On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the front lines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day."
Warrior is a job made available on patch 2.0 (A Realm Reborn) in Final Fantasy XIV. Both Warriors and Marauders are primarily used for tanking and specialize in wielding battleaxes.
Warriors are combat specialists whose weapon of choice is the greataxe—a fearsome arm long associated with Eorzea's pirates. Their approach to battle is one of brute force, as they rely on pure strength and good steel to crush enemies and sunder weapons. They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land or to turn the tide of battle between warring nations. Skilled marauders have been known to take on entire packs of slavering beasts and emerge with little more than a few scrapes and bruises.
Marauder is the class used to obtain the Warrior job. They are focus more on taking straight damage and dealing damage to build enmity. As Marauders don't have many actions that help them mitigate damage besides parrying, they have a higher HP pool to draw from and several abilities that let them replenish their HP pool by themselves. Marauders deal more damage than Gladiators, so they are the preferred choice for encounters with high DPS requirements.
Leveling a MRD to 30 will unlock the main job for Marauders called Warrior (WAR). Warriors utilize most of what the Marauder has done up to this point, though they have a new ability that help raise their 'Wrath' against enemies. Wrath will help Warriors build a larger HP pool, but will cost them a loss of their damage abilities, however, once enough Wrath is obtained the Warrior's critical hit rating increases to make up for this damage loss.
How To Unlock
Player must complete the following quest: Sylph-management located in The Solar
Player must complete the following quest: Pride and Duty (Will Take You from the Mountain)
Class Required: Marauder (Level 30)
Icon Level Action Type Cost Casting Cooldown Description 1 1 Heavy Swing Weaponskill Instant 2.5s Delivers an attack with a potency of 200. 2 4 Maim Weaponskill Instant 2.5s Delivers an attack with a potency of 100. Combo Action: Heavy Swing 3 6 Berserk Ability Instant 90s Guarantees that all attacks are critical and direct hits for 10s. Extends Storm's Eye duration by 15s to a maximum of 60s 4 10 Overpower Weaponskill Instant 2.5s Delivers an attack with a potency of 130 to all enemies in a cone before you. 5 10 Defiance Ability Instant 10s Significantly increases enmity generation. Effect ends upon reuse. 6 15 Tomahawk Weaponskill Instant 2.5s Delivers a ranged attack with a potency of 140. Additional Effect: Increased enmity 7 26 Storm's Path Weaponskill Instant 2.5s Delivers an attack with a potency of 100. Restores own HP and Increases Beast Gauge by 20 8 30 Thrill of Battle Ability Instant 90s Increases maximum HP by 20% and restores the amount increased. Additional Effect: Increases HP recovery via healing actions on self by 20% for 10s 9 35 Inner Beast Weaponskill Beast Gauge Cost: 50 Instant 2.5s Delivers an attack with a potency of 350. 10 38 Vengeance Ability Instant 120s Reduces damage taken by 30% and delivers an attack with a potency of 55 every time you suffer physical damage for 15s 11 40 Mythril Tempest Weaponskill Instant 2.5s Delivers an attack with a potency of 100 to all nearby enemies. Combo Bonus: Extends Storm's Eye duration by 30s to a maximum of 60s and increases Beast Gauge by 20 12 42 Holmgang Ability Instant 240s Brace yourself for an enemy onslaught, preventing most attacks from reducing your HP to less than 1 for 8s. When a target is selected, halts their movement with chains. 13 45 Steel Cyclone Weaponskill Beast Gauge Cost: 50 Instant 2.5s Delivers an attack with a potency of 220 to all nearby enemies. 14 50 Storm's Eye Weaponskill Instant 2.5s Delivers an attack with a potency of 100. Combo Bonus: Increases damage dealt by 10% for 30s and extends Storm's Eye duration by 30s to a maximum of 60s. Increases Beast Gauge by 10 15 50 Infuriate Ability Instant 60s Increases Beast Gauge by 50. Additional Effect: Grants Nascent Chaos for 30s 16 54 Fell Cleave Weaponskill Beast Gauge Cost: 50 Instant 2.5s Delivers an attack with a potency of 590. 17 56 Raw Intuition Ability Instant 25s Reduces damage taken by 20% for 6s. 18 58 Equilibrium Ability Instant 60s Restores own HP. Cure Potency: 1,200 19 60 Decimate Weaponskill Beast Gauge Cost: 50 Instant 2.5s Delivers an attack to all nearby enemies with a potency of 250. 