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[Rival Wings] Advanced Tactics Guide


So with the release of this new pvp mode, while some people have the basics down, I notice some still struggle on getting kills or making the most out of situations they're presented with. I thought that rather than whining at people in parties, I could just write a guide based on my experience as a hardcore pvper from Aion, Shaiya, and other lesser known titles that incorporate the same tactics. This guide will cover optimal ways to use mechanics, situations we all come across and how to deal with them, as well as some strategies to abuse and use to your advantage. If you're not familiar with any acronyms used, you may want to refer to this post for clarity.

The Initial Push

This can make or break a group depending on how bad they fatigue from losing/winning control of the middle section. The initial push to the center leads to not just control of the generator, but control of the fastest spawning canisters on the map as compared to those in the northern and southern positions. At the start of the game, EVERYONE should try to aim to get control of at least the generator and fend off anyone trying to obtain CE. It takes a lot of dps to fend off healers and to keep other players from taking control of the generator but it's worth it to keep the opponent from gaining a steady supply of CE to push with and to get your own team's mechs pushed out. This push leads into the follow situations belows.
All these damn healers, I can't take middle!
A common issue in FF14's pvp is that healers are very dangerous assets. However there's appropriate ways to handle them given enough players cooperation. Healers by themselves can be defeated in one of two ways but both require teamwork and coordination to work.
1. Burn through their healing potency. Healers have great heals; but we have stuns, silences, and even healing reduction debuffs that we can apply and burn them together with. They can only withstand so much and keep themselves healed uninterrupted for so long. With enough pressure on a target, they can go down easily which will force them to heal themselves instead of other players and cause the opponent to lose one of their sources of defending the middle. Keep in mind multiple healers can heal each other when everyone's focusing on one alone, which leads to way number 2.
2. Tanks/Dps can each take a healer to distract from doing their jobs. So long as someone is forcing a healer to drain their MP, waste heals on themselves, or stun/silencing/etc, they won't be able to keep up with the rest of the team. If you're a tank, your primary objective is to keep a healer as annoyed as possible. Drag them out of range of who they're healing, apply a healing potency debuff to their target, apply it to them to make it harder for them to recover! Stun/Silence in moderation and try to use it once their hp starts dropping a bit so they feel pressed to heal. DPS serve this function similarly in different ways. BLM's for example can deal mass damage, sleep, or slow them to prevent them from keeping up with the group and cause focus on themselves. A nation divided cannot stand after all, and if all the healers are trying to keep themselves alive too much to where they can't focus on the rest of their team...Then the odds get overwhelming for all our dps being alive taking out their team.
All it takes is some "interacting"
Believe it or not, while everyone else is fighting... you can still touch the generator and take it or at least turn it off for the enemy team. This is useful even if you're failing to do so too. This forces pressure on opponent's to worry about keeping YOU busy instead of doing what they should be doing to remove the opposing team. Hiding behind the generator and interacting forces someone to keep off a target and focus on them to keep the generator from becoming active. If you see everyone's busy and don't see you're taking any damage, you could attempt to take it or keep helping apply dps to healers as stated above.
Okay we have the middle, now what?
Several things should be happening by this point. Someone from each team needs to go grab a mech asap as you reach 50 CE, some may choose to grab the basement's supply of CE below mid, and some may choose to focus on mammets. At this point ou can have ranged dps stay at the edge of the basement to snipe anyone trying to recover some CE to counter the fact that they lost the middle generator. Or go down their yourself and take some CE and kill some opponents to get some early soaring stacks for your team. Mid push is an excellent way to get a lead in that damage buff and CE, make it count!
We didn't get mid and our team wiped...
Most importantly, don't let fatigue set in. You may have lost mid for now but there's MANY games that have won despite this or that recovered it. Don't give up that easily. You have a few options at this point. The enemy likely has enough CE to start pushing out oppressors and your team may not have enough CE. Decide to either make another alliance wide push for mid and quickly grab basement CE, or split some groups to north, south, and the basement to obtain more CE. You will then want to decide how to push, where, and how to counter the opponent's armada.
While we were taking mid, they were pushing on foot with mammets and gathering CE form north and south!
This isn't too much of a concern either. While it can provide a nice looking lead, the amount of CE you'll gain for every alliance by holding mid and the CE's int he basement will vastly outweigh their forces. Choose to get a cruise chaser to fend these noble souls off or ignore them and get to pushing. It's only really bad when they push enough to actually take down a tower, so either make sure to fend them off on foot and kill a few mammets to keep them off the tower... or get a mech to clear the path. So long as you aren't stalking one player the whole match with a mech. Keeping the mid and having players clear out underneath will have them starved for CE trying to defend against your upcoming pushes. That said, it could be smart to send 1-2 to the other CE collecting locations to prevent them from recovering any mechs to make your push(es) easier. However all of this leads into the next section, regarding mechs.

