Job Guide PvP Actions Overview

Updated for 7.1

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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 7.1 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.

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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.
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Patch 7.15 Adjustments Overview

Following changes made in Patch 7.11, we have made further adjustments to ensure balance between jobs.

Furthermore, feedback regarding adjustments made to the timing of action effects in Patch 7.1 has brought to our attention discomfort felt by players particularly when executing character-centered area of effect attacks. We will continue to consider timing and area of effect adjustments for future patches.

Paladin
Due to adjustments made to its timing in Patch 7.1, opportunities to effectively use Guardian have increased, making it a much stronger action in paladin's repertoire. When paired with jobs that excel in both recovery and durability, it has contributed to unforseen overtime extensions, which is why we have lengthened its cooldown timer to limit how often it may be used.

Additionally, we have adjusted the potencies of Sword Oath and Shield Oath, granted by Holy Sheltron, to temper defensive abilities and enhance offensive abilities.
Monk
We have increased the damage potency of Pressure Point, granted by Wind's Reply, in order to address a dearth of KOs in the wake of Patch 7.1.

We also increased both the damage and cure potencies of Earth's Reply to both enhance monk's unique job characteristics and help them contribute more to matches.
Dragoon
For a job that excels at the offensive, dragoon was struggling with both damage output and KOs, particularly in higher tiers, which is why we increased the potency of both High Jump and Starcross.
Samurai
Compared to other melee DPS, samurai boasts high usage and win rates. We have adjusted abilities to better temper their strengths while retaining the job's character as much as possible, such as the potency of Iaijutsu actions, the defensive capabilities of Hissatsu: Chiten, and Zantetsuken's ability to change the course of battle with a single strike.
Viper
We strengthened viper in Patch 7.11, but still find win rates lacking when compared to other jobs. This time, we have shortened the recast timers for some actions and made adjustments to help them be more active on the battlefield, so as to better showcase viper's unique strengths.
Bard
With the goal of increasing poor win rates, we have strengthened Pitch Perfect and Repelling Shot to shore up bard's offense while keeping in mind not to give extreme advantage to burst damage abilities.
Machinist
Win rates have improved in the wake of Patch 7.11's adjustments, but after determining there is still room for improvement, we increased the potency of Drill, reduced in Patch 7.1, to increase KO capabilities.
Black Mage
Adjustments made in Patch 7.11 have improved the usage of fire-aspected magic attacks and increased damage output, but we still found black mage's contribution during matches to be lacking.

This time, we increased the potency of Paradox and ensured minimal loss when switching between elemental aspects, thereby showcasing this job's unique usage of fire- and ice-aspected actions as one of its merits.

Furthermore, to improve playability, we adjusted Xenoglossy so that HP is still absorbed even when a player's HP is above 50% when the action is executed.
Summoner
In light of enhancements being made to other magical ranged DPS like black mage and pictomancer, we decided to improve summoner's somewhat lacking defense by increasing the amount of damage absorbed by Radiant Aegis.
Pictomancer
The defensive actions Tempera Coat and Tempera Grassa have an effect wherein recast timers are shortened when their barriers are absorbed, but this can result in great loss if used ineffectively. Therefore, to achieve a good balance, we have shortened the recast timers for the actions themselves and reduced the amount of time deducted from recast timers upon barrier absorption.

In addition, to increase Advent of Chocobastion's impact on matches, we have increased the duration of Star Prism's damage enhancing effect.
Scholar
Scholar excels in providing support to their party, but compared to other jobs they feel lacking when it comes to independent firepower and KOs. While we understand this is part of scholar's unique charm, we also decided to strengthen some attacks so their offensive contributions are better felt in battle.
Astrologian
Since astrologian still maintains extremely high win rates even after Patch 7.11's adjustments, we have made generalized changes to help keep them in line with other jobs.

Letting Gravity II apply Heavy to surrounding targets was unduly impactful not only in Crystalline Conflict but Frontline and Rival Wings as well, so the action has been reverted to apply Heavy to the first target only, as it did previously in Patch 7.1.

Additionally, the time players may use Lord of Crowns and Lady of Crowns, drawn with Minor Arcana, has been shortened, tempering astrologian's influence within a party.
Sage
Compared to other healers, sage has low win rates, which is why we have increased both their offensive and defensive abilities. The damage and cure potencies of Psyche and Pneuma have been increased and recast timers adjusted accordingly. Furthermore, we shortened Eukrasia's recast timer to allow for more action on the battlefield and options for this job.
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Previous Patch Adjustments