Pictomancer PvP Guide for FFXIV
This page contains an overview to Pictomancer in the PvP mode 'Crystalline Conflict' for FFXIV. Below you will find information on the strengths and weaknesses of Pictomancer as well as how their rotation interacts in this 5v5 game mode.
Crystalline Conflict Pictomancer Overview
A new PvP job introduced with Dawntrail, Pictomancer is a caster job capable of inflicting extremely heavy AoE damage onto the enemy team, with minor, time-gated crowd control included in its kit, as well as some support capabilities. While the 7.1 patch brought few changes to Pictomancer, it introduced one of its most important mechanics: Quick Sketch, allowing it to streamline its damage rotation.
This document will mainly focus on the new Crystalline Conflict mode, so while portions of it may apply to other PvP game modes, it is intended to apply to Crystalline Conflict.
Crystalline Conflict Pictomancer Strengths and Weaknesses
Versatile abilities kit for both offensive and defensive play
Good survivability and sustain through its defensive kit
Limit Break helps make your entire team more durable and increase damage
Good buffs for self and good debuffs on enemies
Predictable burst damage due to visable Motifs
Burst Damage is locked behind Muses
PvP Basics
Skill Selection
Every job has access to a few common actions, but some will have additional info for you.
Recuperate
Recuperate – This is your most important healing ability. MP in PVP is
only used for this ability. With a max of 10,000 MP, recup will consume 2,500 and
heals you for 15,000 HP. The amount of healing received can be increased and reduced
by healing up or down status effects, such as
Summon Seraph
to increase or
Biolysis to decrease. You gain 500 MP per 3 seconds passively,
something to keep in mind!
Every job has access to a few common actions, but some will have additional info for you.
Standard-issue Elixir
Standard-issue Elixir – This is your second-most important
healing ability. Elixir allows you to gain back all your HP and MP,
resetting yourself for the next fight!
The listed cast time is 4.5 seconds, which means the cast is actually
snapshotted as complete after 4 seconds, after which you can move and
opponents can no longer cancel your Elixir. You'll see moments where you
get hit, and the position will still finish.
When not under pressure, make sure to top up your resources for the next fight. As with the animations counted in the death timer, you will be out for 20~ seconds instead vs a 4 second Elixir!
Every job has access to a few common actions, but some will have additional info for you.
Guard
Guard – Grants 90% damage reduction and immunity to most
crowd-control debuffs for up to 5 seconds. Using another action cancels
this guard early. Damage over Time effects that have been applied before Guard
will always tick for the full amount and wont be negated with Guard!
Per Patch 7.1, there have been multiple abilities added that work
against Guarded targets. Where Shield Smite and
Chain Stratagem
half the defensive bonus of Guard (90% → 45%), there are also abilities that simply
ignore guard when dealing damage;
Drill,
Assassinate,
Enchanted Riposte,
Disesteem,
Wreath of Fire,
Serpent's Tail and
Chaotic Spring
Damage per ability is now tight to animations, compared to pre-7.1 where the damage would register when pressed. This means Guard is more reactive than it has been before, but it's also possible now to start ability animations that will hit the moment your Guard ends. Beware of your surroundings and what the enemy is doing!
Every job has access to a few common actions, but some will have additional info for you.
Purify
Purify – Cleanses all common crowd-control debuffs and
provides a 3-second immunity to further crowd control, draw in and knockback effects. Use
this to prevent yourself from getting CC-chained to death.
With the amount of crowd-control abilities, try not to be trigger-happy when using Purify. Taking a stun with no follow up from the enemy team, doesn't bring you in danger! If you have no defensives ready against a crowd-control heavy enemy team, it's recommended to play defensively before making another engage.
Every job has access to a few common actions, but some will have additional info for you.
Sprint
Sprint – Toggle for increased movement speed. This is a GCD
and using any other action cancels the buff, so be smart in using it. Sage is a fragile
job, as it has the lowest HP out of any job. If you are using off-global abilities repeatedly
while running away or chasing, you should try to late-weave them if you can afford to,
to avoid canceling too much of the Sprint duration.
