Deep guide
Crystalline Conflict Guide: White Mage, Warrior, and Machinist
FFXIV Crystalline Conflict guide for Patch 7.55: Tactical Crystal rules, Overtime, respawns, the shared PvP actions, ranked tiers, all seven maps, and job breakdowns for White Mage, Warrior, and Machinist.
This guide was last checked for Patch 7.56. The game is now on Patch 7.58, so some details may have changed.
Crystalline Conflict Guide: White Mage, Warrior, and Machinist
Written for Patch 7.55 and checked against 7.56, which made no PvP action or map changes. PvP actions change often, so check the official job guide after each balance patch.
Quick Answer
Crystalline Conflict is FFXIV’s 5v5 PvP mode. Your team wins by escorting the Tactical Crystal toward the enemy goal. It replaced The Feast in Patch 6.1. Four habits win most games:
- Track enemy MP and Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. . Recuperate Restores own HP. Cure Potency: 16,000 costs 2,000 MP, so a target under 2,000 MP can’t heal. A target with Guard on cooldown can’t soak your burst.
- Guard early. Big attacks like Marksman's Spite Delivers a ranged attack with a potency of 40,000. Can only be executed when the limit gauge is full. Gauge Charge Time: 90s land a moment after the button press, so Guard as soon as you see the threat, not when you feel the hit.
- Stagger the enemy’s deaths. Respawn delays grow with each death, so killing two priority targets and keeping the rest busy splits the enemy team.
- Use the map. Break line of sight to drink an Standard-issue Elixir Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. , and learn each arena’s gimmick.
The job sections cover White Mage (burst and control), Warrior (pulls and Guard denial), and Machinist (single-target execution).
How a Match Works
Matches last five minutes. A team wins early by pushing the crystal into the enemy goal. Otherwise the team with more progress wins, unless the match goes into Overtime.
Crystal movement
- The crystal starts at the center of the arena and is locked for the first 30 seconds. Use that time to read the enemy composition and pick targets.
- Once unlocked, it moves toward the goal of whichever team occupies it.
- It moves faster over ground it has already covered, between the center and the controlling team’s best progress point. Retaking lost ground is quick, but new ground is slow.
Checkpoints
Halfway to each goal is a checkpoint. The crystal waits there until a progress gauge fills.
- Stack up here. The gauge fills faster with more of your team on the crystal. This is the one place where extra bodies speed things up.
- Expect a fight. The defenders will try to stand on the crystal to stop your progress, so bring crowd control to remove them.
- Away from checkpoints, spread out. One durable player escorts the crystal while the rest push ahead to catch enemies as they respawn.
Overtime
If time runs out while the losing team is on the crystal, the match goes to Overtime.
- The leading team wins by keeping every enemy off the crystal for three seconds in a row. You don’t need to stand on it yourself, and doing so exposes you to AoE and Limit Breaks. Stay at the edge and peel attackers away.
- The trailing team has to stay on the crystal and push past the leader’s progress. Three seconds without anyone on it ends the match.
- Ties: if Overtime ends level, the team that moved the crystal closest to its goal wins. If the crystal never left the center, it’s a draw.
Respawns
Each death adds 1 second to that player’s respawn delay, or 3 seconds per death during Overtime. That makes staggered kills powerful (see Match Strategy).
The Shared PvP Actions
Every job has the same set of shared actions. Values are for Patch 7.55.