Optimal Mech Usage

This will cover how to use mechs in an offensive manner, the following section after will cover how to defend against them. Some minor notes to remember is that if your team has mid control and your team is at 100 max CE without a mech, GET ONE. You're wasting CE by leaving yourselves at max and not using it while the generator is active. Use the return function to grab one and make a strategy that will force their hand.
Mammets - Believe it or not, these lil guys are more useful than people give them credit for. They detonate when they reach a towecore and deal a nice chunk of damage. They also provide up to 10 CE for enough damage done to one. More importantly, they make an unsuspecting team neglect to notice them until they start seeing a tower is missing half it's hp. Mammets can be used as a form of "pressure" to the opponent team. People will recognize you're wreaking havoc on their team and will need to divert forces to defend. Whether on foot or mechs, this will cause them to either waste CE to get a mech and wipe you, or make healers/dps have to spread/scatter just to deal with you. This form of pressure is uncommon enough that some can sneak by taking towers with a good few on foot pushing. This is very acceptable once people have mechs pushing one of the lanes, as they may have all their attention diverted to the giant mechs instead of these lil explosive bastards. Even if you don't get mammets to their tower, you're getting CE for your team and pushing their mammets back some as well. If you're on the way to pushing mid, maybe slip a dot or some attacks as you pass em by too. Just a lil damage on one can actually be very helpful when they're pushing each other.
Cruise Chaser - These guys are made of glass but can really hurt. However some don't acknowledge what their skillset is actually useful for. Chasers are very flimsy by themselves and even a single player can destroy one easily if you get distracted by them. Their TRUE purpose is to take down other mechs and help clear the masses. Hotbar skill one is just an instant cone swipe that doesn't do very much damage to players at all, so it's not worth spending energy. You should only ever use that skill on mechs or very VERY weakened players roaming around as a quick killer. The laser sword aoe (hotbar 2) is this mech's glory and pride. It does a TON of damage both to players and to mechs in a large cone but has a bit of a cooldown. You never want to use this on healers when you're alone, they can heal themselves back easily and you'll be wasting energy for naught. This skill is best used when you position the target in the middle of the cone or when other chasers/brutes are helping aoe as well. It becomes a pressure maker, and more importantly helps you push targets off of your team's oppressors. You should always prioritize taking chasers to kill enemy mechs over players, force their CE to get wasted and make them focus on trying to take you out. NEVER stand alone against a group, as mechs cannot be healed and chaser is extremely squishy. An optimal way to use it's 2nd skill is use laser sword to force enemy's back in positions, or to where they cannot approach the oppressor, as well as to push enemy oppressors back away. The third skill is similar in that it provides a pressure zone for players to force moving. It's a circular aoe that takes a while before it's noticable, so a good strategy is to use this in unison with laser sword. Rather than stacking aoe's on top of one another, you can plant one behind the enemy (far in front of your laser sword's cone) and immediately laser sword. This forces movement to either be hit by one of the attacks or completely bail entirely. Chaser is all about pressure, it's not a mech you should bring solo or go rogue with ever. Not often should you ever have to replenish your energy through CE considering how flimsy they are but if you have over 75% your hp and you have over 75+ CE waiting, you may as well use it to keep the fight up. It's strongly recommended that chasers pair up with other mechs to help that pressure control, no matter if you're pushing or defending. Even better with those on foot that can help keep opponent's off you and distracted.
Oppressor - Chasers win skirmishes, Oppressors win wars. On the outside, Oppressor is just a towecore killer with only two usable skills. A weak steam knock back and a missile for towers/cores. It does no damage to players and NEVER should you waste energy/time launching a missile at anything other than towers/cores. Steam for when you find players on foot attacking you. Otherwise, you're to keep moving either through lanes, on the bottom floor through mid, or any way you can make it to a towecore safely. The secret to oppressors is that they force the opponent's movement/strategy to change. The moment one of these are set out, everyone needs to waste CE or people on foot just to kill one... or so they think. This scatters forces across the map, and is very useful to pop these out down both lanes at once