Dec 15th edit/overhaul: Removing a lot of fluff and covering stuff in 2.1 patch notes that is relevant to OP. Adding sort of table of contents. Removed most mentions of Class over Job because they're kind of stupid, unless anyone really feels the Class is better.
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Getting Started
Be at least level 30 in a DoW/DoM, go to your Grand Company, do the "A Pup No Longer (YourGC)" quest. The Wolves' Den can be accessed via the the ferry at Moraby Drydocks (X:32, Y:16) in Lower La Noscea (Aetheryte note: Moraby Drydocks). After this you can (presumably) queue up for PvP from anywhere like any regular Duty Finder thing.
PvP parties must be in groups of 4 that adhere to the regular 4man composition: 1 Tank, 1 Healer, 2 DPS. Matches come in 30 cap, 40 cap, 50 cap, and 50 cap (premades vs premades). If you queue for the 50 non-premade it must be solo or in an incomplete party. For level 50 matches, premades will fight premades, DF'd will fight DF'd.
PvP ActionsThe following battle mechanics have been changed specifically for PvP:
-Casting will always be interuppted upon receiving direct damage.
-Damage dealt by bows will vary depending on distance from the target.
In additional to normal actions, players can also learn PvP-exclusive actions and traits. These actions and traits can be purchased with Action Points (AP), which are earned by fighting in PvP battles.
Fighting in PvP will garner players a special type of currency known as Wolf Marks, which can be exchanged for gear and materia that are tuned for PvP. The amount awarded is commensurate to performance.
Morale
All gear obtained from the Wolves' Den will include a PvP-exclusive attribute known as morale. Morale comes into play only in level 50 matches, where it replaces physical and magical defense in influencing the damage you receive. Furthermore, morale also affects the amount of damage dealt to other players. (in other words, it's basically "PvP Defense" and "PvP Determination" in one)
As you gain AP, you can spend points to unlock "Enhanced" traits for your PvP actions. Your level of "Enhanced"-ness is indicated by the number of diamonds next to the skill. As 2.1 hits I'll aim to fill in the base values that the patch notes aren't saying (base recast, range, etc). You can have a max of 10 PvP actions set at one time (not that it seems to matter; no one job can use that many at once).
If you want to reset your PvP Action expenditure, you will need to (by some unknown means at time of writing) get an item called The Fury's Anthem, presumably purchased with either GC Seals or Wolf Marks. Also be advised that PvP progress is tied to GC alliegence; by changing Grand Company allegiance, PvP actions obtained as a member of your former Grand Company will no longer be recognized.
Testudo: Reduces damage taken by target party member by 30%.Duration: 8s
Cannot be cast on self.
Enhanced Testudo: Shortens recast time to 180 seconds.
Enhanced Testudo II: Extends duration to 16 seconds.
Enhanced Testudo II: Increases damage reduction to 50%.
-Paladin
Glory Slash: Delivers an attack with a potency of 140 to all enemies in a cone before you.Additional Effect: Removes one beneficial status from target
Enhanced Glory Slash: Shortens recast time to 180 seconds.
Enhanced Glory Slash: Increases potency to 200.
-Paladin
Mythril Tempest: Delivers an attack with a potency of 140 to all nearby enemies.Additional Effect: 10-yalm knockback and Stun Duration: 2s
Enhanced Mythril Tempest: Shortens recast time to 150 seconds.
Enhanced Mythril Tempest II: Increases potency to 200.
Enhanced Mythril Tempest III: Increases duration to 4 seconds.
-Warrior
Thrill of War: Increases maximum HP of self and nearby party members by 15% and restores HP by 15%.
Duration: 15s
Enhanced Thrill of War: Shortens recast time to 180 seconds.
Enhanced Thrill of War II: Extends duration to 25 seconds.
Enhanced Thrill of War III: Increases HP increase and restoration to 25%.
-Warrior
Full Swing: Delivers an attack with a potency of 150.
Additional Effect: Damage over timePotency: 30 Duration: 15s
Additional Effect: Increases target's damage taken by 10% Duration: 15s
Enhanced Full Swing: Shortens recast time to 180 seconds.
Enhanced Full Swing II: Increases duration to 25 seconds.
Enhanced Full Swing III: Increases HP increase and restoration to 25%.
-Paladin / Warrior
Axe Kick: Delivers an attack with a potency of 160 to all nearby enemies.