| Action | Cost / recast | What it does and how to use it |
|---|---|---|
| Recuperate Restores own HP. Cure Potency: 16,000 | 2,000 MP | Restores HP (16,000 potency). You have 10,000 MP, so that’s five uses from full. Watch the enemy party list: a target under 2,000 MP can’t heal. |
| Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. | 30s recast | Cuts damage taken by 99% for 4 seconds, but you move 33% slower. Using another action ends it. |
| Purify Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 2s Can be used even when under the effect of certain status afflictions. | 2,000 MP, 4s recast | Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature Forcibly transforms target into a diminutive creature, preventing them from using actions other than Purify. Duration: 2s Additional Effect: Increases target's damage taken by 20% Has no effect on players under an effect that nullifies status afflictions that can be removed by Purify, Relentless Rush, Honing Dance, players riding machina, or non-player combatants. , then grants 2 seconds of Resilience. It no longer removes Sleep. |
| Standard-issue Elixir Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | 4.5s cast | Fully restores HP and MP. Cast it behind cover, out of enemy line of sight. |
| Sprint Increases movement speed by 50%. Effect ends upon reuse or execution of another action. | None | Increases movement speed until you use any action or toggle it off. Turn it back on between fights to reposition quickly. |
Fights are won through attrition. Trade damage to force out Recuperates and Guards. A target who is low on MP with Guard on cooldown has no defenses left, and that’s when you commit.
Timing Guard
Attacks don’t always hit the instant the button is pressed. Marksman's Spite Delivers a ranged attack with a potency of 40,000. Can only be executed when the limit gauge is full. Gauge Charge Time: 90s , for example, lands about 1.75 seconds after the Machinist fires, and you can still Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. during that window. Patches 7.16 and 7.2 shortened the delay on many actions, so there’s less time to react than there used to be.
In practice:
- Watch the enemy party list for full Limit Break gauges, and Guard as soon as a known burst starts, or slightly before.
- Don’t spend Guard on small hits. Save it for Limit Breaks and obvious combos.
- Damage-over-time and healing-over-time effects tick every 3 seconds, as they do elsewhere in FFXIV.
Match Strategy
UI layout and macros
Move both party lists near the center of the screen, beside your character. Enemy MP, Limit Break status, and crowd control are then visible without looking away from the fight.
Useful macro commands:
| Command | Purpose |
|---|---|
/target <e1> … /target <e5> | <e1>–<e5> are the official placeholders for the enemy party list in Crystalline Conflict. Bind five macros to target specific enemies without tabbing. |
/enemysign attack1 <t> | Places the “Attack 1” marker on your target so your team knows who to focus. (/marking and /mk also work.) |
/quickchat Charge <t> | Sends a Quick Chat message from a macro. The message name must match an existing Quick Chat entry. Only works in Crystalline Conflict. |
Stagger the enemy’s deaths
Wiping the whole enemy team at once lets them respawn together and return as a full, rested group.
Because each death adds to a player’s respawn delay, it’s often better to kill two priority targets, such as the healer and a ranged DPS, and keep the rest busy with crowd control and kiting. The survivors either retreat and give up ground, or fight outnumbered. Either way, their respawns stop lining up, and your team keeps fighting with the numbers advantage while the crystal moves.
Line of sight
Almost every targeted action needs line of sight. Fight near pillars, corners, and walls so you can peek-cast: step out, use an instant action, and step back behind cover.
Recognizing when to leave a fight, sprinting around a corner, and drinking an Standard-issue Elixir Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. where nobody can reach you is the most important survival skill in the mode.
White Mage: Burst and Control
In Crystalline Conflict, White Mage is a hybrid burst caster and crowd-control specialist, not just a healer.
