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	<updated>2026-06-06T06:51:45Z</updated>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guard_(PvP)&amp;diff=1334371</id>
		<title>Guard (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guard_(PvP)&amp;diff=1334371"/>
		<updated>2026-06-05T16:17:15Z</updated>

		<summary type="html">&lt;p&gt;Opini: Replaced bullet points with tabber and tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the [[PvP]] action|the [[Pets|pet]] action|Guard|the [[emote]]|Guard (Emote)}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| name = Guard (PvP)&lt;br /&gt;
| description = Reduces damage taken by 99% and grants immunity to ``[[Stun]]``, ``[[Heavy]]``, ``[[Bind]]``, ``[[Silence]]``, ``[[Frost Star (PvP)|Deep Freeze]]``, and knockback and draw-in effects.&lt;br /&gt;
| facts = {{action fact|duration|4}}{{action fact|Movement speed is reduced by 33% for the duration of this effect.}}{{action fact|Effect ends upon reuse, using another action, or when the effect duration expires.}}&lt;br /&gt;
| acquired = any&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 30&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| traits = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = self&lt;br /&gt;
| movement = true&lt;br /&gt;
| pvp = y&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Due to the greatly increased damage reduction effects of this action in conjunction with the lengthy cooldown, clever players may note the opponent(s) who has this action on cooldown, making them vulnerable targets.&lt;br /&gt;
*Any DoT effects that were inflicted before the usage of Guard will still tick at full strength. For example, a player afflicted with many {{aicon|Biolysis (PvP)|Biolysis}} effects will not have their damage reduced by using Guard. Conversely, DoT effects that were applied during Guard will tick at 1% of their strength even after Guard expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Actions that overwrite and prevent Guard =&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Action !! Limit Break? !! Additional Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{DNC}}&lt;br /&gt;
| {{aicon|Contradance (PvP)|Contradance}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| Inflicts {{status effect|debuff|file:Seduced_2_debuff.png}} [[seduce|seduced]] to nearby opponents, drawing them towards the caster.&lt;br /&gt;
|-&lt;br /&gt;
| {{Tank}}&lt;br /&gt;
| {{aicon|Full Swing (PvP)|Full Swing}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Is a {{Tank}} tank role action. Inflicts a 30-yalm knockback &#039;&#039;if&#039;&#039; the target is not {{status effect|buff|file:Guard_PvP_buff.png}} &#039;&#039;&#039;Guarding&#039;&#039;&#039;, instead.&lt;br /&gt;
|- &lt;br /&gt;
| {{MNK}}&lt;br /&gt;
| {{aicon|Meteodrive (PvP)|Meteodrive}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{WAR}}&lt;br /&gt;
| {{aicon|Primal Scream (PvP)|Primal Scream}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| The warrior is also unable to {{status effect|buff|file:Guard_PvP_buff.png}} &#039;&#039;&#039;Guard&#039;&#039;&#039; while under the effect of {{status effect|buff|file:Inner_Release_buff.png}} &#039;&#039;&#039;[[Primal Scream (PvP)|Inner Release]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{RPR}}&lt;br /&gt;
| {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| Inflicts {{status effect|Hysteria}} [[hysteria]] to nearby opponents, making them walk away from the caster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Actions that ignore Guard when dealing damage =&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Action !! Limit Break? !! Additional Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{NIN}}&lt;br /&gt;
| {{aicon|Assassinate (PvP)|Assassinate}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Deals additional damage that ignores {{status effect|buff|file:Guard_PvP_buff.png}} &#039;&#039;&#039;Guard&#039;&#039;&#039; if under the effect of {{aicon|Bunshin (PvP)|Bunshin}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{DRG}}&lt;br /&gt;
| {{aicon|Chaotic Spring (PvP)|Chaotic Spring}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Heals the dragoon for 200% of the damage inflicted.&lt;br /&gt;
|- &lt;br /&gt;
| {{MCH}}&lt;br /&gt;
| {{aicon|Drill (PvP)|Drill}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Damage is doubled when under the effect of {{status effect|buff|file:Analysis_buff.png}} [[Analysis (PvP)|Analysis]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Physical Ranged DPS}}&lt;br /&gt;
| {{aicon|Eagle Eye Shot (PvP)|Eagle Eye Shot}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Is a {{Physical Ranged DPS}} physical ranged DPS role action.&lt;br /&gt;
|-&lt;br /&gt;
| {{RDM}}&lt;br /&gt;
| {{aicon|Enchanted Riposte (PvP)|Enchanted Riposte}},&amp;lt;br&amp;gt; {{aicon|Enchanted Zwerchhau (PvP)|Enchanted Zwerchhau}},&amp;lt;br&amp;gt; {{aicon|Enchanted Redoublement (PvP)|Enchanted Redoublement}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Grants a stacking shield to the red mage for every enchanted melee weaponskill.&lt;br /&gt;
|-&lt;br /&gt;
| {{RPR}}&lt;br /&gt;
| {{aicon|Fate Sealed (PvP)|Fate Sealed}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{MNK}}&lt;br /&gt;
| {{status effect|debuff|file:Pressure_Point_debuff.png}} [[Wind&#039;s Reply (PvP)|Pressure Point]]&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Is inflicted by {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{NIN}}&lt;br /&gt;
| {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| If the target is under 50% HP, incapacitates them instead.&lt;br /&gt;
|-&lt;br /&gt;
| {{Melee DPS}}&lt;br /&gt;
| {{aicon|Smite (PvP)|Smite}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| Is a {{Melee DPS}} melee DPS role action. Recast time is reset on assist or KO.&lt;br /&gt;
|-&lt;br /&gt;
| {{VPR}}&lt;br /&gt;
| {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}}&lt;br /&gt;
| {{Yes}} and {{No|red}}&lt;br /&gt;
| Every execution adds three seconds to the limit gauge. &lt;br /&gt;
|-&lt;br /&gt;
| {{BLM}}&lt;br /&gt;
| {{aicon|Wreath of Fire (PvP)|Wreath of Fire}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| {{SAM}}&lt;br /&gt;
| {{aicon|Zantetsuken (PvP)|Zantetsuken}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| If the target is under the effect of {{status effect|debuff|file:Kuzushi.png}} &#039;&#039;&#039;[[Hissatsu: Chiten (PvP)|Kuzushi]]&#039;&#039;&#039;, deals damage equal to 100% of the target&#039;s base HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Exceptional interactions with Guard =&lt;br /&gt;
The following actions will &#039;&#039;halve the defensive bonus&#039;&#039; of Guard. This is indicated by the bubble color changing from {{status effect|buff|File:Guard_PvP_buff.png}} &#039;&#039;&#039;blue&#039;&#039;&#039; to {{status effect|debuff|file:Guard_Half.png}} &#039;&#039;&#039;orange&#039;&#039;&#039;:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Action !! Limit Break? !! Additional Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{PLD}}&lt;br /&gt;
| {{aicon|Shield Smite (PvP)|Shield Smite}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{SCH}}&lt;br /&gt;
| {{aicon|Chain Strategem (PvP)|Chain Strategem}}&lt;br /&gt;
| {{No|red}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
The following actions will &#039;&#039;ignore Guard to deal an instant KO&#039;&#039; when the correct conditions are met:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Action !! Limit Break? !! Additional Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{RPR}}&lt;br /&gt;
| {{aicon|Perfectio (PvP)|Perfectio}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| The opponent must be under 25% HP. Barrier effects are ignored for this threshold.&lt;br /&gt;
|-&lt;br /&gt;
| {{NIN}}&lt;br /&gt;
| {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| The opponent must be under 50% HP. Barrier effects are ignored for this threshold.&lt;br /&gt;
|-&lt;br /&gt;
| {{SAM}}&lt;br /&gt;
| {{aicon|Zantetsuken (PvP)|Zantetsuken}}&lt;br /&gt;
| {{Yes}}&lt;br /&gt;
| If the target is under the effect of {{status effect|debuff|file:Kuzushi.png}} &#039;&#039;&#039;[[Hissatsu: Chiten (PvP)|Kuzushi]]&#039;&#039;&#039;, deals damage equal to 100% of the target&#039;s base HP. Barrier effects &#039;&#039;absorb&#039;&#039; damage from this limit break.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.5|Reduction to damage taken has been increased from 90% to 99%.}}&lt;br /&gt;
*{{patch|7.18|&lt;br /&gt;
**Effect duration has been reduced from 5 to 4 seconds.&lt;br /&gt;
**Movement speed reduction has been decreased from 50% to 33%.}}&lt;br /&gt;
*{{patch|6.11|Fixed an issue wherein execution of this action together with other damage reducing actions prevented all incoming damage.}}&lt;br /&gt;
*{{patch|6.1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mitigation actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Seduced_2_debuff.png&amp;diff=1334350</id>
		<title>File:Seduced 2 debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Seduced_2_debuff.png&amp;diff=1334350"/>
		<updated>2026-06-05T15:56:40Z</updated>

		<summary type="html">&lt;p&gt;Opini: Inflicted by Contradance (PvP).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Inflicted by Contradance (PvP).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Blackest_Night&amp;diff=1334341</id>
		<title>The Blackest Night</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Blackest_Night&amp;diff=1334341"/>
		<updated>2026-06-05T15:27:41Z</updated>

		<summary type="html">&lt;p&gt;Opini: Rewording. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Creates a barrier around target that absorbs damage totaling 25% of target&#039;s maximum HP.&lt;br /&gt;
| facts = {{action fact|duration|7}}{{action fact|Grants ``Dark Arts`` when barrier is completely absorbed.}}{{action fact|Dark Arts Effect|Consume ``Dark Arts`` instead of MP to execute [[Edge of Shadow]] or [[Flood of Shadow]]}}.&lt;br /&gt;
| acquired = Dark Knight&lt;br /&gt;
| level = 70&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = 3000&lt;br /&gt;
| recast = 15&lt;br /&gt;
| range = 30&lt;br /&gt;
| req-quest = Our Compromise&lt;br /&gt;
| pvp = c&lt;br /&gt;
| actions = Edge of Darkness, Flood of Darkness, Edge of Shadow, Flood of Shadow&lt;br /&gt;
| targeting = self, ally&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Prior to {{aicon|Edge of Shadow}} and {{aicon|Flood of Shadow}} being learned at Lv. 74, Dark Arts will instead interact with {{aicon|Edge of Darkness}} or {{aicon|Flood of Darkness}}.&lt;br /&gt;
* Within the same party, dark knights should avoid applying {{aicon|The Blackest Night}} on each other, as the barrier effects do not stack.&lt;br /&gt;
* The barrier from this action, with very little exception (i.e. {{aicon|Tempera Grassa}}), will take the highest priority when taking damage, regardless of application order or size of other barriers. For more information, see [[barrier|barrier consumption priority here]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Barrier absorption has been changed from 20% of maximum HP for self or 10% of maximum HP for party members, to 25% of maximum HP for any target.&lt;br /&gt;
**The effect &amp;quot;Increases Blood Gauge by 50 when full 20% (10%) is absorbed&amp;quot; has been changed to &amp;quot;Grants Dark Arts when barrier is completely absorbed.&amp;quot;}}&lt;br /&gt;
*{{patch|4.2|Effect duration has been increased from 5 to 7 seconds.}}&lt;br /&gt;
*{{patch|4.0}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Barrier actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1334337</id>
		<title>PvP Guide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1334337"/>
		<updated>2026-06-05T15:16:09Z</updated>

		<summary type="html">&lt;p&gt;Opini: Guide is complete at a basic level. Will add job&amp;#039;s playstyles (different to identity, and goes into more detail).&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;
* You may consider disengaging when at around half of your MP reserves. If your team&#039;s pressure is high, it may still be a good idea to maintain pressure with them, as to force the opposing team to fallback farther. Take extra caution to not die, as when your resources are lower compared to the rest of your teammates, clever opponents may choose to retaliate and focus you down quickly.&lt;br /&gt;
&lt;br /&gt;
===Keep the pressure ongoing, but safely===&lt;br /&gt;
* Limit Breaks greatly influence how quickly the tide may turn. See the section below on advice to adjust your play with limit breaks.&lt;br /&gt;
* Tunnel-visioning by overextending puts you and your teammates at a greater risk of danger. By not being with your team during an engagement, you &#039;&#039;will&#039;&#039; put your team at a numbers-disadvantage. Opponents will typically always lead you back to their group if you overextend, which will leave you at a 5v1 scenario. Being KO&#039;d will delay any future bursts, your limit break generation, and put your team at a numbers-disadvantage for longer. &lt;br /&gt;
* &#039;&#039;Make it a priority to not be KO&#039;d.&#039;&#039;&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, if ever, 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;
===Target Callouts===&lt;br /&gt;
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;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Mouse-over Mobility===&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;
It is important to note that not all gap-closers can be applied to all targets. An example is attempting to gap-close an enemy with {{aicon|Guardian (PvP)|Guardian}}, or gap-closing on an ally with {{aicon|Intervene (PvP)|Intervene}}.&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>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Resilience_buff.png&amp;diff=1334336</id>
		<title>File:Resilience buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Resilience_buff.png&amp;diff=1334336"/>
		<updated>2026-06-05T14:54:28Z</updated>