to spread the enemy's forces. This can provide your alliance an opening to take back control of the middle generator or make a reliable push. Either way, it's all about the pressure this puts on the opponent to defend instead of attacking. Your steam knockback can be used to knock people off the lane bridges for some mitigation/kills as well. Always be escorted, either on foot or with a mech. People think they can't help if they're on foot and don't have a mech.... this couldn't be farther from the truth. You can kill opponent's or even keep them busy to help our oppressor push further or even kill a tower with another missile or two. The key is PRESSURE. the more time they spend trying to take you down, the less time they're defending another area in the map, and it's up to you to figure out where that is to take full advantage of it. Keep that in mind with mammets and chasers as mentioned earlier, along with mid and etc CE accumulation. You should never go through the middle section as an oppressor as the steam cannons can easily wipe you out with your slow walking speed. You can avoid them by going far north/south and staying off the lanes while launching missiles at cores/towers. NEVER take an oppressor down a road a brute justice is at... this is suicide...however you can bring them to empty ends while a brute is up to force their mech's movement if you have a lead in CE. Again, pressure... diverting forces, keeping their attention off where they should be. If you spawn one of these mechs, you're responsible for it's hp, which means you should always try to go with protection or a route you think you are safe or can provide the opponent some worry. You're a first priority threat to winning matches... until brutes come in.
Brute Justice - You only get two of these total, one for every tower you have destroyed on your side. Brutes are designed for the purpose of either defending hard, or helping a push and shouldn't go rogue. They're very powerful but have a very specific purpose in this mode depending on who's in the lead and can handle both players, mechs, and even towers/cores. First their skills. Hotkey 1 is a VERY WIDE flamethrower cone, hotbar 2 is a small circle aoe stun rocket punch, hotbar 3 is a laser with a VERY LONG vertical radius. Killing players is easy, take a rocket punch to stun one, then apply either the laser or flamethrower at them for an immediate kill. the flamethrower is good but does no damage to towers/cores, it works similar to chaser's cone aoe in terms of pressure. Rocket punch is a spammable skills and can damage cores/towers pretty nicely, not as much as an oppressor but enough to matter. The laser causes a huge knockback to anything that even survives it and immense damage to players, mechs, and cores. It's line of sight is longer than a machinist's LB and makes to be a deadly weapon in the two lanes. Your purpose as a brute justice is to defend that now fallen tower from players pushing for the core or making for the other tower, BUT NOT ALONE. Brutes can still die from players and chasers, and will not respawn... you should never try to push yourself to a tower in one or go alone as it will result in your death and a wasted powerful weapon. If your team is being pressured hard, these guys are your chance at redemption to get back into the game, make them count and don't focus on single players. Your prime targets are still mechs and defending crucial points in the battle. However if you're in the lead with CE and a good push going forward to their core/towers, a brute can help defend oppressors really well and also rocket punch towers/cores for more damage. Just keep in mind not they're not as fast as chasers and players can attempt to damage you, so don't get too far into danger thinking you're a god on the battlefield for killing a healer. A good brute justice will stay alive long enough to actually require a refill on their energy supply using CE.
Steam Cannons - these go so poorly neglected that it makes me sad. While they're more for defense, you can click spots immediately in front of your cannon's view to deal mass damage or even keep opponent's at bay as support. Even if the opponent hasn't made it to your core and can't make it through your tower areas, simply laying these aoe's down tells the player "nah uh uh!". This forces players to retreat to their own base in pvp or just be unable to climb toward your core. You're not invincible however, as ranged dps can get you from below, and etc can creep behind your cannon or even in front of it to damage you. IT'S OKAY TO LEAVE THE CANNON IF YOU'RE UNDER ATTACK. If no one is helping defend you, then why not help get the person attacking you int he cannon... off the base? No reason to try using the cannon reticle on yourself. Use steam cannons to take down any players or oppressors trying to sneak through mid or make pushes into the mid generator. If mammets are closing in past the point of the tower, fire on them too and get them back in line. Doing so gets your team CE remember.

