The Borderland Ruins (Secure)

Introduction

The Borderland Ruins (Secure) is a domination-style battleground that pits the three Grand Companies against each other to capture and hold key areas in the Allagan ruins while also defending their respective outposts to gain Tactical Rating points and ensure their victory.

This battle accommodates 24 players (8vs8vs8) or 72 players (24vs24vs24) and lasts until a grand company reaches the maximum amount of points required for victory, or 30 minutes has passed with the team that has the highest Tactical Rating at that time emerging victorious.

Start of Battle

Upon entering a fresh Secure match, players will appear in a staging area specific to their Grand Company. Two minutes are given at the start of each match to give players time to discuss strategies and cast buffs like Protect and Stoneskin. While in the staging area, players may also change jobs. This is especially helpful if a team finds itself unluckily lacking in healers. Once the timer runs out, the gates will open and the match will officially commence. Once players leave the staging area after the start of battle, they will not be able to return unless they are KOed.

Objectives

The field map will show three outposts, one belonging to each Grand Company. The idea is to capture these areas and guard them from invasion by the opposition.

Capturing Outposts

At the start of the match, all outposts will be neutral until claimed. To capture an outpost, players must stand within the circle around that particular outpost’s flag until it is officially claimed by their GC. Capturing an outpost will take longer if there are rival GC members within the circle. Taking an already captured outpost functions the same way, except first the point will be reverted back to neutral before being awarded to the GC that takes it. Tactical Rating is earned for capturing an outpost, with more earned periodically depending on how many outposts a GC possesses.

Outposts

  • Flames Outpost (Southeast)
  • Storm Outpost (Southwest)
  • Serpent Outpost (North)

In 72-player matches, the number of controllable areas expands to accommodate the increase in participants. The following areas become available for conquering in addition to the ones above:

  • Allagan Manors (Northwest)
  • Allagan Markets (Northeast)
  • Allagan Sun Temple (South)

Interceptor Drones and Nodes

Periodically throughout the match, mobs called Interceptor Drones will spawn on the platform in the middle of the map. The interceptor drones will spawn one minute after the match starts, and every four minutes thereafter. Sending a party or two to the center around these times can be worth it because of the potential amounts of Tactical Rating that a Grand Company can gain from defeating these. However, backup may be necessary as these are almost always heavily contested. Tactical Rating will be awarded to the GC that has the most damage done on a node, even if a rival GC gets the last hit on it. The drones do not auto attack, but occasionally do a straight-line directional area of effect attack that is easy to dodge. Outside of that, they are fairly easy for a small group to defeat.

Another mob, the Interceptor Node, will also spawn between the 20 minute mark and 18 minute mark during the battle. Also spawning in the center, this mob is a bit tougher as it periodically does an untelegraphed area of effect attack for a hefty amount of damage, and has considerably more HP than the interceptor drones. However, it is worth a good amount of Tactical Rating so it is almost always worth contesting. Two parties are usually enough to try and down the node, but at least a healer or two is a definite must because of the outgoing damage from it and likely from the opposition as well.

Tactical Rating

A Grand Company’s tactical rating is the measure for which victory is determined. By default, the tactical ratings for each team will be displayed on the right of the HUD by default. In addition to capturing the objectives mentioned above, Tactical Rating can be earned through several other means, such as:

Action Tactical Rating
Defeating a Player +5 Points
Neutralizing an Outpost +10 Points
Capturing an Outpost +10 Points
Defeating Interceptor Drones +20 Points
Defeating the Interceptor Node +200 Points

Tactical Rating is also gained every 3 seconds, with the amount depending on how many outposts a team has in their possession.

Outposts Points
1 1
2 2
3 4
4 8
5 16
6 32

Getting Knocked Out

Upon getting knocked out (KOed), players will have a timer until they can respawn back at the staging area. This timer starts at 5 seconds, then increases by 5 seconds for each successive death. However, upon returning to the staging area, players may change jobs if they feel that a different role would be more effective. Players gain a temporary invincibility debuff at the staging area upon respawn, and it will wear off a few seconds after leaving it.