		<summary type="html">&lt;p&gt;Opini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Doton_(PvP)&amp;diff=1334332</id>
		<title>Doton (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Doton_(PvP)&amp;diff=1334332"/>
		<updated>2026-06-05T14:50:02Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added gameplay notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Creates a patch of corrupted earth under your feet, dealing damage with a potency of 3,000 to any enemies who enter.&lt;br /&gt;
| facts = {{action fact|duration|10}}{{action fact|Reduces damage taken by 15% while standing in the patch of salted earth}}{{action fact|Can only be executed while under the effect of ``[[Three Mudra (PvP)|Three Mudra]]``.}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.}}&lt;br /&gt;
| acquired = ninja&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = spell&lt;br /&gt;
| mp-cost =  &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2&lt;br /&gt;
| range = &lt;br /&gt;
| radius = 5&lt;br /&gt;
| targeting = ground&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| actions = Three Mudra (PvP), Hollow Nozuchi (PvP)&lt;br /&gt;
| pvp = y&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This action grants two identically-named Doton buffs:&lt;br /&gt;
:* This {{status effect|buff|file:Doton_buff.png}} &#039;&#039;&#039;Doton&#039;&#039;&#039; buff is the duration of the patch of corrupted earth itself. Upon expiry of this effect, the corrupted earth will dissipate.&lt;br /&gt;
:* This {{status effect|buff|file:Doton_DR_buff.png}} &#039;&#039;&#039;Doton&#039;&#039;&#039; buff reduces damage taken. &lt;br /&gt;
* {{status effect|buff|file:Doton_DR_buff.png}} &#039;&#039;&#039;Doton&#039;&#039;&#039; is applied and reapplied for five seconds on the &#039;&#039;server tick&#039;&#039;. This effect persists even after the expiration of the corrupted earth itself. This means that repeatedly leaving and re-entering the corrupted earth may not re-apply Doton.&lt;br /&gt;
* Placing and standing in the patch of corrupted earth aids in extended survival when defending a contested area (i.e. on top of the [[Tactical Crystal]], especially during overtime).&lt;br /&gt;
* The patch of corrupted earth can also be placed on enemy chokepoints (i.e. narrow corridors or paths) as a deterrent, or to increase the difficulty of escaping for opponents from {{aicon|Hollow Nozuchi (PvP)|Hollow Nozuchi}}.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.18|Reduction to damage taken has been reduced from 20% to 15%.}}&lt;br /&gt;
*{{patch|7.16|Reduction to damage taken has been reduced from 25% to 20%.}}&lt;br /&gt;
*{{patch|7.1|The additional effect &amp;quot;Reduces damage taken by 25% while standing in the patch of salted earth&amp;quot; has been added.}}&lt;br /&gt;
*{{patch|6.51|Potency has been increased from 2,000 to 3,000.}}&lt;br /&gt;
*{{patch|6.1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mitigation actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Doton_buff.png&amp;diff=1334329</id>
		<title>File:Doton buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Doton_buff.png&amp;diff=1334329"/>
		<updated>2026-06-05T14:44:05Z</updated>

		<summary type="html">&lt;p&gt;Opini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Doton_DR_buff.png&amp;diff=1334328</id>
		<title>File:Doton DR buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Doton_DR_buff.png&amp;diff=1334328"/>
		<updated>2026-06-05T14:42:44Z</updated>

		<summary type="html">&lt;p&gt;Opini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Assassinate_(PvP)&amp;diff=1334327</id>
		<title>Assassinate (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Assassinate_(PvP)&amp;diff=1334327"/>
		<updated>2026-06-05T14:34:19Z</updated>

		<summary type="html">&lt;p&gt;Opini: Updated tooltip. Added Assassinate also working with Bunshin again in history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 12,000.&lt;br /&gt;
| facts = {{action fact|Ignores the effects of ``[[Guard (PvP)|Guard]]`` when dealing damage.}}{{action fact|Can only be executed while under the effect of ``[[Shukuchi (PvP)|Hidden]]``.}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.}}&lt;br /&gt;
| acquired = ninja&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost =  &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2&lt;br /&gt;
| range = 5&lt;br /&gt;
| radius = 0&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| actions = Shukuchi (PvP), Bunshin (PvP)&lt;br /&gt;
| pvp = y&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.45|Additional damage granted by {{aicon|Bunshin (PvP)|Bunshin}} will now ignore the effects of {{aicon|Guard (PvP)|Guard}} when using {{aicon|Assassinate (PvP)|Assassinate}}.}}&lt;br /&gt;
*{{patch|7.2|The time between action execution and effect activation has been shortened.}}&lt;br /&gt;
*{{patch|7.18|Additional damage granted by Bunshin will no longer ignore the effects of Guard when using Assassinate.}}&lt;br /&gt;
*{{patch|7.1|Now ignores the effects of Guard when dealing damage.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Action category has been changed from ability to weaponskill.&lt;br /&gt;
**Potency has been increased from 1,000 to 12,000.&lt;br /&gt;
**Recast time has been reduced from 30 to 2.5 seconds.&lt;br /&gt;
**The effect &amp;quot;Potency increases up to 3,000 as the target&#039;s HP decreases&amp;quot; has been removed.&lt;br /&gt;
**Recast time no longer resets upon earning a kill or assist.&lt;br /&gt;
**Can now only be used while under the effect of Hide.&lt;br /&gt;
**Can no longer be assigned to a hotbar.}}&lt;br /&gt;
*{{patch|5.1|&lt;br /&gt;
**Recast time has been reduced from 45 to 30 seconds.&lt;br /&gt;
**Maximum potency has been increased from 200% to 300% of base potency.&lt;br /&gt;
**The additional effect &amp;quot;Stun&amp;quot; has been removed.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Maximum potency has been reduced from 2,500 to 2,000.&lt;br /&gt;
**The additional effect &amp;quot;Stun&amp;quot; has been added.&lt;br /&gt;
**The Hide bonus &amp;quot;Damage over time&amp;quot; has been removed.&lt;br /&gt;
**The Hide bonus &amp;quot;Increases target&#039;s damage taken by 10%&amp;quot; has been removed.&lt;br /&gt;
**The effect &amp;quot;Action changes to Raiton while under the effect of Three Mudra&amp;quot; has been removed.&lt;br /&gt;
**Recast time has been reduced from 60 to 45 seconds.}}&lt;br /&gt;
*{{patch|4.15|Potency now increases up to a maximum of 2,500.}}&lt;br /&gt;
*{{patch|4.05|Recast time will now be reset upon earning a kill or an assist.}}&lt;br /&gt;
*{{patch|4.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Holy_Sheltron_(PvP)&amp;diff=1334326</id>
		<title>Holy Sheltron (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Holy_Sheltron_(PvP)&amp;diff=1334326"/>
		<updated>2026-06-05T14:24:24Z</updated>

		<summary type="html">&lt;p&gt;Opini: Sheltron Bomb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Holy Sheltron (PvP)&lt;br /&gt;
| description = Grants ``Holy Sheltron``.&lt;br /&gt;
| facts = {{action fact|Holy Sheltron Effect|Creates a barrier around self that absorbs damage equivalent to a heal of 8,000 potency.}}{{action fact|duration|4}}{{action fact|If the barrier is not absorbed and the effect duration expires, deals unaspected damage to all nearby enemies with a potency equal to 150% of the barrier&#039;s remaining potency, and grants ``Sword Oath`` to self.}}{{action fact|Sword Oath Effect|Increases damage dealt by 15%}}{{action fact|duration|8}}{{action fact|additional effect|``Heavy`` +75%}}{{action fact|duration|4}}&lt;br /&gt;
| facts-2 = {{action fact|Grants ``Shield Oath`` when barrier is completely absorbed.}}{{action fact|Shield Oath Effect|Reduces damage taken by 15%}}{{action fact|duration|8}}&lt;br /&gt;
| acquired = Paladin&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 16&lt;br /&gt;
| range = &lt;br /&gt;
| radius = &lt;br /&gt;
| aoe-type =&lt;br /&gt;
| traits = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = Self&lt;br /&gt;
| pvp = y&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The barrier&#039;s potency, like with any other healing actions, will increase through [[Battle High]] within its respective [[PvP]] modes. This means the barrier expiring will deal exponentially greater damage due to the bigger barrier, in addition to the [[paladin]]&#039;s damage also being increased from [[Battle High]].&lt;br /&gt;
* Paladins may purposefully wait for the duration of Holy Sheltron to nearly expire before gap-closing with {{aicon|Intervene (PvP)|Intervene}}. This will allow for high burst damage and {{status effect|heavy}} [[heavy]] to be applied to all enemies hit. This is commonly referred to as a &amp;quot;Sheltron Bomb&amp;quot; by the playerbase.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.2|Area of effect for the damage and {{status effect|heavy}} [[Heavy]] detrimental status effect applied to nearby enemies upon effect expiration with the barrier not being fully absorbed has been increased from 5 to 6 yalms.}}&lt;br /&gt;
*{{patch|7.15|&lt;br /&gt;
**Increase to damage dealt from Sword Oath has been increased from 10% to 15%.&lt;br /&gt;
**Reduction to damage taken from Shield Oath has been reduced from 20% to 15%.}}&lt;br /&gt;
*{{patch|7.11|&lt;br /&gt;
**Barrier strength has been reduced from a heal potency of 10,000 to 8,000.&lt;br /&gt;
**The unaspected damage dealt to nearby enemies when the effect expires has been increased from 100% of the remaining barrier potency to 150%.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**The Knight&#039;s Resolve effect has been removed.&lt;br /&gt;
**Barrier potency has been increased from 8,000 to 10,000.&lt;br /&gt;
**Barrier damage percentage has been reduced from 150% to 100%.&lt;br /&gt;
**Sword Oath is now additionally granted if the barrier is not fully absorbed.&lt;br /&gt;
**Heavy duration has been decreased from 5 to 4 seconds.&lt;br /&gt;
**Now grants Shield Oath if the barrier is completely absorbed.&lt;br /&gt;
**Recast time has been decreased from 20 to 16 seconds.}}&lt;br /&gt;
*{{patch|6.58|&lt;br /&gt;
**The barrier effect duration has been reduced from 5 seconds to 4 seconds.&lt;br /&gt;
**The barrier potency has been reduced from 12,000 to 8,000.&lt;br /&gt;
**The unaspected damage dealt to nearby enemies when the effect expires has been increased from 100% of the remaining barrier potency to 150%.&lt;br /&gt;
**The Knight&#039;s Resolve effect duration has been reduced from 10 seconds to 8 seconds.}}&lt;br /&gt;
*{{patch|6.55|The damage reduction of Knight&#039;s Resolve has been increased from 15% to 20%.}}&lt;br /&gt;
*{{patch|6.4|Potency of damage dealt if the barrier is not absorbed and the effect duration expires has been changed from 2,000 plus 50% of the barrier&#039;s remaining potency to 100% of the barrier&#039;s remaining potency.}}&lt;br /&gt;
*{{patch|6.3|Fixed an issue wherein the damage dealt by this action was not reduced by Guard or other means of damage reduction.}}&lt;br /&gt;
*{{patch|6.18|The damage reduction of Knight&#039;s Resolve has been reduced from 20% to 15%.}}&lt;br /&gt;
*{{patch|6.11|Reduction to damage taken has been changed from 10% to 20%.}}&lt;br /&gt;
*{{patch|6.1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Barrier actions]]&lt;br /&gt;
[[Category:Mitigation actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guardian_(PvP)&amp;diff=1334325</id>
		<title>Guardian (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guardian_(PvP)&amp;diff=1334325"/>
		<updated>2026-06-05T14:20:21Z</updated>

