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Warby's Warrior Guide 2.0Follow

#1 Sep 16 2013 at 7:44 PM Rating: Excellent
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Hello and welcome to Warby's Warrior guide 2.0. I wrote a Marauder guide back in 1.0 and it seemed to help some people, so i decided to make a 2.0 version for Warrior.

I am in no way an expert or saying whoever is not doing it my way is wrong. What i am saying is that my tactics and advice in this guide do work and can be used to better yourself and in return better your group.

This guide is mostly for Lvl 50 Warrior's, although people early on in the levels may pick up some tips from this.

If anyone has any questions or comments feel free to leave them here and i will try to reply when i get the chance.

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Sections List:

-Section 1= Warrior's role, skills and traits.
~Warrior's Role
~Warrior skills
~Warrior traits from Marauder
~Cross class skills

-Section 2= Tanking tips and tricks.

-Section 3= Stats and gear.
~Stats (Half complete)
~Gear (Mostly complete)
~Materia (Not yet complete)

-Section 4= Reserved. Probably PVP guide.

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To Do List:
-General polishing of guide.
-Finish Gear and stat sections.
-Add more tips and tricks as they spring to mind.
-Parse a rotation involving Unchained to see if its worth using over Inner beast.

Edited, Sep 22nd 2013 11:32am by Warby
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#2 Sep 16 2013 at 7:45 PM Rating: Good
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204 posts
Warrior's role, skills and traits.

-Warrior's Role~

Warrior's are one of two tanks currently available in FFXIV, the other is Paladin. The Warrior's job in a group setting, is to get the enemy to attack you, instead of attacking the rest of the group, whilst mitigating as much damage as possible.

Warrior's excel at having the highest HP pool, some good self heals, the best enmity generation against single and multiple targets, and good DPS to boot. The Paladin has better damage mitigation, stuns and some useful debuffs like pacification and blind.

There is no X tank job is better than the other. They both excel in their own ways and while Warrior might be better suited for one fight, Paladin may be better for another.



-Warrior skills~ (Marauder skills included) Hover over the action name to see its stats.

CD= Cooldown(In seconds).

Lvl 1- http://xivdb.com/?skill/31/Heavy-Swing - The is your combo starting action. Nothing special here other than opening up your main attacks.

Lvl 2- http://xivdb.com/?skill/32/Foresight - Very good defensive cooldown and should be used either before i big trash pull or before the boss uses big moves.

Lvl 4- http://xivdb.com/?skill/35/Skull-Sunder - This is part of your hate building combo. Heavy Swing > Skull Sunder > Butcher's Block.

Lvl 6- http://xivdb.com/?skill/33/Fracture - This should only be used during longer fights, like bosses.

Lvl 8- http://xivdb.com/?skill/34/Bloodbath - Great self healing ability, especially if there is a couple of adds. It will drain HP from them all if used along with Overpower or Steel Cyclone. This also stacks with Inner beast for an even bigger self heal.

Lvl 10- http://xivdb.com/?skill/39/Brutal-Swing - Brutal swing is a reliable stun and is not on the normal global cooldown. So if you use an action then need to use stun, as soon as your animation from the 1st action finishes you can hit Brutal swing.

Lvl 12- http://xivdb.com/?skill/41/Overpower - This should only be used when fighting multiple enemies at the same time. This should keep hate alone on all the mobs if spammed, although you will run out of TP fast using this. Using this in combination with Flash is always a good idea.

Lvl 15- http://xivdb.com/?skill/46/Tomahawk - Your only ranged attack and also increases enmity. I always use this as my starter when engaging a boss.

Lvl 18- http://xivdb.com/?skill/37/Maim - This is part of your DPS increasing combo and your self healing combo. Heavy Swing > Maim > Storm's Eye (DPS). Heavy Swing > Maim > Storm's Path (Self heal)

Lvl 22- http://xivdb.com/?skill/38/Berserk - Nice DPS boost. Try using alongside other high damaging actions.

Lvl 26- http://xivdb.com/?skill/36/Mercy-Stroke - I just macro this action into Heavy Swing, to make sure its used every time the mob drops below 20% HP.

Lvl 30- http://xivdb.com/?skill/47/Butcher%27s-Block - Your best enmity action you will get. This is the 3rd part of your hate building combo. Heavy Swing > Skull Sunder > Butcher's Block.

Lvl 30- http://xivdb.com/?skill/48/Defiance - If you are tanking, then this should be activated the whole time.

Lvl 34- http://xivdb.com/?skill/40/Thrill-of-Battle - Nice self heal, good for trash pulls.

Lvl 35- http://xivdb.com/?skill/49/Inner-Beast - Your best self heal. The harder you hit, the more HP you will get from this.

