the rate at which you disengage, will only delay the pace at which your team can re-engage. &lt;br /&gt;
** Take advantage of any speed boosts and LoS blockers such as corners and {{aicon|Guard (PvP)|Guard}}, if you must. &lt;br /&gt;
** In the case that you are being focused when your team is disengaging, leaving you alone, perhaps try to last for as long as you can before you are KO&#039;d, especially if you are on top of the [[Tactical Crystal]]. This will buy your teammates some time and safety to retreat and recover, even if they are left at a numbers advantage without you. &lt;br /&gt;
** If you notice an ally &#039;&#039;trying&#039;&#039; to retreat, try to heal them if you are a {{Healer}} Healer, or peel an enemy or two off with crowd-control abilities. &lt;br /&gt;
*** &#039;&#039;Do not save your teammate&#039;&#039; if it means &#039;&#039;you&#039;&#039; will also be KO&#039;d. You will only be delaying the rate at which your team can fully engage at full strength again.&lt;br /&gt;
&lt;br /&gt;
===Co-ordinate with your team===&lt;br /&gt;
* Look at your chat box. It is recommended for {{Melee DPS}} Melee DPS to make callouts using macros. This particularly benefits melee DPS whose bursts deal more damage like {{DRG}} dragoon, or melee DPS with tools and the capability to KO opponents like {{NIN}} ninja. &lt;br /&gt;
* &#039;&#039;Attack and crowd-control the [[File:Target_to_Attack1.png|32x32px]] symbol.&#039;&#039; It is at this point where you and your teammates should be spending their cooldown bursts on, and it can be for a multitude of reasons outside of KOing them very quickly:&lt;br /&gt;
** Assuming all five members on a team can burst a target down quickly enough without them {{aicon|Guard (PvP)|Guarding}} the damage or even using MP to {{aicon|Recuperate (PvP)|Recuperate}}, it will leave the opposing team at a numbers advantage and reduce the amount of damage they can deal to you and your teammates.&lt;br /&gt;
** The target is especially vulnerable. This can mean that they are in a vulnerable position (not near any LoS blockers), they are low on resources (HP and MP), or their {{aicon|Guard (PvP)|Guard}} is on cooldown. Do keep in mind to not overextend, or to get your teammates to overextend, as it can potentially leave your backline jobs in a vulnerable position or to be ratted and focused down by the leftover opponents.&lt;br /&gt;
&lt;br /&gt;
===Disengage only when needed===&lt;br /&gt;
* If your team&#039;s pressure is high, it may be a good idea to continue pressuring the opposing team as it may lead to them stagger-engaging. Do not overextend, as it can lead to you being in a vulnerable position to be bursted, changing the tempo of the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
===Keep the pressure ongoing, but safely===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
===Maintain awareness===&lt;br /&gt;
* Be mindful of your resources. MP serves as a functional second HP bar due to {{aicon|Recuperate (PvP)|Recuperate}} healing you. Do not {{aicon|Purify (PvP)|Purify}} all status effects &#039;&#039;if not needed&#039;&#039;. Purifying may aid in further uptime, if needed for pressure, or the MP cleansing the status effect has the potential to be better used to Recuperate. For example, Purifying {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} is not needed if you have already nearly escaped, being chased by an overextending {{WHM}} white mage. Purifying Miracle of Nature could be needed if the white mage is also being supported by other opponents to focus you down.&lt;br /&gt;
&lt;br /&gt;
==Helpful Macros==&lt;br /&gt;
Sound effects &amp;lt;se.#&amp;gt; are rarely used in macros in [[Crystalline Conflict]], as teammates should always be looking at the chat box for directions. Sound effects may be more useful in large-scale PvP modes, but it is important to not overuse them when not needed. It is also important to keep your macro message for large-scale PvP modes apt. &amp;lt;p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
It is recommended for {{Melee DPS}} Melee DPS to make callouts on whom to target in Crystalline Conflict. Below are two macros that may help you communicate with your team on whom to target:&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Attack your current target =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/merror off&lt;br /&gt;
/quickchat &amp;quot;Attacking Target&amp;quot; &amp;lt;t&amp;gt;&lt;br /&gt;
/mk attack2 &amp;lt;t&amp;gt;&lt;br /&gt;
/mk attack1 &amp;lt;t&amp;gt;&lt;br /&gt;
/micon &amp;quot;Target to Attack 1&amp;quot; enemysign&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Attack a specific target =&lt;br /&gt;
&#039;&#039;Replace # with the target on the party list; &amp;lt;e1&amp;gt; will target the first person in the enemy list, going downwards, &amp;lt;e2&amp;gt; will target the second enemy in the enemy list, etc.&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/merror off&lt;br /&gt;
/quickchat &amp;quot;Attacking Target&amp;quot; &amp;lt;e#&amp;gt;&lt;br /&gt;
/target &amp;lt;e#&amp;gt;&lt;br /&gt;
/mk attack2 &amp;lt;e#&amp;gt;&lt;br /&gt;
/mk attack1 &amp;lt;e#&amp;gt;&lt;br /&gt;
/micon &amp;quot;Target to Attack 1&amp;quot; enemysign&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-|Move quickly to a target (mouse only) =&lt;br /&gt;
&#039;&#039;This macro will allow rushing to an ally, a foe, or either (depending on ability) that your mouse cursor is currently hovering over, skipping the need to click, and making engaging and disengaging easier. In this example, {{i|Thunderclap (PvP)|Thunderclap}} is used. Replace &amp;quot;Thunderclap&amp;quot; with your job&#039;s movement ability.&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/micon Thunderclap&lt;br /&gt;
/merror off&lt;br /&gt;
/pvpaction Thunderclap &amp;lt;mo&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common PvP Terms; Glossary ==&lt;br /&gt;
* CC (context-dependent):&lt;br /&gt;
:* Crowd-control. Also can be used as a verb – &amp;quot;I got CC&#039;d!&amp;quot;, &amp;quot;CC this player!&amp;quot;&lt;br /&gt;
:* [[Crystalline Conflict]].&lt;br /&gt;
* Cover: &lt;br /&gt;
:* {{aicon|Guardian (PvP)|Guardian}}, a party member gap-closer accessible to {{PLD}} paladin wherein the paladin takes all damage and status effect damage for you, assuming you remain close to them. Is called &amp;quot;cover&amp;quot; due to the similar PvE action, {{aicon|Cover}}. &lt;br /&gt;
* Backline, backliner:&lt;br /&gt;
:* A job, or jobs, that engage, or specialize in engaging as players who use distance and the players who are the first-most to tank for them, while they deal damage from afar. Jobs that specialize in backlining are typically higher in damage, though a bit more squishy in terms of survivability. In contract with frontline, or frontliner.&lt;br /&gt;
* Frontline, frontliner:&lt;br /&gt;
:* A job, or jobs, that engage, or specialize in engaging as the first possible players to be targeted by the enemy team, most likely to be targeted and bursted first. Jobs specializing in frontlining typically have more tools to aid in their survivability. In contract with backline, or backliners. &lt;br /&gt;