		<summary type="html">&lt;p&gt;Opini: This action may only be executed on party members.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the paladin PvP action|the PvE action|Guardian|the raid boss|Guardian (boss)|the similar paladin PvE action|Cover}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| name = Guardian (PvP)&lt;br /&gt;
| description = Rush to a target party member&#039;s side.&lt;br /&gt;
| facts = {{action fact|additional effect|Take all damage intended for the targeted party member.}}{{action fact|duration|8}}{{action fact|Can only be executed when member is closer than 10 yalms.}}{{action fact|Cannot be executed while bound.}}{{action fact|Has no effect on targets interacting with an object.}}&lt;br /&gt;
| acquired = Paladin&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 30&lt;br /&gt;
| range = 20&lt;br /&gt;
| radius = &lt;br /&gt;
| traits = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = Party&lt;br /&gt;
| movement = true&lt;br /&gt;
| pvp = yn&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very few actions can bypass cover to deal damage directly to the covered target. An example is a {{aicon|Death Warrant (PvP)|Death Warrant}} being placed on a target before they are covered by a paladin. Further damage will not be compiled for the Death Warrant after the target is covered.&lt;br /&gt;
* All detrimental status effects and knockback or draw-in effects received by the targeted party member are also redirected to the paladin. &lt;br /&gt;
** The covering paladin will be drawn-in to {{aicon|Salted Earth (PvP)|Salted Earth}} twice, and their covered target will not be drawn-in.&lt;br /&gt;
** Forced crowd-control status effects, like those from {{aicon|Meteodrive (PvP)|Meteodrive}} and {{aicon|Contradance (PvP)|Contradance}} will not apply to the covered target, but to the covering paladin themselves.&lt;br /&gt;
* Unlike {{action icon|Cover}}, this action will negate all damage received by both the targeted party member and the paladin when under the effect of {{status effect|buff|file:Hallowed_Ground_Buff.png}} [[Phalanx (PvP)|Hallowed Ground]] from {{action icon|Phalanx (PvP)|Phalanx}}.&lt;br /&gt;
* Covering an ally with this action will allow them to cast {{aicon|Standard-issue Elixir (PvP)|Standard-issue Elixir}} without interruption.&lt;br /&gt;
* A party member being covered will negate all conditional damage done to them, assuming the covering paladin does not have the prerequisite status effects. Listed below are some examples:&lt;br /&gt;
** {{aicon|Zantetsuken (PvP)|Zantetsuken}} will not deal damage equalling the covered target&#039;s base HP to the target or the paladin, even if the covered target is under the effect of {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]]. If the paladin is under the effect of Kuzushi, and their covered target is hit with Zantetsuken, the paladin will take damage equal to their base HP, however.&lt;br /&gt;
** {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}} and {{aicon|Perfectio (PvP)|Perfectio}} will not incapacitate a covered target, even if their HP value meets the instant incapacitation effect.&lt;br /&gt;
*** If the covering paladin&#039;s HP value meets the incapacitation threshold, they will be incapacitated, instead.&lt;br /&gt;
** The additional damage from {{status effect|debuff|file:Pressure Point debuff.png}} [[Wind&#039;s Reply (PvP)|Pressure Point]] from {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}} will not be inflicted if the target is covered after application.&lt;br /&gt;
* Paladins may use {{aicon|Guard (PvP)|Guard}}, as well as other mitigation abilities, to guard against redirected damage and status effects. &lt;br /&gt;
* Another use for this action is to gap-close to a party member as a method of escape. Caution should still be exercised after execution, as damage taken by the covered party member will still be redirected to the covering paladin.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.15|Recast time has been increased from 24 to 30 seconds.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Duration has been decreased from 10 to 8 seconds.&lt;br /&gt;
**Recast time has been decreased from 25 to 24 seconds.}}&lt;br /&gt;
*{{patch|6.25|Guardian will no longer have an effect on targets interacting with an object.}}&lt;br /&gt;
*{{patch|6.1}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rising_Phoenix_(PvP)&amp;diff=1334324</id>
		<title>Rising Phoenix (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rising_Phoenix_(PvP)&amp;diff=1334324"/>
		<updated>2026-06-05T14:19:00Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added other uses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the PvP action|the PvE action|Rising Phoenix|the mount|Rising Phoenix (Mount)}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 4,000 to all nearby enemies.&lt;br /&gt;
| facts = {{action fact|additional|Grants Fire Resonance}}{{action fact|Fire Resonance Effect|Increases damage dealt by next weaponskill by 50%.}}{{action fact|duration|10}}{{action fact|Maximum Charges|2}}&lt;br /&gt;
| acquired = monk&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost =  &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 12&lt;br /&gt;
| range = &lt;br /&gt;
| radius = 6&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| actions = &lt;br /&gt;
| pvp = n&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.45|&lt;br /&gt;
**Charge time has been reduced from 16 to 12 seconds.&lt;br /&gt;
**The additional effect &amp;quot;Grants Fire&#039;s Rumination&amp;quot; has been removed.}}&lt;br /&gt;
*{{patch|7.2|Area of effect has been increased from 5 to 6 yalms.}}&lt;br /&gt;
*{{patch|7.16|The time between action execution and effect activation has been shortened.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Potency has been increased from 3,000 to 4,000.&lt;br /&gt;
**Recast time has been increased from 15 to 16 seconds.&lt;br /&gt;
**The effect &amp;quot;Grants Fire&#039;s Rumination&amp;quot; has been added with a duration of 10 seconds.}}&lt;br /&gt;
*{{patch|6.1}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rising_Phoenix&amp;diff=1334323</id>
		<title>Rising Phoenix</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rising_Phoenix&amp;diff=1334323"/>
		<updated>2026-06-05T14:16:23Z</updated>

		<summary type="html">&lt;p&gt;Opini: Fixed other uses. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the PvE action|the PvP action|Rising Phoenix (PvP)|the mount|Rising Phoenix (Mount)}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| acquired = Monk&lt;br /&gt;
| icon = Rising Phoenix.png|thumb&lt;br /&gt;
| description = Delivers physical fire damage to all nearby enemies with a potency of 900 for the first enemy, and 35% less for all remaining enemies.&lt;br /&gt;
| facts = {{action fact|additional|Opens the ``Solar Nadi``.}}{{action fact|additional|Grants ``[[Formless Fist]]``, allowing the execution of a weaponskill that requires a certain form, without being in that form.}}{{action fact|duration|30}}&lt;br /&gt;
| facts-2 = {{action fact|Any additional effects associated with the executed action will also be applied.}}{{action fact|Can only be executed under the effect of three distinct ``Beast Chakra``.}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.}}{{action fact|※[[Masterful Blitz]] changes to Rising Phoenix when requirements for execution are met.}}&lt;br /&gt;
| level = 86&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| recast = 2&lt;br /&gt;
| radius = 5&lt;br /&gt;
| range = 0&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| actions = Flint Strike, Masterful Blitz&lt;br /&gt;
| traits = Flint Strike Mastery&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| pvp = n&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.3|Reduction in potency after the first target has been changed from 40% to 35%.}}&lt;br /&gt;
*{{patch|7.2|Reduction in potency after the first target has been changed from 70% to 40%.}}&lt;br /&gt;
*{{patch|7.0|Potency has been increased from 700 to 900.}}&lt;br /&gt;
*{{patch|6.05|Now grants Solar Nadi and Formless Fist even when missing a target.}}&lt;br /&gt;
*{{patch|6.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Harmonic_Arrow_(PvP)&amp;diff=1334322</id>
		<title>Harmonic Arrow (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Harmonic_Arrow_(PvP)&amp;diff=1334322"/>
		<updated>2026-06-05T14:07:05Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added Powerful Shot as a related action. Replaced trivia with other uses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the PvP action|the similar PvE action|Resonant Arrow}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| description = Delivers a ranged attack with a potency of 9,000.&lt;br /&gt;
| facts = {{action fact|Consumes all charges upon execution, each charge adding an additional strike to the attack while lowering potency.}}{{action fact|2 Charge Potency|6,000 per strike}}{{action fact|3 Charge Potency|5,000 per strike}}{{action fact|4 Charge Potency|4,500 per strike}}{{action fact|Maximum Charges|4}}&lt;br /&gt;
| acquired = bard&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost =  &lt;br /&gt;
| casting =&lt;br /&gt;
| recast = 12&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| actions = Powerful Shot (PvP), Pitch Perfect (PvP)&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| pvp = yn&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.1&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Total potency is calculated as follows:&lt;br /&gt;
**1 charge: 9,000&lt;br /&gt;
**2 charges: 12,000&lt;br /&gt;
**3 charges: 15,000&lt;br /&gt;
**4 charges: 18,000&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.3|Recast time has been reduced from 15 to 12 seconds.}}&lt;br /&gt;
*{{patch|7.25|&lt;br /&gt;
**Potency when consuming 1 charge has been increased from 8,000 to 9,000.&lt;br /&gt;
**Potency when consuming 4 charges has been increased from 4,250 to 4,500.}}&lt;br /&gt;
*{{patch|7.18|Recast time has been reduced from 16 to 15 seconds.}}&lt;br /&gt;
*{{patch|7.1|Added, replacing {{Action icon|Empyreal Arrow (PvP)}}.}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Resonant_Arrow&amp;diff=1334321</id>
		<title>Resonant Arrow</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Resonant_Arrow&amp;diff=1334321"/>
		<updated>2026-06-05T14:04:09Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added other uses to the PvP variant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the PvE action|the similar [[PvP]] action|Harmonic Arrow (PvP)}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| description = Delivers an attack to target and all enemies nearby it with a potency of 640 for the first enemy, and 50% less for all remaining enemies.&lt;br /&gt;
| facts = {{action fact|Can only be executed while under the effect of ``[[Barrage|Resonant Arrow Ready]]``.}}&lt;br /&gt;
| acquired = bard&lt;br /&gt;
| level = 96&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 5&lt;br /&gt;
| actions = Barrage&lt;br /&gt;
| traits = Enhanced Barrage&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = targeted circle&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.0&lt;br /&gt;
}}&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.3|Potency has been increased from 600 to 640.}}&lt;br /&gt;
*{{patch|7.25|Reduction in potency after the first target has been changed from 55% to 50%.}}&lt;br /&gt;
*{{patch|7.2|Reduction in potency after the first target has been changed from 50% to 55%.}}&lt;br /&gt;
*{{patch|7.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Empyreal_Arrow&amp;diff=1334320</id>
		<title>Empyreal Arrow</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Empyreal_Arrow&amp;diff=1334320"/>
		<updated>2026-06-05T13:59:39Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added missing info. Added a note to not overcap Repertoire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 260. &lt;br /&gt;
| facts = {{action fact|additional|Grants ``Repertoire`` while singing [[Mage&#039;s Ballad]], [[Army&#039;s Paeon]], or the [[Wanderer&#039;s Minuet]].}}&lt;br /&gt;
| acquired = Bard&lt;br /&gt;
| level = 54&lt;br /&gt;
| type = ability&lt;br /&gt;
| recast = 15&lt;br /&gt;
| range = 25&lt;br /&gt;
| req-quest = Requiem on Ice&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| actions = Mage&#039;s Ballad, Army&#039;s Paeon, The Wanderer&#039;s Minuet&lt;br /&gt;
| traits = Enhanced Empyreal Arrow, Ranged Mastery&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Potency is 240 prior to learning {{action icon|Ranged Mastery}}.&lt;br /&gt;
* It is important to not overcap on stacks of {{aicon|Bloodletter}} / {{aicon|Heartbreak Shot}}, or {{aicon|Pitch Perfect}}. &lt;br /&gt;
** In the case of the latter, it may be best to slightly delay the usage of {{aicon|Empyreal Arrow}} if a third stack of Pitch Perfect could be received from the natural generation from {{aicon|The Wanderer&#039;s Minuet}}.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|Potency has been increased from 240 to 260 upon learning {{action icon|Ranged Mastery}}.}}&lt;br /&gt;
*{{patch|6.5|Potency has been increased from 230 to 240.}}&lt;br /&gt;
*{{patch|6.28|Potency has been increased from 200 to 230.}}&lt;br /&gt;
*{{patch|6.0|Potency has been changed from 230 to 200.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Now categorized as an ability.&lt;br /&gt;
**TP cost has been removed.}}&lt;br /&gt;
*{{patch|4.0|&lt;br /&gt;
**Requirement of Wanderer&#039;s Minuet has been removed.&lt;br /&gt;
**TP cost reduced from 60 to 50.}}&lt;br /&gt;
*{{patch|3.3|Potency has been increased from 220 to 230.}}&lt;br /&gt;
*{{patch|3.01|Potency has been reduced from 240 to 220.}}&lt;br /&gt;
*{{patch|3.0|Added as a weaponskill with the original description, &amp;quot;Delivers an attack with a potency of 240. Can only be executed while under the effect of the Wanderer&#039;s Minuet. This weaponskill does not share a recast timer with any other actions.&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mesotes_(PvP)&amp;diff=1334231</id>
		<title>Mesotes (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mesotes_(PvP)&amp;diff=1334231"/>
		<updated>2026-06-05T02:24:49Z</updated>

		<summary type="html">&lt;p&gt;Opini: Rewording. Added more gameplay notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Mesotes (PvP)&lt;br /&gt;
| description = Erects a magicked barrier at a select location, granting party members the effect of ``Mesotes`` and afflicting enemies with the effect of ``Lype`` when standing inside.&lt;br /&gt;
| facts = {{action fact|duration|15}}{{action fact|Mesotes Effect|Negates all damage from enemies who are not under the effect of ``Lype``}}{{action fact|duration|5}}{{action fact|Lype Effect|Damage over time}}{{action fact|potency|9,000}}{{action fact|duration|5}}{{action fact|The barrier can be relocated once before its effect expires, but the effect duration will not be reset. &amp;lt;br&amp;gt;Can only be executed when the limit gauge is full.}}{{action fact|Gauge Charge Time|120s}}&lt;br /&gt;
| acquired =  sage&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 = 30&lt;br /&gt;
| radius = 5&lt;br /&gt;
| traits = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = self, party, enemy&lt;br /&gt;
| aoe-type = ground&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 action grants two identically-named Mesotes buffs. &lt;br /&gt;
:* This {{status effect|buff|file:Mesotes_LB_buff.png}} &#039;&#039;&#039;Mesotes&#039;&#039;&#039; buff is the duration of the magicked barrier itself. Upon expiry of this status effect, the magick barrier will disappear.&lt;br /&gt;
:* This {{status effect|buff|file:Mesotes_buff.png}} &#039;&#039;&#039;Mesotes&#039;&#039;&#039; buff grants invulnerability from targets who are not under the effect of {{status effect|debuff|file:Lype_debuff.png}} &#039;&#039;&#039;Lype&#039;&#039;&#039;. &lt;br /&gt;
* {{status effect|buff|file:Mesotes_buff.png}} &#039;&#039;&#039;Mesotes&#039;&#039;&#039; is only granted to the sage and their party members, meaning alliance members will not receive the invulnerabilty. The magicked barrier will be visible and be blue to alliance members. It is important to take note if there is a nearby sage in one&#039;s party with {{status effect|buff|file:Mesotes_LB_buff.png}} &#039;&#039;&#039;Mesotes&#039;&#039;&#039; active before relying on the magicked barrier for protection.&lt;br /&gt;
** {{status effect|buff|file:Mesotes_buff.png}} Mesotes is applied and re-applied &#039;&#039;on the server tick&#039;&#039; for five seconds. This effect persists even after expiration of the magicked barrier. This means that repeatedly leaving and re-entering the magicked barrier may not re-apply Mesotes. &lt;br /&gt;
* {{status effect|buff|file:Mesotes_buff.png}} Mesotes behaves as an invulnerability effect, similar to {{status effect|buff|file:Hallowed_Ground_Buff.png}} [[Phalanx (PvP)|Hallowed Ground]]:&lt;br /&gt;
:* Detrimental status from opponents will still be applied normally. This includes any knockback or draw-in effects, such as those from {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}} and {{aicon|Salted Earth (PvP)|Salted Earth}}, respectively. &lt;br /&gt;
:* Actions whose effects cause instant incapacitation, such as {{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}} or {{aicon|Perfectio (PvP)|Perfectio}} will have no effect on party members or the sage. &lt;br /&gt;
:* It is highly ill-advised to execute this limit break in conjunction with a {{PLD}} paladin&#039;s {{aicon|Phalanx (PvP)|Phalanx}}, as the damage reduction is redundant to allies within the magicked barrier, and the paladin is already invulnerable.&lt;br /&gt;
* Only opponents with {{status effect|debuff|file:Lype_debuff.png}} &#039;&#039;&#039;Lype&#039;&#039;&#039; will be able to deal damage to party members under the effect of {{status effect|buff|file:Mesotes_buff.png}} &#039;&#039;&#039;Mesotes&#039;&#039;&#039;. &lt;br /&gt;
:* {{DRG}} Dragoons may execute {{aicon|Sky Shatter (PvP)|Sky Shatter}} while inside of the magicked barrier. They are unable to be targetted while in the sky with {{aicon|Sky High (PvP)|Sky High}}, meaning opponents will likely need to {{aicon|Guard (PvP)|Guard}} against the damage.&lt;br /&gt;
:* {{SAM}} Samurais may purposely bait {{status effect|debuff|file:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]] by standing within the magicked barrier for {{aicon|Zantetsuken (PvP)|Zantetsuken}}. The damage over time effect of Lype will not apply Kuzushi. &lt;br /&gt;
:* {{RPR}} Reapers may be able to force opponents out of the magicked barrier with {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}, as it inflicts {{status effect|Hysteria}} [[hysteria]]. &lt;br /&gt;
:* The magicked barrier will dissipate if the sage is KO&#039;d while maintaining one. This makes them a very high priority target to draw out and KO, &#039;&#039;if viable&#039;&#039;. Some options that exist are: {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}, {{aicon|Blota (PvP)|Blota}}, or even {{aicon|Salted Earth (PvP)|Salted Earth}} to draw multiple opponents out of the magicked barrier. It is important to note that {{aicon|Purify (PvP)|Purify}} may pre-emptively nullify any knockback and draw-in effects, however. &lt;br /&gt;
* Mesotes circles cast by friendly sages will appear blue while those cast by enemy sages will appear orange.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.25|Damage over time potency has been increased from 8,000 to 9,000.}}&lt;br /&gt;
*{{patch|6.1|Added, replacing {{action icon|Empyrean Rain (PvP)}}.}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lype_debuff.png&amp;diff=1334219</id>
		<title>File:Lype debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lype_debuff.png&amp;diff=1334219"/>
		<updated>2026-06-05T01:40:25Z</updated>

