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Difference between revisions of "Hidden Gorge"

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During a Hidden Gorge campaign, teams vie for control of supplies delivered by ceruleum engines.
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Players may experience extremely long queue times for Rival Wings outside of [[Moogle Treasure Trove Events]] owing to its high player count requirement and its lack of a Daily Challenge similar to [[Duty Roulette#Daily Challenge: Frontline|Daily Challenge: Frontline]]. It is recommended to research out-of-game PvP community resources such as forums or Discord for any upcoming Rival Wings events.
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{{Duty infobox
| name = Hidden Gorge
| description = Developed by Amajina & Sons Mineral Concern at great cost, the mine at Hidden Gorge proved to be a flash in the pan, its veins running dry within a matter of years. For a time afterwards, the site in Thanalan lay abandoned, but now it has been revived as a training ground for adventurers. In tracks of steel the battle lines have been drawn, and Falcons and Ravens will lock beaks once more in a struggle for territorial supremacy!
| image = hidden gorge.png
| type = PvP
| level = 30
| level-sync =
| ilvl =
| ilvl-sync =
| difficulty = normal
| size =
| unsync = n
| time-limit = 15
| roulette =
| tomestones = 50 Poetics + 50 Causality + 20 Comedy
| entrance =
| entrance-coordinates =
| req-quest = Earning Your Wings
| patch = 4.55
| release = stormblood
}} It is a [[Rival Wings]] mode. During a Hidden Gorge campaign, teams vie for control of supplies delivered by ceruleum engines.
{{TOCRIGHT}}
{{TOCRIGHT}}
[[File:hidden gorge1.jpg|400px|right]]
==In a Nutshell==
While Hidden Gorge may seem overwhelming at first, it is easy to increase chances of winning with a few rules of thumb.
* '''Beginning phase''': Go to the center station, take out enemies, use your Limit Break to build Soaring stacks, and take out more enemies.
* '''Order of Battle''': Mount warmachina → Take the center station if a train is incoming shortly → Take the Goblin Mercenary → Escort allied Oppressors → Destroy enemy Oppressors → Destroy enemy Mammets
* '''Kill Priority''': Oppressor ≧ Brute Justice ≧ Goblin Mercenary ≧ Mammets >>> Other >>>>>>> People
* '''Avoid common mistakes''':
:* A common pitfall are alliances not using accumulated CE on warmachina and subsequently being unable to gain Soaring stacks. Don't be afraid to mount warmachina (colloquially called 'meching up').
:* Don't fire Oppressor missiles at people. They are most effective against structures.
==Overview==
==Overview==
[[File:hidden gorge2.jpg|400px|right]]
===Abandoning Matches===
===Abandoning Matches===
Players who abandon a Rival Wings campaign (not including players who join a match in progress or are vote kicked) will receive a penalty. Players so penalized will be unable to register for PvP duties for 30 minutes.
Players who abandon a Rival Wings campaign (not including players who join a match in progress or are vote kicked) will receive a penalty and be unable to register for duties for 30 minutes. Any players inactive for a period of two minutes will automatically be removed from play.
Players inactive for over a period of two minutes will automatically be removed from play.
 
===Entry Requirements===
'''Role Requirements''': None
* Players can freely change jobs or classes at their team's landing.
* As with the three main cities, the recast time of skills will not be reset when changing classes or jobs. One to four players
 
'''Number of Participants''': 1 to 4
* Undersized parties not allowed.
 
'''Level Requirement''': Job level 30
* Player level and attributes are ignored during PvP and replaced with PvP-specific values.
 
Players can queue to enter Rival Wings campaigns alone, or in a party of up to four players. Please note there are no role restrictions when queuing as a party.


===Preparing for Battle===
===Preparing for Battle===
Rival Wings participants will be placed on one of two teams: the Falcons or the Ravens. Players will then begin the match at their teams' respective landing points. Matches will begin after a 90-second countdown.
Rival Wings participants will be placed on one of two teams: the Falcons or the Ravens. Players will then begin the match at their teams' respective landing points. Matches will begin after a 45-second countdown once all players are loaded in.


===Chat===
===Chat===
The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, PvP Team, and Novice Network chat channels can be used during Rival Wings.
The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, PvP Team, and Novice Network chat channels can be used during Rival Wings.
* Say, Yell, and Shout can only be used with players on the same team.
*Say, Yell, and Shout can only be used with players on the same team.


===Retaliation===
===Retaliation===
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===Mounts===
===Mounts===
Players are free to use mounts during Rival Wings campaigns. However, players taking damage while mounted will be inflicted with the Limp status effect.
Players are free to use mounts during Rival Wings campaigns. However, players taking damage while mounted will be inflicted with the '''Hoofing It''' debuff, preventing using mounts for 5 seconds. This status cannot be cured with [[Purify (PvP)|Purify]].
* Flying mounts cannot be used to fly during Rival Wings campaigns. Furthermore, two-person mounts cannot be ridden.
*Flying and pillion riding are disabled.


===Return===
===Return===
Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Rival Wings campaigns. Please note, however, casting will be interrupted by attacks.
Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Rival Wings campaigns. However, casting will be interrupted by attacks.