* LoS, line-of-sight:&lt;br /&gt;
:* Any obstacle or obstruction that prevents the targeting of a player. Rounding corners is an example of breaking line-of-sight so players cannot target and thus damage (or even heal) that player. Actions whose effects can bypass obstructions will say so in their tooltip (i.e. {{aicon|Star Prism (PvP)|Star Prism}}.&lt;br /&gt;
* Momentum: &lt;br /&gt;
:* The ongoing pressure of an advantaged team against the team with a disadvantage. &lt;br /&gt;
* Overextend:&lt;br /&gt;
:* To go ahead of your teammates to chase down an enemy (or enemies), or to establish a point of conflict far ahead of teammates. This may place the overextender at risk of being focused down by the enemy team. This also frequently places your team at a numbers advantage for engagements.&lt;br /&gt;
* Peel:&lt;br /&gt;
:* To get an enemy (or enemies) to stop following you, or a teammate. Crowd-control abilities aid in peeling the enemy off, and other tools that may aid in survivability may help. The opponent(s) may overextend, which means leading them to your teammates may help in focusing them down, instead. Some jobs are harder to peel off, such as {{GNB}} gunbreakers and {{MNK}} monks. &lt;br /&gt;
* Rat:&lt;br /&gt;
:* To disrupt the enemy team by being a nuisance to establish aggro. A common form of &amp;quot;ratting&amp;quot; is to disrupt and distract the enemy backline. {{GNB}} gunbreakers and {{MNK}} monks especially excel in this role. This strategy may be less effective at higher ranks. &lt;br /&gt;
* Stagger (context dependent):&lt;br /&gt;
:* When a player(s) is defeated on either team, leading to an advantage for the team with the greater amount of players to maintain pressure and momentum. &lt;br /&gt;
:* Stagger engage: engaging in combat with one player at a time. Is generally considered poor practice outside of exceptional circumstances, as it is better to engage against a full team with a full team. May also apply to overextenders who arrive late to battle when at a numbers disadvantage.&lt;br /&gt;
* Tempo: &lt;br /&gt;
:* The ongoing pace of a match or (an imminent) engagement. Tempo will slow down after the conclusion of any engagement as a period to recover or respawn. Tempo will increase again during the initial execution and ongoing engagement. Both aforementioned examples are the extremes of tempo in a match.&lt;br /&gt;
==Official Lodestone links==&lt;br /&gt;
https://na.finalfantasyxiv.com/lodestone/playguide/pvpguide/&lt;br /&gt;
&lt;br /&gt;
https://na.finalfantasyxiv.com/jobguide/pvp/&lt;br /&gt;
{{PvP nav}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Template:Common_Mechanics_nav&amp;diff=1321633</id>
		<title>Template:Common Mechanics nav</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Template:Common_Mechanics_nav&amp;diff=1321633"/>
		<updated>2026-05-21T03:58:25Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
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| title = [[Common mechanics and markers|Common Mechanics and Markers]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
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| state = {{{state|expanded}}}&lt;br /&gt;
| group1 = [[Area of Effect]]&lt;br /&gt;
| list1 = {{Navbox|child&lt;br /&gt;
| group1 = Standard AoE&lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Area of Effect#Simple Circle AoE|Simple Circle AoE]]&lt;br /&gt;
* [[Area of Effect#Simple Donut AoE|Simple Donut AoE]]&lt;br /&gt;
* [[Area of Effect#Simple Cone AoE|Simple Cone AoE]]&lt;br /&gt;
* [[Area of Effect#Cleave|Cleave]]&lt;br /&gt;
* [[Area of Effect#Puddle|Puddle]]&lt;br /&gt;
* [[Area of Effect#Landmine|Landmine]]&lt;br /&gt;
* [[Area of Effect#Homing AoE|Homing AoE]]&lt;br /&gt;
* [[Area of Effect#Moving AoE|Moving AoE]]&lt;br /&gt;
* [[Area of Effect#Radial Line AoE|Radial Line AoE]]&lt;br /&gt;
* [[Area of Effect#Line of Sight AoE|Line of Sight AoE]]&lt;br /&gt;
| group2 = Spread AoE&lt;br /&gt;
| list2 =&lt;br /&gt;
* [[Area of Effect#Spread Circle|Spread Circle]]&lt;br /&gt;
* [[Area of Effect#Spread Line or Cone|Spread Line/Cone]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = [[Stack_marker| Stack Marker]]&lt;br /&gt;
|list2 =&lt;br /&gt;
* [[Stack_marker#Circle stack|Circle Stack]]&lt;br /&gt;
* [[Stack_marker#Line stack|Line Stack]]&lt;br /&gt;
* [[Stack_marker#Multi-hit stack|Multi-hit Stack]]&lt;br /&gt;
* [[Stack_marker#Shared Tankbuster|Shared Tankbuster]]&lt;br /&gt;
* [[Stack_marker#Multi-Player Marker|Multi-Player Marker]]&lt;br /&gt;
* [[Stack_marker#Red Triangle Marker|Red Triangle Marker]]&lt;br /&gt;
* [[Stack_marker#Light and Dark Rings|Light and Dark Rings]]&lt;br /&gt;
* [[Stack_marker#Wild Charge|Wild Charge]]&lt;br /&gt;
|group3 = [[Tankbuster]]&lt;br /&gt;
|list3 =&lt;br /&gt;
* [[Tankbuster#Standard Tankbuster|Standard Tankbuster]]&lt;br /&gt;
* [[Tankbuster#AoE Tankbuster|AoE Tankbuster]]&lt;br /&gt;
* [[Tankbuster#Caution Tankbuster|Caution Tankbuster]]&lt;br /&gt;
* [[Tankbuster#Shared Tankbuster|Shared Tankbuster]]&lt;br /&gt;
* [[Tankbuster#Tank Tower|Tank Tower]]&lt;br /&gt;
|group4 = [[Tether_(mechanic)|Tether]]&lt;br /&gt;
|list4 =&lt;br /&gt;
* [[Tether_(mechanic)#Spread / Far Tether|Spread/Far Tether]]&lt;br /&gt;
* [[Tether_(mechanic)#Paired / Close Tether|Paired/Close Tether]]&lt;br /&gt;
* [[Tether_(mechanic)#Transferable Tether|Transferable Tether]]&lt;br /&gt;
* [[Tether_(mechanic)#Proximity Tether|Proximity Tether]]&lt;br /&gt;
* [[Tether_(mechanic)#Chase Tether|Chase Tether]]&lt;br /&gt;
* [[Tether_(mechanic)#Magnetic Tether|Magnetic Tether]]&lt;br /&gt;
|group5 = [[Tower]]&lt;br /&gt;
|list5 =&lt;br /&gt;
* [[Tower#Standard Tower|Standard Tower]]&lt;br /&gt;
* [[Tower#Tank Tower|Tank Tower]]&lt;br /&gt;
* [[Tower#Multi-Player Tower|Multi-Player Tower]]&lt;br /&gt;
* [[Tower#Summoning Circle|Summoning Circle]]&lt;br /&gt;
* [[Tower#Stack Tower|Stack Tower]]&lt;br /&gt;
|group6 = [[Knockback]]&lt;br /&gt;
|list6 =&lt;br /&gt;
* [[Knockback#Radial Knockback|Radial Knockback]]&lt;br /&gt;
* [[Knockback#Directional Knockback|Directional Knockback]]&lt;br /&gt;
* [[Knockback#Epicentral Knockback|Epicentral Knockback]]&lt;br /&gt;
* [[Knockback#Line Knockback|Line Knockback]]&lt;br /&gt;
* [[Knockback#Targeted Knockback|Targeted Knockback]]&lt;br /&gt;
* [[Knockback#Knock-up|Knock-up]]&lt;br /&gt;
* [[Knockback#Uppercut|Uppercut]]&lt;br /&gt;
|group7 = [[Other_Mechanics|Other]]&lt;br /&gt;
|list7 =&lt;br /&gt;
* [[Other_Mechanics#Proximity AoE|Proximity AoE]]&lt;br /&gt;
* [[Other_Mechanics#Flare Marker|Flare Marker]]&lt;br /&gt;
* [[Other_Mechanics#Gaze|Gaze]]&lt;br /&gt;
* [[Other_Mechanics#Red Light|Red Light]]&lt;br /&gt;
* [[Other_Mechanics#Green Light|Green Light]]&lt;br /&gt;
* [[Other_Mechanics#Number Markers|Number Markers]]&lt;br /&gt;
* [[Other_Mechanics#Rotating arrows|Rotating arrows]]&lt;br /&gt;
* [[Other_Mechanics#Analysis marker|Analysis marker]]&lt;br /&gt;