| Action | Recast | Notes |
|---|---|---|
| Cure II Restores target's HP. Cure Potency: 12,000 Maximum Charges: 2 This action does not share a recast timer with any other actions. | 12s, 2 charges | 12,000-potency heal. |
| Aquaveil Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 10,000 potency. Duration: 10s Additional Effect: Nullifies one status affliction that can be removed by Purify Barrier potency is doubled when successfully nullifying a status affliction. | 18s | 10,000-potency barrier. It also removes one status that Purify Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 2s Can be used even when under the effect of certain status afflictions. can cleanse, and if it does, the barrier doubles. Use it to rescue a stunned or bound ally. |
| Seraph Strike Delivers a jumping attack that deals unaspected damage to target and all enemies nearby it with a potency of 6,000. Additional Effect: Grants Protect to self and nearby party members, reducing damage taken by 10% Duration: 10s Additional Effect: Grants 3 stacks of Sacred Sight Duration: 20s Additional Effect: Grants Cure III Ready Duration: 20s Cannot be executed while bound. | 20s | 6,000-potency gap closer. Gives you and nearby party members 10% damage reduction for 8s, and grants you Cure III Ready and 3 stacks of Sacred Sight (20s). |
| Glare IV Deals unaspected damage with a potency of 9,000 to target and all enemies nearby it. Can only be executed while under the effect of Sacred Sight. | Instant (uses Sacred Sight) | 9,000-potency AoE. Three uses after each Seraph Strike, all castable on the move. |
| Afflatus Misery Deals unaspected damage with a potency of 12,000 to target and all enemies nearby it. This action does not share a recast timer with any other actions. | 16s | 12,000-potency AoE. |
| Cure III Restores own or target party member's HP and all party members nearby target. Cure Potency: 16,000 Can only be executed while under the effect of Cure III Ready. | Needs Cure III Ready | 16,000-potency AoE heal. Everyone in range gets full potency. |
| Miracle of Nature Forcibly transforms target into a diminutive creature, preventing them from using actions other than Purify. Duration: 2s Additional Effect: Increases target's damage taken by 20% Has no effect on players under an effect that nullifies status afflictions that can be removed by Purify, Relentless Rush, Honing Dance, players riding machina, or non-player combatants. | 24s | Turns the target into an imp or pig, blocking all actions, and makes them take 20% more damage. Purify removes it. |
Burst window
- Miracle of Nature on the priority target. The polymorph blocks Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. and Recuperate Restores own HP. Cure Potency: 16,000 unless they Purify.
- Seraph Strike in, then Glare IV ×3 and Afflatus Misery while the 20% damage-taken effect is up.
- Keep Cure III and Aquaveil ready for your frontline, especially an ally caught by crowd control.
Miracle of Nature no longer drains MP (that was removed in 7.45), so older “MP-starve” strategies don’t apply.
Limit Break: Afflatus Purgation
A 40-yalm line that deals 18,000 potency and briefly stuns enemies hit. It also grants Temperance, a 15-second Regen (4,000 potency) on nearby allies.
Use it as a counter-engage. Wait for the enemy front line to spend its gap closers diving onto the crystal, then fire it through the group so your team can burst the stunned targets.
Warrior: Pulls and Guard Denial
Warrior is the top engage tank. It pulls enemies out of position, denies Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. , and heals through the damage it deals.
| Action | Recast | Notes |
|---|---|---|
| Bloodwhetting Grants Bloodwhetting and Stem the Tide. Bloodwhetting Effect: Converts 100% of weaponskill damage dealt into HP Duration: 10s Stem the Tide Effect: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP Duration: 10s Additional Effect: Grants Chaotic Cyclone Ready Duration: 15s | 20s | Barrier worth 20% of your max HP, and 100% of the damage you deal comes back as HP while it lasts. Pop it before diving. |
| Blota Instantly draws target to your side. Additional Effect: Heavy +75% Duration: 2s Additional Effect: Grants Inner Chaos Ready Duration: 15s | 16s | 15-yalm pull that drags the target to you and applies Heavy (+75%, 2s). Unlocks Inner Chaos Delivers an attack with a potency of 12,000. Inner Release Potency: 16,000 Can only be executed while under the effect of Inner Chaos Ready. for 15s. |
| Inner Chaos | Follows Blota | 12,000 potency (16,000 during Inner Release). |
| Primal Rend Delivers a jumping physical attack to target and all enemies nearby it with a potency of 8,000. Inner Release Potency: 12,000 Additional Effect: Stun Duration: 2s Additional Effect: Grants Primal Ruination Ready Duration: 15s Cannot be executed while bound. This weaponskill does not share a recast timer with any other actions. | 20s | 8,000-potency leap with a 2-second stun (12,000 during Inner Release). Leads into Primal Ruination Deals unaspected damage with a potency of 10,000 to target and all enemies nearby it. Inner Release Potency: 14,000 Can only be executed while under the effect of Primal Ruination Ready. : 10,000 potency (14,000 during Inner Release). |