==Victory Conditions, Cores and Towers==
==Victory Conditions, Cores and Towers==
===Rules of Engagement===
===Rules of Engagement===
The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.
The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.
* In the event these values are the same for both teams, the match will end in a draw.
*In the event these values are the same for both teams, the match will end in a draw.


===Cores and Towers===
===Cores and Towers===
'''Cores'''
====Cores====
Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers. Attempting to enter the enemy's base with both towers active will result in an instant KO, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.


Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.
[[File:hidden gorge cores1.png]]
====Towers====
Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and gradually restores their HP by 4,000 per tick. Players can take advantage of the additional protection when hard-pressed by the opposing team, though machina attacks ignore the increased damage resistance. Destroying the enemy team's towers will remove the defensive fields, allow the core to be damaged, and grant ceruleum and Soaring stacks to all parties on your team.


'''Towers'''
[[File:hidden gorge towers1.png]]
 
====Display of Core and Tower HP====
Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and restores their HP, which players can take advantage of as protection when hard-pressed by the opposing team. If you succeed in destroying the enemy team's towers, the magitek fields around both teams' bases will dissipate, and all parties on your team will earn ceruleum and Soaring stacks.
A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.


'''Display of Core and Tower HP'''
While cores and towers can be damaged by players directly, their high HP makes this unconventional outside of concentrated attacks from large groups.


A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.
[[File:hidden gorge core tower hp1.jpg]]


==Advanced Rules==
==Advanced Rules==
===Machina===
===Machina===
Players can deploy three types of powerful machina in battle.
Players can deploy three types of powerful machina in battle. While Machina are useful tools, their actions have a casting bar and telegraph, and require infantry support for maximum effectiveness.


====Cruise Chaser====
====Cruise Chaser====
A next-generation machina ideal for combat against enemy players and machina.
[[File:hidden gorge cruise chaser1.png]]
 
A next-generation machina ideal for combat against enemy players and machina. These excel at guarding the north and south bridge chokepoints.


*HP: 50,000
*HP: 300,000
*Required Ceruleum (CE): 50
*Required Ceruleum (CE): 50
*Maximum Simultaneous Deployment: 6
*Maximum Simultaneous Deployment: 6
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'''Actions'''
'''Actions'''


{| class="wikitable sortable" style= "text-align: center"
{| {{STDT| sortable align-center}}
|-
|-
! Action Name
! Action Name
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! Effect
! Effect
|-
|-
|Spin Crusher || Instant || 3s || 25 EP || 0y<br>5y || Delivers an attack with a potency of 7,500 to all opposing warmachina in a cone before you. 750 when attacking a player, mammet, or object.
|Spin Crusher || Instant || 3s || 250 EP || 0y<br>5y || Delivers an attack with a potency of 50,000 to all opposing warmachina in a cone before you. 5,000 when attacking a player, mammet, or object.
|-
|-
|Laser X Sword || 2s || 10s || 100 EP || 0y<br>15y || Delivers an attack with a potency of 10,000 to all opposing players and warmachina in a cone before you. 1,000 when attacking a mammet or object.
|Laser X Sword || 1.5s || 10s || 1000 EP || 0y<br>15y || Delivers an attack with a potency of 50,000 to all opposing players and warmachina in a cone before you. 5,000 when attacking a mammet or object.
|-
|-
|Optical Sight || 2s || 5s || 50 EP || 50y<br>10y || Deals damage with a potency of 5,000 to all opposing players and warmachina near point of impact. 500 when attacking a mammet or object.
|Optical Sight || 1.5s || 5s || 500 EP || 50y<br>10y || Deals damage with a potency of 30,000 to all opposing players and warmachina near point of impact. 3,000 when attacking a mammet or object.
|-
|-
|Ceruleum Refill || Instant || 30s || 25 CE || 0y<br>0y || Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.
|Ceruleum Refill || Instant || 30s || 25 CE || 0y<br>0y || Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
|-
|-
|}
|}


====Oppressors====
====Oppressors====
A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.
[[File:hidden gorge oppressor1.png]]
 
A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures. However, this machina is extremely slow and is almost helpless against infantry. 3000-tonze Missiles should be used only to attack structures as they will barely scratch infantry.


*HP: 100,000
*HP: 600,000
*Required Ceruleum (CE): 50
*Required Ceruleum (CE): 50
*Maximum Simultaneous Deployment: 2
*Maximum Simultaneous Deployment: 2
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'''Actions'''
'''Actions'''
{| class="wikitable sortable" style= "text-align: center"
{| {{STDT| sortable align-center}}
|-
|-
! Action Name
! Action Name
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! Effect
! Effect
|-
|-
|Steam Release || Instant || 5s || 50 EP || 0y<br>10y || Deals damage to all opposing players and warmachina nearby with a potency of 2,500. 250 when attacking a mammet or object.
|Steam Release || Instant || 5s || 50 EP || 0y<br>10y || Deals damage to all opposing players and warmachina nearby with a potency of 10,000. 1,000 when attacking a mammet or object.
Additional Effect: 15-yalm knockback
Additional Effect: 15-yalm knockback
|-
|-
|3000-tonze Missile || 2.5s || 15s || 200 EP || 75y<br>10y || Deals damage with a potency of 250,000 to all objects near point of impact. 5,000 to opposing players, warmachina, or mammets.
|3000-tonze Missile || 2.5s || 15s || 200 EP || 75y<br>10y || Deals damage with a potency of 1,000,000 to all objects near point of impact. 20,000 to opposing players, warmachina, or mammets.
Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.
Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.
|-
|-
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====Brute Justice====
====Brute Justice====
[[File:hidden gorge brute justice1.png]]
Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.
Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.