* [[Other_Mechanics#Yellow / orange / blue shape markers|Yellow / orange / blue shape markers]]&lt;br /&gt;
* [[Other_Mechanics#Diamond markers|Diamond markers]]&lt;br /&gt;
* [[Other_Mechanics#Playstation markers|Playstation markers]]&lt;br /&gt;
* [[Other_Mechanics#Ice Floor|Ice Floor]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Knockback&amp;diff=1321632</id>
		<title>Knockback</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Knockback&amp;diff=1321632"/>
		<updated>2026-05-21T03:57:43Z</updated>

		<summary type="html">&lt;p&gt;Alyko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Knockback&#039;&#039;&#039; attacks are attacks that push players back a varying distance. These attacks often deal little-to-no damage themselves, but attempt to push players into potentially-lethal traps and AoEs.&lt;br /&gt;
&lt;br /&gt;
These attacks can often be completely resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, but not always. In newer duties (since [[patch 6.4]]), knockback telegraphs that cannot be resisted will usually be purple.&lt;br /&gt;
&lt;br /&gt;
Knockback attacks typically require players to run towards the source of the knockback, or position themselves in such a way that they are pushed into a safe zone afterwards.&lt;br /&gt;
&lt;br /&gt;
{{i|Warrior|Warriors}} in particular should be aware of a duty&#039;s knockback mechanics, as {{i|Inner Release}}&#039;s knockback immunity may interfere with being pushed into a safe zone.&lt;br /&gt;
&lt;br /&gt;
{{i|Paladin|Paladins}} should be wary of using {{Action icon|Cover}} during these attacks, as it will cause them to take two instances of knockback instead of one, often leading to guaranteed death.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Radial Knockback ===&lt;br /&gt;
A knockback originating from either the center of the room or the boss&#039;s current position, pushing all players away from the origin of attack. Often indicated by arrows on the ground pointing outwards in all directions.&lt;br /&gt;
&lt;br /&gt;
Players generally want to stand as close to the center as possible, as this attack is typically combined with a damaging edge or hole.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Radial Knockback Marker.png|A radial knockback emanating from the center of the arena.&lt;br /&gt;
File:Purple Radial Knockback Marker.png|A radial knockback that &#039;&#039;cannot&#039;&#039; be resisted with abilities.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Directional Knockback ===&lt;br /&gt;
[[File:Directional Knockback.png|alt=A directional knockback towards the north.|thumb|A knockback pushing players to the north.]]&lt;br /&gt;
A knockback that pushes players in a single indicated direction, often shown by arrows pointing in the direction players will be pushed. Players should move towards the source of the knockback and ensure they will not be pushed into any dangerous AoEs behind them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Epicentral Knockback ===&lt;br /&gt;
A blue circle will appear on the arena that will do a strong Radial Knockback, but standing inside the blue circle itself will deal high, if not fatal, damage. Players must stand as close to the circle as possible without stepping inside— also ensuring they&#039;re not being pushed into danger.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:AoE Knockback Marker.png|The epicenter of a knockback.&lt;br /&gt;
File:Purple AoE Knockback Marker.png|An Epicentral Knockback that &#039;&#039;cannot&#039;&#039; be resisted with abilities.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Line Knockback ===&lt;br /&gt;
[[File:Line Knockback.jpg|thumb|Bi-directional line knockback]]&lt;br /&gt;
Similar to an epicentral knockback, but is bi-directional from a line AoE. The line AoE has a dark red telegraph, and standing inside this dark red area deals high-to-fatal damage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Targeted Knockback===&lt;br /&gt;
[[File:Targeted Knockback.jpg|thumb|Targeted line knockback. The overhead timer indicates when the knockback will resolve.]]&lt;br /&gt;
A type of knockback that targets individual players and knocks them in the direction of the arrow telegraph, rather than the knockback originating from a point, circle, or line on the arena.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Knock-up ===&lt;br /&gt;
[[File:Knock-up.jpg|thumb|A knock-up from the center.]]&lt;br /&gt;
An attack that launches players upwards, and can not be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}. These attacks do not have a consistent visual marker, but newer duties indicated with arrows pointing skyward.&lt;br /&gt;
&lt;br /&gt;
In many cases, Knock-up occurs from failing to dodge a mechanic, and often causes the player to helplessly land onto a potentially lethal AoE.&lt;br /&gt;
&lt;br /&gt;
Other times, Knock-ups may be required to dodge otherwise unavoidable sweeping attacks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Uppercut ===&lt;br /&gt;
A variant of a knock-up attack targeted at a single player. Indicated by a parabolic arc originating from the player with the other end showing where they will land. Players are expected to position the other end of the arc to land inside a safe zone. Examples of this type of attack are [[Prishe|Prishe&#039;s]] &#039;&#039;&#039;Auroral Uppercut&#039;&#039;&#039; and [[Black Cat|Black Cat&#039;s]] &#039;&#039;&#039;Elevate and Eviscerate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Common Mechanics nav}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Wildfire_(PvP)&amp;diff=1306393</id>
		<title>Wildfire (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Wildfire_(PvP)&amp;diff=1306393"/>
		<updated>2026-05-12T04:57:56Z</updated>

		<summary type="html">&lt;p&gt;Alyko: add full metal field note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Covers target&#039;s body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage to target and all enemies within 5 yalms when time expires or upon executing Detonator.&lt;br /&gt;
| facts = {{action fact|duration|8}}{{action fact|Potency is increased by 4,500 for each of your own attack actions you land prior to the end of the effect. Landing 4 attack actions will cause the slow-burning pitch to detonate immediately.}}&lt;br /&gt;
| acquired = machinist&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost =  &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 24&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| actions = Detonator (PvP action)&lt;br /&gt;
| aoe-type = &lt;br /&gt;
| pvp = y&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Any attack from the machinist themselves will increase the potency of Wildfire. This includes any oGCD actions (like {{aicon|Eagle Eye Shot (PvP)|Eagle Eye Shot}}, if available), and {{aicon|Marksman&#039;s Spite (PvP)|Marksman&#039;s Spite}}. None of the attacks executed by the {{aicon|Bishop Autoturret (PvP)|Bishop Autoturret}} will increase the potency of Wildfire.&amp;lt;p&amp;gt;&lt;br /&gt;