Additional Effect: Pacification Duration: 5s
Additional Effect: Grants Greased Lightning III Duration: 12s
Enhanced Axe Kick: Shortens recast time to 180 seconds.
Enhanced Axe Kick II: Increases potency to 240.
Enhanced Axe Kick III: Increases duration to 9 seconds.
-Monk
Somersault: Delivers an attack with a potency of 160.
Additional Effect: Decreases spell speed of target by 30% Duration: 10s
Enhanced Somersault: Shortens recast time to 180 seconds.
Enhanced Somersault II: Extends duration to 20 seconds.
Enhanced Somersault III: Increases spell speed reduction to 50%.
-Monk
Fetter Ward: Grants immunity to stun, sleep, bind, heavy, and disease.
Duration: 5s
Enhanced Fetter Ward: Shortens recast time to 120 seconds.
Enhanced Fetter Ward II: Extends duration to 10 seconds.
-Monk / Dragoon
Impulse Rush: Delivers an attack with a potency of 200.
Additional Effect: Reduces weaponskill TP cost by 30% and waives directional requirements in combos Duration: 10s
Enhanced Impulse Rush: Shortens recast time to 180 seconds.
Enhanced Impulse Rush II: Extends duration to 20 seconds.
Enhanced Impulse Rush III: Increases TP reduction to 50%.
-Dragoon
Skewer: Delivers an attack with a potency of 180.
Additional Effect: Reduces target's INT by 20% Duration: 10s
Enhanced Skewer: Shortens recast time to 150 seconds.
Enhanced Skewer II: Extends duration to 20 seconds.
Enhanced Skewer III: Increases INT reduction to 40%.
-Dragoon
Manasong:
Restores 25% of maximum MP for all nearby party members.
Enhanced Manasong: Shortens recast time to 180 seconds.
Enhanced Manasong II: Increases MP recovery to 40%.
-Bard
Farshot: Delivers a ranged attack with a potency of 140. Potency is not affected by distance.
Additional Effect: Attack delivered with critical hit rate increased by 15%
Enhanced Farshot: Shortens recast time to 120 seconds.
Enhanced Farshot II: Increases potency to 190.
Enhanced Farshot III: Increases criticial hit rate by an additional 10%.
-Bard
Blast Shot: Delivers an attack with a potency of 150 to target and enemies near it.
Additional Effect: 10-yalm knockback to target
Enhanced Blast Shot: Shortens recast time to 180 seconds.
Enhanced Blast Shot II: Increases potency to 200.
Enhanced Blast Shot III: Increases knockback distance to 15 yalms.
-Bard
Sacred Prism: Envelops a designated area in a veil of succor, healing any who enter and nullifying 40% of physical damage.Cure Potency: 50 Duration: 18s
Enhanced Sacred Prism: Shortens recast time to 180 seconds.
Enhanced Sacred Prism II: Extends duration to 30 seconds.
Enhanced Sacred Prism III: Increases cure potency to 100.
-White Mage
Divine Breath: Resurrects target at 10% of maximum HP/MP/TP.
Enhanced Divine Breath: Shortens recast time to 180 seconds.
Enhanced Divine Breath II: Increases HP/MP/TP recovered to 50%.
-White Mage
Night Wing: Puts target and enemies near it to sleep.Duration: 10s
Enhanced Night Wing: Shortens recast time to 180 seconds.
Enhanced Night Wing II: Extends duration to 20 seconds.
-Black Mage
Phantom Dart: Deals unaspected damage with a potency of 120.
Additional Effect: Reduces target's elemental resistances by 10% Duration: 15s
Enhanced Phantom Dart: Shortens recast time to 180 seconds.
Enhanced Phantom Dart II: Increases potency to 180.
Enhanced Phantom Dart III: Extends duration to 30 seconds.
-Black Mage
Misty Veil: Reduces target's range by 10%. Range cannot be reduced to less than 3 yalms.
Duration: 15s
Enhanced Misty Veil: Shortens recast time to 180 seconds.
Enhanced Misty Veil II: Extends duration to 25 seconds.
Enhanced Misty Veil III: Increases range reduction to 30%.
-Summoner
Wither: Deals unaspected damage with a potency of 170 to all enemies in a cone before you.
Additional Effect: Removes one beneficial status from target
Enhanced Wither: Shortens recast time to 180 seconds.
-Summoner
Aura Blast: Deals unaspected damage with a potency of 150 to all nearby enemies.