Lvl 38- http://xivdb.com/?skill/42/Storm%27s-Path - A small self heal. May be better to just stick with your hate building combo and DPS combo during boss fights. Heavy Swing > Maim > Storm's Path

Lvl 40- http://xivdb.com/?skill/50/Unchained - Will parse its uses. Will update at a later time.

Lvl 42- http://xivdb.com/?skill/43/Holmgang - Not very useful at all. If the mobs attention is on you, then it wont be moving away much. If the enemy goes for a healer then you have probably lost hate and need to use Provoke instead.

Lvl 45- http://xivdb.com/?skill/51/Steel-Cyclone - Powerful AOE attack, works wonders for when plumes spawn on Garuda. Also very good on trash pulls.

Lvl 46- http://xivdb.com/?skill/44/Vengeance - Nice DPS boost, especially if used on trash pulls.

Lvl 50- http://xivdb.com/?skill/45/Storm%27s-Eye - Another nice DPS boost. This is part of your DPS boosting combo. Heavy Swing > Maim > Storm's Eye

Lvl 50- http://xivdb.com/?skill/52/Infuriate - See the tanking tips and tricks section for more on this.



-Warrior traits from Marauder~

Lvl 8- http://xivdb.com/?skill/90012/Enhanced-Vitality

Lvl 14- http://xivdb.com/?skill/90015/Enhanced-Foresight

Lvl 16- http://xivdb.com/?skill/90013/Enhanced-Vitality-II

Lvl 20- http://xivdb.com/?skill/90014/Bloodshower

Lvl 24- http://xivdb.com/?skill/90016/Enhanced-Vitality-III

Lvl 28- http://xivdb.com/?skill/90021/Enhanced-Fracture

Lvl 32- http://xivdb.com/?skill/90019/Enhanced-Brutal-Swing

Lvl 36- http://xivdb.com/?skill/90018/Enhanced-Berserk

Lvl 40- http://xivdb.com/?skill/90020/Enhanced-Mercy-Stroke

Lvl 44- http://xivdb.com/?skill/90022/Enhanced-Thrill-of-Battle

Lvl 48- http://xivdb.com/?skill/90017/Enhanced-Maim



-Cross class skills~

-Gladiator

Lvl 4- http://xivdb.com/?skill/11/Savage-Blade - Never equip this, worthless.

Lvl 8- http://xivdb.com/?skill/14/Flash - Extremely helpful for tanking, will allow you to AOE tank much easier.

Lvl 10- http://xivdb.com/?skill/12/Convalescence - Nice tanking cooldown for some extra healing.

Lvl 22- http://xivdb.com/?skill/18/Provoke - I would say every Warrior should at least get Gladiator to 22 for this action. Its usefulness in most fights is zero, but can sometimes be the difference between your party wiping or not. More on this in the tanking tips and tricks section.

Lvl 34- http://xivdb.com/?skill/13/Awareness - Nice defensive cooldown.

-Pugilist

Lvl 4- http://xivdb.com/?skill/55/Featherfoot - Decent defensive cooldown. If you have every cross class action, i would skip this tho.

Lvl 8- http://xivdb.com/?skill/57/Second-Wind - Good self heal.

Lvl 10- http://xivdb.com/?skill/58/Haymaker - It could be useful if you was dodging often, but against most bosses you will not be.

Lvl 12- http://xivdb.com/?skill/59/Internal-Release - Great DPS boosting cooldown. I highly recommend leveling Pugilist to 12 for this.

Lvl 42- http://xivdb.com/?skill/65/Mantra - Could be useful, i feel there is better actions to put in its place tho.

Edited, Sep 22nd 2013 11:09am by Warby
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#3 Sep 16 2013 at 7:45 PM Rating: Good
Sage
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204 posts
Tanking tips and tricks.


- Marking~

Marking enemies prior to pulls can be extremely helpful. This stops the DPS from hitting different targets and instead burning down the one you want them to. Always try to mark casters first. I always try to kill Marauder types last due to their excessive use of overpower, which is easy to avoid.

- Single enemy rotation~

I like to open fights with Tomahawk as i am running to the mob. Then run straight through the mob so its turned away from your group and hit it with your enmity combo (Heavy swing/Skull sunder/Butcher's block).

If there is enough hate between you and #2 on the enmity list, throw in your DPS boosting combo (Heavy swing/Maim/Storm's eye)

Use your defensive cooldowns as you see fit, if you know the mob is about to use some hard hitting actions then go ahead and pop some cooldowns.

- Multiple enemy rotation~

Against multiple enemies its a good idea to pop some defensive cooldowns before you engage as well as marking the ones you want killed first. If the enemies are in a cone range, then open with Overpower followed by Flash then maybe another Overpower. If the enemies are more spread out, run over to the nearest one to aggro it, then run into the middle of the group and pop a Flash. Once they are bundled together use a couple of Overpower.