* More specifically, the &amp;quot;attack actions&amp;quot; listed in the help text are defined as any action executed directly by the machinist that results in the flying damage text being displayed. This means that {{aicon|Full Metal Field (PvP)|Full Metal Field}}, which strikes the primary target twice, will count as two out of the four attack actions required for immediate detonation.&lt;br /&gt;
* Wildfire will deal no damage if no actions contribute to its potency gain. As a result, machinists may execute wildfire on samurais to bait {{aicon|Hissatsu: Chiten (PvP)|Hissatsu: Chiten}}, but not deal damage to them.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.3|Potency increase for each attack prior to the end of Wildfire effect has been changed from 4,000 to 4,500.}}&lt;br /&gt;
*{{patch|7.11|&lt;br /&gt;
**The number of attack actions needed to cause the pitch to detonate immediately has been reduced from 5 to 4.&lt;br /&gt;
**Potency for each attack action landed has been increased from 3,000 to 4,000.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Added &amp;quot;Action is changed to Detonator for the duration of the effect.&amp;quot;&lt;br /&gt;
**Duration has been increased from 7 to 8 seconds.&lt;br /&gt;
**Recast time has been increased from 20 to 24 seconds.&lt;br /&gt;
**Potency per attack action has been reduced from 4,000 to 3,000.&lt;br /&gt;
**The number of attack actions needed to cause the pitch to detonate immediately has been increased from 3 to 5.}}&lt;br /&gt;
*{{patch|6.3|Fixed an issue wherein a counter effect would be triggered by this action.}}&lt;br /&gt;
*{{patch|6.11|&lt;br /&gt;
**Fixed an issue wherein this action counted the damage over time effect of Bioblaster as attack actions required for detonation.&lt;br /&gt;
**Fixed an issue where this action dealt more damage than intended under certain conditions.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Recast time has been reduced from 30 to 20 seconds.&lt;br /&gt;
**Now deals damage to target and all enemies nearby it when time expires.&lt;br /&gt;
**Duration has been increased from 6 to 7 seconds.&lt;br /&gt;
**The effect &amp;quot;33% of most damage you inflict upon the target is compiled&amp;quot; has been changed to &amp;quot;Potency is increased by 4,000 for each of your own weaponskills you land prior to the end of the effect&amp;quot;.&lt;br /&gt;
**Landing 3 weaponskills now causes the effect to detonate immediately.}}&lt;br /&gt;
*{{patch|5.3|Portion of damage compiled has been increased from 25% to 33%.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Portion of damage compiled has been reduced from 33% to 25%.&lt;br /&gt;
**Effect duration has been increased from 5 to 6 seconds.}}&lt;br /&gt;
*{{patch|4.25|Damage compiled from attacks has been reduced from 50% to 33%.}}&lt;br /&gt;
*{{patch|4.2|&lt;br /&gt;
**Damage compiled then dealt at the end of the effect&#039;s duration has been increased from 25% to 50%.&lt;br /&gt;
**Effect duration has been reduced from 7 to 5 seconds.}}&lt;br /&gt;
*{{patch|4.0}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Final_Fantasia_(PvP)&amp;diff=1306378</id>
		<title>Final Fantasia (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Final_Fantasia_(PvP)&amp;diff=1306378"/>
		<updated>2026-05-12T04:13:01Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Notes */ rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Final Fantasia (PvP)&lt;br /&gt;
| description = Grants ``Final Fantasia``.&lt;br /&gt;
| facts = {{action fact|Final Fantasia Effect|Reduces your weaponskill cast time and recast time by 15%, while also increasing damage dealt by self and all party members within 30 yalms by 10%, and movement speed by 25%}}{{action fact|Effect also gradually fills the limit gauge when targets are in combat.}}{{action fact|duration|30}}{{action fact|Grants ``[[Encore of Light (PvP)|Encore of Light Ready]]``}}{{action fact|duration|30}}&lt;br /&gt;
| facts-2 = {{action fact|Can only be executed when the limit gauge is full.}}{{action fact|Gauge Charge Time|120s}}{{action fact|This action&#039;s effects extend through obstructions.}}&amp;lt;br&amp;gt;{{action fact|※Action changes to Encore of Light upon execution.}}&lt;br /&gt;
| acquired = bard&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = limit Break&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 10&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 30&lt;br /&gt;
| actions = Encore of Light (PvP)&lt;br /&gt;
| targeting = self, party&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| movement = true&lt;br /&gt;
| pvp = yn&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* {{status effect|buff|file:Final Fantasia buff.png}} &#039;&#039;&#039;Final Fantasia&#039;&#039;&#039; will decrease the time required to charge the limit gauge of party members within range by 15 seconds throughout its duration.&amp;lt;p&amp;gt;&lt;br /&gt;
* Because of this limit break&#039;s potent effects, opponents may choose to focus the singing bard, as when they are KO&#039;d, their party members will lose the effect of Final Fantasia.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.3|Reduction to weaponskill cast time and recast time from the Final Fantasia effect has been increased from 10% to 15%.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**The additional effect &amp;quot;Grants Encore of Light Ready&amp;quot; has been added with a duration of 30 seconds.&lt;br /&gt;
**Action now changes to Encore of Light upon execution.}}&lt;br /&gt;
*{{patch|6.3|Effect has been changed to apply to self and all party members within a radius of 30 yalms, instead of applying Heroes&#039; Fantasia to nearby party members.}}&lt;br /&gt;
*{{patch|6.11|Increase to damage dealt for nearby party members has been changed from 5% to 10%.}}&lt;br /&gt;
*{{patch|6.1|Added, replacing {{action icon|Terminal Velocity (PvP)}}.}}&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Frontline&amp;diff=1298975</id>
		<title>Frontline</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Frontline&amp;diff=1298975"/>
		<updated>2026-05-04T03:49:51Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* Battle High */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Grand Company Icons.png|thumb|The Three Grand Companies: The Maelstrom (left), the Twin Adder (center) and the Immortal Flames (right)]]&lt;br /&gt;
&lt;br /&gt;
{{Lead icon|pvp_icon1.png|frame=none}}[[Frontline]] challenges are daily challenges found in the [[Duty Roulette]] which pit teams of players fighting under the banner of each [[Grand Company]] in training exercises that test the strategic planning and combat prowess of each participant.&lt;br /&gt;
__TOC__&lt;br /&gt;
==The Basics==&lt;br /&gt;