The Versitile Pictomancer Kit
Pictomancer is a caster job that strongly benefits from having a sturdy frontline to support.
Its gameplay is designed around two main sources of damage: Motifs (Pom, Wing, Claw and Fang)
and Portraits (Mog and Madeen), as well as a basic 1-2-3 combo that comes in two flavors (cast and instant)
and heavy-hitting finishers (Holy in White or Comet in Black) depending on whether you're in or
out of Subtractive Palette. Combined with its survivability, Pictomancer
is a true all-rounded caster.
The Basic Combo - RGB/CYM
Pictomancer's primary combo (or your 1-2-3 if you will) is the RGB combo comprised of
Fire in Red,
Aero in Green, and
Water in Blue.
These are all instant cast, meaning you can move while using them.
All of the RGB combo actions share a button with
Fire in Red.
Using
Subtractive Palette will change your RGB combo to CYM (Cyan-Yellow-Magenta),
slightly increasing each step's damage by 2,000, but requiring a 1.44s cast time to get off.
When you want to chase someone, being chased or want to quickly stop someone from using a
, you can remove your
Subtractive Palette buff
to go back into insta casting. This way you can move freely, deal damage from a considerable
ranged and potentially stopping enemies from resetting their Health and Mana.
Holy in White, Comet in Black
Holy in White is also in PvP as a standard GCD, with two charges; using this on a target will heal
the Pictomancer for 8,000 per charge, making it a valuable survival tool.
Using Subtractive Palette will change
Holy in White turns into
Comet in Black, increasing your damage by 4,000 potency over Holy, dealing AoE
damage on and around the target.
Because it takes 2 seconds for the animation of Comet to hit the target, you can already
pre-cast it into Guard once the timer drops from 2 to 1, meaning they will take the full damage once their buff
expires and giving them less time to
Recuperate.
An interesting note on Holy in White and
Comet in Black is that the animation snapshots
way before the actual damage calculation happens, so you may use either before using a Muse and the
damage for it will appear after the Muse's damage. Use this knowledge to boost your damage or healing!
Creature Motifs, Living Muses, and Portraits
Outside of its basic combo and Holy/Comet, the Pictomancer "rotation" is determined by two buttons: your Motifs and your Muses. Your Motifs (Pom, Wing, Claw, Maw) "prep" your Muses for use, and some of your Muses unlock a Portrait. You can sit on a Muse indefinitely, but cannot move on to the next one until you use the first one. You can however sit on Portraits while moving from one Muse to the next.
Muses follow this rotation:
Pom Muse: Applying a buff that increases your damage dealt and self healing by 20%
Winged Muse: Speeding up your casts, recasts, and movement speed by 25%
Clawed Muse: Applying a debuff that increases their damage taken by 10% and reduces their healing potency by 20%
Fanged Muse: Applying a 4,000 potency DoT for 12 seconds
Winged Muse unlocks
Mog of the Ages, a 12,000 potency line AoE.
Enemies hit by this will have a 3 second Silence debuff applied.
Fanged Muse unlocks
Retribution of the Madeen, a 12,000 potency line AoE.
Enemies hit by this will be Stunned for 3 seconds. An ability that works just like this is the White Mage's
Afflatus Purgation. Being a LB-like ability, you can blast through a lot of enemies at the
same time, while your damage is boosted by your motifs!
You can save up Mog of Ages for the Clawed Muse damage increase, as these abilities will not vanish
until they are overwritten. Meaning you can hold Mog of Ages, use Clawed Muse, use a Smudge for
an instant Fanged Muse, followed again by a Retribution of The Madeen, dealing damage to almost 45,000 potency
damage over 8 seconds, while applying crowd controls and DoTs!
Advent of Chocobastion
Pictomancer's Limit Break is Advent of Chocobastion.
The Chocobastion is an extremely powerful defensive tool, but it does not come without its disadvantages.
Let's go over the three things the Pictomancer gets access to after using their LB:
The Chocobastion: This is the 8 yalm circle around the caster. Entering it applies the Chocobastion buff to allied players for 15 seconds, reducing damage taken by 25% and increasing the potency of heals by 25% as long as they stand in it.
