PvP Patch v4.0 Focused: New Abilities

In PvP Patch version 4, there are a ton of current ability adjustments going into to improve abilities that were underperforming or to better fit select abilities in line with the patch’s goals. This article will focus on the brand-new abilities coming with the update, the Reaction, Support, and Movement abilities, and a few new ones in Ja-Magicks.

Conjure Up New Elemental Spells in Ja-Magicks

To increase the accessibility of wind, water, and earth abilities, Ja-Magicks (Sage’s skillset) gained new faith-based abilities in Aeroja, Waterja, and Quake.

These abilities still follow the same rules as other magicks in the skillset; they cannot be cast while silenced, can trigger Magick Counter, unevadable, and mimicable.

Let’s take a closer look at how each one functions:

  • Aeroja
    • Wind element
    • 3 Range, 3 AoE, 3 Vert. (enemy only)
    • 99 MP, 35 PWR, 4 Speed
    • Non-reflectable, Non-evadable
    • 19% chance to Remove: Float, Haste per target
  • Waterja
    • Water element
    • 4 Range, 2 AoE, 3 Vert. (enemy only)
    • 99 MP, 40 PWR, 4 Speed
    • Non-reflectable, Non-evadable
    • 19% chance to Inflict: Silence per target
  • Quake
    • Earth element
    • 4 Range, 2 AoE, 5 Vert. (enemy and ally)
    • 99 MP, 38 PWR, 5 Speed
    • Non-reflectable, Non-evadable
    • 19% chance to Inflict: Immobilize per target

New Reaction/Support/Movement Abilities

Version 4 also brings about 6 new non-action abilities, furthering build-crafting and new strategies! Let’s take a look at each one:

CT Boost (Reaction)

This new reaction has a Bravery% chance to increase your current CT by 5 after taking any HP damage. Though this value appears small, it can add up quickly factoring that your unit’s Speed also normally affects your CT gains and this can be used to close the gap faster.

Critical: Flee (Reaction)

Critical: Flee is a rework of Critical: Recover MP. This ability now has a Bravery% chance while HP critical (20% of your max. HP or less) to increase your CT by 25 and your Move by 2. One interesting note with Critical: Flee is that the Move bonus persists even if you are no longer critical, KO’d, etc. so this ability can have a long-lasting effect in a single game!

Replenish (Reaction)

This rework of Absorb MP now restores HP and MP equal to 4 times the MP cost of an MP-costing ability that you were affected by either from damage or from a beneficial ability. For example, White Magick’s Barrier would restore 256 HP and MP to you at a Bravery% chance to trigger.

Monkey Grip (Support)

A fan favorite from the Tactics Advance series, Monkey Grip allows all forced two-handed weapons (Axes, Bows, Knight’s Swords, and Fell Swords) to become one-handed, allowing for the slotting of a shield in the opposite hand. This passive is great for enabling utility through your shield, as you gain evasiveness and any other additional properties your shield provides. Note that Doublehand (Onion Knight in particular) does not add the damage bonus since you are wielding a two-handed weapon in one hand. This ability is not innately set to any job for balance purposes.

Nimble (Movement)

Nimble is a brand-new movement ability that provides three important status immunities: Slow, Stop, and Immobilize. With Nimble providing 3 status immunities in the Movement slot, you do not gain any additional Move or Jump stats.

Dexterity (Movement)

Dexterity is the second brand-new Movement ability that interacts with your Class Evasion (C-EV), allowing it to be treated from all sides instead of just the front against incoming physical attacks and evadable abilities and additionally grants +1 Move and Jump stats. Dexterity is especially potent on jobs that have a solid C-EV baked in, such as Thief, Ninja, or Monk, and even for unique characters, such as Agrias, Mustadio, or Cloud.

With new abilities to cast in Ja-Magicks and a plethora of new Reaction, Support, and Movement abilities, PvP Patch version 4 is bringing new, creative ways to play both Standard and Rendezvous formats!