Frontline is a [[PvP]] challenge, first added in [[patch 2.3]], in which players battle for territorial dominance. The teams are randomly assigned to a [[Grand Company]]&amp;lt;ref&amp;gt;This change was made in [[Patch 5.18]] to eliminate any PvP advantages for being in a specific [[Grand Company]]. [https://na.finalfantasyxiv.com/lodestone/topics/detail/36ab41b81c81a289336f63c1b9d40f6ed444ca9c Patch 5.18 Notes]&amp;lt;/ref&amp;gt; and consist of 24 players in an [[Party|Alliance]], allowing for 72 total combatants on a single map. Players must not only work hard as individuals, but must also work together as a team in order to prevail. Although players participate in the match with a random [[Grand Company]], [[achievements]] tracking [[PvP]] progress &#039;&#039;&#039;will count&#039;&#039;&#039; towards the [[Grand Company]] the player is currently pledged to.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
*A [[Soul Crystal]] is required.&lt;br /&gt;
**Players are required to have completed the first Level 30 [[Job Quest]] for their respective base class (requires {{i|Sylph-management}}), or to have unlocked an expansion [[Job]] on a base class, in order to obtain a Soul Crystal.&lt;br /&gt;
*While not required for Frontline campaigns, it is very strongly recommended for new players to also unlock [[mounts]] via the {{i|My Little Chocobo}} questline, as all Frontline maps make heavy use of mounts to traverse the vast terrain.&lt;br /&gt;
&lt;br /&gt;
===Unlock===&lt;br /&gt;
*Frontline campaigns (and the Frontline Daily Challenge) are unlocked via {{i|Like Civilized Men and Women}} from your respective [[Grand Company]]. Players must be at least level 30, and a [[Soul Crystals|Soul Crystal]] must be equipped in order to queue for Frontline campaigns.&lt;br /&gt;
&lt;br /&gt;
==Zones and campaigns==&lt;br /&gt;
Only two particular campaigns are available on a given day, but one currently active campaign rotates on [[Daily Reset|daily reset]] according to the order listed below. The naming scheme for &#039;&#039;&#039;Frontline&#039;&#039;&#039; is technically &#039;&#039;Zone Name&#039;&#039; (&#039;&#039;Campaign Name&#039;&#039;), though with retirement of the (Slaughter) mode on [[Carteneau Flats|The Borderland Ruins]] there is functionally no distinction anymore. Zone/Campaign combos are commonly referred to by either separate part by the player base.&lt;br /&gt;
&lt;br /&gt;
The currently active campaigns are &#039;&#039;&#039;{{Current Frontline map}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Current zones===&lt;br /&gt;
====Rotating====&lt;br /&gt;
*[[The Borderland Ruins (Secure)]]&lt;br /&gt;
*[[Seal Rock (Seize)]]&lt;br /&gt;
*[[The Fields of Glory (Shatter)]]&lt;br /&gt;
*[[Onsal Hakair (Danshig Naadam)]]&lt;br /&gt;
*[[Worqor Chirteh (Triumph)]]&lt;br /&gt;
&lt;br /&gt;
===Inactive/retired zones===&lt;br /&gt;
*[[The Borderland Ruins (Slaughter)]] - A deathmatch version added in [[patch 2.5]] and retired in [[patch 4.0]]&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Each alliance is divided into three full parties of eight players, and each Frontline match lasts for a maximum of 20 minutes.&lt;br /&gt;
&lt;br /&gt;
The primary goal is to occupy territory (Secure), destroy objectives (Shatter), retrieve data (Seize), or claim designated points (Danshig Naadam). A secondary goal is to KO members of opposing teams, as this awards &#039;&#039;&#039;Battle High&#039;&#039;&#039; (explained below). Earning Battle High makes it easier to gain even more, creating a snowball effect and allowing for greater chances at victory. The successful team will coordinate strategy in the pursuit of both goals.&lt;br /&gt;
===Landing Platform===&lt;br /&gt;
* The landing platforms are three Grand Company-specific safe zones where jobs may be changed freely, [[Role_Actions_(PvP)|PvP Role Actions]] may be set, and where players are revived after being KO&#039;ed. These platforms may be revisited at any time by casting {{action icon|Return}}.&lt;br /&gt;
* At the beginning of the campaign, each Grand Company will be confined to their landing platform and given 45 seconds to prepare.&lt;br /&gt;
* Players who leave the landing platform receive a ten-second {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff that serves to discourage spawn camping by opposing teams.&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
* Chat is unrestricted and should be used to coordinate strategy. Enemies cannot see chat. Emotes are unrestricted, but excessively emoting at downed opponents is considered a Prohibited Activity that may result in account sanctions.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/news/detail/fe029a4ac87236b4b1d11138064efa39f992435a Regarding Non-participation/Taunting Behavior During PvP]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Performance Actions]] are disabled.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
* Players may freely ride mounts during Frontline campaigns. However, being attacked in any form will result in being forcibly dismounted and gaining the {{status effect|debuff|File:Hoofing it icon.png}} &#039;&#039;&#039;Hoofing It&#039;&#039;&#039; debuff. This debuff must be waited out, it cannot be cleansed with {{action icon|Purify (PvP)}}.&lt;br /&gt;
* Flying and pillion riding are disabled.&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
* The current state of all objectives is marked on the standard map.&lt;br /&gt;
* In addition to showing the positions of all friendly players, the map also shows all enemy players (indicated by colored triangles) that are within sight range of any friendly players.&lt;br /&gt;
&lt;br /&gt;
==KDA==&lt;br /&gt;
KDA (Knockout, Defeat, Assist) is the scoring system used in Frontline matches. If a player deals the finishing blow or helps knock down an opponent, they receive a Knockout or Assist, and gain a variable number of points to their &#039;&#039;&#039;Battle High&#039;&#039;&#039; gauge according to the defeated player&#039;s Battle High rating.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
|-&lt;br /&gt;
!Defeated Player&#039;s Battle High Rating&lt;br /&gt;
!Rating Gained from Knockouts&lt;br /&gt;
!Rating Gained from Assists&lt;br /&gt;
|-&lt;br /&gt;
| No Battle High || 6 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| Battle High I || 8 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battle High II || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Battle High III || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Battle High IV || 14 || 7 &lt;br /&gt;
|-&lt;br /&gt;
| Battle High V || 16 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players who are knocked out lose points for their team, while points are awarded to the victorious team.&lt;br /&gt;
&lt;br /&gt;
==Battle High==&lt;br /&gt;
Battle High is a status that increases damage dealt and HP restored by healing actions according to a player&#039;s knockouts, assists, and (in the case of {{i|The Borderland Ruins (Secure)}}) fulfilling objectives. The healing potency buff also applies to abilities that generate barriers such as {{aicon|Burst (PvP)|Burst}}. The maximum rating is 100, and for every increment of 20, the status increases in strength. As of [[Patch 7.5]], being incapacitated will no longer reduce a player&#039;s Battle High rating, although changing jobs will still completely reset the Battle High gauge.&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