		<summary type="html">&lt;p&gt;Opini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Mesotes_buff.png&amp;diff=1334218</id>
		<title>File:Mesotes buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Mesotes_buff.png&amp;diff=1334218"/>
		<updated>2026-06-05T01:39:21Z</updated>

		<summary type="html">&lt;p&gt;Opini: This is the invulnerability buff. For the circle of Mesotes itself, use &amp;quot;Mesotes_LB_buff.png&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This is the invulnerability buff. For the circle of Mesotes itself, use &amp;quot;Mesotes_LB_buff.png&amp;quot;.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Mesotes_LB_buff.png&amp;diff=1334217</id>
		<title>File:Mesotes LB buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Mesotes_LB_buff.png&amp;diff=1334217"/>
		<updated>2026-06-05T01:38:42Z</updated>

		<summary type="html">&lt;p&gt;Opini: This buff is the duration of the Magicked Barrier itself. For the invulnerability buff Mesotes gives, use &amp;quot;Mesotes_buff.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This buff is the duration of the Magicked Barrier itself. For the invulnerability buff Mesotes gives, use &amp;quot;Mesotes_buff.png&amp;quot;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Flanksting_Strike&amp;diff=1329194</id>
		<title>Flanksting Strike</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Flanksting_Strike&amp;diff=1329194"/>
		<updated>2026-05-31T03:22:35Z</updated>

		<summary type="html">&lt;p&gt;Opini: Updated tooltip. Added potency before Melee Mastery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 340.&amp;lt;br&amp;gt;400 when executed from a target&#039;s flank.&lt;br /&gt;
| facts = {{action fact|Potencies are increased by 100 while under the effect of ``[[Hindsbane Fang|Flankstung Venom]]``.}}{{action fact|additional|Grants ``Hindstung Venom``}}{{action fact|Hindstung Venom Effect|Increases potency of [[Hindsting Strike]] by 100}}{{action fact|duration|60}}{{action fact|Effect cannot be stacked with other viper venom effects.}}{{action fact|Increases Serpent Offerings Gauge by 10}}{{action fact|Can only be executed after successfully landing [[Hunter&#039;s Sting]].}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.&amp;lt;br&amp;gt;※Hunter&#039;s Sting changes to Flanksting Strike when requirements for execution are met.}}&lt;br /&gt;
| acquired = Viper&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| radius = &lt;br /&gt;
| actions = &lt;br /&gt;
| traits = Viper&#039;s Fangs, Melee Mastery II (Viper), Serpent&#039;s Lineage&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = &lt;br /&gt;
| positional = true&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.0&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The base potency of this action is 320, with a flank potency of 380, until the {{action icon|Melee Mastery II (Viper)}} trait is learned.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.05|&lt;br /&gt;
**Potency has been increased from 300 to 340.&lt;br /&gt;
**Flank potency has been increased from 360 to 400.&lt;br /&gt;
**Effect duration of Hindstung Venom has been increased from 40 to 60 seconds.}}&lt;br /&gt;
*{{patch|7.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hindsbane_Fang&amp;diff=1329193</id>
		<title>Hindsbane Fang</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hindsbane_Fang&amp;diff=1329193"/>
		<updated>2026-05-31T03:17:19Z</updated>

		<summary type="html">&lt;p&gt;Opini: Updated tooltip. Added potency before Melee Mastery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 340.&amp;lt;br&amp;gt;400 when executed from a target&#039;s rear.&lt;br /&gt;
| facts = {{action fact|Potencies are increased by 100 while under the effect of ``Hindsbane Venom``.}}{{action fact|additional|Grants ``[[Flanksbane Fang|Flankstung Venom]]``}}{{action fact|Flankstung Venom Effect|Increases potency of [[Flanksting Strike]] by 100}}{{action fact|duration|60}}{{action fact|Effect cannot be stacked with other viper venom effects.}}&lt;br /&gt;
| facts-2= {{action fact|Increases Serpent Offerings Gauge by 10}}{{action fact|Can only be executed after successfully landing [[Swiftskin&#039;s Sting]].}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.&amp;lt;br&amp;gt;※Swiftskin&#039;s Sting changes to Hindsting Strike when requirements for execution are met.}}&lt;br /&gt;
| acquired = Viper&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| radius = &lt;br /&gt;
| actions = &lt;br /&gt;
| traits = Viper&#039;s Fangs, Melee Mastery II (Viper), Serpent&#039;s Lineage&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = &lt;br /&gt;
| positional = true&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.0&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The base potency of this action is 320, with a rear potency of 380, until the {{action icon|Melee Mastery II (Viper)}} trait is learned.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.05|&lt;br /&gt;
**Potency has been increased from 300 to 340.&lt;br /&gt;
**Rear potency has been increased from 360 to 400.&lt;br /&gt;
**Effect duration of Flanksbane Venom has been increased from 40 to 60 seconds.}}&lt;br /&gt;
*{{patch|7.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Swiftskin%27s_Sting&amp;diff=1329192</id>
		<title>Swiftskin&#039;s Sting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Swiftskin%27s_Sting&amp;diff=1329192"/>
		<updated>2026-05-31T03:14:21Z</updated>

		<summary type="html">&lt;p&gt;Opini: Updated tooltip. Added potency before Melee Mastery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 300.&lt;br /&gt;
| facts = {{action fact|Additional|Grants ``Swiftscaled``}}{{action fact|Swiftscaled Effect|Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%}}{{action fact|duration|40}}{{action fact|Can only be executed after successfully landing [[Steel Fangs]] or [[Reaving Fangs]].}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.&amp;lt;br&amp;gt;※Reaving Fangs changes to Swiftskin&#039;s Sting when requirements for execution are met.}}&lt;br /&gt;
| acquired = Viper&lt;br /&gt;
| level = 20&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 3&lt;br /&gt;
| actions = &lt;br /&gt;
| traits = Melee Mastery (Viper)&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.0&lt;br /&gt;
| pvp = c&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The base potency of this action is 280 until the {{action icon|Melee Mastery (Viper)}} trait is learned.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.05|Potency has been increased from 260 to 300.}}&lt;br /&gt;
*{{patch|7.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guard_(PvP)&amp;diff=1328410</id>
		<title>Guard (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Guard_(PvP)&amp;diff=1328410"/>
		<updated>2026-05-30T03:55:22Z</updated>