Additional Effect: 10-yalm knockback to target
Enhanced Aura Blast: Shortens recast time to 180 seconds.
Enhanced Aura Blast II: Increases potency to 200.
Enhanced Aura Blast III: Increases knockback distance to 15 yalms.
-Scholar
Focalization: Increases nearby party members' elemental resistances by 15%.
Duration: 15s
Enhanced Focalization: Shortens recast time to 180 seconds.
Enhanced Focalization II: Extends duration to 25 seconds.
Enhanced Focalization III: Increases resistances to 25%.
-Scholar
Weapon Throw: Delivers a ranged attack with a potency of 50.
Additional Effect:20% chance of inflicting Heavy when dealt from behind Duration: 6s
Additional Effect:Removes Sprint effect when dealt from behind
Enhanced Weapon Throw: Shortens recast time to 60 seconds.
Enhanced Weapon Throw II: Extends duration to 12 seconds.
Enhanced Weapon Throw III: Increases effect potency to 40%.
-Monk / Dragoon
Enliven: Instantly restores 50% TP.
Enhanced Enliven: Shortens recast time to 180 seconds.
Enhanced Enliven II: Increases TP recovery to 75%.
-Paladin / Monk / Dragoon
Aetheric Burst: Deals unaspected damage with a potency of 170 to all nearby enemies.
Additional Effect: Decreases skill speed of target by 30% Duration: 10s
Enhanced Aetheric Burst: Shortens recast time to 180 seconds.
Enhanced Aetheric Burst II: Extends duration to 20 seconds.
Enhanced Aetheric Burst III: Increases skill speed reduction to 50%.
-White Mage / Black Mage / Summoner / Scholar
Equanimity: Allows casting without interruption by attacks.
Duration: 10s
Enhanced Equanimity: Shortens recast time to 300 seconds.
Enhanced Equanimity II: Extends duration to 20 seconds.
-White Mage / Black Mage / Summoner / Scholar
Mana Draw: Restores 30% of maximum MP.
Enhanced Mana Draw: Shortens recast time to 180 seconds.
Enhanced Mana Draw II: Increases MP recovery to 50%.
-Bard / White Mage / Black Mage / Summoner / Scholar
Purify: Removes all detrimental effects. Can be used regardless of status affliction.
Enhanced Purify: Shortens recast time to 150 seconds.
- All Classes
Attunement: Greatly enhances evasion while nullifying 90% of damage. Cannot move or act while in effect.
Duration: 10s
Enhanced Attunement: Shortens recast time to 180 seconds.
-White Mage / Scholar
Enhanced [Attribute] (PvP): First rank gives +4, 2nd gives (an additional?) +8, 3rd gives (additional?) +13
Universal System Mechanic Changes
Or at least, the ones you might not remember 2.1 is changing as you go into it.
Debuffs (Diminishing Returns)-The period of immobility upon being revived has been reduced, and characters are granted temporary invulnerability.
-Status affliction resistances will now begin counting after the last corresponding status affliction is received. (Mentioned below in Diminishing Returns)
-Damage-over-time actions that target the ground such as Flaming Arrow and Shadow Flare will now break sleep and bind effects.
-Players will now receive the additional effects of other players' actions even if damage is completely nullified by statuses such as Stoneskin and Adloquium.
-Players will no longer lose the effects of food items upon being incapacitated.
The following debuffs are considered CC, in that they follow the "diminishing returns timer" rules:
Stun
Sleep
Bind
Heavy
Paralysis
Disease
Blind
Slow
Pacification
1st application: Full duration
2nd application: 1/2 duration (rounded down)
3rd application: 1/4 duration (rounded down)
4th+ until timer expires: resisted
The resist timer is 1 minute from the last SUCCESSFUL application of the debuff. Examples with Sleep
A) First cast lasts 30 seconds, user waits an additional 30 seconds before reapplying, next application is 30s again.
B) First cast 30s, after it wears user does another (15s), then another (7s). 60 seconds after the 7s duration lands, the resist timer resets.
Generally you cannot overwrite your own CC debuff "early" (Ruin II blind > another Ruin II doesn't reapply until it wears off), but it seems like if it's done from a different source it will overwrite (Flash > Ruin II, Ruin II's blind will take over).