|-&lt;br /&gt;
!Status&lt;br /&gt;
!Rating&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
| Battle High I || 20 to 39 || Damage dealt and healing potency increased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High II || 40 to 59 || Damage dealt and healing potency increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High III || 60 to 79 || Damage dealt and healing potency increased by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High IV || 80 to 99 || Damage dealt and healing potency increased by 40%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High V || 100 || Damage dealt and healing potency increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each player&#039;s Battle High gauge indicates their current rating. A player attaining Battle High V will be announced to the entire match.&lt;br /&gt;
&lt;br /&gt;
[[File:Battlehigh.jpg]]&lt;br /&gt;
&lt;br /&gt;
A player&#039;s Battle High status is indicated with an icon on their nameplate, which changes according to the rank of their Battle High.&lt;br /&gt;
&lt;br /&gt;
[[File:Battlehigh2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Job Modifiers==&lt;br /&gt;
Damage dealt, damage taken, and [[Limit Break]] charge time vary according to current job.&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
! Job !! Damage Dealt !! Damage Taken !! LB Charge Time&lt;br /&gt;
|-&lt;br /&gt;
| {{Paladin}} [[Paladin]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Warrior}} [[Warrior]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -55% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Dark Knight}} [[Dark Knight]] || align=&amp;quot;center&amp;quot; | -15% || align=&amp;quot;center&amp;quot; | -40% || align=&amp;quot;center&amp;quot; | +45s&lt;br /&gt;
|-&lt;br /&gt;
| {{Gunbreaker}} [[Gunbreaker]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -55% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Monk}} [[Monk]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Dragoon}} [[Dragoon]] || align=&amp;quot;center&amp;quot; | -15% || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Ninja}} [[Ninja]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -45% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Samurai}} [[Samurai]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Reaper}} [[Reaper]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Viper}} [[Viper]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -60% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Bard}} [[Bard]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Machinist}} [[Machinist]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Dancer}} [[Dancer]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -35% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Black Mage}} [[Black Mage]] || align=&amp;quot;center&amp;quot; | -5% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Summoner}} [[Summoner]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Red Mage}} [[Red Mage]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -38% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Pictomancer}} [[Pictomancer]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{White Mage}} [[White Mage]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -25% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Scholar}} [[Scholar]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Astrologian}} [[Astrologian]] || align=&amp;quot;center&amp;quot; | -15% || align=&amp;quot;center&amp;quot; | -25% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Sage}} [[Sage]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -35% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
===Limit Break charge times===&lt;br /&gt;
To encourage more balanced matches, Limit Break charge times vary according to current Grand Company ranking. They are modified as follows:&lt;br /&gt;
* &#039;&#039;&#039;First place&#039;&#039;&#039;: 25% slower Limit Break charge time&lt;br /&gt;
* &#039;&#039;&#039;Second place&#039;&#039;&#039;: Normal (no penalty or bonus)&lt;br /&gt;
* &#039;&#039;&#039;Third place&#039;&#039;&#039;: 25% faster Limit Break charge time&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{see also|Series Malmstones}}&lt;br /&gt;
When a Frontline match has ended, players will receive the following rewards:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!  !! Reward !! 1st Place&amp;lt;ref&amp;gt;Also applies in the case of a draw.&amp;lt;/ref&amp;gt; !! 2nd Place !! 3rd Place !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| {{pvpexp}} || [[PvP EXP]] || 1000 || 750 || 500 || &lt;br /&gt;
|-&lt;br /&gt;
| {{seriesexp}} || [[Series]] EXP || 1500 || 1250 || 1000 || &lt;br /&gt;
|-&lt;br /&gt;
| {{wolf mark}} || [[Wolf Marks]]|| 1000 || 750 || 500 || &lt;br /&gt;
|-&lt;br /&gt;
| {{exp}} || [[Experience|PvE EXP]]&amp;lt;ref&amp;gt;PvE experience will only be awarded to the job used to queue into Frontline. You may change jobs as many times as you wish during the match.&amp;lt;/ref&amp;gt; || 12% of a level || 11% of a level || 10% of a level || Below the level-cap&lt;br /&gt;
|-&lt;br /&gt;
| {{tomestone|Poetics}}|| [[Allagan Tomestones of Poetics]]|| 50 || 50 || 50 || Above level 50&lt;br /&gt;
|-&lt;br /&gt;
| {{tomestone|uncapped}}|| {{tomestone/uncapped-text}} || 50 || 50 || 50 || Level-capped&lt;br /&gt;
|-&lt;br /&gt;
| {{tomestone|capped}}|| {{tomestone/capped-text}} || 20 || 20 || 20 || Level-capped&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Allagan tomestones will only be rewarded to players who are level 50 or higher.&lt;br /&gt;
&lt;br /&gt;
* In the event that your affiliated team previously ranked third, PvP EXP, Series EXP, and Wolf Marks earned will be increased by 10% for each subsequent third-place ranking, up to a maximum of 50%. This bonus will carry over to the next match upon ranking second, and be reset entirely upon ranking first.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Frontline Achievements]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frontline is associated with several [[achievements]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{PvP nav}}&lt;br /&gt;
[[Category:Frontline]] [[Category:PvP]] [[Category:Patch 2.3 Features‎]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Frontline&amp;diff=1298972</id>
		<title>Frontline</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Frontline&amp;diff=1298972"/>
		<updated>2026-05-04T03:49:16Z</updated>

		<summary type="html">&lt;p&gt;Alyko: /* KDA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Grand Company Icons.png|thumb|The Three Grand Companies: The Maelstrom (left), the Twin Adder (center) and the Immortal Flames (right)]]&lt;br /&gt;
&lt;br /&gt;
{{Lead icon|pvp_icon1.png|frame=none}}[[Frontline]] challenges are daily challenges found in the [[Duty Roulette]] which pit teams of players fighting under the banner of each [[Grand Company]] in training exercises that test the strategic planning and combat prowess of each participant.&lt;br /&gt;