		<summary type="html">&lt;p&gt;Opini: Updated tooltip and removed all mentions of sleep. Added status icons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the [[PvP]] action|the [[Pets|pet]] action|Guard|the [[emote]]|Guard (Emote)}}&lt;br /&gt;
{{Action infobox&lt;br /&gt;
| name = Guard (PvP)&lt;br /&gt;
| description = Reduces damage taken by 99% and grants immunity to ``[[Stun]]``, ``[[Heavy]]``, ``[[Bind]]``, ``[[Silence]]``, ``[[Frost Star (PvP)|Deep Freeze]]``, and knockback and draw-in effects.&lt;br /&gt;
| facts = {{action fact|duration|4}}{{action fact|Movement speed is reduced by 33% for the duration of this effect.}}{{action fact|Effect ends upon reuse, using another action, or when the effect duration expires.}}&lt;br /&gt;
| acquired = any&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 30&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| traits = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = self&lt;br /&gt;
| movement = true&lt;br /&gt;
| pvp = y&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Due to the greatly increased damage reduction effects of this action in conjunction with the lengthy cooldown, clever players may note the opponent(s) who has this action on cooldown, making them vulnerable targets.&lt;br /&gt;
*Any DoT effects that were inflicted before the usage of Guard will still tick at full strength. For example, a player afflicted with many {{aicon|Biolysis (PvP)|Biolysis}} effects will not have their damage reduced by using Guard. Conversely, DoT effects that were applied during Guard will tick at 1% of their strength even after Guard expires.&lt;br /&gt;
*The following actions will overwrite and prevent the usage of Guard:&lt;br /&gt;
:* {{aicon|Contradance (PvP)|Contradance}}&lt;br /&gt;
:* {{aicon|Full Swing (PvP)|Full Swing}}&lt;br /&gt;
:* {{aicon|Meteodrive (PvP)|Meteodrive}}&lt;br /&gt;
:* {{aicon|Primal Scream (PvP)|Primal Scream}}&lt;br /&gt;
:* {{aicon|Tenebrae Lemurum (PvP)|Tenebrae Lemurum}}&lt;br /&gt;
&lt;br /&gt;
*The following actions will halve the defensive bonus of Guard. This is indicated by the bubble color changing from {{status effect|buff|File:Guard_PvP_buff.png}} &#039;&#039;&#039;blue&#039;&#039;&#039; to {{status effect|debuff|file:Guard_Half.png}} &#039;&#039;&#039;orange&#039;&#039;&#039;:&lt;br /&gt;
:* {{aicon|Chain Strategem (PvP)|Chain Strategem}}&lt;br /&gt;
:* {{aicon|Shield Smite (PvP)|Shield Smite}}&lt;br /&gt;
&lt;br /&gt;
*The following actions will ignore Guard to deal an instant KO when the correct conditions are met:&lt;br /&gt;
:*{{aicon|Perfectio (PvP)|Perfectio}} if under 25% HP (excluding barrier effects).&lt;br /&gt;
:*{{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}} if under 50% HP (excluding barrier effects).&lt;br /&gt;
:*{{aicon|Zantetsuken (PvP)|Zantetsuken}} if under the effect of {{status effect|debuff|File:Kuzushi.png}} [[Hissatsu: Chiten (PvP)|Kuzushi]], and under 100% HP (including barrier effects). &lt;br /&gt;
&lt;br /&gt;
*The following actions will ignore Guard when dealing damage:&lt;br /&gt;
:*{{aicon|Assassinate (PvP)|Assassinate}}, increased when paired with {{aicon|Bunshin (PvP)|Bunshin}}.&lt;br /&gt;
:*{{aicon|Chaotic Spring (PvP)|Chaotic Spring}}&lt;br /&gt;
:*{{aicon|Drill (PvP)|Drill}}&lt;br /&gt;
:*{{aicon|Eagle Eye Shot (PvP)|Eagle Eye Shot}}&lt;br /&gt;
:*{{aicon|Enchanted Riposte (PvP)|Enchanted Riposte}}, {{aicon|Enchanted Zwerchhau (PvP)|Enchanted Zwerchhau}}, and {{aicon|Enchanted Redoublement (PvP)|Enchanted Redoublement}}.&lt;br /&gt;
:*{{aicon|Fate Sealed (PvP)|Fate Sealed}}&lt;br /&gt;
:*{{status effect|debuff|file:Pressure_Point_debuff.png}} [[Wind&#039;s Reply (PvP)|Pressure Point]] from {{aicon|Wind&#039;s Reply (PvP)|Wind&#039;s Reply}}.&lt;br /&gt;
:*{{aicon|Seiton Tenchu (PvP)|Seiton Tenchu}}&lt;br /&gt;
:*{{aicon|Smite (PvP)|Smite}}&lt;br /&gt;
:*All abilities executed with {{aicon|Serpent&#039;s Tail (PvP)|Serpent&#039;s Tail}}.&lt;br /&gt;
:*{{aicon|Wreath of Fire (PvP)|Wreath of Fire}}&lt;br /&gt;
:*{{aicon|Zantetsuken (PvP)|Zantetsuken}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.5|Reduction to damage taken has been increased from 90% to 99%.}}&lt;br /&gt;
*{{patch|7.18|&lt;br /&gt;
**Effect duration has been reduced from 5 to 4 seconds.&lt;br /&gt;
**Movement speed reduction has been decreased from 50% to 33%.}}&lt;br /&gt;
*{{patch|6.11|Fixed an issue wherein execution of this action together with other damage reducing actions prevented all incoming damage.}}&lt;br /&gt;
*{{patch|6.1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mitigation actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Six-sided_Star&amp;diff=1328400</id>
		<title>Six-sided Star</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Six-sided_Star&amp;diff=1328400"/>
		<updated>2026-05-30T03:44:17Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded and elaboration on some notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| acquired = Monk&lt;br /&gt;
| icon = Six-sided Star.png&lt;br /&gt;
| description = Delivers an attack with a potency of 780.&lt;br /&gt;
| facts = {{action fact|Potency increases by 80 for each ``[[Chakra]]`` open}}{{action fact|Closes all chakra upon execution.}}{{action fact|additional|Increases movement speed.}}{{action fact|duration|5}}{{action fact|Critical hits with this weaponskill will not open a chakra.&amp;lt;br&amp;gt;This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions.}}&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| recast = 4&lt;br /&gt;
| radius = 0&lt;br /&gt;
| range = 3&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| movement = true&lt;br /&gt;
| traits = Melee Mastery II (Monk)&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Potency is 710 until {{action icon|Melee Mastery II (Monk)}} is learned at Lv. 94.&lt;br /&gt;
*This action activates the global cooldown for four seconds (without improvements to [[skill speed]] beyond {{aicon|Enhanced Greased Lightning III|Greased Lightning}}). This is an option to disengage from an enemy while also keeping the global cooldown &amp;quot;rolling&amp;quot;, making it the equivalent of a &amp;quot;ranged&amp;quot; option for monk. &lt;br /&gt;
** Because this action also consumes all [[chakra]], {{aicon|Forbidden Meditation}} or {{aicon|Enlightened Meditation}}, and {{aicon|Form Shift}} may be executed while out of range, keeping the global cooldown rolling for longer amounts of time. &lt;br /&gt;
** It is important to note that, as ranged options on melee jobs, {{aicon|Six-sided Star}} and {{aicon|The Forbidden Chakra}} are still weaker compared to monk&#039;s other weaponskills during uptime.&lt;br /&gt;
* Monks may still execute Six-sided Star prior to the following unconventional scenarios:&lt;br /&gt;
:* Executing [[Limit Break]].&lt;br /&gt;
:* A boss is defeated, or as the last GCD before forced downtime (i.e. the boss becomes untargetable).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|&lt;br /&gt;
**Potency has been increased from 550 to 780.&lt;br /&gt;
**The effect &amp;quot;Potency increases by 80 for each Chakra open&amp;quot; has been added.&lt;br /&gt;
**Now closes all chakra upon execution.&lt;br /&gt;
**The effect &amp;quot;Critical hits with this weaponskill will not open a chakra&amp;quot; has been added.}}&lt;br /&gt;
*{{patch|6.0|Potency has been changed from 540 to 550.}}&lt;br /&gt;
*{{patch|5.4|&lt;br /&gt;
**Potency has been increased from 400 to 540.&lt;br /&gt;
**The additional effect &amp;quot;Increases movement speed&amp;quot; has been added with a duration of 5s.&lt;br /&gt;
**The additional effect &amp;quot;Extends Greased Lightning duration to maximum&amp;quot; has been removed.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Elusive_Jump_(PvP)&amp;diff=1328394</id>
		<title>Elusive Jump (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Elusive_Jump_(PvP)&amp;diff=1328394"/>
		<updated>2026-05-30T03:23:11Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added gameplay notes on common DRG bursting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Elusive Jump (PvP)&lt;br /&gt;
| description = Executes a jump to a location 15 yalms behind you.&lt;br /&gt;
| facts = {{action fact|additional|Removes ``[[Heavy]]`` and ``[[Bind]]``}}{{action fact|additional|Increases movement speed by 25%}}{{action fact|duration|5}}{{action fact|additional|Grants ``[[Wyrmwind Thrust (PvP)|Firstmind&#039;s Focus]]``}}{{action fact|duration|10}}&amp;lt;br&amp;gt;{{action fact|※Action changes to Wyrmwind Thrust upon execution.}}&lt;br /&gt;
| acquired = Dragoon&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 20&lt;br /&gt;
| range = &lt;br /&gt;
| actions = Wyrmwind Thrust (PvP)&lt;br /&gt;
| radius = &lt;br /&gt;
| traits = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = self&lt;br /&gt;
| movement = true&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;
* The backstep distance of this action guarantees the full damage of {{aicon|Wyrmwind Thrust (PvP)|Wyrmwind Thrust}} assuming the target remains stationary or farther than 15 yalms. It is common for dragoons to enter {{status effect|buff|file:Life_of_the_Dragon_Buff.png}} [[Geirskogul (PvP)|Life of the Dragon]] to begin their burst after executing this action as Wyrnwind Thrust is one of their biggest hits, which is to also be buffed under Life of the Dragon.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Recast time has been reduced from 30 to 20 seconds.&lt;br /&gt;
**The additional effect &amp;quot;Increases movement speed&amp;quot; has been added.&lt;br /&gt;
**The additional effect &amp;quot;Grants Firstminds&#039; Focus&amp;quot; has been added.}}&lt;br /&gt;
*{{patch|5.0|Now also removes the Holmgang effect.}}&lt;br /&gt;
*{{patch|4.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Horrid_Roar_(PvP)&amp;diff=1328393</id>
		<title>Horrid Roar (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Horrid_Roar_(PvP)&amp;diff=1328393"/>
		<updated>2026-05-30T03:17:06Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added notes on common gameplay tactics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Horrid Roar (PvP)&lt;br /&gt;
| description = Deals unaspected damage with a potency of 3,000 to all nearby enemies.&lt;br /&gt;
| facts = {{action fact|additional|Reduces damage target deals to you by 50%.}}{{action fact|duration|10}}&lt;br /&gt;
| acquired = Dragoon&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 20&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 10&lt;br /&gt;
| traits = &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;
* Applies {{status effect|debuff|file:Horrid_Roar_debuff.png}} &#039;&#039;&#039;Horrid Roar&#039;&#039;&#039; to all opponents within range hit. Only enemies who are afflicted with this debuff deal reduced damage to the dragoon who applied the effect, in a similar manner with {{aicon|Reprisal}} – it is not a buff-based mitigation ability similar to {{aicon|Rampart}}.&lt;br /&gt;
* Dragoons may execute this action to exit {{aicon|Guard (PvP)|Guard}}. This is due to opponents saving their biggest hits upon Guard expiring.&lt;br /&gt;
* If dragoons are the only melee-based job in a team, they may choose to purposely soak damage with Horrid Roar for their teammates. It is important to keep in mind that players may choose to change targets if they are afflicted with Horrid Roar.&lt;br /&gt;
* Horrid Roar may act as an offset to {{status effect|buff|file:Life_of_the_Dragon_Buff.png}} [[Geirskogul (PvP)|Life of the Dragon]] increasing damage taken, if needed.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.5|Recast time has been reduced from 24 to 20 seconds.}}&lt;br /&gt;
*{{patch|7.2|The time between action execution and effect activation has been shortened.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Recast time has been reduced from 25 to 24 seconds.&lt;br /&gt;
**Potency has been reduced from 4,000 to 3,000.}}&lt;br /&gt;
*{{patch|6.4|Potency has been increased from 2,000 to 4,000.}}&lt;br /&gt;
*{{patch|6.2|Recast time has been reduced from 30 to 25 seconds.}}&lt;br /&gt;
*{{patch|6.1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mitigation actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Horrid_Roar_debuff.png&amp;diff=1328391</id>
		<title>File:Horrid Roar debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Horrid_Roar_debuff.png&amp;diff=1328391"/>
		<updated>2026-05-30T03:04:13Z</updated>

		<summary type="html">&lt;p&gt;Opini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=SSS&amp;diff=1328390</id>
		<title>SSS</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=SSS&amp;diff=1328390"/>
		<updated>2026-05-30T02:57:13Z</updated>

		<summary type="html">&lt;p&gt;Opini: SSS can also stand for Six-sided Star.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
*{{i|Stone, Sky, Sea}}, a type of solo combat duty where players can gauge their ability to deal damage to a [[Striking Dummy]], whose HP is comparable to [[Heavensward]]&#039;s duties.&lt;br /&gt;
*{{aicon|Six-sided Star}}, a [[weaponskill]] available for {{MNK}} [[monk]] at level 80.&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eukrasian_Dosis_III_(PvP)&amp;diff=1325599</id>
		<title>Eukrasian Dosis III (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eukrasian_Dosis_III_(PvP)&amp;diff=1325599"/>
		<updated>2026-05-26T18:02:48Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added shield priority notes. Added facts-2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| icon = Eukrasian Dosis III pvp.png&lt;br /&gt;
| description = Deals unaspected damage over time.&lt;br /&gt;
| facts = {{action fact|potency|3,000}}{{action fact|duration|12}}{{action fact|additional|Grants ``Eukrasian Diagnosis`` to targets under the effect of ``[[Kardia (PvP)|Kardion]]`` granted by you.}}{{action fact|Eukrasian Diagnosis Effect|Erects a magicked barrier which nullifies damage equivalent to a heal of 8,000 potency.}}{{action fact|duration|12}}&lt;br /&gt;
| facts-2 = {{action fact|Grants ``[[Toxikon II (PvP)|Addersting]]`` when barrier is completely absorbed.}}{{action fact|duration|15}}&amp;lt;br&amp;gt;{{action fact|※Toxikon changes to Toxikon II while under the effect of ``Addersting``.}}{{action fact|※This action cannot be assigned to a hotbar.}}&lt;br /&gt;
| acquired = sage&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = spell&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 1.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| actions = Kardia (PvP), Eukrasia (PvP), Dosis III (PvP), Toxikon II (PvP)&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| pvp = y&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The barrier of {{status effect|buff|file:Eukrasian_Diagnosis_buff.png}} &#039;&#039;&#039;Eukrasian Diagnosis&#039;&#039;&#039; is given priority when taking damage. This is to increase the odds of granting {{status effect|buff|file:Addersting_buff.png}} [[Toxikon II|Addersting]]. &lt;br /&gt;
** Other priority barrier effects, such as from {{aicon|The Blackest Night (PvP)|The Blackest Night}} will stack with and take priority over Eukrasian Diagnosis&#039;s barrier. This may cause an unwanted interaction wherein Addersting is not granted if all barriers are not absorbed. &lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.2|The time between action execution and effect activation has been shortened.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Damage-over-time potency has been reduced from 4,000 to 3,000.&lt;br /&gt;
**Damage-over-time duration has been reduced from 15 to 12 seconds.&lt;br /&gt;
**Barrier duration has been reduced from 15 to 12 seconds.&lt;br /&gt;
**Addersting duration has been increased from 10 to 15 seconds.}}&lt;br /&gt;
*{{patch|6.51|Damage over time duration has been increased from 12 to 15 seconds.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Potency has been increased from 1,200 to 4,000.&lt;br /&gt;
**Recast time has been increased from 2.4 to 15 seconds.&lt;br /&gt;
**The additional effect &amp;quot;Lengthens weaponskill cast time and recast time as well as spell cast time and recast time by 10%&amp;quot; has been removed.&lt;br /&gt;
**The additional effect &amp;quot;Grants Eukrasian Diagnosis to targets under the effect of Kardion granted by you&amp;quot; has been added.&lt;br /&gt;
**Now grants Addersting when Eukrasian Diagnosis barrier is completely absorbed.&lt;br /&gt;
**Now changes to Toxikon II while under the effect of Addersting.}}&lt;br /&gt;
*{{patch|6.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Addersting_buff.png&amp;diff=1325597</id>
		<title>File:Addersting buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Addersting_buff.png&amp;diff=1325597"/>
		<updated>2026-05-26T17:54:58Z</updated>

		<summary type="html">&lt;p&gt;Opini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|icon}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Blackest_Night_(PvP)&amp;diff=1325596</id>
		<title>The Blackest Night (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Blackest_Night_(PvP)&amp;diff=1325596"/>
		<updated>2026-05-26T17:53:00Z</updated>