*HP: 75,000
*HP: 450,000
*Required Ceruleum (CE): 50
*Required Ceruleum (CE): 50
*Maximum Simultaneous Deployment: 2
*Maximum Simultaneous Deployment: 2
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'''Actions'''
'''Actions'''
{| class="wikitable sortable" style= "text-align: center"
{| {{STDT| sortable align-center}}
|-
|-
! Action Name
! Action Name
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! Effect
! Effect
|-
|-
|Flarethrower || 2.5s || 10s || 50 EP || 0y<br>31y || Deals damage with a potency of 10,000 to all opposing players and warmachina in a cone before you. 1,000 when attacking a mammet or object.
|Flarethrower || 2s || 10s || 50 EP || 0y<br>31y || Deals damage with a potency of 40,000 to all opposing players and warmachina in a cone before you. 4,000 when attacking a mammet or object.
Additional Effect: Inflicts Burns on opposing players and warmachina
Additional Effect: Inflicts Burns on opposing players and warmachina
Duration: 15s
Potency: 10,000
Duration: 12s
|-
|-
|Double Rocket Punch || Instant || 3s || 25 EP || 50y<br>3y || Deals damage with a potency of 100,000 to all objects near point of impact. 5,000 when attacking opposing players, warmachina, or mammets.
|Double Rocket Punch || Instant || 3s || 25 EP || 50y<br>3y || Deals damage with a potency of 60,000 to all objects near point of impact. 30,000 when attacking opposing players, warmachina, or mammets.
Additional Effect: Stun
Additional Effect: Stun
Duration: 3s
Duration: 3s
|-
|-
|Mega Beam || 2s || 15s || 100 EP || 0y<br>70y || Delivers damage with a potency of 12,500 to all opposing players and warmachina in a straight line before you. 1,250 when attacking a mammet or object.
|Mega Beam || 2s || 15s || 100 EP || 0y<br>70y || Delivers damage with a potency of 80,000 to all opposing players and warmachina in a straight line before you. 8,000 when attacking a mammet or object.
Additional Effect: 30-yalm knockback
Additional Effect: 30-yalm knockback
|-
|-
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|-
|-
|}
|}
====Deploying Machina====
'''Hangar Terminal'''
Hangar terminals are located near the starting area for each team, from which machina can be deployed.
[[File:hidden gorge hangar terminal1.jpg]]
Accessing a terminal will display a unique UI containing information on available machina.
[[File:hidden gorge hangar terminal2.jpg]]
'''Ceruleum (CE)'''
Ceruleum (CE) is required to operate machina. Players can build up ceruleum stores for their party by collecting tanks in the field or defeating enemy players and mammets up to a maximum of 100 units.
{| {{STDT| sortable align-center}}
|-
! Action Type
! colspan="2" | Recipient
|-
|Claiming a ceruleum tank || Party || 10
|-
|Destroying a mammet || Party || Up to 20
|-
|Destroying a gobtank || Party || Up to 20
|-
|Claiming a main ceruleum tank || Team || 50
|-
|Claiming a gobcrate || Team || 50
|-
|}
*Ceruleum awarded for destroying mammets and gobtanks is divided between each party according to the amount of damage caused. Ceruleum is not awarded for damage caused by allied mammets or gobtanks.
'''Machina Restrictions'''
Only one machina may be operated per party at any given time, regardless of type. In the case of the Oppressor, however, the limit is two per team. Two Brute Justices can be deployed by each team per match, one becoming available for each tower you lose.
*Warmachina can be deployed at any time once the requirements have been met.
'''Resource Management'''
When deploying a machina, its HP will be displayed in place of the player. Its HP cannot be restored by curative actions of teammates, nor will it restore automatically when out of combat. Machina actions will expend EP, a resource that can only be restored by using the Ceruleum Refill action. Be advised that use of this action will deplete your party's ceruleum stores.
{| {{STDT| sortable align-center}}
|-
! Action Name
! Cast
! Recast
! Cost
! Range<br>Radius
! Effect
|-
|Ceruleum Refill || Instant || 30s || 25 CE || 0y<br>0y || Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.
|-
|}
===Steam Cannon===
Two steam cannons are erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces. Each cannon can be manned by one person at a time, though they are also susceptible to attack.
[[File:hidden gorge steam cannon1.png]]
{| {{STDT| sortable align-center}}
|-
! Action Name
! Cast
! Recast
! Cost
! Range<br>Radius
! Effect
|-
|Cannonfire || 1.5s || 1s || - || 60y<br>6y || Deals damage with a potency of 20,000 to all opposing players and warmachina near point of impact. 2,000 when attacking a mammet or object.