__TOC__&lt;br /&gt;
==The Basics==&lt;br /&gt;
Frontline is a [[PvP]] challenge, first added in [[patch 2.3]], in which players battle for territorial dominance. The teams are randomly assigned to a [[Grand Company]]&amp;lt;ref&amp;gt;This change was made in [[Patch 5.18]] to eliminate any PvP advantages for being in a specific [[Grand Company]]. [https://na.finalfantasyxiv.com/lodestone/topics/detail/36ab41b81c81a289336f63c1b9d40f6ed444ca9c Patch 5.18 Notes]&amp;lt;/ref&amp;gt; and consist of 24 players in an [[Party|Alliance]], allowing for 72 total combatants on a single map. Players must not only work hard as individuals, but must also work together as a team in order to prevail. Although players participate in the match with a random [[Grand Company]], [[achievements]] tracking [[PvP]] progress &#039;&#039;&#039;will count&#039;&#039;&#039; towards the [[Grand Company]] the player is currently pledged to.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
*A [[Soul Crystal]] is required.&lt;br /&gt;
**Players are required to have completed the first Level 30 [[Job Quest]] for their respective base class (requires {{i|Sylph-management}}), or to have unlocked an expansion [[Job]] on a base class, in order to obtain a Soul Crystal.&lt;br /&gt;
*While not required for Frontline campaigns, it is very strongly recommended for new players to also unlock [[mounts]] via the {{i|My Little Chocobo}} questline, as all Frontline maps make heavy use of mounts to traverse the vast terrain.&lt;br /&gt;
&lt;br /&gt;
===Unlock===&lt;br /&gt;
*Frontline campaigns (and the Frontline Daily Challenge) are unlocked via {{i|Like Civilized Men and Women}} from your respective [[Grand Company]]. Players must be at least level 30, and a [[Soul Crystals|Soul Crystal]] must be equipped in order to queue for Frontline campaigns.&lt;br /&gt;
&lt;br /&gt;
==Zones and campaigns==&lt;br /&gt;
Only two particular campaigns are available on a given day, but one currently active campaign rotates on [[Daily Reset|daily reset]] according to the order listed below. The naming scheme for &#039;&#039;&#039;Frontline&#039;&#039;&#039; is technically &#039;&#039;Zone Name&#039;&#039; (&#039;&#039;Campaign Name&#039;&#039;), though with retirement of the (Slaughter) mode on [[Carteneau Flats|The Borderland Ruins]] there is functionally no distinction anymore. Zone/Campaign combos are commonly referred to by either separate part by the player base.&lt;br /&gt;
&lt;br /&gt;
The currently active campaigns are &#039;&#039;&#039;{{Current Frontline map}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Current zones===&lt;br /&gt;
====Rotating====&lt;br /&gt;
*[[The Borderland Ruins (Secure)]]&lt;br /&gt;
*[[Seal Rock (Seize)]]&lt;br /&gt;
*[[The Fields of Glory (Shatter)]]&lt;br /&gt;
*[[Onsal Hakair (Danshig Naadam)]]&lt;br /&gt;
*[[Worqor Chirteh (Triumph)]]&lt;br /&gt;
&lt;br /&gt;
===Inactive/retired zones===&lt;br /&gt;
*[[The Borderland Ruins (Slaughter)]] - A deathmatch version added in [[patch 2.5]] and retired in [[patch 4.0]]&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Each alliance is divided into three full parties of eight players, and each Frontline match lasts for a maximum of 20 minutes.&lt;br /&gt;
&lt;br /&gt;
The primary goal is to occupy territory (Secure), destroy objectives (Shatter), retrieve data (Seize), or claim designated points (Danshig Naadam). A secondary goal is to KO members of opposing teams, as this awards &#039;&#039;&#039;Battle High&#039;&#039;&#039; (explained below). Earning Battle High makes it easier to gain even more, creating a snowball effect and allowing for greater chances at victory. The successful team will coordinate strategy in the pursuit of both goals.&lt;br /&gt;
===Landing Platform===&lt;br /&gt;
* The landing platforms are three Grand Company-specific safe zones where jobs may be changed freely, [[Role_Actions_(PvP)|PvP Role Actions]] may be set, and where players are revived after being KO&#039;ed. These platforms may be revisited at any time by casting {{action icon|Return}}.&lt;br /&gt;
* At the beginning of the campaign, each Grand Company will be confined to their landing platform and given 45 seconds to prepare.&lt;br /&gt;
* Players who leave the landing platform receive a ten-second {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff that serves to discourage spawn camping by opposing teams.&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
* Chat is unrestricted and should be used to coordinate strategy. Enemies cannot see chat. Emotes are unrestricted, but excessively emoting at downed opponents is considered a Prohibited Activity that may result in account sanctions.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/news/detail/fe029a4ac87236b4b1d11138064efa39f992435a Regarding Non-participation/Taunting Behavior During PvP]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Performance Actions]] are disabled.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
* Players may freely ride mounts during Frontline campaigns. However, being attacked in any form will result in being forcibly dismounted and gaining the {{status effect|debuff|File:Hoofing it icon.png}} &#039;&#039;&#039;Hoofing It&#039;&#039;&#039; debuff. This debuff must be waited out, it cannot be cleansed with {{action icon|Purify (PvP)}}.&lt;br /&gt;
* Flying and pillion riding are disabled.&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
* The current state of all objectives is marked on the standard map.&lt;br /&gt;
* In addition to showing the positions of all friendly players, the map also shows all enemy players (indicated by colored triangles) that are within sight range of any friendly players.&lt;br /&gt;
&lt;br /&gt;
==KDA==&lt;br /&gt;
KDA (Knockout, Defeat, Assist) is the scoring system used in Frontline matches. If a player deals the finishing blow or helps knock down an opponent, they receive a Knockout or Assist, and gain a variable number of points to their &#039;&#039;&#039;Battle High&#039;&#039;&#039; gauge according to the defeated player&#039;s Battle High rating.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
|-&lt;br /&gt;
!Defeated Player&#039;s Battle High Rating&lt;br /&gt;
!Rating Gained from Knockouts&lt;br /&gt;
!Rating Gained from Assists&lt;br /&gt;
|-&lt;br /&gt;
| No Battle High || 6 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| Battle High I || 8 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battle High II || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Battle High III || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Battle High IV || 14 || 7 &lt;br /&gt;
|-&lt;br /&gt;
| Battle High V || 16 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players who are knocked out lose points for their team, while points are awarded to the victorious team.&lt;br /&gt;
&lt;br /&gt;
==Battle High==&lt;br /&gt;