For another example, let's say a MNK instead starts the Stun resist clock with Shoulder Tackle (2s stun), and PLD does 2 more Shield Bashes. The stun time for this will go
2s > 3s > 1s. CC time is a minimum of 1 second as long as you're not at "full resist" yet.
Silence is not considered a CC debuff; this is presumably "balanced" by the duration being short (so only good for stunning long casts or prediction) and nobody being able to spam it all by themselves (at least 25s cooldown for everyone except PGL/MNK, who can only access theirs at a high TP cost in one particular stance).
Each CC has it's own debuff timer. Some notes:
-Bind overwrites Heavy; applying a damaging Heavy effect (Stone 1 for example) will break Bind and not apply Heavy.
-Heavy and Disease's "heavy" effect should stack (needs verification but pretty sure)
-Slept targets will continue to take DoT damage without waking up, and actions that do not inflict damage or apply a DoT will not wake them early. Unlike FFXI, slept targets can only be woken by the above measure or Esuna/Leeches.
-Cannot rotate character/facing while bound (unless you are the user of Holmgang)
-Currently there is are no player skills that apply Paralysis except potions, which (HQ) have 1m48s cooldown. Unknown if consumables will be allowed in PvP at this time.
-Holmgang does not share Bind's CC clock; entirely separate debuff. Needs confirmation on if Holmgang itself has a CC timer.
Esuna / Leeches
Because these are limited to 1 debuff cured per application, it can be beneficial to "mask" a debuff by applying more, regardless of whether the effect is desired (IE, put Virus, Bio, and Bio 2 on a person with Disease or Heavy already). This kind of falls apart a little if Esuna/Leeches have a priority system for removing debuffs, but number of debuffs each class can apply is taken into account in the mini-breakdowns that follow.
Remember that DoTs and HoTs can be applied once per person, but most other debuffs can only have 1 copy of the effect up at a time. So with 4 Summoners, you can have 4 counts of Bio/2/Miasma, but only 1 Disease, Virus, Slow etc.
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Paladin
CC debuffs:
Flash (Blind, instant cast 5y radius around self, duration: 12s>6s>3s)
Shield Bash (Stun, duration 6s>3s>1s)
Shield Swipe (Pacification, requires a block, 6>3>1)
Other debuffs:
Rage of Halone (10% STR Down, combo, 20s duration)
Circle of Scorn (15s DoT in 5y radius around self, 25s CD)
CC mitigation:
Tempered Will (cures Bind+Heavy, immune to knockback for 10 seconds, 3min CD)
Hallowed Ground (complete[?] invincibility for 10 seconds, 7min CD)
PvP Actions:
-Testudo
-Glory Slash
-Full Swing
-Enliven
-Purify
Monk
(For those unfamiliar with MNK, stances go Opo-opo > Raptor > Coeurl > repeat. Can use Opo freely but they don't get a combo bonus unless done in Coeurl. Not a "true" combo in the same vein as DRG/PLD/WAR, so a non-stance related GCD can come between stances. Coeurl moves grant 1 stack of Greased Lightning, up to 3 [+damage and +skill speed])
CC debuffs:
Haymaker (Slow 20%, requires an evade, 12>6>3)
Steel Peak (Stun, 40s CD, 4>2>1)
Shoulder Tackle (Stun + gap closer, 30s CD, 2>1>1?, cannot be used while Bind)
One Ilm Punch (Dispel 1 beneficial effect, raptor stance)
Other debuffs:
Touch of Death (DoT, 30s)
Demolish (DoT, 18s, coeurl stance)
Dragon Kick (reduced Blunt Resistance and INT, 15s, opo-opo stance)
CC mitigation:
None
PvP Actions:
-Axe Kick
-Somersault
-Fetter Ward
-Weapon Throw
-Enliven
-Purify
Warrior
CC debuffs:
Brutal Swing (Stun, 30s CD, 5>2>1)
Other debuffs:
Fracture (DoT, 30s)
Holmgang (special Bind on self and target within a short distance, 3min CD, 6s, User cannot fall below 1 HP for duration)
Storm's Path (reduces target's damage dealt by 10% for ?? seconds, combo)
Storm's Eye (target's HP recovery halved for 15 seconds, combo)
CC mitigation:
None
PvP Actions:
-Mythril Tempest
-Thrill of War
-Full Swing
-Purify
Dragoon
CC debuffs:
Feint (Slow 20%, 20>10>5)
Leg Sweep (Stun, 20s CD, 3>2>1)
Spineshatter Dive (Stun, 90s CD, 2>1>1?)