|-
|}
===Mammets===
Mammets are clockwork soldiers programmed to seek out and destroy towers and cores while ignoring players. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack, dealing 400,000 damage. Mammets receive 50% less healing when targeted by players.
'''Wind-up Viking'''
These mammets boast high HP and specialize in fighting at close quarters.
[[File:hidden gorge wind-up viking1.png]]
'''Wind-up Magus'''
These mammets specialize in long range combat with magic-based attacks.
[[File:hidden gorge wind-up magus1.png]]
'''Gaining Ceruleum from Mammets'''
Parties can gain up to twenty units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.
===Ceruleum Engines, Loading Stations, and Supplies===
====Ceruleum Engines====
Ceruleum engines move across the map on rails at high speed, stopping at the loading stations in the center of the map. By taking control of the loading stations, teams can claim the supplies delivered by the ceruleum engines.
[[File:hidden gorge ceruleum engines1.jpg]]
'''Ceruleum Engines in Motion'''
If you come into contact with a ceruleum engine while it is moving, you will incur potentially lethal damage.
A warning will sound to indicate the approach of a ceruleum engine.
[[File:hidden gorge ceruleum engines2.jpg]]
====Loading Stations====
Ceruleum engines carry supplies to loading stations. It is not possible to enter a loading station while riding machina.
'''Occupying a Loading Station'''
When a ceruleum engine arrives at a station, standing in the area next to the engine will cause a gauge to fill. Once it is full, your team will occupy that station. The gauge fills more quickly when you have a higher number of team members near the engine than the opponent. The greater the difference in players, the quicker the gauge fills. However, only the first four players from each team are counted. Those standing near the engine will also gain the Sheer Will status, which greatly increases damage dealt. Making use of this status will help to reduce the number of enemies and occupy the station more quickly.
'''Controlling a Loading Station'''
Once a loading station has been occupied, a new gauge will appear indicating your control over the station. When filled, the station will be under your team's control, allowing you to claim its supplies. This gauge will only fill when your team has a number of members equal to or higher than the opponent in that area.
When the supplies have been claimed, the ceruleum engine will leave the station and the gauges will be reset.
'''When a Ceruleum Engine is at a Loading Station'''
Loading station
Not controlled
[[File:hidden gorge loading station1.png]]
Loading station
Controlled by the Falcons
[[File:hidden gorge loading station2.png]]
Loading station
Controlled by the Ravens
[[File:hidden gorge loading station3.png]]
'''Status of Ceruleum Engines'''
The UI displays information on when a ceruleum engine will arrive, the supplies it carries, and which team occupies the loading station.
[[File:hidden gorge ceruleum engines status1.png]]
[[File:hidden gorge ceruleum engines status2.png]]
#Supply type
#Members per team (up to four)
#Occupied
#Occupation gauge
#Control gauge
====Supplies====
There are four types of supplies. For the first half of the match, the ceruleum engine will deliver main ceruleum tanks, gobbiejuice, and gobtank keys at random. In the second half of the match, they will only deliver gobcrates.
Each type grants its own benefits and increases the Soaring stacks of the whole team.
'''Main Ceruleum Tank'''
*Arrives: During the first 12 minutes of the match
*Soaring Stack Increase: 1
*Effect: Each party on the team gains 50 ceruleum.
*Icon: [[File:hidden gorge main ceruleum tank1.png|40px]]
*Notes: Hotly contested by both teams, as 50 ceruleum per party is enough to construct one machina per party.
'''Gobbiejuice'''
*Arrives: During the first 12 minutes of the match
*Soaring Stack Increase: 1
*Effect: Fills the limit break gauge of every team member.
*Icon: [[File:hidden gorge gobbiejuice icon1.png|40px]]
*Notes: This should not be prioritized, as Limit Break gauges charge at a much faster rate since the PvP rework in [[Patch 6.1]].
'''Gobtanks'''
*Arrives: During the first 12 minutes of the match
*Soaring Stack Increase: 1
*Effect: Two gobtanks will appear at the core and will travel down the north and south routes to the enemy base.
*Icon: [[File:hidden gorge gobtanks icon1.png|40px]]
[[File:hidden gorge gobtanks1.png]]
'''Gobcrates'''
*Arrives: After 12 minutes have passed
*Soaring Stack Increase: 3