		<summary type="html">&lt;p&gt;Opini: Rewording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = The Blackest Night (PvP)&lt;br /&gt;
| description = Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 8,000 potency.&lt;br /&gt;
| facts = {{action fact|duration|8}}{{action fact|Grants Dark Arts when barrier is completely absorbed.}}{{action fact|duration|15}}{{action fact|Dark Arts Effect|Consume Dark Arts instead of HP to execute Shadowbringer}}{{action fact|Maximum Charges|2}}&lt;br /&gt;
| acquired = dark knight&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 16&lt;br /&gt;
| range = 30 &lt;br /&gt;
| radius = 0&lt;br /&gt;
| traits = &lt;br /&gt;
| actions = Shadowbringer (PvP)&lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = Self, ally&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;
* The barrier from {{aicon|The Blackest Night (PvP)|The Blackest Night}} is given priority when taking damage. This is to increase the odds of granting {{status effect|buff|file:Dark_Arts_Buff.png}} [[Shadowbringer (PvP)|Dark Arts]].&lt;br /&gt;
:* Other priority barrier effects, such as those from {{aicon|Radiant Aegis (PvP)|Radiant Aegis}} and {{status effect|buff|file:Eukrasian_Diagnosis_buff.png}} [[Eukrasian Dosis III (PvP)|Eukrasian Diagnosis]] from {{aicon|Eukrasian Dosis III (PvP)|Eukrasian Dosis III}} will stack with and take priority over TBN&#039;s barrier. This may cause an unwanted interaction wherein Dark Arts is not granted if all barriers are not absorbed in time.&lt;br /&gt;
* This barrier can be given to party members.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Barrier duration has been reduced from 10 to 8 seconds.&lt;br /&gt;
**Now a charged action with a maximum of 2 charges.&lt;br /&gt;
**Recast time has been increased from 15 to 16 seconds.}}&lt;br /&gt;
*{{patch|6.11|Recast time has been reduced from 20 to 15 seconds.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Potency of shield has been increased from 3,000 to 8,000.&lt;br /&gt;
**The effect &amp;quot;Consume Dark Arts instead of MP to execute Edge of Shadow or Flood of Shadow&amp;quot; has been changed to &amp;quot;Consume Dark Arts instead of HP to execute Shadowbringer&amp;quot;.}}&lt;br /&gt;
*{{patch|5.2|MP cost has been reduced from 2,500 to 0.}}&lt;br /&gt;
*{{patch|5.1|&lt;br /&gt;
**Barrier strength has been changed from 20% of maximum HP to the equivalent of a heal of 3,000 potency.&lt;br /&gt;
**Dark Arts effect now applies to Flood of Shadow.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Effect duration has been increased from 5 to 6 seconds.&lt;br /&gt;
**The effect &amp;quot;Increases Blood Gauge by 20 when full 20% is absorbed&amp;quot; has been changed to &amp;quot;Grants Dark Arts when full 20% is absorbed.&amp;quot;}}&lt;br /&gt;
*{{patch|4.41|Recast time has been increased from 10 to 15 seconds.}}&lt;br /&gt;
*{{patch|4.0}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Barrier actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Blackest_Night_(PvP)&amp;diff=1325595</id>
		<title>The Blackest Night (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Blackest_Night_(PvP)&amp;diff=1325595"/>
		<updated>2026-05-26T17:48:26Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added shield priority notes and the fact that you can give this barrier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = The Blackest Night (PvP)&lt;br /&gt;
| description = Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 8,000 potency.&lt;br /&gt;
| facts = {{action fact|duration|8}}{{action fact|Grants Dark Arts when barrier is completely absorbed.}}{{action fact|duration|15}}{{action fact|Dark Arts Effect|Consume Dark Arts instead of HP to execute Shadowbringer}}{{action fact|Maximum Charges|2}}&lt;br /&gt;
| acquired = dark knight&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| gauge-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 16&lt;br /&gt;
| range = 30 &lt;br /&gt;
| radius = 0&lt;br /&gt;
| traits = &lt;br /&gt;
| actions = Shadowbringer (PvP)&lt;br /&gt;
| req-quest = &lt;br /&gt;
| targeting = Self, ally&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;
* The barrier from {{aicon|The Blackest Night (PvP)|The Blackest Night}} is given priority when taking damage. Other priority barrier effects, such as those from {{aicon|Radiant Aegis (PvP)|Radiant Aegis}} and {{status effect|buff|file:Eukrasian_Diagnosis_buff.png}} [[Eukrasian Dosis III (PvP)|Eukrasian Diagnosis]] from {{aicon|Eukrasian Dosis III (PvP)|Eukrasian Dosis III}} will stack with and take priority over TBN&#039;s barrier. &lt;br /&gt;
* This barrier can be given to party members.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**Barrier duration has been reduced from 10 to 8 seconds.&lt;br /&gt;
**Now a charged action with a maximum of 2 charges.&lt;br /&gt;
**Recast time has been increased from 15 to 16 seconds.}}&lt;br /&gt;
*{{patch|6.11|Recast time has been reduced from 20 to 15 seconds.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Potency of shield has been increased from 3,000 to 8,000.&lt;br /&gt;
**The effect &amp;quot;Consume Dark Arts instead of MP to execute Edge of Shadow or Flood of Shadow&amp;quot; has been changed to &amp;quot;Consume Dark Arts instead of HP to execute Shadowbringer&amp;quot;.}}&lt;br /&gt;
*{{patch|5.2|MP cost has been reduced from 2,500 to 0.}}&lt;br /&gt;
*{{patch|5.1|&lt;br /&gt;
**Barrier strength has been changed from 20% of maximum HP to the equivalent of a heal of 3,000 potency.&lt;br /&gt;
**Dark Arts effect now applies to Flood of Shadow.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Effect duration has been increased from 5 to 6 seconds.&lt;br /&gt;
**The effect &amp;quot;Increases Blood Gauge by 20 when full 20% is absorbed&amp;quot; has been changed to &amp;quot;Grants Dark Arts when full 20% is absorbed.&amp;quot;}}&lt;br /&gt;
*{{patch|4.41|Recast time has been increased from 10 to 15 seconds.}}&lt;br /&gt;
*{{patch|4.0}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Barrier actions]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Medkit&amp;diff=1325586</id>
		<title>Medkit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Medkit&amp;diff=1325586"/>
		<updated>2026-05-26T14:07:26Z</updated>

		<summary type="html">&lt;p&gt;Opini: Redirected page to Crystalline Conflict#Medicine Kits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crystalline_Conflict#Medicine_Kits]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1325585</id>
		<title>PvP Guide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1325585"/>
		<updated>2026-05-26T14:06:40Z</updated>

		<summary type="html">&lt;p&gt;Opini: &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;
----&lt;br /&gt;
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;
&amp;lt;/tabber&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;
== 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>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Medicine_Kit&amp;diff=1325584</id>
		<title>Medicine Kit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Medicine_Kit&amp;diff=1325584"/>
		<updated>2026-05-26T14:03:08Z</updated>

		<summary type="html">&lt;p&gt;Opini: Redirected page to Crystalline Conflict#Medicine Kits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crystalline_Conflict#Medicine_Kits]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Medkit&amp;diff=1325583</id>
		<title>Medkit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Medkit&amp;diff=1325583"/>
		<updated>2026-05-26T14:02:24Z</updated>

		<summary type="html">&lt;p&gt;Opini: Created page with &amp;quot;REDIRECT Crystalline_Conflict#Medicine_Kits&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;REDIRECT [[Crystalline_Conflict#Medicine_Kits]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1321456</id>
		<title>PvP Guide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=PvP_Guide&amp;diff=1321456"/>
		<updated>2026-05-20T16:18:16Z</updated>

		<summary type="html">&lt;p&gt;Opini: &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;
&amp;lt;/tabber&amp;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>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Geirskogul_(PvP)&amp;diff=1321434</id>
		<title>Geirskogul (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Geirskogul_(PvP)&amp;diff=1321434"/>
		<updated>2026-05-20T15:13:47Z</updated>

		<summary type="html">&lt;p&gt;Opini: Life makes DRG very vulnerable, especially with the amount of AoE burst damage it can do. Life also affects LB.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Geirskogul (PvP)&lt;br /&gt;
| description = Delivers an attack with a potency of 5,000 to all enemies in a straight line before you.&lt;br /&gt;
| facts = {{action fact|additional|Grants ``Life of the Dragon``}}{{action fact|Life of the Dragon Effect|Increases damage dealt and damage suffered by 15%}}{{action fact|duration|10}}{{action fact|additional|Grants ``[[Nastrond (PvP)|Nastrond Ready]]``}}{{action fact|duration|10}}{{action fact|additional|Grants ``[[Starcross (PvP)|Starcross Ready]]``}}{{action fact|duration|10}}&lt;br /&gt;
| facts-2 = {{action fact|※Action changes to Nastrond under the effect of ``Nastrond Ready``.&amp;lt;br&amp;gt;※Wheeling Thrust Combo changes to Starcross while under the effect of ``Starcross Ready``.}}&lt;br /&gt;
| acquired = Dragoon&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 20&lt;br /&gt;
| range = 15&lt;br /&gt;
| radius = 15&lt;br /&gt;
| actions = Nastrond (PvP), Starcross (PvP)&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = line&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;
* Dragoons under the effect of {{status effect|buff|file:Life_of_the_Dragon_Buff.png}} &#039;&#039;&#039;Life of the Dragon&#039;&#039;&#039; are very high priority targets, due to the amount of burst damage they can deal under its effect. Because Life of the Dragon also increases the dragoon&#039;s damage received, this further incentivizes opponents to focus target them. &lt;br /&gt;
* The potency of {{aicon|Sky Shatter (PvP)|Sky Shatter}} is affected by Life of the Dragon. &lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.4|Potency has been increased from 4,000 to 5,000.}}&lt;br /&gt;
*{{patch|7.31|Increase to damage suffered caused by Life of the Dragon has been reduced from 25% to 15%.}}&lt;br /&gt;
*{{patch|7.2|The time between action execution and effect activation has been shortened.}}&lt;br /&gt;
*{{patch|7.1|&lt;br /&gt;
**The additional effect &amp;quot;Grants Nastrond Ready&amp;quot; has been added with a duration of 10 seconds.&lt;br /&gt;
**The additional effect &amp;quot;Grants Starcross Ready&amp;quot; has been added with a duration of 10 seconds.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**Potency has been increased from 1,600 to 4,000.&lt;br /&gt;
**Recast time has been increased from 1 to 20 seconds.&lt;br /&gt;
**Dragon Gauge cost has been removed.&lt;br /&gt;
**Action now changes to Nastrond upon execution.&lt;br /&gt;
**Effects entirely reworked.}}&lt;br /&gt;
*{{patch|5.2|Potency has been reduced from 2,000 to 1,600.}}&lt;br /&gt;
*{{patch|5.1|Potency has been increased from 1,200 to 2,000.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Potency has been reduced from 2,000 to 1,200.&lt;br /&gt;
**Potency is no longer reduced after the first enemy.&lt;br /&gt;
**Recast time has been reduced from 5 seconds to 1 second.&lt;br /&gt;
**Dragon Gauge cost has been changed from 3 to 2 units.}}&lt;br /&gt;
*{{patch|4.2|Potency has been increased from 1,500 to 2,000.}}&lt;br /&gt;
*{{patch|4.1|&lt;br /&gt;
**Potency reduced from 2,000 to 1,500.&lt;br /&gt;
**Recast time reduced from 10 to 5 seconds.&lt;br /&gt;
**Dragon Gauge cost reduced from 4 to 3.&lt;br /&gt;
**Fixed an issue where this action would sometimes miss the target.}}&lt;br /&gt;
*{{patch|4.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Honing_Dance_(PvP)&amp;diff=1321432</id>
		<title>Honing Dance (PvP)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Honing_Dance_(PvP)&amp;diff=1321432"/>
		<updated>2026-05-20T15:02:19Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added some gameplay notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Unleashes a flurry of chakram strikes on nearby enemies, dealing damage over time with a potency of 4,500.&lt;br /&gt;
| facts = {{action fact|Decreases damage taken by 25% and increases movement speed by 50% until effect expires.}}{{action fact|duration|3}}{{action fact|Executes Honing Ovation when effect duration expires.}}{{action fact|additional|Grants a stack of Acclaim, up to a maximum of 4}}{{action fact|Acclaim Effect| Increases the damage and effect potency of Honing Ovation.}}{{action fact|duration|5}}{{action fact|Can be executed while moving.}}{{action fact|This weaponskill does not share a recast timer with any other actions.}}{{action fact|※Action changes to Honing Ovation upon execution.}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 30&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost =  &lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 20&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 6&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| actions = Honing Ovation (PvP)&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;
* While not explicitly documented in the help text, this action will grant immunity to {{aicon|Miracle of Nature (PvP)|Miracle of Nature}} for its duration.&lt;br /&gt;
* {{aicon|Purify (PvP)|Purify}} cannot be executed while channelling this action. Without pre-emptively Purifying, this action makes the dancer very vulnerable and a high priority target to use crowd-control on, as it is also a part of a dancer&#039;s burst. &lt;br /&gt;
* Dancers may choose to execute {{aicon|Fan Dance (PvP)|Fan Dance}} for its additional damage mitigation while channelling. Incoming damage may still be excessive however, especially when being targeted by multiple opponents. &lt;br /&gt;
** Similar to other interactions with movement speed, {{aicon|Starfall Dance (PvP)|Starfall Dance}} will not affect the movement speed of the dancer, as this action already increases movement speed by a greater amount. Starfall Dance is instead typically used as a part of dancer&#039;s burst after executing {{aicon|Honing Ovation (PvP)|Honing Ovation}}, after Honing Dance has concluded.&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.4|Potency has been increased from 4,000 to 4,500.}}&lt;br /&gt;
*{{patch|7.3|Now increases movement speed by 50%.}}&lt;br /&gt;
*{{patch|7.2|Area of effect has been increased from 5 to 6 yalms.}}&lt;br /&gt;
*{{patch|7.1|Immunity to Miracle of Nature was added.}}&lt;br /&gt;
*{{patch|6.28|Reduction to damage taken has been changed from 20% to 25%.}}&lt;br /&gt;
*{{patch|6.18|Potency has been increased from 3,000 to 4,000.}}&lt;br /&gt;
*{{patch|6.11a|The additional effect &amp;quot;reduces damage taken by 20%&amp;quot; has been added.}}&lt;br /&gt;
*{{patch|6.11|Potency has been increased from 2,000 to 3,000.}}&lt;br /&gt;
*{{patch|6.1}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pet_Glamour&amp;diff=1321226</id>
		<title>Pet Glamour</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pet_Glamour&amp;diff=1321226"/>
		<updated>2026-05-20T00:06:39Z</updated>

		<summary type="html">&lt;p&gt;Opini: Redirected page to Egi Glamours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Egi Glamours]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Strayborough_Deadwalk&amp;diff=1311905</id>
		<title>Strayborough Deadwalk</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Strayborough_Deadwalk&amp;diff=1311905"/>
		<updated>2026-05-18T22:11:21Z</updated>

