Ah...tier lists. Normally, I'm not one to subscribe to tier lists, especially subjectively built ones that are based on nothing but an individual's personal experiences. But I wanted a way to quantify the very clear gaps in capability between the jobs in CC, so my good friend and I have spent the past week laboring to build a tier list that's as objective as possible. To do this, we've created a rubric system for scoring each job, and we've done a lot of painstaking math. Keep in mind that no methodology will ever be perfect, and there will always be cases in which a job will look one way on paper and perform another way in practice. It is 100% ok to use the eye test and personal experience to compare, contrast, and temper what you see here on this list.
I'll break down the rubric that we used below, but full disclosure up front: I am a BRD main, with sub jobs in DNC, PLD, and SGE (in that order); my friend who helped build this list is an aspiring MNK main.
Jobs were placed into S, A, B, or C tier depending on how many points they earned across five categories: ~1GCD single-target burst, ~1GCD AoE burst, mobility, crowd control, and defensive ability. Each category had its own scoring subsystem, and each subsystem had its own rules in an attempt to weigh the true value of certain things, so that we weren't weighing Bind and Stun as the exact same value, for example. We selected these scoring categories because in my experience, it is these things that decide the outcomes of games--and therefore, a job's success is directly tied to its ability to contribute in one or more of these categories. Simply put, combat in Crystalline Conflict is determined by volume of unreactable damage. Crowd control helps make more damage less reactable, and mobility/defense help your team avoid or mitigate said damage. But at the end of the day, burst decides games.
Single-target Burst
1 GCD single target burst (henceforth STB) will be graded based on the highest possible burst with up to 3 oGCD’s, with LB’s being eligible for the GCD slot. No bonus damage will be counted from possible AoE. Hard crowd control inherent to the combo will allow an additional GCD to be counted. Indeterminate/repeatable values and DoTs will be counted for a nominal 3 procs. SAM and NIN will each be awarded a baseline of 1 point due to their execution-type LBs.
AoE Burst
1 GCD AoE burst (henceforth AoE) will be graded based on possible total potency on 3 targets, with up to 3 oGCD’s. No bonus damage will be counted from weaving in single-target-only abilities. The other rules from STB also apply.
Mobility
Mobility will be graded based on distance (in yalms) available per minute, with a half value being applied on mobility that is only valid on one type of target (ally/enemy), and a double value being applied for mobility that requires no target. “Piggybacking” on your target’s movement will not be counted.
Crowd Control
Crowd control will be graded on seconds of available crowd control in one minute, with a half value applied for “soft” crowd control (defined as buttons other than Purify are still available), a double value applied for uncleansable crowd control, and a triple value applied for uncleansable and unblockable crowd control. Seconds of AoE crowd control will be counted on a nominal 3 targets affected. Knockback and draw-in effects will be converted on the basis of 5y per second.
Defense
Defense will be graded based on total available shield value, total available healing, and/or best effective HP increase available within a single cooldown cycle. AoE mitigation/healing will be counted on a nominal 3 targets affected. Indeterminate/repeatable values and regens will be counted for a nominal 3 procs. Recuperate and Guard will not be counted. PLD, DRK, SGE, and DRG will each be awarded a baseline of 1 additional point due to their invulnerability LBs. AST, MNK, BRD, MCH, and DNC will each be awarded a baseline of 1 additional point due to their indeterminate values.