Defending Against Mechs

Small note, it's okay to die if you're doing damage to a mech. Mechs can't heal, so any % you take off a chaser, oppressor, or even a brute justice is a well worth cause if it results in your towers/cores safety and them having to spend more CE. Don't be afraid of any of them, but don't be stupid about them either.
Mammets - These only attack other mammets, towers, and cores. That said, there's two types, a mage that deals high damage, and a lil tank that keeps attention. I've found that taking out the mages first is just the same physics as it would be in regular pvp or even in pve. Taking out the mages yourself can give you the full 10 CE and also will allow your mammets to take less damage when trying to reach a towecore.
Cruise Chasers - you know their attacks, and their swipes can't do too much damage to worry about. they're always more scared of you than you think. Their only real damaging skill is that large cone and circle aoe which both can easily be dodged by staying to the middle of their mech. Standing right underneath a chasers means if they laser sword, they're stuck in animation while you can get behind them and attack. The time they use for the circular aoe is time you can use to dps it considering it's delay. The main key to watch is when a chaser starts backing up at high speed. They're either A. preparing to get you in the middle of their laser sword cone, or B. realizing theyr'e wasting time trying to kill you when they should be killing a mech. We want to make sure B doesn't happen, keep annoying them and wasting their time however you can. If they're at a low %, they're not going to be of much use defending their oppressors or killing ours will they? Every bit counts.
Oppressors - These big boys are hard to take down with so much hp and are hard to keep up with if you're a melee without some form of range when they use that steam attack. However, they're useless alone and any damage you apply is still worth while, you can even apply debuffs on them like DRK's sole survivor to do more damage. This can also help chasers take them down more easily. Primarily you will want to either grab a steam cannon if they're in range, get a chaser or brute justice, or swarm on foot to kill an oppressor. Chances are, they're not alone though, so remember that SOMEONE has to keep that chasebrute busy or dead. Your priorities will be the oppressor at all costs but a damaged chaser will give you more room to attack, as will a damaged brute justice. I'll just say now that as a BLM, RDM, BARD, and DRK, I've alone killed an oppressor that decided to go solo in an attempt to make pressure on our team. Just remember your tools and their weaknesses, in oppressors case... speed, mobility, and damaging power. Try to stay in front of them at all times, so if they do use the steam attack, they'll just push you in the direction they're headed... NEVER stand on their sides on the lanes or you're gonna say hi to the ground very soon.
Brute Justice - These are deadly in very good hands and can be difficult to kill one that knows how to properly take down players. You'll typically require mechs to do damage to them but that's not to say you can't deal damage to them when they're busy trying to kill mechs. At very least, you can help waste their CE by having them expend flamethrowers/lasers trying to kill you. They're a lot of effort to kill and take a while but using oppressors to force their attention can be vital in getting a push off in another lane if you don't think they'll go down. They're not as fast as chasers so you can abuse pathways on the map to make them have a hard time keeping up with your pushes. Taking several chasers is a good way to wipe a brute, and luring them into steam cannon range is even better.
Steam Cannons - As mentioned above, they have two sweet spots you can kill a steam cannon pilot from. directly below or directly on them. Your real goal isn't only to kill them but to keep them from focusing on anything else. The more slick in dodging their fire and getting their attention you are, the more your team survives in pushing their side. Otherwise you will NEVER want to be in the middle lake section or on the lanes, that's asking to be shot at. If you're at the core on foot, you can actually hide behind the tower and dance around it on the ledge as well.

Lane Control

In this mode, there are two main lanes that provide the easiest access for oppressors to get to your towers as well as mammets. They are NOT the only routes you can take though, which means you should open your map and remember further north/south or even through the middle are viable options as well.
Pushing the North Tower
The north lanes are unique in that they're high bridges with no frames to keep you from falling off. MCH's, WHM's, and Oppressors go on a field day because of this ability to knock people off ledges with little to no effort. So always keep your positioning in the center or not tot he side of one of these. It also has a direct lead into the generator core that can prove troublesome for people trying to push if the opponent has the generator. Typically it means there's a few on foot that can easily come take your oppressor down, but this can be used to your advantage to take the mid as well. There's also of course the path along the upper north that leads into cliffs that spiral up to towers. These can a nifty way to get people off lanes and safe from being pushed off, but the cliff that spirals upwards can let ranged damage dealers snipe you with ease. Remember the lake has some CE canisters you can pick up too along the way.
Pushing the South Tower
The south tower is unique in that it provides some high grounds for ranged dealers to safely snipe from along the lanes. Whether they're taking down mammets, other mechs, or helping snipe the mid section's basement, this road can be very dangerous or very useful. If you're making a mass push together, you should always have someone up on the ledges to abuse range, otherwise you should head further south behind the buildings. Most aren't willing to go through the buildings just to mechs, this leaves two openings for mechs to enter from or wait at. However if they do go through the buildings, a ranged dps can just as easily take advantage of the high grounds. There may be CE along the lower path as well, so be sure to take advantage of it if you're lacking or see your team's mech is ready to go down.
Pushing a core
This is when the game gets hectic with brute justices all over the place, mid either has too many people or too few, and time is running short. Ultimately, any oppressors will want to stay off the main lanes to not get fire from steam cannons and any dps with a limit break ready should use it on the core. Players as a unit can damage a core just as much as mammets/oppressors can. Chasers don't do too much and wouldn't be worth sacrificing to try helping damage a core. Brute Justice's rocket punch and laser is very useful in taking down towers. If there's less than 5 minutes on the clock remaining, this is when you should focus a plan together to either send out all your mechs for a final push, or get all your players together for the same. Whether you're in the lead or not is a variable on whether you should try for pushing the core or not. If you have a tower still up and your core is safe, you can probably push through the standing tower's lane easily at least until time runs out. If everyone's towers are down and the cores are close to tied... It's either time to defend with every fiber of your being using mechs/steam cannons and pressure oppressor distractions.... or time for an all out assault at the core. On foot, in a mech, doesn't matter.. touch their core until time runs out if you have nothing to lose.
Defending a Tower
Most players won't go further than the tower, making steam cannons nearly useless unless someone's going through the middle section. That said, make sure mammets are kept in line and away as they can provide some nasty chunks off your towers along with the players attack. Chasers should stick around here and players should abuse the buff that you're given while standing near a tower. Brute Justices if there is one should also help defend that tower with their lives. So long as a single tower stands, your core is safe, meaning that the other lane will be useless to them. It will likely require the opponent team to do a full head on push to take the remaining tower, use that to your advantage to make pushes on the other lane with oppressors. Divert their forces or focus all of your forces into that standing tower's lane.
Defending the Core
Your core is vulnerable to anything that so much as touches it. Steam cannons, chasers, brute justices, should all keep their eyes peeled for mechs and any stray targets trying to sneak in. Oppressors should be attempting to push a safe route to help pressure the opponent's forces into moving their attention instead of on the core. Players on foot should be damaging enemy mechs and making sure their CE never runs below 50. Where they get their CE supply is dependent on the groups, so long as someone always has a mech out to defend with at all times. It's not a bad idea to have one member or two get CE while another keeps pumping out mechs to defend with.