20 62 Onslaught Ability Beast Gauge Cost: 20 Instant 10s Rushes target and delivers an attack with a potency of 100. 21 64 Upheaval Ability Beast Gauge Cost: 20 Instant 30s Delivers an attack with a potency of 450. 22 68 Shake It Off Ability Instant 90s Creates a barrier around self and all nearby party members that absorbs damage totaling 15% of maximum HP for 15s. 23 70 Inner Release Ability Instant 90s Allows the use of Beast Gauge actions without cost and nullifies Stun, Sleep, Bind, Heavy, and most knockback and draw-in effects. Additional Effect: Guarantees that all attacks are critical and direct hits for 10s. 24 72 Chaotic Cyclone Weaponskill Beast Gauge Cost: 50 Instant 2.5s Delivers a critical direct hit with a potency of 400 to all nearby enemies. Additional Effect: Reduces the recast time of Infuriate by 5 seconds 25 76 Nascent Flash Ability Instant 25s Grants the effect of Nascent Flash. Also grants target party member Nascent Glint. 26 80 Inner Chaos Weaponskill Beast Gauge Cost: 50 Instant 2.5s Delivers a critical direct hit with a potency of 920. Additional Effect: Reduces the recast time of Infuriate by 5 seconds
Icon Level Action Type Cost Casting Cooldown Description 1 8 Rampart Ability Instant 90s Reduces damage taken by 20% for 20s 2 12 Low Blow Ability Instant 25s Stuns target for 5s 3 15 Provoke Ability Instant 30s Gesture threateningly, placing yourself at the top of a target's enmity list while gaining additional enmity. 4 18 Interject Ability Instant 30s Interrupts the use of a target's action. 5 22 Reprisal Ability Instant 60s Reduces damage dealt by nearby enemies by 10% for 10s 6 32 Arm's Length Ability Instant 120s Creates a barrier nullifying most knockback and draw-in effects for 6s. Additional Effect: Slow +20% when barrier is struck 7 48 Shirk Ability Instant 120s Diverts 25% of enmity to target party member.
Icon Level Action Description 1 1 Tank Mastery Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP based on your vitality attribute, and a bonus to damage dealt based on your strength attribute. 2 35 The Beast Within Increases Beast Gauge when landing Maim or Storm's Path in a combo. 3 54 Inner Beast Mastery Upgrades Inner Beast to Fell Cleave. 4 60 Steel Cyclone Mastery Upgrades Steel Cyclone to Decimate. 5 66 Enhanced Infuriate Reduces Infuriate recast time by 5 seconds upon landing Inner Beast, Steel Cyclone, Fell Cleave, or Decimate on most targets. 6 70 Berserk Mastery Upgrades Berserk to Inner Release. 7 72 Nascent Chaos Infuriate grants the effect of Nascent Chaos, upgrading Decimate to Chaotic Cyclone. Upon reaching level 80, Nascent Chaos will also upgrade Fell Cleave to Inner Chaos. Duration: 30s 8 74 Mastering the Beast Increases Beast Gauge when landing Mythril Tempest in a combo. 9 78 Enhanced Thrill of Battle Increases Beast Gauge when landing Mythril Tempest in a combo.
Quest Name Level Quest Giver Location Coordinates Unlocks 1 Pride and Duty (Will Take You from the Mountain) 30 Wyrnzoen Limsa Lominsa Upper Decks x11,y6 2 Embracing the Beast 35 Curious Gorge Eastern La Noscea x30,y23 Inner Beast 3 Curious Gorge Goes to Wineport 40 Curious Gorge Eastern La Noscea x30,y23 Mythril Tempest 4 Looking the Part 45 Curious Gorge Eastern La Noscea x30,y23 5 Proof Is the Pudding 45 Curious Gorge Eastern La Noscea x30,y23 Steel Cyclone 6 How to Quit You 50 Curious Gorge Eastern La Noscea x30,y23 Infuriate 7 Better Axe Around 50 Curious Gorge Eastern La Noscea x30,y23 8 Duty and the Beast 52 Broken Mountain Upper La Noscea x30,y22 9 The Bear Necessity 54 Broken Mountain Upper La Noscea x30,y22 Fell Cleave, Inner Beast Mastery 10 Pirates of Shallow Water 56 Broken Mountain Upper La Noscea x30,y22 Raw Intuition 11 How to Train Your Warrior 56 Storm Captain Western La Noscea x2,y2 12 Slap an' Chop 58 Broken Mountain Upper La Noscea x3,y2 Equilibrium 13 And My Axe 60 Broken Mountain Upper La Noscea x3,y2 Decimate, Steel Cyclone Mastery 14 Curious Gorge Meets His Match 60 Curious Gorge Eastern La Noscea x31,y30 15 Field Training 63 Broken Mountain Lower La Noscea x26,y35 16 When Push Comes to Shove 65 Broken Mountain Lower La Noscea x26,y35 17 Going the Distance 68 Broken Mountain Lower La Noscea x26,y35 18 The Heart of the Problem 70 Curious Gorge The Azim Steppe x32,y30 Inner Release, Berserk Mastery 19 Once, Twice, Three Times a Warrior 80 Curious Gorge Eastern La Noscea x31,y30
Character statistics mean different things depending on what class you are. Below is the general stat priority to follow for Warriors. Keep in mind that when leveling getting a higher iLevel is usually better in most cases.
