Frontline 7.5 · the briefing

The Plotting Table

Everything that decides a Frontline match, laid out the way a commander reads it: five levers, the numbers, five maps, the roster, the chain, fourteen plays and the call sheet.

72Players
24Per team
20Minutes
5Maps
21Jobs
14Named plays
01 / LEVERS

Five levers that move win rate

Job choice moves a match by a few per cent. These five move it by a lot, and all five are decisions rather than mechanics.

01

One voice

A shot-caller turns twenty-four players into one instrument. Six people typing six plans is the default way to lose.

02

One mass

Fight as a single body, never three groups of eight. Combat power scales with the square of numbers, so two groups of twelve lose to one of twenty-four.

03

Battle High first

It multiplies damage and healing by up to fifty per cent and it converts straight into score on the objective maps. Farm it early on stragglers, protect it late by not dying.

04

Play your rank

First place gets hunted and charges Limit Break a quarter slower. Second and third charge faster. If you lead, stop taking fair fights; if you trail, force them.

05

Rotate, do not trickle

Map open, mounts out, rotate on the timer. Trickling back after a wipe is how a lead becomes a rout.

02 / NUMBERS

The numbers that decide it

Thresholds, the ovoo payout, node income, Battle High and the square law. Every figure re-verified against the patch notes.

Win thresholds

Every campaign is a threshold, never a kill count. The number on the left is the objective.

Onsal HakairDanshig Naadam1400
Worqor ChirtehTriumph1400
Fields of GloryShatter1600
Seal RockSeize700
Borderland RuinsSecure2400
03 / GROUND

The five maps

Five grounds, five win conditions, and the one thing that wins each of them.

Secure

Borderland Ruins

2,400

Nine key locations and the centre Allagan weaponry. Four nodes is the income breakpoint; the value per three seconds climbs from two at one node to twenty-two at nine. Farm the Nodes for a hundred and fifty, and never fight on the teleport pad edges.

Seize

Seal Rock

700 data

Four tomeliths activate 30 seconds in, then activation follows extraction: a drained one is replaced about 15 seconds later. Each pays for about two minutes. Win the fight at the tomelith, then channel, because any hit interrupts.

Shatter

Fields of Glory

1,600 data

Damage to icebound tomeliths is the score, so Battle High is literally currency here. Small ice caps at fifty, large at two hundred, split by damage share. Small ice always activates at 12:30 and 4:30 remaining.

Danshig Naadam

Onsal Hakair

1,400

Ovoos cannot be stolen, only interrupted. It is a race, not a defence. Claim what you can complete, and break the claim the leader needs with a single ranged hit.

Triumph

Worqor Chirteh

1,400

Every field around a triumph must be held, one player each, and any enemy inside blocks the capture. Snow arrives at about 16:00, auroras at about 9:00, and auroras raise both the ranks and everybody's Limit Break.

04 / ROSTER

The job roster

Five roles, twenty-one jobs, one role action each. The role decides your role action and your damage taken, not your job on the field.

Tank

Paladin, Warrior, Dark Knight, Gunbreaker

Rampage, Rampart or Full Swing

Rampage is the pick on almost every tank: eight thousand potency and twenty-five per cent more damage taken on everything nearby.

Healer

White Mage, Scholar, Astrologian, Sage

Haelan, Stoneskin II or Diabrosis

Diabrosis is unanimous. Thirty-three per cent less healing received is the only reliable answer to a good healer.

Melee

Monk, Dragoon, Ninja, Samurai, Reaper, Viper

Bloodbath, Swift or Smite

Smite ignores Guard and its cooldown resets on every knockout. It is the best cleanup tool in the mode.

Physical ranged

Bard, Machinist, Dancer

Dervish, Bravery or Eagle Eye

Bravery gives twenty-five per cent more damage dealt and twenty-five per cent less taken for fifteen seconds on a thirty second cooldown.

Magical ranged

Black Mage, Summoner, Red Mage, Pictomancer

Comet, Phantom Dart or Rust

Phantom Dart adds twenty-five per cent damage taken on a fifteen second cooldown. On Shatter it is the ice-breaking button.

Paladin

The highest burst in the game wearing plate. Think of it as a melee, not a tank.

Warrior

The forgiving one. Twenty-second crowd-controlled burst cycle and real self-healing.