| Orogeny Delivers an attack with a potency of 1,000 to all nearby enemies. Potency increases up to 10,000 as HP nears maximum. Consumes 10% of current HP when executed. Additional Effect: Reduces target's damage dealt by 10% Duration: 10s | 20s | AoE that costs 10% of your current HP and lowers the damage dealt by enemies hit by 10%. |
Limit Break: Primal Scream
Primal Scream Let out a bloodcurdling cry in a cone before you, rendering enemies unable to use Guard. Duration: 15s Additional Effect: Grants Inner Release and Thrill of Battle Inner Release Effect: Increases the potency of Primal Rend, Primal Ruination, Inner Chaos, and Chaotic Cyclone, while also increasing movement speed by 25%, and granting immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects Duration: 15s Cannot execute Guard while under the effect of Inner Release. Thrill of Battle Effect: Increases maximum HP by 25% and restores the amount increased Duration: 30s Grants a stack of Burgeoning Fury upon executing weaponskills, up to a maximum of 3. Duration: 15s At maximum stacks, become Wrathful, changing Primal Scream to Primal Wrath. Can only be executed when the limit gauge is full. Gauge Charge Time: 90s deals no damage. It stops enemies in a cone from using Guard for 15 seconds, and grants you:
- Inner Release (15s): +25% movement speed, crowd-control immunity, and stronger Inner Chaos, Primal Rend, and Primal Ruination.
- Thrill of Battle (30s): +25% max HP.
- Burgeoning Fury stacks from your weaponskills, which unlock Primal Wrath Delivers an attack with a potency of 6,000 to all nearby enemies. Additional Effect: Bind Duration: 3s Can only be executed while under the effect of Wrathful. (6,000 potency and a 3-second Bind).
Anyone caught in the cone can’t Guard, so squishy targets won’t survive your team’s focus.
Isolating targets
Look for a priority target, like a White Mage or Machinist, standing at the edge of the fight. Blota them into your team, follow with Inner Chaos, and Primal Rend to hold them in place for the kill.
Watch enemy Purify Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 2s Can be used even when under the effect of certain status afflictions. timers: Resilience can make a pull fail, which wastes a 16-second cooldown.
Against a Samurai’s Zantetsuken Swiftly charges forward, dealing damage to target and all enemies nearby it with a potency of 24,000. If target is afflicted with Kuzushi, deals damage equal to 100% of their maximum HP. Ignores the effects of Guard when dealing damage. The additional effect of Kuzushi cannot be applied to players riding machina and non-player combatants. Can only be executed when the limit gauge is full. Gauge Charge Time: 120s Cannot be executed while bound. , which kills a target with Kuzushi by dealing damage equal to 100% of their max HP regardless of Guard, a barrier is your only answer. A shield such as Bloodwhetting’s absorbs the extra damage, so you survive with HP equal to the shield’s value.
Machinist: Single-Target Execution
Machinist is a physical ranged DPS with some of the strongest single-target burst in the mode. It rewards cooldown planning and careful positioning.
Tool rotation and Analysis
Machinist’s four tools unlock each other in a fixed loop: Drill Delivers a ranged attack with a potency of 10,000. Potency is increased to 20,000 while under the effect of Analysis. Ignores the effects of Guard when dealing damage. Additional Effect: Grants Bioblaster Primed Maximum Charges: 2 Can only be executed while under the effect of Drill Primed. This weaponskill does not share a recast timer with any other actions. → Bioblaster Delivers an attack with a potency of 4,000 to all enemies in a cone before you. Additional Effect: Damage over time Potency: 4,000 Duration: 12s Additional Effect: Increases attack potency and damage over time potency by 50% while under the effect of Analysis Additional Effect: Grants Air Anchor Primed Maximum Charges: 2 Can only be executed while under the effect of Bioblaster Primed. This weaponskill does not share a recast timer with any other actions. → Air Anchor Delivers a ranged attack with a potency of 8,000. Additional Effect: Bind Duration: 3s Additional Effect: Potency is increased by 50%, and the Bind effect becomes Stun while under the effect of Analysis Duration: 3s Additional Effect: Grants Chain Saw Primed Maximum Charges: 2 Can only be executed while under the effect of Air Anchor Primed. This weaponskill does not share a recast timer with any other actions. → Chain Saw Delivers an attack with a potency of 12,000 to all enemies in a straight line before you. Additional Effect: Increases target's damage taken by 20% while under the effect of Analysis Duration: 6s Additional Effect: Grants Drill Primed Maximum Charges: 2 Can only be executed while under the effect of Chain Saw Primed. This weaponskill does not share a recast timer with any other actions. → Drill. Only the tool that’s currently up can be used, so plan your burst around where you are in the loop.