1.Mechs can't take fall damage. Abuse this on the north lane since players will take damage trying to chase you. Can even lead to baiting players into an aoe if done right.
2.You're not a slave for being told what to do or how to cooperate with your team. Doing what someone says or even leading the way for the team is a joint effort that can lead to victory. Going your own path doing your own things will lead to salt and losses. Communicate, don't go rogue or or alone without communicating to your team your plan and if you can get support.
3.Just because you're in an Oppressor and providing pressure on the opponent in the form of a push, it doesn't make it a good reason to dive into a field of fire. Meaning, if you want to use oppressors to pressure the opponent, fine... But don't walk directly into their mechs, cannons, and etc or you're just wasting your team's CE for nothing. THINK about the route you will take and how it will help, how you can stay alive, and what good you can provide safely based on what you have access to.
4. If you see anything besides a healer with 10 soaring stacks and you're either in a mech or they're about to die... it's not a bad idea to take them out so your team can get their soaring stacks and weaken their team some. Remember that soaring stacks give better healing potency too, killing a dps with 10 stacks means a healer somewhere is that much closer to death.
5. Don't spread negativity. Not just is it bad in general but the more time you spend typing complaints than relaying actually helpful advice/strategy is more time the opponent is using to their advantage. Don't get mad at someone for relaying orders/instructions/happenings either. Just work with the team and you may find victory around the corner.
6. Don't spam the chat with macros. If they didn't see it t he first time, they're only going to block you when you send it 5 more extra times. Once is enough and spamming multiple instances of it can actually be reported to a GM. Be helpful in relays but don't be annoying about it. Only adds to fatigue.
7. Remember that there is a PVP tab in party finder, you can make premades to include a healetank or whatever you find most useful.
8. This mode is all about pressure, thinking how your opponent plans to go, and strategy. That said, knowing your class's rotations for pvp and ways to disable targets is VERY much welcomed. Don't forget to get some practice in the wolves den, frontlines, the feast, or etc modes.
9. If your team is at 100 CE and owns the middle, make it useful. Refill your mech's skills if they're still at a good proportion of hp. Get another mech if it's dying soon, just never sit on 100 CE unless you don't have mid or you literally have nothing to spend CE on and you're just wrecking everything/everyone flawlessly.
10. Healers in other alliances can heal people in other groups. In some cases where a party doesn't have one, it may be helpful to support their group some while they cannot on their own. Especially if they're tanks or something that can help mitigate damage you're taking.
11. Have fun. It's still just a game, and plenty of people do want to win and get that mount achievement. However, just because you lost doesn't make it the end of the world or time to argue at people. Try your best, it's all anyone can ask for and say GG/ty at the end of your matches.
If you'd like to contribute, add anything I missed, or help me fix any flaws in any of this, it's greatly appreciated. I look forward to seeing the evolution of this mode when everyone gets their bearings of how it works. I'm loving it so far and it gives me the excitement and hardcore feelings pvp used to give me back in other mmo's.
submitted by -Valic- to ffxiv

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