Battle High is a status that increases damage dealt and HP restored by healing actions according to a player&#039;s knockouts, assists, and (in the case of {{i|The Borderland Ruins (Secure)}}) fulfilling objectives. The healing potency buff also applies to abilities that generate barriers such as {{aicon|Burst (PvP)|Burst}}. The maximum rating is 100, and for every increment of 20, the status increases in strength. As of [[Patch 7.5]], being incapacitated will no longer reduce a player&#039;s Battle High rating, although changing jobs will still completely reset the Battle High gauge.&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
|-&lt;br /&gt;
!Status&lt;br /&gt;
!Rating&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
| Battle High I || 20 to 39 || Damage dealt and healing potency increased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High II || 40 to 59 || Damage dealt and healing potency increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High III || 60 to 79 || Damage dealt and healing potency increased by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High IV || 80 to 99 || Damage dealt and healing potency increased by 40%.&lt;br /&gt;
|-&lt;br /&gt;
| Battle High V || 100 || Damage dealt and healing potency increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each player&#039;s Battle High gauge indicates their current rating. A player attaining Battle High V will be announced to the entire match, as well as KOing a player with Battle High V.&lt;br /&gt;
&lt;br /&gt;
[[File:Battlehigh.jpg]]&lt;br /&gt;
&lt;br /&gt;
A player&#039;s Battle High status is indicated with an icon on their nameplate, which changes according to the rank of their Battle High.&lt;br /&gt;
&lt;br /&gt;
[[File:Battlehigh2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Job Modifiers==&lt;br /&gt;
Damage dealt, damage taken, and [[Limit Break]] charge time vary according to current job.&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
! Job !! Damage Dealt !! Damage Taken !! LB Charge Time&lt;br /&gt;
|-&lt;br /&gt;
| {{Paladin}} [[Paladin]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Warrior}} [[Warrior]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -55% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Dark Knight}} [[Dark Knight]] || align=&amp;quot;center&amp;quot; | -15% || align=&amp;quot;center&amp;quot; | -40% || align=&amp;quot;center&amp;quot; | +45s&lt;br /&gt;
|-&lt;br /&gt;
| {{Gunbreaker}} [[Gunbreaker]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -55% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Monk}} [[Monk]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Dragoon}} [[Dragoon]] || align=&amp;quot;center&amp;quot; | -15% || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Ninja}} [[Ninja]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -45% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Samurai}} [[Samurai]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Reaper}} [[Reaper]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -50% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Viper}} [[Viper]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -60% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Bard}} [[Bard]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Machinist}} [[Machinist]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Dancer}} [[Dancer]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -35% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Black Mage}} [[Black Mage]] || align=&amp;quot;center&amp;quot; | -5% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Summoner}} [[Summoner]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Red Mage}} [[Red Mage]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -38% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Pictomancer}} [[Pictomancer]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{White Mage}} [[White Mage]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -25% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Scholar}} [[Scholar]] || align=&amp;quot;center&amp;quot; | -10% || align=&amp;quot;center&amp;quot; | -30% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Astrologian}} [[Astrologian]] || align=&amp;quot;center&amp;quot; | -15% || align=&amp;quot;center&amp;quot; | -25% || align=&amp;quot;center&amp;quot; | +15s&lt;br /&gt;
|-&lt;br /&gt;
| {{Sage}} [[Sage]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | -35% || align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
===Limit Break charge times===&lt;br /&gt;
To encourage more balanced matches, Limit Break charge times vary according to current Grand Company ranking. They are modified as follows:&lt;br /&gt;
* &#039;&#039;&#039;First place&#039;&#039;&#039;: 25% slower Limit Break charge time&lt;br /&gt;
* &#039;&#039;&#039;Second place&#039;&#039;&#039;: Normal (no penalty or bonus)&lt;br /&gt;
* &#039;&#039;&#039;Third place&#039;&#039;&#039;: 25% faster Limit Break charge time&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{see also|Series Malmstones}}&lt;br /&gt;
When a Frontline match has ended, players will receive the following rewards:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!  !! Reward !! 1st Place&amp;lt;ref&amp;gt;Also applies in the case of a draw.&amp;lt;/ref&amp;gt; !! 2nd Place !! 3rd Place !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| {{pvpexp}} || [[PvP EXP]] || 1000 || 750 || 500 || &lt;br /&gt;
|-&lt;br /&gt;
| {{seriesexp}} || [[Series]] EXP || 1500 || 1250 || 1000 || &lt;br /&gt;
|-&lt;br /&gt;
| {{wolf mark}} || [[Wolf Marks]]|| 1000 || 750 || 500 || &lt;br /&gt;
|-&lt;br /&gt;
| {{exp}} || [[Experience|PvE EXP]]&amp;lt;ref&amp;gt;PvE experience will only be awarded to the job used to queue into Frontline. You may change jobs as many times as you wish during the match.&amp;lt;/ref&amp;gt; || 12% of a level || 11% of a level || 10% of a level || Below the level-cap&lt;br /&gt;
|-&lt;br /&gt;
| {{tomestone|Poetics}}|| [[Allagan Tomestones of Poetics]]|| 50 || 50 || 50 || Above level 50&lt;br /&gt;
|-&lt;br /&gt;
| {{tomestone|uncapped}}|| {{tomestone/uncapped-text}} || 50 || 50 || 50 || Level-capped&lt;br /&gt;
|-&lt;br /&gt;
| {{tomestone|capped}}|| {{tomestone/capped-text}} || 20 || 20 || 20 || Level-capped&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Allagan tomestones will only be rewarded to players who are level 50 or higher.&lt;br /&gt;
&lt;br /&gt;
* In the event that your affiliated team previously ranked third, PvP EXP, Series EXP, and Wolf Marks earned will be increased by 10% for each subsequent third-place ranking, up to a maximum of 50%. This bonus will carry over to the next match upon ranking second, and be reset entirely upon ranking first.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Frontline Achievements]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frontline is associated with several [[achievements]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{PvP nav}}&lt;br /&gt;
[[Category:Frontline]] [[Category:PvP]] [[Category:Patch 2.3 Features‎]]&lt;/div&gt;</summary>
		<author><name>Alyko</name></author>
	</entry>
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