Analysis Grants additional effects to Drill, Bioblaster, Air Anchor, and Chain Saw when these weaponskills are executed. Duration: 10s Drill Additional Effect: Potency is increased to 200% Bioblaster Additional Effect: Attack potency and damage over time potency is increased by 50% Air Anchor Additional Effect: Potency is increased by 50% and the Bind effect becomes Stun Chain Saw Additional Effect: Increases target's damage taken Maximum Charges: 2 (20s recast, 2 charges, lasts 10s) strengthens the next tool:
| Tool | Base | With Analysis |
|---|---|---|
| Drill (10s, 2 charges) | 10,000 potency, ignores Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. | 20,000 potency |
| Bioblaster | 4,000-potency cone plus a 12s damage-over-time effect | +50% to both |
| Air Anchor | 8,000 potency and a 3-second Bind | +50% potency, and the Bind becomes a Stun |
| Chain Saw (10s, 2 charges) | 12,000-potency line AoE | Enemies hit take 20% more damage for 6 seconds |
Heat, Overheated, and Wildfire
- Blast Charge Delivers a ranged attack with a potency of 6,000. Additional Effect: Grants a stack of Heat, up to a maximum of 3 Duration: 15s At maximum stacks, grants Overheated and increases movement speed by 25%. Duration: 5s Requires casting time to execute. However, it is possible to walk while casting. builds Heat. At 3 stacks you become Overheated, and your basic attack becomes Blazing Shot Delivers a ranged attack with a potency of 8,000. Can only be executed when firearm is Overheated. This weaponskill does not share a recast timer with any other actions. (8,000 potency).
- Full Metal Field Delivers an attack with a potency of 10,000 to target and all enemies nearby it. Strikes the first target twice, but its potency will be halved for the second strike. Additional Effect: Grants Overheated Duration: 5s Overheated Effect: Increases movement speed by 25% Extends Overheated duration by 5s to a maximum of 10s. This weaponskill does not share a recast timer with any other actions. (30s): a 10,000-potency AoE that hits the first target a second time for 5,000, and grants Overheated.
- Wildfire Covers target's body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage to target and all enemies within 5 yalms when time expires or upon executing Detonator. Duration: 8s Potency is increased by 4,500 for each of your own attack actions you land prior to the end of the effect. Landing 4 attack actions will cause the slow-burning pitch to detonate immediately. (24s): puts a bomb on the target that gains 4,500 potency for each of your attacks that lands, and detonates on the 4th hit for 18,000.
A strong burst when your loop reaches Chain Saw:
- Analysis → Chain Saw (the target takes 20% more damage for 6s)
- Wildfire
- Analysis → Drill (20,000 potency, ignores Guard)
- Full Metal Field
- Blazing Shot until Wildfire goes off
Everything after Chain Saw benefits from the damage-taken effect, and Drill goes through Guard, so this sequence can finish most non-tanks.
Limit Break: Marksman’s Spite
A 50-yalm shot that deals 40,000 potency. It lands about 1.75 seconds after you fire, and the target can still Guard in that time. Fire it when the target is in the open with Guard on cooldown, and don’t let them break line of sight first.