Dark Knight

The initiator of the mode. Salt Earth is the best pull in Frontline.

Gunbreaker

The wall that never falls, carrying the highest total-damage Limit Break.

White Mage

The clearest heals and a long-range area stun that decides fights.

Scholar

Damage over time and shields. No burst, so it cannot decide a fight.

Astrologian

The support that pays for itself: thirty per cent more damage for the whole party.

Sage

Not a healer. A twenty-five yalm blink into a pull, with near-melee mitigation.

Monk

Meteor Drive strips defence and locks the target. The best catch tool there is.

Dragoon

The strongest area burst in the mode and unmatched mobility, with no crowd control at all.

Ninja

The finisher. Nothing kills a half-dead target the way this does.

Samurai

Pressure as a job. Any barrier defeats its one-shot, so it waits for you to be careless.

Reaper

Seventy per cent one Limit Break, and playing that Limit Break well is the hard part.

Viper

The current protagonist: top burst, mobility and durability at once, and no crowd control.

Bard

With its role action it out-tanks melee. An advanced job that beginners mistake for simple.

Machinist

The executioner. Kills anything already leaving, and the turret denies objectives.

Dancer

The best Limit Break in the mode, and the only job rated top on all five maps.

Black Mage

Area damage that never stops, and it evaporates the moment its cooldowns are down.

Summoner

Bahamut's range is enormous and the Limit Break is easy. It has no escape skill at all.

Red Mage

Fights in melee on purpose with forty-five per cent damage taken, and silences groups.

Pictomancer

Damage that does not depend on the Limit Break, with a blink and a speed buff.

05 / CHAIN

The kill chain

A kill is five stages. Find the missing stage and you have found why you are losing.

1 / 5

Initiation

Put them where they cannot leave

Dark Knight, Warrior, Sage, Dancer, Reaper, Monk
Salt Earth pull and bind; Primal Rend stun; Plegma pull; Contra Dance.
2 / 5

Amplification

Raise everyone's damage on that target

Tank, ranged, Astrologian
Rampage plus twenty-five per cent taken; Phantom Dart plus twenty-five; Astrodyne plus thirty for the party.
3 / 5

Denial

Remove the defences that would save them

Tank, melee, ranged, healer
Full Swing strips Guard; Smite and Eagle Eye ignore it; Diabrosis cuts healing by a third.
4 / 5

Sustain

Keep the dive alive long enough

Warrior, Paladin, Gunbreaker, Samurai, Viper, healers
Self-healing, barriers, Bloodbath stealing life back while you commit.
5 / 5

Finish

Kill them before help arrives

Ninja, Samurai, Machinist, Dragoon, Dancer
Assassinate, Zantetsuken, Magic Bullet, Sky Shatter, Blade Dance.
06 / PLAYS

The fourteen named plays

Doctrine compressed into named moves. Tap any play to open it.

07 / CALL SHEET

The call sheet

One caller, two mounted scouts, a main body of fourteen to sixteen, and a floating squad of six to eight that is never committed.

Count first

Rules of engagement

One: count before committing. Two: at one and a half times their numbers, engage fully. Three: even numbers, take the objective instead of the fight. Four: fewer, bait and delay toward allies and find a defile. Five: won, stop, remount, take the objective, do not pursue. Six: losing, do not reinforce the wipe, redeploy.

REGROUP PUSH NOWHOLDBAILPINCH INCOMING FLOATNO CHASE
08 / REFERENCE

Quick reference

The whole briefing on one screen: the posture by phase, and the numbers worth remembering before the gate opens.

00:00 to 04:00Asymmetric and cautious

Farm Battle High on stragglers. Take the safe objective. Never commit the reserve.

04:00 to 14:00Mass and pivot

Hold the interior position. Contest the centre only as a two against the leader.

14:00 to 20:00Rate, not risk

Leading: accumulate quietly, take no open melee. Behind: force the leader to split.

Kill and death, Naadam8 / 8

A knockout is eight, a death is eight. Sixteen points of swing, flat, not scaled by Battle High.

Ovoo, by rank50 / 100 / 200

Paid at five, ten and twenty per three seconds across a thirty second window.

Battle High100

Plus ten per cent damage and healing for every twenty points. Changing job resets it to zero.

Limit Break charge25%

First place charges a quarter slower, third place a quarter faster.