*Effect: Grant all of the effects of main ceruleum tanks, gobbiejuice, and gobtanks.
*Icon: [[File:hidden gorge gobcrates icon1.png|40px]]
===Goblin Mercenaries===
After a certain amount of time has passed, goblin mercenaries will randomly appear from the north and south mercenary bases. Initially, they will not side with either team, and will attack any player that approaches. However, it is possible to have them ally with your team.
[[File:hidden gorge goblin mercenaries1.jpg]]
====Allied Mercenaries====
If the damage your team deals to a goblin mercenary surpasses that of the opposing team by a certain amount, it will join your side. If the mercenary's HP reaches zero before this condition has been fulfilled, it will form an alliance with whichever team dealt the most damage to it.
A gauge above the goblin mercenary shows the difference in damage dealt by each team. Falcons are shown in blue and Ravens are shown in red.
[[File:hidden gorge allied mercenaries1.jpg]]
====Mercenary Deployment====
Once you have formed an alliance with a mercenary, it will appear at your team's core and will attempt to destroy the enemy's towers and core, much like a mammet would. Forming an alliance with a mercenary that appeared from the north mercenary base will cause it to travel along the northern route, with the same being true of the south mercenary base and southern route.
Mercenaries are also governed by the Contractual Obligation status, and they will leave the field of battle once the status counts down to zero. After a certain amount of time passes, they will reappear from their respective base and will no longer be allied with either team.
[[File:hidden gorge mercenary deployment1.png]]
===Soaring===
When you defeat an enemy team member, your party receives the Soaring enhancing effect. When destroying an enemy tower, your party and all parties on your team will receive the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing magic, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits, including an increase to the rate at which the adrenaline gauge fills. However, the effects of Soaring and Flying High are stopped when riding machina.
Unlike {{questlink|pvp|Astragalos}} and {{questlink|PvP|Frontline}}, being KO'ed '''does not decrease or remove Soaring and Flying High'''. The effect is that both teams in lategame matches will quickly be able to KO enemy players due to Flying High.
{| {{STDT| sortable align-center}}
|-
! Status Effect
! Requirements to Deploy
! Effect
|-
|Soaring || KO a player on the opposing team or destroy an enemy tower. || Increases damage dealt and HP restored via healing spells and skills by 2%. Effect stacks up to twenty times.
|-
|Flying High || Accrue twenty stacks of Soaring. || Increases damage dealt and HP restored via healing spells and skills by 50%, and the rate at which the adrenaline gauge fills by 100%.
|-
|}
* The effects of Soaring and Flying High are stopped when riding machina.
{| {{STDT| sortable align-center}}
|-
! Action Type
! colspan="2" | Recipient
|-
|Defeating an enemy player with 0 to 9 stacks || Party || 1
|-
|Defeating an enemy player with 10 to 19 stacks || Party || 2
|-
|Defeating an enemy player with Flying High status || Party || 3
|-
|Destroying an enemy tower || Team || 1
|-
|Claiming the gobtanks supply || Team || 1
|-
|Claiming the main ceruleum tank supply || Team || 1
|-
|Claiming the gobbiejuice supply || Team || 1
|-
|Claiming the gobcrates supply || Team || 3
|-
|}
[[File:hidden gorge soaring1.jpg]]
Gaining stacks of Soaring
[[File:hidden gorge soaring2.png]]
An icon will also be displayed next to the name of players under the effects of Soaring.
The Soaring effect of other parties on your team can be confirmed via the alliance list.
===Player Icons===
All players engaged in combat, including those experiencing Soaring or Flying High will appear on the map and minimap when nearby.
===Miscellaneous===
Rival Wings makes use of a unique UI to display match information such as the deployment of machina by allies or enemy players and the units of ceruleum stored by your party. This UI also displays the number of stacks of Soaring accumulated by your party.
[[File:hidden gorge miscellaneous1.jpg]]
The position of these UI elements can be changed via the Duty section in HUD Layout interface under System in the main menu.
* These UI elements can only be adjusted while participating in Rival Wings or while in the Wolves' Den.
The duty list will not be displayed while participating in Rival Wings.
{{PvP nav}}
[[Category:Rival Wings]] [[Category:Patch 4.5 Features]]