Victory Conditions

The first Grand Company to reach the maximum required Tactical Rating (either 800 for 24-player or 1600 for 72-player) will claim victory. If the battle lasts for the full 30 minute duration, the GC with the highest Tactical Rating at time expiration will claim victory.

Achievements

Frontline campaigns have specific achievements and rewards associated with it. Most achievements will reward Grand Company-specific titles, but some of them also reward exclusive mounts. The following titles and mounts can be earned through Secure matches:

Achievement Description Reward
Prime Air IV Destroy 100 interceptor drones. Drone Sniper title
Just Say Node IV Destroy 20 interceptor nodes. Heliodrome Hero title

Mounts

All Frontline battles allow the use of mounts to help traverse the battlefield more quickly. However, you cannot fly in any Frontline campaign. Also, if you are hit by an attack while on a mount, you will automatically gain the Heavy debuff for 20 Seconds, which will persist even if you dismount shortly after being attacked.

Basic Tactics

Securing and holding outposts is of the utmost importance in this mode, and that should be a team’s primary focus. However, this does not mean that an entire team needs to camp out at one outpost. It is okay, perhaps even encouraged to scout around looking for opportunities to catch opponents off guard. Ninjas are ideal for scouting around due to their Hide ability, albeit for the trade-off of decreased movement speed. They can often steal an unguarded outpost. However, capturing a point requires the player to be visible, so players should be aware of the risks involved and call for reinforcements if needed.

Ideally, 2-4 people can stay and “guard” an outpost. Communication is key here, though. Should the opposition be spotted in the vicinity, players should inform the rest of their team via Party or Alliance chat so they may respond accordingly.

Sometimes a few opponents may dally around just outside of an outpost, occasionally moving in to “poke” with a spell or ability. The idea behind this is to bait players away from an outpost and potentially into a surprise attack where the player has little to no backup. Although it may be tempting to chase after what appears to be an easy kill, keep in mind that it is almost never a good idea to do so and can likely lead to a loss for the team if it happens too much or at the wrong time.

As mentioned earlier, the interceptor drones are fairly easy to defeat. The main reason to bring some backup when these spawn is due to your opponents also seeking them. In a 72-player match, some groups will bring up to 2 parties to ensure they get the most points out of the deal and to keep enemy GCs at bay. In a 24-player match, it might be prudent to send half of a party. Although some groups may opt to use a caster or ranged physical limit break to help clear the drones, it is often not necessary and can be of better use elsewhere. The interceptor node can sometimes be a crucial mob to take down, especially if a team is lagging behind the others. Usually, 2 parties will be sent and at least one healer is required to deal with the periodic outgoing damage. If a dps player has a limit break available, this would be one of the highly recommended targets to use it on. Either way, players should watch the instance timer for when the drones and/or the node is about to spawn and have their assigned members or parties move into position beforehand.

Throughout the battlefield, there are lots of ramps and high areas. For example, the center area where the drones and node spawn require climbing several ramps for each GC to reach. However, this area is not walled in. Any class with knockback abilities can and should take advantage of enemies being positioned near an edge and knock them off. If the enemy is currently in combat and they fall all the way down, this usually guarantees a kill. Even if it doesn't, that's still one combatant out of commission for a little bit.

Team fights will usually break out at an outpost or at the drone/node spawn. While attempting to defeat the attackers, give some consideration to specific targets. Names are mostly hidden, replaced with the job of that particular player. However, target marking is still allowed and should be used whenever possible. Ideally, players will want to take out the support jobs such as White Mage, Scholar, and Astrologian first. An offense will not amount to much if their life blood is taken out of the picture. Black Mages and Summoners are also decent targets, due to the threat of debuffs and lots of magical damage. Bards and Machinists are decent targets as well, as they can be some of the more dangerous jobs to encounter on the battlefield due to their burst. Halting an offensive doesn’t always mean killing a primary target, however. Making good use of debuffs like Sleep and Stun at key moments can also weaken attackers and perhaps make them think twice about taking the outpost as their numbers dwindle.

More Information

The greatest teacher is experience. Don’t be afraid to jump into a Frontline battle to test the waters and get a better sense of the flow of battle!