Fucking love frontlines. 20 matches in (7 first place, 8 second place, 5 third place), these are my thoughts:
All jobs, when played intelligently (I'll be assuming mid-to-high skill level from here on out) have their uses and are very effective:
Tanks: Pld and War are both incredibly useful at soaking up a ton of damage, kiting, leading charges into tight packs, stripping buffs from targets with their PVP moves, and needling casters for constant interrupts. With proper skill use, its not easy to peel a tank off of a target, and stupid and inexperienced foes can easily be goaded off of capture points, away from targets in mid, and even off cliffs. Cover works very well, and even shows a leash to help both people line up, and Plds can easily soak up lots of interrupt hits for healers when healers are on cooldowns of their interruption-resisting abilities. Wars are bullies and holmgang can be used both offensively and defensively, locking up critical targets for killing or saving others. The thick defense and large HP pools of tanks mean that needling them down as a bard isn't the most fun thing in the world, and tanks can even shrug off group or single-target Limit breaks when at high enough health. Tanks are also FANTASTIC for charging the sentries up at mid, and can solo them with ease. A good tank can also keep a stupid group of 8 locked up on a single capture point, freeing up time for their team to take others. Fans of Arathi Basin tanks (myself included) will remember fond things about this.
Ranged DPS: I'll cover bards first, and then the ranged mages. Bards work about as well as you'd expect: they can needle the shit out of people, chew up stoneskin and apply poison tics to a lot of people. They have great AOE and are very hard to both pin down and escape from if they're being stubborn. They're excellent for last-hitting the sentries up at mid, and can do a lot of AOE damage to sleeping or otherwise packed enemies. The songs are great for mages and for getting around. They're no Rangers of XI, one shotting people with slugwinder, but they're tough enough to actually take a fair amount of hits and get away from a bad situation. Silencing shot is also amazing, blast shot can knock people off edges, and they have enough stuns and binds with PVP abilities to keep targets locked up for a long time.
Blms and Smns are extremely good for killing targets - both human and PC - and can completely destroy a defending group on a capture point, as the mage LB is wide enough to cover an entire capture point radius. While they can be interrupted heavily of a DPS is smacking them in the face, with surecast and the PVP 10-second resistance ability (the name escapes me at the moment, and it can be upgraded to 15-seconds), they can still get off whatever series of nukes they want. Blms are better at controlling space and flow, as swiftcast sleepga is stupid nice, and flare can knockoff a good third of everyone's health, provided they can maintain distance. Smns are almost like magical bards; they chip like crazy, dot everything up and garuda is seriously effective at locking down other casters. A warning, though: Blms without their interrupts are subject for brutal harassment and it can be VERY hard to get space without assistance from others or a good swiftcast + sleep. I cycled through pretty much all of my jobs for a death or two and found blm the hardest to use effectively, perhaps tied with monk. I've seen enough blms blowing people up to know not to apply my own experience as the de-facto.
Melee dps: Dragoons are bitches, and I mean that in the good way. They will shred you with combos if you sit still for any period of time (easily done when stunned,slept or casting), and its VERY hard to escape from a good drg that uses jumps to bully and stay on top of someone. Single target limit breaks will absolutely wreck people (I was LB1ed as a whm with 4.6k health for 4.8k, and AOEd for roughly the same), and drgs (and monks) are very good at staying on top of casters to completely shut them down once out of cooldowns or stunned in a bad situation. TP isnt really a problem, especially with PVP abilities, so drgs can sprint around basically at their leisure.
Monks are pretty much the same: they're in your face, beating you senseless, but they take more time to ramp up to proper killing power. I also felt like it was easier to get away from monks, although they do have a PVP ability to instantly GL3 a single target, which can be nasty if they get the time to properly work them over. Mantra is pretty significant when paired up with a healer in a tight group, as well. I need to see more monks to get a more detailed opinion of them.
Healers: I almost feel like this game was made for healers. I honestly haven't felt this good healing in PVP since my days as a chloromancer in Rift. SE has given healers a LOT of tools to do their jobs effectively, but have also made it where brain-dead healers will drop like a stone. If you aren't using your interrupt-immunity abilities properly, you'll be lucky to get a single cast off, but if you do, you can turn yourself into a neigh-invurnable healing turrent that can keep a dozen people around up topped off. I played 19 of my 20 games on whm, and my best match had me healing about 42k worth of HP in a victory. Hots are your best friend as usual, but 2 unbuffed cure II's will bring anyone back up to full. Healers also have a potent instant Brez,a healing shroud that is floor targeted that enhances healing magic, a 90% dodge buff that roots them to a spot and disables casting (great for letting idiots waste their time on you while they get torn apart by your team), and can be surprisingly effective at manipulating space and the pace of battle with fluid aura (which CAN knock fuckers off cliffs to their deaths) their sleep and holy. Schs are just a nice, as the pet is mostly ignored by others, fairly hardy in battle and heals for a good bit. Adlo is as nice in PVP as outside, and a whm and sch teaming up to heal one another can keep everyone alive while one kites if needed.
Same deal with the offensive casters, though: use your abilities carefully, or you can and will be stunned and interrupted into a 6-second orgy of death. Use things properly, though, and laugh as 7 people try to kill you for upwards of 25 seconds to no avail.
There's a lot of depth to the game, and its only going to increase as people learn more about their roles in the game. I feel like its a mid of AV and AB with 3 teams involved, and I enjoy how there's no single winning strat. I'm excited for ninja now because reconnaissance is actually very useful as the draw distance is far enough where high ground becomes a premium, and its pretty easy for a single person to backdoor an unguarded node.
But yeah, I fucking love this PVP.
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