Latest revision as of 00:25, 12 November 2024

PvP.png

Hidden Gorge

Hidden gorge.png
Level
30
Difficulty
Normal
Unsyncing
Not Allowed
Time limit
15 minutes
Tomestones
Allagan Tomestone of Poetics 50 
Req. quest
Feature quest Earning Your Wings
Patch
4.55

Developed by Amajina & Sons Mineral Concern at great cost, the mine at Hidden Gorge proved to be a flash in the pan, its veins running dry within a matter of years. For a time afterwards, the site in Thanalan lay abandoned, but now it has been revived as a training ground for adventurers. In tracks of steel the battle lines have been drawn, and Falcons and Ravens will lock beaks once more in a struggle for territorial supremacy!

— In-game description

Hidden Gorge is a level 30 PvP duty introduced in patch 4.55 with Stormblood. It is a Rival Wings mode. During a Hidden Gorge campaign, teams vie for control of supplies delivered by ceruleum engines.

Hidden gorge1.jpg

In a Nutshell

While Hidden Gorge may seem overwhelming at first, it is easy to increase chances of winning with a few rules of thumb.

  • Beginning phase: Go to the center station, take out enemies, use your Limit Break to build Soaring stacks, and take out more enemies.
  • Order of Battle: Mount warmachina → Take the center station if a train is incoming shortly → Take the Goblin Mercenary → Escort allied Oppressors → Destroy enemy Oppressors → Destroy enemy Mammets
  • Kill Priority: Oppressor ≧ Brute Justice ≧ Goblin Mercenary ≧ Mammets >>> Other >>>>>>> People
  • Avoid common mistakes:
  • A common pitfall are alliances not using accumulated CE on warmachina and subsequently being unable to gain Soaring stacks. Don't be afraid to mount warmachina (colloquially called 'meching up').
  • Don't fire Oppressor missiles at people. They are most effective against structures.

Overview

Hidden gorge2.jpg

Abandoning Matches

Players who abandon a Rival Wings campaign (not including players who join a match in progress or are vote kicked) will receive a penalty and be unable to register for duties for 30 minutes. Any players inactive for a period of two minutes will automatically be removed from play.

Preparing for Battle

Rival Wings participants will be placed on one of two teams: the Falcons or the Ravens. Players will then begin the match at their teams' respective landing points. Matches will begin after a 45-second countdown once all players are loaded in.

Chat

The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, PvP Team, and Novice Network chat channels can be used during Rival Wings.

  • Say, Yell, and Shout can only be used with players on the same team.

Retaliation

Incapacitated players will be returned to their landing point, where they will be allowed to rejoin combat after a short delay. Furthermore, players will be invulnerable so long as they remain at their landing point. This effect will be lost upon returning to the battlefield.

Mounts

Players are free to use mounts during Rival Wings campaigns. However, players taking damage while mounted will be inflicted with the Hoofing It debuff, preventing using mounts for 5 seconds. This status cannot be cured with Purify.

  • Flying and pillion riding are disabled.

Return

Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Rival Wings campaigns. However, casting will be interrupted by attacks.

Victory Conditions, Cores and Towers

Rules of Engagement

The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.

  • In the event these values are the same for both teams, the match will end in a draw.

Cores and Towers

Cores

Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers. Attempting to enter the enemy's base with both towers active will result in an instant KO, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.

Hidden gorge cores1.png

Towers

Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and gradually restores their HP by 4,000 per tick. Players can take advantage of the additional protection when hard-pressed by the opposing team, though machina attacks ignore the increased damage resistance. Destroying the enemy team's towers will remove the defensive fields, allow the core to be damaged, and grant ceruleum and Soaring stacks to all parties on your team.

Hidden gorge towers1.png

Display of Core and Tower HP

A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.

While cores and towers can be damaged by players directly, their high HP makes this unconventional outside of concentrated attacks from large groups.

Hidden gorge core tower hp1.jpg

Advanced Rules

Machina

Players can deploy three types of powerful machina in battle. While Machina are useful tools, their actions have a casting bar and telegraph, and require infantry support for maximum effectiveness.

Cruise Chaser

Hidden gorge cruise chaser1.png

A next-generation machina ideal for combat against enemy players and machina. These excel at guarding the north and south bridge chokepoints.

  • HP: 300,000
  • Required Ceruleum (CE): 50
  • Maximum Simultaneous Deployment: 6
  • Requirements to Deploy: -

Actions

Action Name Cast Recast Cost Range
Radius
Effect
Spin Crusher Instant 3s 250 EP 0y
5y
Delivers an attack with a potency of 50,000 to all opposing warmachina in a cone before you. 5,000 when attacking a player, mammet, or object.
Laser X Sword 1.5s 10s 1000 EP 0y
15y
Delivers an attack with a potency of 50,000 to all opposing players and warmachina in a cone before you. 5,000 when attacking a mammet or object.
Optical Sight 1.5s 5s 500 EP 50y
10y
Deals damage with a potency of 30,000 to all opposing players and warmachina near point of impact. 3,000 when attacking a mammet or object.
Ceruleum Refill Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.

Oppressors

Hidden gorge oppressor1.png

A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures. However, this machina is extremely slow and is almost helpless against infantry. 3000-tonze Missiles should be used only to attack structures as they will barely scratch infantry.

  • HP: 600,000
  • Required Ceruleum (CE): 50
  • Maximum Simultaneous Deployment: 2
  • Requirements to Deploy: -

Actions

Action Name Cast Recast Cost Range
Radius
Effect
Steam Release Instant 5s 50 EP 0y
10y
Deals damage to all opposing players and warmachina nearby with a potency of 10,000. 1,000 when attacking a mammet or object.

Additional Effect: 15-yalm knockback

3000-tonze Missile 2.5s 15s 200 EP 75y
10y
Deals damage with a potency of 1,000,000 to all objects near point of impact. 20,000 to opposing players, warmachina, or mammets.

Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.

Ceruleum Refill Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Brute Justice

Hidden gorge brute justice1.png

Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.

  • HP: 450,000
  • Required Ceruleum (CE): 50
  • Maximum Simultaneous Deployment: 2
  • Requirements to Deploy: Available after losing a tower.

Actions

Action Name Cast Recast Cost Range
Radius
Effect
Flarethrower 2s 10s 50 EP 0y
31y
Deals damage with a potency of 40,000 to all opposing players and warmachina in a cone before you. 4,000 when attacking a mammet or object.

