Hidden Gorge

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During a Hidden Gorge campaign, teams vie for control of supplies delivered by ceruleum engines.

Overview

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 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

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.

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 Limp status effect.

  • Flying mounts cannot be used to fly during Rival Wings campaigns. Furthermore, two-person mounts cannot be ridden.

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.

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, 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.

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 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.

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.

Advanced Rules

Machina

Players can deploy three types of powerful machina in battle.

Cruise Chaser

A next-generation machina ideal for combat against enemy players and machina.

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

Actions

Action Name Cast Recast Cost Range
Radius
Effect
Spin Crusher Instant 3s 25 EP 0y
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.
Laser X Sword 2s 10s 100 EP 0y
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.
Optical Sight 2s 5s 50 EP 50y
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.
Ceruleum Refill Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Oppressors

A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.

  • HP: 100,000
  • 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 2,500. 250 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 250,000 to all objects near point of impact. 5,000 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.