The knock-back: Being within that 8 yalm range as the Fat Chocobo drops will knock back any enemy 15 yalms.
Star Prism: After using LB, the Chocobastion button will change to Star Prism.
this button will damage enemies for 16,000 potency, heal allies within a 30 yalm range for 16,000 potency as well,
and increase their damage by 10% for 15 seconds. If you hold this till you are in the ChocoBastion
will do an AoE heal of 20,000 potency instead!
The biggest disadvantage the Chocobastion has is the fact that the caster is animation locked for almost 2.5 seconds while casting it, which makes it very easy to die while casting. Being smart about where you place it, and applying mitigations before casting it, are strongly advised.
Survival and Mobility
Pictomancer is in general a mobile and sustainable class to bring into your games. It gives you and your team shields, free movement dashes and a lot of sustaining abilities provided within its kit.
Smudge
Smudge is a powerful mobility and damage tool.
Pressing it will move you 15y in the direction you're facing, and give you 5 seconds of Sprint.
It will also apply a buff called Quick Sketch, rendering your next Muse instant.
Since Smudge doesnt require a target to dash too, you are able to dash freely around the map. There are instances where you could even 'wall clip', where you aim on a corner of a wall and once you are dashing towards it, skipping a part of the required movement to get to you position. Try this out yourself on a 90 degree corner, and see how you will zoom through when aimed correctly!
Tempera Coat
Tempera Coat applies a 12,000 potency barrier on the Pictomancer for 10 seconds.
You can choose to press it a second time to change to
Tempera Grassa,
"splitting" your shield on to your allies and yourself, giving everyone a 6,000 potency barrier instead.
It's worth noting that even if you've been hit while Tempera Coat is up,
if the shield is not fully consumed by the damage you've taken, you can still press Grassa,
renewing your shield and spreading it out around you.
Burst Rotation
The interesting thing about the Pictomancer rotation is that while it's heavily structured by Muse order,
the fact that you can sit on Portraits, stock up Comet/Holy charges, and use Smudge
to expedite your next Muse, means you can dish out outstanding high damage combos within a short span of time!
When aiming for a burst window, you want to try to be in the following amplifier windows;
Pom Muse self-buff, the
Clawed Muse debuff
or the
Star Prism party buff).
Let's check out two possible combos, a simple one and a more complex one.
Simple Pom Window Combo
Comet in Black
Pom Muse
Smudge →
Wing Motif
Winged Muse
Mog of the Ages
Comet in Black
This rotation all fits within your Pom self-buff and should amount to around 62,000 damage over 8 seconds, forcing the enemy team to quickly burn through MP and mitigations to survive as each of these abilities hit for around 10,000 potency or more.
Pom, Madeen, and Star Combo
the following combo requires a bit more setup. This one will line up two of our buff amplifiers to exploit for our damage output, and two for our healing output.
Fanged Muse
Smudge →
Pom Motif
Advent of Chocobastion
Pom Muse
Star Prism
Comet in Black
Retribution of the Madeen
Comet in Black
This absolutely massive combo is more difficult to pull off due to the need to hold Madeen while cycling back to Pom, and getting Chocobastion down safely. However, the damage buffs from both Pom and Star Prism make for overwhelming damage.
Excluding the setup damage from Fanged Muse and getting the Pom Motif, once you pull up your ChocoBastion, you can a healing and defense increase. Followed by Pom Muse, we increase this healing by another 20% while boosting our damage aswell. Star Prism will heal our team for 24,000 potency while dealing huge AoE damage and granting us another 10% damage increase.
From here on, we use Comet in Black followed by Madeen, to have the burst damage as close to another as possible, followed by another Comet to top it off. From the Pom Muse to the last Comet, we are dealing up to 76,000 AoE damage!
Changelog
- 07 Feb. 2025: Updated for Patch 7.16
- 20 Jul. 2024: Guide added.
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This guide has been written by Resilla, an active member of the FFXIV theorycrafting community and owner of the EU FFXIV PvP Discord server.
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