Additional Effect: Inflicts Burns on opposing players and warmachina Potency: 10,000 Duration: 12s

Double Rocket Punch Instant 3s 25 EP 50y
3y
Deals damage with a potency of 60,000 to all objects near point of impact. 30,000 when attacking opposing players, warmachina, or mammets.

Additional Effect: Stun Duration: 3s

Mega Beam 2s 15s 100 EP 0y
70y
Delivers damage with a potency of 80,000 to all opposing players and warmachina in a straight line before you. 8,000 when attacking a mammet or object.

Additional Effect: 30-yalm knockback

Ceruleum Refill Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Deploying Machina

Hangar Terminal

Hangar terminals are located near the starting area for each team, from which machina can be deployed.

Hidden gorge hangar terminal1.jpg

Accessing a terminal will display a unique UI containing information on available machina.

Hidden gorge hangar terminal2.jpg

Ceruleum (CE)

Ceruleum (CE) is required to operate machina. Players can build up ceruleum stores for their party by collecting tanks in the field or defeating enemy players and mammets up to a maximum of 100 units.

Action Type Recipient
Claiming a ceruleum tank Party 10
Destroying a mammet Party Up to 20
Destroying a gobtank Party Up to 20
Claiming a main ceruleum tank Team 50
Claiming a gobcrate Team 50
  • Ceruleum awarded for destroying mammets and gobtanks is divided between each party according to the amount of damage caused. Ceruleum is not awarded for damage caused by allied mammets or gobtanks.

Machina Restrictions

Only one machina may be operated per party at any given time, regardless of type. In the case of the Oppressor, however, the limit is two per team. Two Brute Justices can be deployed by each team per match, one becoming available for each tower you lose.

  • Warmachina can be deployed at any time once the requirements have been met.

Resource Management

When deploying a machina, its HP will be displayed in place of the player. Its HP cannot be restored by curative actions of teammates, nor will it restore automatically when out of combat. Machina actions will expend EP, a resource that can only be restored by using the Ceruleum Refill action. Be advised that use of this action will deplete your party's ceruleum stores.

Action Name Cast Recast Cost Range
Radius
Effect
Ceruleum Refill Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Steam Cannon

Two steam cannons are erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces. Each cannon can be manned by one person at a time, though they are also susceptible to attack.

Hidden gorge steam cannon1.png

Action Name Cast Recast Cost Range
Radius
Effect
Cannonfire 1.5s 1s - 60y
6y
Deals damage with a potency of 20,000 to all opposing players and warmachina near point of impact. 2,000 when attacking a mammet or object.

Mammets

Mammets are clockwork soldiers programmed to seek out and destroy towers and cores while ignoring players. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack, dealing 400,000 damage. Mammets receive 50% less healing when targeted by players.

Wind-up Viking

These mammets boast high HP and specialize in fighting at close quarters.

Hidden gorge wind-up viking1.png

Wind-up Magus

These mammets specialize in long range combat with magic-based attacks.

Hidden gorge wind-up magus1.png

Gaining Ceruleum from Mammets

Parties can gain up to twenty units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.

Ceruleum Engines, Loading Stations, and Supplies

Ceruleum Engines

Ceruleum engines move across the map on rails at high speed, stopping at the loading stations in the center of the map. By taking control of the loading stations, teams can claim the supplies delivered by the ceruleum engines.

Hidden gorge ceruleum engines1.jpg

Ceruleum Engines in Motion

If you come into contact with a ceruleum engine while it is moving, you will incur potentially lethal damage.

A warning will sound to indicate the approach of a ceruleum engine.

Hidden gorge ceruleum engines2.jpg

Loading Stations

Ceruleum engines carry supplies to loading stations. It is not possible to enter a loading station while riding machina.

Occupying a Loading Station

When a ceruleum engine arrives at a station, standing in the area next to the engine will cause a gauge to fill. Once it is full, your team will occupy that station. The gauge fills more quickly when you have a higher number of team members near the engine than the opponent. The greater the difference in players, the quicker the gauge fills. However, only the first four players from each team are counted. Those standing near the engine will also gain the Sheer Will status, which greatly increases damage dealt. Making use of this status will help to reduce the number of enemies and occupy the station more quickly.

Controlling a Loading Station

Once a loading station has been occupied, a new gauge will appear indicating your control over the station. When filled, the station will be under your team's control, allowing you to claim its supplies. This gauge will only fill when your team has a number of members equal to or higher than the opponent in that area. When the supplies have been claimed, the ceruleum engine will leave the station and the gauges will be reset.

When a Ceruleum Engine is at a Loading Station

Loading station Not controlled Hidden gorge loading station1.png

Loading station Controlled by the Falcons Hidden gorge loading station2.png

Loading station Controlled by the Ravens Hidden gorge loading station3.png

Status of Ceruleum Engines

The UI displays information on when a ceruleum engine will arrive, the supplies it carries, and which team occupies the loading station.