Other debuffs:
Phlebotomize (DoT, 18s)
Disembowl (reduces Piercing resistance, 30s, 2nd step of combo with rear opener)
Chaos Thrust (DoT, 30s, 3rd step of above combo)
CC mitigation:
Elusive Jump (cures Bind+Heavy, 3min CD)
PvP Actions:
-Fetter Ward
-Impulse Rush
-Skewer
-Weapon Throw
-Enliven
-Purify
Bard
CC debuffs:
Shadowbind (Bind, 40s CD, 10>5>2)
Other debuffs:
Venomous Bite (DoT, 18s, crit ticks reset Bloodletter [150 potency off-GCD])
Windbite (DoT, 18s, see above)
Rain of Death (Reduces targets' evasion by 10%, 8y radius around target, 20s)
CC mitigation:
None
PvP Actions:
-Manasong
-Farshot
-Blast Shot
-Mana Draw
-Purify
White Mage
CC debuffs:
Stone (Heavy 40%, 20>10>5)
Fluid Aura (Knockback+Bind, 30s CD, 6>3>1)
Repose (Sleep, 30>15>7)
Holy (Stun, long cast time, 4>2>1)
Blizzard II (Bind, 5y radius around self, 8>4>2); cross from THM
Other debuffs:
Aero (DoT, 18s, instant cast)
Aero II (DoT, 12s)
CC mitigation:
Esuna (removes 1 [latest?] debuff from 1 person, very quick cast)
PvP Actions:
-Sacred Prism
-Divine Breath
-Aetheric Burst
-Equanimity
-Mana Draw
-Purify
-Attunement
Black Mage
CC debuffs:
Blizzard (Heavy 40%, 20>10>5)
Sleep (...Sleep, 5y radius, 30>15>7)
Blizzard II (Bind, 5y radius around self, 8>4>2)
Lethargy (Slow+Heavy20%, 30s CD, 12>6>3)
Freeze (Bind, 5y radius free-place circle, 15>7>3)
Other debuffs:
Thunder / II / III (DoT, Thundercloud proc chance, 18s/21s/24s)
CC mitigation:
Manaward (Magic damage up to 30% max HP nullified)
Manawall (Nullifies next 2 physical hits)
PvP Actions:
-Night Wing
-Phantom Dart
-Aetheric Burst
-Equanimity
-Mana Draw
-Purify
Summoner
CC debuffs:
Miasma (Disease, 24>12>6)
Ruin II (Blind, instant cast, 10>5>2)
Miasma II (Disease, instant cast, 15>7>3)
Shadow Flare (Slow 5%, 30s duration, don't stand in the blue fire idiot)
Tri-disaster (Bind, 5y radius, 20>10>5)
Titan/Garuda (Stun, 40s CD, 2>1>1?)
Garuda (Pet knockback, 90s CD)
Blizzard II (Bind, 5y radius around self, 8>4>2); cross from THM
Other debuffs:
Bio (DoT, 18s, instant cast)
Miasma (DoT, 24s, also applies Disease)
Bio II (DoT, 30s)
Miasma II (DoT, 15s, also applies Disease)
Inferno (Ifrit, DoT, 15s, 5min recast)
CC mitigation:
Rouse (Pet is immune to most CCs for 20s, 60s CD)
PvP Actions:
-Misty Veil
-Wither
-Aetheric Burst
-Equanimity
-Mana Draw
-Purify
Scholar
CC debuffs:
Miasma (Disease, 24>12>6)
Ruin II (Blind, instant cast, 10>5>2)
Miasma II (Disease, instant cast, 15>7>3)
Shadow Flare (Slow 5%, 30s duration, don't stand in the blue fire idiot)
Other debuffs:
Bio (DoT, 18s, instant cast)
Miasma (DoT, 24s, also applies Disease)
Bio II (DoT, 30s)
Miasma II (DoT, 15s, also applies Disease)
CC mitigation:
Leeches (removes 1 [latest?] debuff from 1 person, very quick cast)
Rouse (Pet is immune to most CCs for 20s, 60s CD)
PvP Actions:
-Aura Blast
-Focalization
-Aetheric Burst
-Equanimity
-Mana Draw
-Purify
-Attunement
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2.1 Patch Notes: http://na.finalfantasyxiv.com/lodest...7af43f3c43828a