		<summary type="html">&lt;p&gt;Opini: Redirected page to The Strayborough Deadwalk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Strayborough Deadwalk]]&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Grand_Company&amp;diff=1311710</id>
		<title>Grand Company</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Grand_Company&amp;diff=1311710"/>
		<updated>2026-05-18T18:25:32Z</updated>

		<summary type="html">&lt;p&gt;Opini: Clarification on whom to talk to to swap GCs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quotation|[https://na.finalfantasyxiv.com/lodestone/special/grandcompany/ Grand Companies of Eorzea] on Lodestone|For thousands of years, Eorzea has been victim to a catastrophic cycle of destruction and rebirth that periodically envelops the realm and threatens all who live upon her soil; each time faced with a tragedy seemingly worse than the last, however, the peoples of Eorzea have found some way to persevere. One method, seemingly going back hundreds of generations, has been the establishment of comprehensive command centers which combine the military, economic, and technological resources of a city-state in order to better prepare it for the coming doom. These are the Grand Companies of Eorzea.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The last recorded emergence of the Grand Companies was nearly 1,500 years ago, at the end of the Fifth Astral Era and the arrival of the great deluge which triggered the dark period known as the Sixth Umbral Era. It was through these companies that the then warring city-states were able to put aside their bitter differences and join together to form an alliance and ensure the realm survived.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As the Sixth Astral Era drew to a close, the three city-states of Limsa Lominsa, Gridania, and Ul&#039;dah once again revived the Grand Companies—a final attempt to forestall the coming of the Seventh Umbral Era. With a number of remarkably talented adventurers among their ranks, they stood fast against the beast tribes and the savage might of the primals, as well as the Garlean Empire, the invaders from the north.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite their valiant attempts, however, the Calamity could not be avoided, and the lesser moon, Dalamud, descended upon the Carteneau Flats. From its core emerged the elder primal Bahamut, who rained fire upon the realm. So it was that the Seventh Umbral Era began.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Five years on from the devastation, aided by adventurers, the Grand Companies of Eorzea now strive to raise the realm from the ashes.}}&lt;br /&gt;
{{lead icon|Grand company icon1.png|frame=none}} [[Grand Company|Grand Companies]] are organizations that players will join around level 20 by completing the [[Seventh Umbral Era Quests|main story quests]]. There are three grand companies, [[The Maelstrom]] from [[Limsa Lominsa]], [[The Immortal Flames]] from [[Ul&#039;dah]], and [[The Order of the Twin Adder]] from [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
Grand Companies are divided into numerous ranks, with players starting at the lowest rank of Private Third Class. Promotions can be earned with a special [[currency]] generically called {{company seal}} [[Company Seal]]s. These seals can also be exchanged with the [[Grand Company Quartermaster]] for weapons, armor, crafting materials, and items such as {{item icon|Venture}}s.&lt;br /&gt;
&lt;br /&gt;
*Participating in [[FATE]]s and a couple [[Duty Roulette]]s also award [[Company Seal]]s once players have joined a Grand Company.&lt;br /&gt;
*Players do not need to choose the Grand Company from their city of origin and can also [[Grand_Company#Changing_Grand_Companies|change their Grand Company]] later if they wish.&lt;br /&gt;
*If a player purchases a &amp;quot;Tales of Adventure&amp;quot; story skip from the [[Final Fantasy XIV Online Store]], they will automatically be enrolled in the Grand Company of their starting city.&lt;br /&gt;
__TOC__&lt;br /&gt;
==[[File:M Flag.png|40px|link=The Maelstrom]] The Maelstrom==&lt;br /&gt;
[[The Maelstrom]] is based in the coastal city of [[Limsa Lominsa]].&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:maelstrom command1.jpg|[[Maelstrom Command]]&lt;br /&gt;
File:merlwyb1.jpg|[[Merlwyb]], Admiral of [[The Maelstrom]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:IF Flag.png|40px|link=The Immortal Flames]] The Immortal Flames==&lt;br /&gt;
[[The Immortal Flames]] is based in the desert city of [[Ul&#039;dah]].&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:hall of flames1.jpg|[[The Hall of Flames]]&lt;br /&gt;
File:raubahn1.jpg|[[Raubahn]], Flame General of [[The Immortal Flames]]&lt;br /&gt;
File:nanamo ul namo1.jpg|[[Nanamo Ul Namo]], [[Sultana]] of [[Ul&#039;dah]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:TA Flag.png|40px|link=The Order of the Twin Adder]] The Order of the Twin Adder==&lt;br /&gt;
[[The Order of the Twin Adder]] is based in the forest city of [[Gridania]].&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:adders nest1.jpg|[[The Adders&#039; Nest]]&lt;br /&gt;
File:kan-e-senna1.jpg|[[Kan-E-Senna]], Elder Seedseer of [[The Order of the Twin Adder|The Twin Adder]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
===Supply and Provisioning Missions===&lt;br /&gt;
{{main|Grand Company Supply and Provisioning Missions}}&lt;br /&gt;
{{:Grand Company Supply and Provisioning Missions}}&lt;br /&gt;
&lt;br /&gt;
===Expert Delivery Missions===&lt;br /&gt;
Grand Companies also accept certain equipment. Players can donate these sellable items to their grand companies in exchange for seals. Players can speak to the Grand Company Personnel Officer to donate items.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: A rank of Sergeant Second Class or higher is required.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acceptable items include all gear with names that are not yellow in their help window. Items must be of {{rarity|aetherial}}, {{rarity|dungeon}}, or {{rarity|tomestone}} [[rarity]]. In addition, the item must be sellable to vendors, which is indicated by a &amp;quot;Sells for&amp;quot; value in its tooltip.&lt;br /&gt;
*For example, equipment items obtained from dungeons, trials, or tomestone vendors may be repeatedly delivered as desired. However, weapons and armor that can be repurchased from the [[Calamity Salvager]] (such as most gear obtained from job quests) cannot be delivered.&lt;br /&gt;
*There is &#039;&#039;no difference&#039;&#039; in reward between normal quality and {{HQ}} [[high quality]] gear, although an additional confirmation prompt will appear if the player selects a piece of HQ equipment to trade.&lt;br /&gt;
*[[File:Expert delivery missions chart.png|right|400px]] The number of Grand Company seals rewarded is determined based on [[item level]] (IL). The growth in seal reward decreases as item level increases. Note that in the following formulae, any non-integer results are rounded up to the nearest integer.&lt;br /&gt;
**IL ≤ 200: Seals = 5.75 × IL&lt;br /&gt;
**200 &amp;lt; IL ≤ 400: Seals = 2 × IL + 750&lt;br /&gt;
**400 &amp;lt; IL ≤ 530: Seals = 1.75 × IL + 850.5&lt;br /&gt;
**530 &amp;lt; IL ≤ 660: Seals = 1.6667 × IL + 895&lt;br /&gt;
**660 &amp;lt; IL ≤ 790: Seals = IL + 1339&lt;br /&gt;
*You must have reached Sergeant Second Class in your grand company to unlock this option.&lt;br /&gt;
&lt;br /&gt;
===Grand Company Leves===&lt;br /&gt;
{{main|Grand Company Leves}}&lt;br /&gt;
Players can complete these special levequests to earn items, experience and company seals. Leves can be done for any Grand Company, but a seals bonus is awarded for leves matching the player&#039;s chosen company.&lt;br /&gt;
&lt;br /&gt;
==[[Adventurer Squadrons|Squadrons]]==&lt;br /&gt;
Adventurer Squadrons allow players to take command of soldiers in their respective Grand Companies. Players can deploy these recruits on missions (similar to [[Retainer Ventures]]) to gain rewards, as well as experience for recruits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: A rank of Second Lieutenant or higher is required.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, recruits of a sufficient rank can be taken on [[Command Missions]], allowing them to join you in a small selection of dungeons as NPC party members.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
{| {{STDT|lore sortable align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Seals Needed for Next Rank             &lt;br /&gt;
! Maximum Seals&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|Private Third Class || 2000 || 10,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Private Second Class || 3000 || 15,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Private First Class || 4000 || 20,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Corporal || 5000 || 25,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant Third Class || 6000 || 30,000 || Must complete Company [[Hunting_Log#Grand_Companies|Hunting Log]] Rank 1&amp;lt;br&amp;gt;Unlocks [[Grand Company Leves]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant Second Class || 7000 || 35,000 || Unlocks [[Grand_Company#Expert_Delivery_Missions|Expert Delivery]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant First Class || 8000 || 40,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Chief Sergeant || 9000 || 45,000 || Must complete [[Shadows Uncast]] ({{i|Dzemael Darkhold}})&amp;lt;br&amp;gt;Unlocks [[Grand Company Leves]] in [[Mor Dhona]] ([[Eidhart]])&lt;br /&gt;
|-&lt;br /&gt;
|Second Lieutenant || 10,000 || 50,000 || Must complete [[Gilding the Bilious]] ({{i|The Aurum Vale}})&amp;lt;br&amp;gt;Must complete Company [[Hunting_Log#Grand_Companies|Hunting Log]] Rank 2&amp;lt;br&amp;gt;Unlocks [[Player Housing]], [[The Hunt]], [[Adventurer Squadrons]], and the ability to transfer between Grand Companies&lt;br /&gt;
|-&lt;br /&gt;
|First Lieutenant || 0 || 80,000 || [[Adventurer Squadrons]] Rank 3 by completing [[Flagged Mission: Crystal Recovery]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain || 0 || 90,000 || Must complete 5 &#039;&#039;unique&#039;&#039; [[Command Missions]]&amp;lt;br&amp;gt;Must then complete [[Flagged Mission: Sapper Strike]]&lt;br /&gt;
|-&lt;br /&gt;
|Second Commander || colspan = &amp;quot;3&amp;quot; rowspan = &amp;quot;8&amp;quot; |Ranks higher than Captain are visible in the menu but currently unattainable.&lt;br /&gt;
|-&lt;br /&gt;
|First Commander &lt;br /&gt;
|-&lt;br /&gt;
|High Commander &lt;br /&gt;
|-&lt;br /&gt;
|Rear Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Vice Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Grand Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Champion &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changing Grand Companies==&lt;br /&gt;
Once a player reaches the rank of &#039;&#039;&#039;Second Lieutenant&#039;&#039;&#039;, they will also be eligible to change their Grand Company altogether by interacting with the respective [[Personnel Officer]] at the headquarters of their desired Grand Company. Doing so will reset the player to the lowest rank of Private Third Class, unless they have been with the new company previously. &lt;br /&gt;
&lt;br /&gt;
The player&#039;s [[squadron]] will move with them once they unlock the &amp;quot;Second Lieutenant&amp;quot; rank in the new company. The squadron will need to re-complete the Flagged Missions, but completion of unique Command Missions is saved.&lt;br /&gt;
&lt;br /&gt;
[[Company Seals]] will not carry over, but they will still be at the old company if the player ever transfers back.&lt;br /&gt;
&lt;br /&gt;
*After changing allegiance, the player must wait 15 days before changing again.&lt;br /&gt;
*The first change is free, but any subsequent changes will cost {{gil|50000}} gil.&lt;br /&gt;
&lt;br /&gt;
Upon returning to a Grand Company after a transfer, the player&#039;s previous rank will be restored, allowing them to &#039;max out&#039; all three Grand Companies if they wish.&lt;br /&gt;
&lt;br /&gt;
===Item exclusivity===&lt;br /&gt;
Certain items that use specific Grand Company branding, such as glamours, mounts, or minions, can only be used if they match the player&#039;s current Grand Company. For example:&lt;br /&gt;
* If the player earns the {{i|Storm Warsteed}} (Maelstrom), but their current company is not the Maelstrom, then the player cannot summon that mount.&lt;br /&gt;
* If the player uses a glamour of Twin Adder branded gear, but their current company is not the Order of the Twin Adder, then the player cannot use that glamour.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Grand Company Achievements]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grand Company activities are associated with several [[achievements]].&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Grand Company}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Fountainfall&amp;diff=1311680</id>
		<title>Fountainfall</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Fountainfall&amp;diff=1311680"/>
		<updated>2026-05-18T18:18:49Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded notes. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Fountainfall&lt;br /&gt;
| icon = Fountainfall.png&lt;br /&gt;
| description = Delivers an attack with a potency of 340.&lt;br /&gt;
| facts = {{Action fact|additional|50% chance of granting a ``[[Fourfold Feather]]``.}}{{Action fact|Can only be executed while under the effect of ``Silken Flow`` or ``[[Flourish|Flourishing Flow]]``.}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 40&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits = Esprit, Enhanced Esprit, Dynamic Dancer&lt;br /&gt;
| actions = Fountain, Bladeshower, Fan Dance, Fan Dance II, Pirouette, Flourish&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Potency is 320 prior to learning the {{aicon|Dynamic Dancer}} trait.&lt;br /&gt;
* The effect of {{status effect|buff|File:Silken_Flow_buff.png}} &#039;&#039;&#039;Silken Flow&#039;&#039;&#039; will be prioritized over the effect of {{status effect|buff|File:Flourishing_Flow_buff.png}} &#039;&#039;&#039;[[Flourish|Flourishing Flow]]&#039;&#039;&#039; if both effects are active, regardless of duration. {{aicon|Bloodshower (Action)}} may be executed twice when under the effect of both.&lt;br /&gt;
* This action changes to {{aicon|Pirouette}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|Potency has been reduced from 340 to 320 prior to learning {{action icon|Dynamic Dancer}}.}}&lt;br /&gt;
*{{patch|6.1|The requirement for execution has been changed from &amp;quot;Can only be executed while under the effect of Flourishing Flow&amp;quot; to &amp;quot;Can only be executed while under the effect of Silken Flow or Flourishing Flow.}}&lt;br /&gt;
*{{patch|6.08|Potency has been increased from 300 to 340.}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Potency has been changed from 350 to 300.&lt;br /&gt;
**Execution requirement has been changed from Flourishing Fountain to Flourishing Flow.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Reverse_Cascade&amp;diff=1311674</id>
		<title>Reverse Cascade</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Reverse_Cascade&amp;diff=1311674"/>
		<updated>2026-05-18T18:16:42Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded notes. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Reverse Cascade&lt;br /&gt;
| icon = Reverse Cascade.png&lt;br /&gt;
| description = Delivers an attack with a potency of 280.&lt;br /&gt;
| facts = {{Action fact|additional|50% chance of granting a [[Fourfold Feather]].}}{{Action fact|Can only be executed while under the effect of Silken Symmetry or Flourishing Symmetry.}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 20&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| actions = Cascade, Windmill, Fan Dance, Fan Dance II, Jete, Flourish&lt;br /&gt;
| traits = Fourfold Fantasy, Esprit, Enhanced Esprit, Dynamic Dancer&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Potency is 260 prior to learning the {{aicon|Dynamic Dancer}} trait.&lt;br /&gt;
* The effect of {{status effect|buff|File:Silken_Symmetry_buff.png}} &#039;&#039;&#039;Silken Symmetry&#039;&#039;&#039; will be prioritized over the effect of {{status effect|buff|File:Flourishing_Symmetry_buff.png}} &#039;&#039;&#039;[[Flourish|Flourishing Symmetry]]&#039;&#039;&#039; if both effects are active, regardless of duration. {{aicon|Reverse Cascade}} may be executed twice when under the effect of both.&lt;br /&gt;
* This action changes to {{aicon|Jete}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|Potency has been reduced from 280 to 260 prior to learning {{action icon|Dynamic Dancer}}.}}&lt;br /&gt;
*{{patch|6.1|The requirement for execution has been changed from &amp;quot;Can only be executed while under the effect of Flourishing Symmetry&amp;quot; to &amp;quot;Can only be executed while under the effect of Silken Symmetry or Flourishing Symmetry.&amp;quot;}}&lt;br /&gt;
*{{patch|6.08|Potency has been increased from 240 to 280.}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Potency has been changed from 300 to 240.&lt;br /&gt;
**Execution requirement has been changed from Flourishing Cascade to Flourishing Symmetry.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Fountain&amp;diff=1311661</id>
		<title>Fountain</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Fountain&amp;diff=1311661"/>
		<updated>2026-05-18T18:13:38Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded notes. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Fountain&lt;br /&gt;
| icon = Fountain.png&lt;br /&gt;
| description = Delivers an attack with a potency of 120.&lt;br /&gt;
| facts = {{Action fact|combo|action|Cascade}}{{Action fact|combo|potency|280}}{{Action fact|combo|bonus|50% chance of granting ``Silken Flow``}}{{Action fact|duration|30}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 2&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost =&lt;br /&gt;
| gp-cost =&lt;br /&gt;
| cp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits = Esprit, Dynamic Dancer&lt;br /&gt;
| actions = Cascade, Fountainfall, Bloodshower (Action), Entrechat&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Prior to learning {{action icon|Dynamic Dancer}}, the base potency is 100, and the combo potency is 260. &lt;br /&gt;
* {{status effect|buff|file:Silken_Flow_buff.png}} &#039;&#039;&#039;Silken Flow&#039;&#039;&#039; and {{status effect|buff|file:Flourishing_Flow_buff.png}} [[Flourish|Flourishing Flow]] allows for the execution of either {{action icon|Fountainfall}}, a single-target weaponskill, or {{action icon|Bloodshower (Action)}}, a point-blank area-of-effect weaponskill. &lt;br /&gt;
* This action changes to {{aicon|Entrechat}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|&lt;br /&gt;
**Base potency has been increased from 100 to 120 upon learning {{action icon|Dynamic Dancer}}.&lt;br /&gt;
**Combo potency has been reduced from 280 to 260 prior to learning Dynamic Dancer.}}&lt;br /&gt;
*{{patch|6.1|The additional effect &amp;quot;50% chance of granting Flourishing Flow&amp;quot; has been changed to &amp;quot;50% chance of granting Silken Flow.&amp;quot;}}&lt;br /&gt;
*{{patch|6.08|Combo potency has been increased from 240 to 280.}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Combo potency has been changed from 300 to 240.&lt;br /&gt;
**Granted status has been changed from Flourishing Fountain to Flourishing Flow.&lt;br /&gt;
**Duration has been increased from 20s to 30s.}}&lt;br /&gt;
*{{patch|5.1|Combo potency has been increased from 250 to 300.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cascade&amp;diff=1311644</id>
		<title>Cascade</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cascade&amp;diff=1311644"/>
		<updated>2026-05-18T18:10:31Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded notes. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Cascade&lt;br /&gt;
| icon = Cascade.png&lt;br /&gt;
| description = Delivers an attack with a potency of 220.&lt;br /&gt;
| facts = {{Action fact|additional|50% chance of granting ``Silken Symmetry``}}{{Action fact|duration|30}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost =&lt;br /&gt;
| gp-cost =&lt;br /&gt;
| cp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits = Esprit, Dynamic Dancer&lt;br /&gt;
| actions = Fountain, Reverse Cascade, Rising Windmill, Emboite&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Potency is 200 prior to learning {{action icon|Dynamic Dancer}}.&lt;br /&gt;
*{{status effect|buff|File:Silken_Symmetry_buff.png}} &#039;&#039;&#039;Silken Symmetry&#039;&#039;&#039; and {{status effect|buff|File:Flourishing_Symmetry_buff.png}} [[Flourish|Flourishing Symmetry]] allows for the execution of {{action icon|Reverse Cascade}}, a single-target weaponskill, or {{action icon|Rising Windmill}}, a point-blank area-of-effect weaponskill.&lt;br /&gt;
* This action changes to {{aicon|Emboite}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}. &lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] Volume III, p. 233|Like a flowing waterfall, the dancer fluidly casts chakrams one after another in a dazzlingly unpredictable pattern that leaves foes guessing whence the next blow will hail.}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|Potency has been reduced from 220 to 200 prior to learning {{action icon|Dynamic Dancer}}.}}&lt;br /&gt;
*{{patch|6.1|The additional effect &amp;quot;50% chance of granting Flourishing Symmetry&amp;quot; has been changed to &amp;quot;50% chance of granting Silken Symmetry.&amp;quot;}}&lt;br /&gt;
*{{patch|6.08|Potency has been increased from 180 to 220.}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Potency has been changed from 250 to 180.&lt;br /&gt;
**Granted status has been changed from Flourishing Cascade to Flourishing Symmetry.&lt;br /&gt;
**Duration has been increased from 20s to 30s.}}&lt;br /&gt;
*{{patch|5.1|Potency has been increased from 200 to 250.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bloodshower_(Action)&amp;diff=1311640</id>
		<title>Bloodshower (Action)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bloodshower_(Action)&amp;diff=1311640"/>
		<updated>2026-05-18T18:08:35Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded notes. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Bloodshower&lt;br /&gt;
| icon = Bloodshower (Action).png&lt;br /&gt;
| description = Delivers an attack with a potency of 200 to all nearby enemies.&lt;br /&gt;
| facts = {{Action fact|additional|50% chance of granting a ``[[Fourfold Feather]]``.}}{{Action fact|Can only be executed while under the effect of ``Silken Flow`` or ``[[Flourish|Flourishing Flow]]``.}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 45&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 5&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits = Esprit, Enhanced Esprit&lt;br /&gt;
| actions = Fountain, Bladeshower, Fan Dance, Fan Dance II, Pirouette, Flourish&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The effect of {{status effect|buff|File:Silken_Flow_buff.png}} &#039;&#039;&#039;Silken Flow&#039;&#039;&#039; will be prioritized over the effect of {{status effect|buff|File:Flourishing_Flow_buff.png}} &#039;&#039;&#039;[[Flourish|Flourishing Flow]]&#039;&#039;&#039; if both effects are active, regardless of duration. {{aicon|Bloodshower (Action)}} may be executed twice when under the effect of both.&lt;br /&gt;
* This action changes to {{aicon|Pirouette}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}.&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.2|Combo potency has been increased from 180 to 200.}}&lt;br /&gt;
*{{patch|6.1|The requirement for execution has been changed from &amp;quot;Can only be executed while under the effect of Flourishing Flow&amp;quot; to &amp;quot;Can only be executed while under the effect of Silken Flow or Flourishing Flow.&amp;quot;}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Potency has been changed from 350 to 180.&lt;br /&gt;
**Execution requirement has been changed from Flourishing Shower to Flourishing Flow.&lt;br /&gt;
**Added &amp;quot;Action changes to Pirouette while dancing.&amp;quot;&lt;br /&gt;
**Deleted &amp;quot;50% less potency for all remaining enemies.&amp;quot;}}&lt;br /&gt;
*{{patch|5.1|Potency has been increased from 300 to 350.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rising_Windmill&amp;diff=1311634</id>
		<title>Rising Windmill</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rising_Windmill&amp;diff=1311634"/>
		<updated>2026-05-18T18:05:52Z</updated>