Once you have a decent amount of initial hate, start using you hate building combo. Hit the first combo on mark1, then Heavy swing on mark1, Skull sunder on mark2, Butcher's block on mark3 etc. Just keep alternating whilst making sure that your high on the hate list of each of the mobs.

- Avoiding frontal cone attacks~

The most common preventable attacks that bosses will use are conal attacks. Obviously someone with very high latency and/or slow reactions, may have trouble avoiding these attacks. The best way to help alleviate these problems are to stand as close to the boss as possible, i mean literally touching its front feet(If it even has feet lol). Then when the attack starts you can just run through the mob, this way you will not have as far to run.

- Provoke~

Ive seen so many tanks either open fights with this or keep using it as soon as it comes off cooldown. It sounds kind of silly but a good tank will hardly ever use this. Provoke puts you 1 enmity above the person at the top of the enmity list. If you are top of the list and use Provoke then it will do nothing. The same also goes for pulling mobs with Provoke, since its unclaimed there is no enmity list, and again Provoke does nothing other than claiming the mob.

If you lose hate mid fight and the mob runs off to hit another party member, then use Provoke. Since all it does is put you at the top of the list, you will lose aggro on the mob very quickly unless you do something else. The best way to grab a mob back is to Provoke > Tomahawk. If the mob is still in striking distance rather than running after the mages, then you could try Provoke > Overpower/Flash against multiple targets or your hate building combo against single targets.

- Infuriate and Wrath~

There are several ways to use your Wrath (Providing you have Defiance active). The first way is to actually do nothing with it, meaning you will always have the Wrath-V buff up which grants you 10% crit hit rate and 15% HP recovery via curing magic.

The second is to use Inner beast. Inner beast can give you a very nice self heal when used if your damage is good. Also if your trying to maximize your DPS, then you will want to use this as soon as its available.

The third is to use Unchained. I have not really parsed to see if this would be better, than using Inner beast every time its available, would help your DPS. I would imagine not tho.

The fourth option is Steel Cyclone. This move can be really great against multiple targets, especially if used alongside Bloodbath for a nice mini heal.

My personal use of Wrath for boss fights at least, is one of 2 tactics and they both involve Inner beast in some way. Firstly, if my group has a BRD for MP refresh then i will keep Wrath-V up as much as possible and use Inner beast if i start to drop to low health. My second use is when the healers may have trouble maintaining MP throughout the fight without a BRD, so i use Inner beast as soon as its available, so they don't have to cast as many cures at me.

Infuriate grants you instant Wrath-V, so can be used for a double Inner beast in a tight spot. Or even a single Inner beast, pop Infuriate and then keep the Wrath-V active. There are several ways to use this and its usage will depend on the fight.

- Focus target~

I find focus targets to work wonders in boss battles. In order to set one you need to target the boss and type /focustarget. This can also be put into a macro and shoved onto your hotbar, for easy use.

The reason i love focus targets is you can set the boss as your focus and if in the fight the boss spawns adds that you have to target. You can still see the bosses cast bar to know when to dodge/stun.

Edited, Sep 20th 2013 2:49pm by Warby
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#4 Sep 16 2013 at 7:46 PM Rating: Good
Sage
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204 posts
Stats and gear.

- Stats~

At this moment in time, there has not been enough testing to show which stats are most important. The general idea tho is trying to get as much STR, VIT and Parry as possible. You may also throw Determination in there as an alternative stat. Dexterity sounds like it could be useful if you can not get any of the main stats on your piece of gear, although this should not really happen.

As for point allocation, i have seen some debates on VIT vs STR and as i just said, not really enough testing has been done yet to say one should be used over another. Go with which you feel is right, i personally like the VIT route as it gives some of my duty finder healers a little more time to get a cure off on me, by me having a higher HP pool.

- Gear~

I will not be mentioning the relic reborn quest. Not every person who may read this will have Warrior as their main job and therefore will be doing that quest on something else.

Here is a link of a weapon comparison, involving all our endgame weapons. http://xivdb.com/?compare/items/6259-1817-1816-1814-1815-1811-1806-1813-1810-1809

-Upon hitting Lvl 50, your going to want to grab your lvl 50 grand company axe. As well as run as many Castrum runs as possible to start working towards your heavy darklight gear.

-While working on your darklight gear, go and run some Ifrit hard runs, till you get your Ifrit axe.

-At this point you should go and do Amdopar keep runs. You can do this much earlier, although this is the point where nobody is carrying you through it. This will earn you tokens for darklight gear and also tokens towards your relic ilvl 90 gear.

-Hopefully by now you should have several darklight pieces as well as your Ifrit weapon. Now is time to run Garuda and try to get your next Axe.

-Your next part of gear progression is Titan. I would advise holding off on Titan till you have Garuda's weapon as well as an almost complete set of darklight gear.