Hidden gorge ceruleum engines status1.png

Hidden gorge ceruleum engines status2.png

  1. Supply type
  2. Members per team (up to four)
  3. Occupied
  4. Occupation gauge
  5. Control gauge

Supplies

There are four types of supplies. For the first half of the match, the ceruleum engine will deliver main ceruleum tanks, gobbiejuice, and gobtank keys at random. In the second half of the match, they will only deliver gobcrates. Each type grants its own benefits and increases the Soaring stacks of the whole team.

Main Ceruleum Tank

  • Arrives: During the first 12 minutes of the match
  • Soaring Stack Increase: 1
  • Effect: Each party on the team gains 50 ceruleum.
  • Icon: Hidden gorge main ceruleum tank1.png
  • Notes: Hotly contested by both teams, as 50 ceruleum per party is enough to construct one machina per party.

Gobbiejuice

  • Arrives: During the first 12 minutes of the match
  • Soaring Stack Increase: 1
  • Effect: Fills the limit break gauge of every team member.
  • Icon: Hidden gorge gobbiejuice icon1.png
  • Notes: This should not be prioritized, as Limit Break gauges charge at a much faster rate since the PvP rework in Patch 6.1.

Gobtanks

  • Arrives: During the first 12 minutes of the match
  • Soaring Stack Increase: 1
  • Effect: Two gobtanks will appear at the core and will travel down the north and south routes to the enemy base.
  • Icon: Hidden gorge gobtanks icon1.png

Hidden gorge gobtanks1.png

Gobcrates

  • Arrives: After 12 minutes have passed
  • Soaring Stack Increase: 3
  • Effect: Grant all of the effects of main ceruleum tanks, gobbiejuice, and gobtanks.
  • Icon: Hidden gorge gobcrates icon1.png

Goblin Mercenaries

After a certain amount of time has passed, goblin mercenaries will randomly appear from the north and south mercenary bases. Initially, they will not side with either team, and will attack any player that approaches. However, it is possible to have them ally with your team.

Hidden gorge goblin mercenaries1.jpg

Allied Mercenaries

If the damage your team deals to a goblin mercenary surpasses that of the opposing team by a certain amount, it will join your side. If the mercenary's HP reaches zero before this condition has been fulfilled, it will form an alliance with whichever team dealt the most damage to it. A gauge above the goblin mercenary shows the difference in damage dealt by each team. Falcons are shown in blue and Ravens are shown in red.

Hidden gorge allied mercenaries1.jpg

Mercenary Deployment

Once you have formed an alliance with a mercenary, it will appear at your team's core and will attempt to destroy the enemy's towers and core, much like a mammet would. Forming an alliance with a mercenary that appeared from the north mercenary base will cause it to travel along the northern route, with the same being true of the south mercenary base and southern route. Mercenaries are also governed by the Contractual Obligation status, and they will leave the field of battle once the status counts down to zero. After a certain amount of time passes, they will reappear from their respective base and will no longer be allied with either team.

Hidden gorge mercenary deployment1.png

Soaring

When you defeat an enemy team member, your party receives the Soaring enhancing effect. When destroying an enemy tower, your party and all parties on your team will receive the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing magic, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits, including an increase to the rate at which the adrenaline gauge fills. However, the effects of Soaring and Flying High are stopped when riding machina.

Unlike Player versus Player Astragalos and Player versus Player Frontline, being KO'ed does not decrease or remove Soaring and Flying High. The effect is that both teams in lategame matches will quickly be able to KO enemy players due to Flying High.

Status Effect Requirements to Deploy Effect
Soaring KO a player on the opposing team or destroy an enemy tower. Increases damage dealt and HP restored via healing spells and skills by 2%. Effect stacks up to twenty times.
Flying High Accrue twenty stacks of Soaring. Increases damage dealt and HP restored via healing spells and skills by 50%, and the rate at which the adrenaline gauge fills by 100%.
  • The effects of Soaring and Flying High are stopped when riding machina.
Action Type Recipient
Defeating an enemy player with 0 to 9 stacks Party 1
Defeating an enemy player with 10 to 19 stacks Party 2
Defeating an enemy player with Flying High status Party 3
Destroying an enemy tower Team 1
Claiming the gobtanks supply Team 1
Claiming the main ceruleum tank supply Team 1
Claiming the gobbiejuice supply Team 1
Claiming the gobcrates supply Team 3

Hidden gorge soaring1.jpg

Gaining stacks of Soaring

Hidden gorge soaring2.png

An icon will also be displayed next to the name of players under the effects of Soaring.

The Soaring effect of other parties on your team can be confirmed via the alliance list.

Player Icons

All players engaged in combat, including those experiencing Soaring or Flying High will appear on the map and minimap when nearby.

Miscellaneous

Rival Wings makes use of a unique UI to display match information such as the deployment of machina by allies or enemy players and the units of ceruleum stored by your party. This UI also displays the number of stacks of Soaring accumulated by your party.

Hidden gorge miscellaneous1.jpg

The position of these UI elements can be changed via the Duty section in HUD Layout interface under System in the main menu.

  • These UI elements can only be adjusted while participating in Rival Wings or while in the Wolves' Den.

The duty list will not be displayed while participating in Rival Wings.