Critical Hit > Skill Speed > Determination > Tenacity
- Critical Hit: Affects the amount of physical and magical damage, as well as HP restored
- Skill Speed: Affects bot casting and recast timers as well as auto-attacks
- Determination: Affects the amount of damage dealt as well as HP restored
- Tenacity: Affects the amount of damage dealt and received
Direct Hit should be avoided because of how Inner Chaos and Inner Release work.
For Skill Speed - Aim for around 1523 which will give you a 2.38 GCD.
Where does Warrior stand compared to other tanking classes?
First off, it doesn't really matter unless you are playing top-tier, savage raids and are looking to get the most out of your job. It is always recommended to play the job you are most comfortable with and can play well.
Using aggregate data from fflogs.com all 4 tanks are awfully close in all measurables. Warriors rank 3 out of 4 in DPS and also has the fewest parses out of all 4 tank jobs, which could mean the least played tank in current patch. Warriors rank the highest with healing/HPS since the job has a lot of self-healing abilities with a median of 2178 HPS.
Warrior's style-of-play revolves around filling the Beast Gauge (more on that below) using combos and spending the Beast Gauge on abilities.
Performing actions in a specific order increases potency and applies combo bonuses which will help greatly for damage output. Below you will see the very basic approach to get combo bonuses and then a more advanced list which includes casting your oGCDs.
Heavy Swing => Maim => Storm's Path (Recovers HP) -OR- Storm's Eye (Increases Damage)
A more complete rotation or priority list is the following. Unbolded actions are oGCDs that should be hit sometime before moving to the next part of the rotation:
- Defiance > Tomahawk > Infuriate
- Heavy Swing > Maim > Storm's Eye
- Inner Chaos > Infuriate > Inner Chaos > Inner Release
- Fell Cleave > Upheaval > Fell Cleave > Onslaught > Fell Cleave x 3
- Heavy Swing > Maim > Storm's Path
- Heavy Swing > Maim > Storm's Eye
Overpower => Mythril Tempest
Advanced (2 targets):
- Overpower > Mythril Tempest
- Optional and use if you have Wrath to spend: Fell Cleave > Inner Chaos
Advanced (3 targets):
- Overpower > Mythril Tempest
- Optional and use if you have Wrath to spend: Decimate > Chaotic Cyclone
Use your combos to generate enmity. Use the Heavy Swing > Maim > Storm's Eye combo and swap Storm's Eye with Storm's Path to top of your health.
Do not use Inner Release and Infuriate at the same time as you can't double critical/direct hits.
Raw Intuition is for main tanking and Nascent Flash is for off tanking in general.
Use defensive cool downs as needed and ones that are most suited for the situation. Use Defensive booster's right before adds come out or before a huge hit from the boss to help the healer.
You can tab throughout targets to help distribute enmity. Switch to your 2nd target a little before the 1st one is dead to quickly start building enmity before DPS gets it.
Upon learning the action Defiance (at level 10), a symbol will appear on the screen (Beast Gauge) indicating when it is in effect. Defiance increases enmity gained from using other actions.
Upon learning the trait The Beast Within (at Level 35), the symbol which indicates the use of Defiance will change to also display the Beast Gauge.
The Beast Gauge displays a Warrior's current amount of wrath, which is used to execute several powerful actions/abilities such as Inner Beast (acquired at level 35) and Steel Cyclone (acquired at level 45).
- Potion - Grade 3 Tincture of Strength
- Meals - Sausage and Sauerkraut, Stuffed Highland Cabbage
- 2.38 GCD - https://etro.gg/gearset/27dcfe5d-f0fe-454d-b35c-42bfac362c04
- 2.37 GCD - https://etro.gg/gearset/29933141-07f2-49fb-9ef9-7d2082fed609
- 2.36 GCD - https://etro.gg/gearset/a128d987-5376-44b5-b91f-9fbe3774529a
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Marauder/Warrior Job Guide
General overview of the MRD and WAR classes in FFXIV
- Updated for Patch 5.3 Aug 26, 2020