		<summary type="html">&lt;p&gt;Opini: Reworded notes. Updated tooltip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Rising Windmill&lt;br /&gt;
| icon = Rising Windmill.png&lt;br /&gt;
| description = Delivers an attack with a potency of 160 to all nearby enemies.&lt;br /&gt;
| facts = {{Action fact|additional|50% chance of granting a ``[[Fourfold Feather]]``}}{{Action fact|Can only be executed while under the effect of ``Silken Symmetry`` or ``[[Flourish|Flourishing Symmetry]]``.}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 35&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 5&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits = Esprit, Enhanced Esprit&lt;br /&gt;
| actions = Cascade, Windmill, Fan Dance, Fan Dance II, Jete, Flourish&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The effect of {{status effect|buff|File:Silken_Symmetry_buff.png}} &#039;&#039;&#039;Silken Symmetry&#039;&#039;&#039; will be prioritized over the effect of {{status effect|buff|File:Flourishing_Symmetry_buff.png}} &#039;&#039;&#039;[[Flourish|Flourishing Symmetry]]&#039;&#039;&#039; if both effects are active, regardless of duration. {{aicon|Rising Windmill}} may be executed twice when under the effect of both.&lt;br /&gt;
* This action changes to {{aicon|Jete}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}.&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.2|Potency has been increased from 140 to 160.}}&lt;br /&gt;
*{{patch|6.1|The requirement for execution has been changed from &amp;quot;Can only be executed while under the effect of Flourishing Symmetry&amp;quot; to &amp;quot;Can only be executed while under the effect of Silken Symmetry or Flourishing Symmetry.&amp;quot;}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Potency has been changed from 300 to 140.&lt;br /&gt;
**Execution requirement has been changed from Flourishing Windmill to Flourishing Symmetry.&lt;br /&gt;
**Added &amp;quot;Action changes to Jete while dancing.&amp;quot;&lt;br /&gt;
**Deleted &amp;quot;50% less potency for all remaining enemies.&amp;quot;}}&lt;br /&gt;
*{{patch|5.1|Potency has been increased from 250 to 300.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bladeshower&amp;diff=1311623</id>
		<title>Bladeshower</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bladeshower&amp;diff=1311623"/>
		<updated>2026-05-18T18:02:10Z</updated>

		<summary type="html">&lt;p&gt;Opini: Added action change while dancing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Bladeshower&lt;br /&gt;
| icon = Bladeshower.png&lt;br /&gt;
| description = Delivers an attack with a potency of 100 to all nearby enemies.&lt;br /&gt;
| facts = {{Action fact|combo|action|Windmill}}{{action fact|combo|potency|160}}{{Action fact|combo|bonus|50% chance of granting ``Silken Flow``}}{{Action fact|duration|30}}&lt;br /&gt;
| acquired = dancer&lt;br /&gt;
| level = 25&lt;br /&gt;
| type = weaponskill&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost =&lt;br /&gt;
| gp-cost =&lt;br /&gt;
| cp-cost = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 5&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits = Esprit&lt;br /&gt;
| actions = Windmill, Fountainfall, Bloodshower (Action), Entrechat&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting = pbaoe&lt;br /&gt;
| aoe-type = pbaoe&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* {{status effect|buff|file:Silken_Flow_buff.png}} &#039;&#039;&#039;Silken Flow&#039;&#039;&#039; and {{status effect|buff|file:Flourishing_Flow_buff.png}} [[Flourish|Flourishing Flow]] allows for the execution of either {{action icon|Fountainfall}}, a single-target weaponskill, or {{action icon|Bloodshower (Action)}}, a point-blank area-of-effect weaponskill. &lt;br /&gt;
* This action changes to {{aicon|Entrechat}} while dancing with {{aicon|Standard Step}} or {{aicon|Technical Step}}.&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.2|Combo potency has been increased from 140 to 160.}}&lt;br /&gt;
*{{patch|6.1|&lt;br /&gt;
**The additional effect &amp;quot;50% chance of granting Flourishing Flow&amp;quot; has been changed to &amp;quot;50% chance of granting Silken Flow.&amp;quot;&lt;br /&gt;
**Fixed an issue wherein executing Bladeshower under certain conditions caused the status effects Silken Symmetry and Silken Flow to expire erroneously.}}&lt;br /&gt;
*{{patch|6.0|&lt;br /&gt;
**Combo potency has been changed from 200 to 140.&lt;br /&gt;
**Granted status has been changed from Flourishing Shower to Flourishing Flow.&lt;br /&gt;
**Duration has been increased from 20s to 30s.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Opini</name></author>
	</entry>
</feed>