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.
Stand on the front line of battle, and soak up enemy attacks. Protect your allies, harry your foes, and be the rallying point for your party.
Use restorative arts to heal your party. Provide support from the back line by enhancing your allies and enfeebling your enemies.
Use physical ranged attacks to inflict a steady stream of damage. Offset personal vulnerability through use of impeding actions and high mobility.
Obliterate foes from afar with powerful casted spells. Aim to finish off wounded enemies with high burst damage.
The common action Purify has received some significant adjustments.
Firstly, we have greatly reduced its recast time in order to improve mobility and facilitate the removal of status afflictions. We hope these two factors will encourage different battle strategies and allow for changes to the overall flow of matches. An MP cost has also been added to Purify, requiring players to balance its use with other MP-based healing actions like Recuperate. Finally, in order to ensure that the preemptive use of Purify is not overpowered, we have reduced the effect duration of Resilience.
Individual jobs were adjusted based largely upon usage and win rates in ranked matches, with a focus on balance and showcasing the unique attributes of struggling jobs.
Adjustments made to Purify in Patch 7.3 have improved the general tempo of matches, but the speed with which the tide of battle can now turn has greatly exceeded our expectations. We apologize for any frustration this has caused.
Tanks and melee DPS jobs in particular are experiencing difficulty during lengthy battles as a result of Purify's shift to an MP-based action. For this reason, we have reduced the amount of MP required to perform Recuperate and Purify.
Additionally, Patch 7.3 adjustments to Purify have widened the gap between jobs that excel at self-defense and those that do not, so we have made adjustments to alleviate this discrepancy and achieve a better balance among jobs.
Adjustments made in Patch 7.31 to MP expenditure have delivered results close to the general staying power for battle that we had initially envisioned. However, we felt that some jobs were overly affected by these changes, and have made further adjustments accordingly.