-Now its time for the binding coil of Bahamut. You will need full darklight and either a Titan or relic weapon. It would also help if you have purchased 1 or 2 pieces of relic gear with your tokens earned from Amdopar keep runs.

- Materia~

Edited, Sep 22nd 2013 11:40am by Warby
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#5 Sep 16 2013 at 7:49 PM Rating: Good
Sage
*
204 posts
Reserved for future use. Possibly PVP?

Edited, Sep 20th 2013 2:50pm by Warby
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#6 Sep 17 2013 at 11:16 PM Rating: Good
Scholar
***
1,948 posts
Unchained + Crit up ability from PUG + Berserk + Infuriate + Storm's Eye Combo + Inner's Beast before Crit up/Berserk disappear = awesome damage, for a while. Why not Inner Beast right after Infuriate? Because 5 Wrath + PUG crit up = 25% Crit up.
But if you want DPS, play MRD. Blood for Blood, Life Surge, Raging Strike makes MRD deal tons more damage than WAR. WAR damage is quite gimped.
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#7 Sep 18 2013 at 6:38 AM Rating: Good
Sage
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204 posts
Khornette wrote:
Unchained + Crit up ability from PUG + Berserk + Infuriate + Storm's Eye Combo + Inner's Beast before Crit up/Berserk disappear = awesome damage, for a while. Why not Inner Beast right after Infuriate? Because 5 Wrath + PUG crit up = 25% Crit up.
But if you want DPS, play MRD. Blood for Blood, Life Surge, Raging Strike makes MRD deal tons more damage than WAR. WAR damage is quite gimped.


Have you parsed to see if the dmg increase from not being penalised by defiance, using Unchained is better for dps than just hitting an extra 300 potency Inner beast? Not saying your wrong, but i personally doubt it. As soon as you use Unchained, you lose your WrathV, which is 10% crit rate. So the question is, is +25% power on your auto-attack and standard actions better than 10% crit rate or even a 300 potency Inner beast which is unafected by Defiance anyway.

I shall parse this myself at some point. Adding it to the to do list.

Also about your suggestion to use Inner beast right away, you lose all your wrath when you use Inner beast so you cant keep WrathV and Internal release up after using Inner beast.
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#8 Sep 18 2013 at 7:58 PM Rating: Good
Scholar
***
1,948 posts
Nvm, misread your post.

You get Infuriate for a reason, that is to pop it right after Unchained so you maintain 10% crit rate. This plus PUG crit up ability and Berserk stacking can make you do some very high damage for the short period they activate. Very very high damage. Use Inner Beast prior to any of the three buff disappear, not right after Infuriate. This will lead to a very high crit Inner Beast, I had several 760 crit on Demon Wall.

Edited, Sep 18th 2013 10:16pm by Khornette
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#9 Sep 22 2013 at 9:36 AM Rating: Good
Sage
*
204 posts
Just made a massive update to the guide. Its now almost complete. I have left the unchained section as is for now. I will be changing this after i have done some parsing. All suggestions and comments welcome.
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#10 Sep 24 2013 at 7:15 AM Rating: Decent
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2,377 posts
Am I the only one using maim and storm's path in a rotation? Clearly you'd concentrate on aggro inducing abilities first.. but management of aggro is simple enough that even on trash packs I can get in a maim/storm's path for the extra self heal. While based on damage done... also one reason why I'll favor STR over VIT when using the bonus attribute points.
____________________________
"The game is fun as **** to me and I don't need epeen DPS parsers to feel like a bad ****. " ~Curt Schilling (A.K.A Wyndwraith)
#11 Sep 24 2013 at 12:38 PM Rating: Good
Sage
*
204 posts
Magilicotti wrote:
Am I the only one using maim and storm's path in a rotation? Clearly you'd concentrate on aggro inducing abilities first.. but management of aggro is simple enough that even on trash packs I can get in a maim/storm's path for the extra self heal. While based on damage done... also one reason why I'll favor STR over VIT when using the bonus attribute points.


Your not the only one. I do it also, especially if Infuriate is up. I can sometimes do upwards of around 1K dmg with a fully buffed Inner beast if it crits. Which ends up giving me a very nice self heal.

Edited, Sep 24th 2013 2:39pm by Warby
____________________________
WoW: 80 Hunter - 80 Death Knight - 80 Paladin
FFXI: 75 Dragoon - 75 Samurai - 75 Paladin
FFXIV 1: 50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm
FFXIV 2: 50 Thm/Cnj
Tera: 60 Slayer - 60 Lancer - 60 Berserker
GW2: 80 Twilight Guardian
#12 May 13 2014 at 3:16 PM Rating: Good
Needs More Smut
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21,262 posts
Thank you for writing this guide. I'm just now beginning a marauder to warrior journey and I've found it very helpful.
____________________________
FFXI: Catwho on Bismarck: Retired December 2014
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