Job Guide PvP Actions Overview

Updated for 7.2

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.

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Patch 7.4 Adjustments Overview

Adjustments made to the MP cost of Recuperate and Purify since Patch 7.31 have created an ideal environment for all team members to focus on a single target until they are eliminated. As a result, we have noticed that actions that diminish the defensive bonus of Guard, such as paladin's Shield Smite, and actions that reduce recovery, such as dark knight's Plunge, impact matches greatly. For this reason, we have adjusted actions with similar effects across the board, thereby allowing greater strategic freedom when deciding a team's job composition.

Adjustments to job balance were made largely according to usage and win rates in ranked matches, and special attention was paid to jobs with particularly high win rates and jobs that are currently struggling.

Furthermore, we have reassessed the ability of supportive area of effect actions, such as pictomancer's Tempera Grassa, to extend past field obstructions. Additional changes in this area may occur depending on the results of job balance adjustments.

Paladin
We found that Shield Smite was too effective against Guard, so we have made adjustments to ensure that targets under the effect of Guard cannot accrue status ailments that increase damage taken.
Dark Knight
We have adjusted the healing reduction of Sole Survivor, a status inflicted by dark knight's Plunge. When the target is suffering from multiple instances of the same ailment, we have ensured their ability to heal is not overly hampered. Additionally, we have reduced the amount of HP and MP gained upon the KO of an afflicted target, so as to curtail any excessive advantage after an already beneficial victory.

Furthermore, while Salted Earth is one of dark knight's signature moves, we found its abilities to be somewhat overpowered, so we partially reduced the damage and HP restoration that was increased in Patch 7.31.
Gunbreaker
Compared to other tank jobs, we found gunbreaker to be somewhat lacking in offensive capabilities, so we increased the damage dealt by each hit of the limit break Relentless Rush.
Dragoon
In order to increase dragoon's efficacy during damage burst phases, we have increased the potencies of Geirskogul and Nastrond.
Ninja
We increased the potencies of Hyosho Ranryu and Goka Mekkyaku to allow for a more aggressive use of Three Mudra.
Samurai
To facilitate ease of battle on the front line, we increased the barrier absorption of Ogi Namikiri and Kaeshi: Namikiri.
Viper
In order to increase viper's efficacy during damage burst phases, we have increased the potency of the limit break World-swallower.
Dancer
While Honing Ovation can deal great damage, we decided to increase the potency of each hit dealt by Honing Dance in order to increase its efficacy in the steps leading up to its finishing move.
Pictomancer
We have adjusted the healing reduction of Clawed Muse, and ensured that the target's ability to heal is not overly hampered when suffering from multiple instances of the same status ailment. Furthermore, we reevaluated Tempera Grassa and Star Prism's areas of effect, allowing their support to extend past field obstructions.
Healer
As Haelan is not used as much as other role actions, we have decided to reduce its MP cost to 2,000 to match adjustments made to Recuperate in Patch 7.31.
White Mage
To bolster white mage's performance across all tiers, we have reverted reductions made to Protect in Patch 7.25. Furthermore, we have reduced the recast time of Aquaveil to strengthen white mage's ability to swiftly deliver aid, in this case, by nullifying status afflictions and erecting a strong protective barrier.
Scholar
We reevaluated Accession's area of effect, allowing its support to extend past field obstructions. Additionally, we found that Chain Stratagem was too effective against Guard, so we have made adjustments to ensure that targets under the effect of Guard cannot accrue status ailments that increase damage taken. Lastly, we have adjusted the healing reduction of Biolysis and ensured that the target's ability to heal is not overly hampered when suffering from multiple instances of the same status ailment.
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