I've been considering doing this for some time, but this is a guide of sorts to help bolster knowledge of PvP, specifically the current most popular game mode - the Fields of Glory (Shatter) - to help players that may be new, or whom already have a basic understanding to elevate their gameplay and find more enjoyment. It's definitely not a surefire guide to winning, as that will always ultimately come down to the efforts of you and your teammates, but knowledge is the key to victory. Let's get started.
1. Player vs Player is the core of the game mode - I know that probably sounds snarky, but many players have the mistaken impression that the objectives overall outweigh the core competitive nature of the game modes. Whether outposts, bases, nodes, or icebound tomeliths, the raw aspect of the competition pits teams of players against one another, and defeating other players earns your team points. In a close match up, the difference can be made from player KOs. Note that this doesn't mean to overfocus on player KOs, but never ignore the opportunity to score against the other team. The goal is to win, and if you don't take advantage of the opportunity, they will.
http://na.finalfantasyxiv.com/lodest...ide/frontline/
Immediately beneath the description of Frontlines overall is the description of each game mode, and along with the specific rules of the map/mode, each contains "as well as defeating other players in battle."
2. (Shatter) Map Knowledge - The Fields of Glory is a tactically beautiful map with verticality and somewhat of a symmetry that allows a team that knows it well to use it as needed.
2a. Don't Drop In Carelessly: I've seen many teams drop off the nearest cliff to try and reach the large ice nodes first. This was almost never a good idea, even when all healers had aoe heals, ESPECIALLY when there was another team already there. Generally you lose about half your health from the fall, and any enemy team that wants to fully capitalize on the moment will focus fire and finish off you and your team. The combined loss of points per KO and time spent waiting to respawn can allow the other team to continue damaging the ice and gain more points from it. If you can reach it first, and have a viable means to tend to the damage you sustain in the fall, you may attempt it, but it is largely not recommended.
In this map diagram here, green arrows show the most direct route from your team's starting area/base to the nearest large ice node, and red arrows show a path around, both for safe travel from higher points on the map to the ice, and escape if an enemy team pushes inward from the center, or from your direct route. It may take longer to go around, but it certainly beats dropping in and being at a disadvantage. (Please Note: The GCs are not in fixed positions here, and your team can be placed at any of the 3 randomly when the match begins)
2b. Use the Terrain in Combat: In the diagram below, the natural land bridges on the map (all near the large ice areas) can be used as a flanking route, or even tactically against a chasing team/player at times. Jobs like MCH or WHM who have knockback abilities can lure an opponent to the edge and knock them off, either for a KO, or simply to remove them from a small ice node near those areas. Be careful when in these areas, and don't hesitate to use them if the opportunity arises.
2c. Camping/Positioning/Moving for Objectives: If there are multiple large ice nodes up, never camp any of them. Generally never camp them at all. A smart enemy team may either engage you with the intent to take you down before it spawns (thus ruining your positioning prior), or they may go to capture your base, thus eliminating the points you gain over time by simply having it captured. A team holding 2 or more bases IS scoring, even if they're not at the large ice at that time, and holding all 3 bases can give them enough points to make up for what they could've gotten if the large ice were an equal 100/100/100 split between all 3 teams.
When moving into a large ice node area, if the enemy team is behind you, it's a good idea to get behind the ice (as they'll likely want the objective over the player KOs), this also effectively puts one of the alternate routes behind you, in case you need to escape after the ice shatters. Similarly, the route to the northernmost large ice node is the smallest and most narrow of the 3. Whoever gets in first can control access inside. Jobs with strong aoe skills can really shine here.
Lastly, when a small ice node activates, the entire team doesn't need to move for it. If it's in your backyard, a good 3 or 4 players are enough to secure it. If the entire team moves for it, you may be out of position or too far away when a large ice node activates. It's good to stay together, yes, but small detachments for small objectives works very well too.
3. Lesser Known Ice Facts - Icebound Tomeliths are 50% magic resistant: Casters, don't blow your adrenaline rush solely on these. Try to hit enemy players as well if you can, or focus your fire on enemy melees to try and deter them from the ice.
Icebound Tomeliths can be reset: If left undamaged long enough, an ice node - large or small can reset, and this can be used advantageously. This is not something easy to achieve. Generally you would have to completely KO an enemy team at the ice then leave it untouched long enough to reset, but even if it was at 1%, if it resets and your team shatters it, that's the full 300 for large ice, or 70 for small, all for your team.
4. Battle High/Battle Fever - First, it helps to be able to identify the symbols:
Battle High on the left, Battle Fever on the right:
As per the description in the PvP Guide, a Battle High deals 20% more damage, and the adrenaline gauge fills 1.25 times faster. A Battle Fever deals 40% more damage, and the adrenaline gauge fills 1.5 times faster.
Having multiple Highs/Fevers on a team can really give you a powerful advantage, or disadvantage if the other team has them. These players are definitely not to be ignored, especially given that scoring a KO on one of them is a double point gain for your team. Healers - it's a good idea to do your best to keep these players alive, as they can really be a threat to the enemy team (and deal increased damage to objectives too). ASTs - if you get a Bole or Balance, you know what to do. (And on a personal note as a MCH, give us Spires and watch us work.)
5. Play Multiple Objectives - With good coordination, hell even just the right call at the right time, even a team of randoms can maximize their point gain in a match. Send a light party's worth to go for small ice near your base. If your team is last to a large ice, or being blocked from getting in, go take the enemy bases. KEEP YOUR MAP OPEN; when you can see where the whole enemy team is, you can see where they aren't, and use that to your advantage. Flank and steal enemy bases to distract or lure them away from objectives before they spawn. Don't ignore a weakened player for ice; you can take them down for 5 points quicker than the ice will shatter.
Be willing to play multiple objectives at once. There is no one way to win Shatter, and if the enemy team can't adapt to your strategy/strategies, that increases your chances of victory.
It was a long read, I'm sure, but I hope this helps you see more, and better played victories.