Staying alive
Machinist has no healing or shields beyond the shared actions, so positioning matters.
- Scattergun Delivers an attack with a potency of 10,000 to all enemies in a cone before you. Strikes twice when hitting only a single target. Additional Effect: 10-yalm knockback This weaponskill does not share a recast timer with any other actions. (16s): 10,000 potency split over two hits on a single target, plus a 10-yalm knockback. It’s your answer to divers. A target with Resilience from Purify Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 2s Can be used even when under the effect of certain status afflictions. won’t be knocked back.
- Bishop Autoturret Deploys an area of effect battle turret which will deliver auto-attacks to enemies within range with a potency of 8,000. Duration: 10s Additional Effect: Creates a barrier that absorbs damage equivalent to a heal of 8,000 potency Duration: 6s : lasts 10 seconds and fires 4 Aether Mortars (8,000 potency each). It also gives allies an 8,000-potency barrier for 6 seconds. Drop it on the crystal during crowded fights, especially in Overtime.
Maps
Seven arenas rotate on a fixed hourly schedule.
| Arena | What to know |
|---|---|
| The Palaistra | The plainest map, with no hazards. Swift Sprint at the starting points gets you into the fight fast, and long sightlines favor ranged jobs. |
| The Volcanic Heart | Eruptions start 1.5–2 minutes in and drop bombs across the arena. The bomb cores they leave grant Hardcore, a stacking damage buff worth picking up. |
| Cloud Nine | Turbulence gives a 20-second countdown. Anyone not standing on a ground marker and not Guard Reduces damage taken by 99% and grants immunity to Stun, Heavy, Bind, Silence, Deep Freeze, and knockback and draw-in effects. Duration: 4s Movement speed is reduced by 33% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. is launched for 30,000 damage. Standing on a marker without Guard grants the black feather buff: it cancels the fall damage, speeds up your casts and weaponskills, and adds limit gauge. Twisters and speed orbs appear afterward. |
| The Clockwork Castletown | Kugane-themed, with trick doors (one-way teleports), rotating Tatami Twist floors, and the Pneumatic Parade (Yojimbo, Onmyoji, and coins that fill the limit gauge). Learn the doors, or they’ll cut off your escape. |
| The Red Sands | The most hazardous map: Shifting Sands, an Antlion that pulls players to the center, a Sabotender (100,000 Needles, split among everyone hit), an Acutender, and Heat Waves with balming geysers. Oasis areas restore HP. |
| The Bayside Battleground | Added in 7.3. An open arena on the Tuliyollal shore whose only feature is Jump Glyphs. Plays much like The Palaistra. |
| Archeia Harmonias | Added in 7.5. A Sharlayan library where the attacking team charges an Aetherometer by standing in the crystal’s ring. At 100% it builds a permanent bridge and jump glyph. The charge resets if an attacker leaves the ring or an enemy steps in. Each team’s healing glyph near its start gives 50% damage reduction and restores HP. |
Ranked Play
Ranked Crystalline Conflict is solo queue, so team compositions vary from match to match. Check the lineup during the countdown and adjust your role.
- Bronze → Silver → Gold → Platinum → Diamond use Rising Stars, with bonuses for win streaks.
- Crystal → Omega → Ultima use Crystal Credit, a rating system where you need a steady, positive win rate to climb.
Some losses are out of your control: disconnects, lopsided compositions, or a teammate who has checked out. Accept that some matches are coin flips, review your own mistakes, and practice your burst combos on striking dummies instead of chasing losses.
Summary
- White Mage: Miracle of Nature on the priority target, then Seraph Strike, Glare IV, and Afflatus Misery while they take 20% more damage. Save Afflatus Purgation to counter an enemy dive.
- Warrior: Blota a target into your team, follow with Inner Chaos and Primal Rend, and use Primal Scream to deny Guard before a team burst.
- Machinist: plan around the tool loop, open with Analysis Chain Saw, land Wildfire and Drill, and fire Marksman’s Spite only when the target has no Guard.