Job Guide PvP Actions Overview

Updated for 7.1

Last Update: -

Master exclusive PvP actions, and battle your way to victory!

PvP makes use of specialized actions separate from those used in PvE. Knowing how they differ will be key to drawing out the full potential of your favorite jobs and overcoming your rivals.

View PvE Actions

Patch 7.1 Adjustments Overview

Much like with PvE actions at the release of Dawntrail, we have introduced several new PvP actions, and made adjustments to pre-existing ones to better highlight the unique aspects of each job. We've also made changes to certain jobs' mechanics to provide players with a more enjoyable gaming experience. Because the additions and adjustments made in this patch were so extensive, we have elected to forgo overviews of individual jobs.

To help players better contend with enemy burst damage, all jobs will see an increase to their maximum HP, and the recast time of Purify has been reduced. Moreover, we've increased the potency of basic weaponskills and spells considered to be less effective than most, to help place a greater emphasis on sustained damage.

Patch 7.1 will also usher in improvements to hit detection, which we believe will significantly affect job balance. We will continue to monitor the situation and consider further adjustments as needed, so we encourage you all to join the fray and give us your feedback.

Close

Patch 7.11 Adjustments Overview

With Season Twelve currently underway, we've made several adjustments based on win rates to strengthen jobs that are currently struggling, temper those that are overperforming, and otherwise improve competitive gameplay.

Changes to action effects that extend beyond numerical adjustments will be considered for future patches based on player feedback.

Paladin
Compared to other tanks, paladins held excessively high win rates, so we have made adjustments to both offensive and defensive actions.

Shield Smite in particular was greatly affecting the course of matches, which is why we have extended its cooldown timer. In terms of defensive adjustments, we have reduced the regenerative properties of Sacred Claim, granted by Imperator, and adjusted Holy Sheltron's barrier absorption. Since Holy Sheltron's damage-dealing effect is reliant upon its barrier's potency, however, we have increased the percentage to be converted into attack power, so as to avoid any extreme adjustments.
Warrior
Compared to other tanks, warriors were struggling to remain on the front line and lacking in attack power. To address these issues, we reduced the amount of HP lost when using Orogeny, allowing it to be comfortably executed in both offensive and defensive situations, and increased the potency of Orogeny and Onslaught.
Monk
Win rates are differing greatly depending on tier, so in order to avoid any extreme adjustments in offense, we've decided to decrease the cooldown timer for Wind's Reply, with the hope that this will expand monk's options during close combat.
Samurai
We have adjusted the range of Tendo Setsugekka and Tendo Kaeshi Setsugekka to match the feel of the former Midare Setsugekka. However, we have also reduced the effect duration for Meikyo Shisui to compensate for this change and prevent an uptick in already healthy win rates.
Viper
Compared to other melee DPS jobs, we felt viper to be somewhat lacking on the offensive, from overall damage to KO counts. To address these issues, we reduced the cooldown timer for Bloodcoil and raised the potency of a variety of offensive actions, thereby increasing efficiency on the front line and allowing for easier KOs.
Machinist
We increased the potency accumulated for each strike of Wildfire and decreased the maximum number of stacks from five to four in order to improve playability. Additionally, by reducing the cooldown timer for Full Metal Field, we hope to give machinists more options in battle, such as combining the use of this action with Wildfire and/or taking advantage of Overheated's effect more often.
Black Mage
As win rates across all tiers are currently low, adjustments have been made to offensive abilities.

Cast times and cooldown timers for all actions have been reduced to alleviate difficulty in regards to spell casting. This should allow for an easier transition between High Fire II and High Blizzard II. Additionally, compared with their ice-aspected counterparts Wreath of Ice and Frost Star, we found fire-aspected Wreath of Fire and Flare Star to be slightly less efficient, so we increased their potency.
Summoner
We increased the potency of Crimson Cyclone to compensate for the risk of rushing an opponent. Furthermore, by shortening the cooldown timer for Necrotize, we hope to increase access to instant-cast Ruin IV and allow summoners more precise mobility, especially when retreating from the front line.
Red Mage
Red mage currently boasts high win rates thanks to a plethora of talents, including advanced mobility, crowd control, and support to allies. When these individual abilities, particularly buffs, are synergized, they result in highly efficient KOs and team support. In order to maintain balance in battle, we have decreased buffs received from Displacement and Embolden, and curtailed both the offensive potency and healing effects of Prefulgence.
Pictomancer
We reduced the cast time and cooldown timer for Creature Motif in order to improve playability. We also reduced the cooldown timer for Living Muse, allowing high-level abilities to be used more often, thereby increasing pictomancer's offensive capabilities.
Astrologian
The previous update to astrologian added new movement actions and revamped arcana actions in order to improve playability. As a result of higher numbers across the board, this job is now incredibly powerful.

While maintaining the integrity of astrologian's current playability, we have made adjustments to overpowered aspects of each type of action.
Close
Previous Patch Adjustments