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Warrior (WAR) Guide

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Warrior is a tank job capable of holding enmity through high damage output. While it can function as a damage dealing job its primary role in battle will be to tank so that you are not forced to bring a Paladin to every party. The job branches off the Marauder class. This guide will talk about how to play the job at level 50 and it should be noted that it may not be the only way to play it. Others may disagree, but see it as a starting point and build on it from there.


Attributes


Warrior GuideAs a tank who holds hate via damage dealt your primary focus should be on VIT and STR. Vitality (VIT) to increase your HP, Strength (STR) to increase your damage and the percentage of damage mitigated by block and parry. Dexterity (DEX) could also be considered however it is probably not worth the investment due to the benefits of VIT and STR. With Defiance active you will gain 18 HP per point of VIT (15 without) and the STR will increase your damage. Since Warrior does not use shields the benefits from STR and DEX are lessened as you can't block without a shield but the benefits of STR on damage outweighs the negative point.

With equipment you could focus on more stats than just VIT, STR and DEX. But also consider stats such as Defense, Parry, Attack Power, Determination, Critical Hit Rate and Skill Speed. These are the main stats that your WAR will make use of for tanking and dealing damage. Determination will boost the amount of damage dealt by all attacks and the amount of HP recovered when healed, which makes this stat more important than it is for other classes since you benefit from both of the bonuses in a big way.


Skill Rotation


For a full explanation of skills see our Warrior and Marauder pages.

As mentioned earlier, the Warrior uses damage in order to retain enmity and a lot of this is generated via powerful combos. These combos need to be planned and used alongside other buffs in order to maximise their damage and enmity generation. Before we get into the skill rotations it is worth listing what these combos are.

1) Heavy Swing > Skull Sunder
2) Heavy Swing > Maim
3) Maim > Storm's Path
4) Maim > Storm's Eye
5) Skull Sunder > Butcher's Block

6) Heavy Swing > Maim > Storm's Path
7) Heavy Swing > Maim > Storm's Eye
8) Heavy Swing > Skull Sunder > Butcher's Block


The idea behind Warrior is that you gain Infuriated status in order to execute a very powerful attack. But in order to become Infuriated you must gain 5 points of Wrath. Wrath points are gained when under the effect of Defiance, an effect which lowers your damage output by 35% in order to increase enmity.

WAR has two potential rotations, depending on whether Berserk is available or not. This is because Berserk gives you a stack of Wrath too. So if Berserk is available you can use this simple combo:

Combo #7
Combo #8
Berserk > Inner Beast or Steel Cyclone
*OR
Combo #1 > Inner Beast or Steel Cyclone > Butcher's Block
Repeat
...
Monster < 20% - Mercy Stroke

*If Berserk is not available then you will perform an additional combo before Inner Beast and an additional Butcher's Block.

* Credit goes to Anonymous for this rotation. I begin with combo #7 as this is my main damage dealing combo. Maim will increase my damage by 10% while Storm's Eye will reduce the slashing resistance of the target by 10% as well as increase my HP recovery from heals by 50%. This combo will give me 2 points of Wrath.

I then use combo #8 in order to generate some enmity, since both stages of this combo have the added effect of increasing enmity. This combo will also give me 2 points of Wrath.

I then use Berserk to get my fifth point of Wrath and gain Infuriated status.

With Infuriated status we can launch one of our two most damaging attacks. Inner Beast is better for single targets or situations where you need to recover a lot of HP quickly, while Steel Cyclone should be used when dealing with multiple targets.

But what if Berserk is not available? You will have to insert combo #1 at this point to gain that extra stack of Wrath so that you can use Inner Beast or Steel Cyclone. You can then finish this combo off with Butcher's Block. Inner Beast and Steel Cyclone do not interrupt your combo so this works fine.

When the monster has below 20% of its HP left you will be able to use a powerful ability called Mercy Stroke. As it has a long recast you should fit it in when possible.

There are a number of other abilities which are very useful. Infuriate being the most as it instantly gives you 5 Wrath. You don't want to use this mid rotation otherwise you will lose Wrath, and with the 3 minute recast you need to carefully time when to use it to ensure it is available for those important boss fights.

Brutal Swing can also be useful for when you need to Stun a target's special attack. You can also gain 1 point of Wrath by using it.


Cross Class Abilities


WAR can take cross class skills from the GLA and PGL classes and at level 50 you can equip up to 5.

From GLA the most useful is Provoke. This will instantly put you top of the enmity list if you have lost hate. Convalescence is also important for HP recovery, while Flash is useful for enmity generation.

From PGL you should pick up Second Wind for HP recovery (great when paired with Convalescence) and perhaps Featherfoot to increase your evasion.


Gear


The best gear for your Warrior constantly changes depending on what was added in the latest patch so it is important to do your own research on top of this guide. It may also be that you feel a different piece works better for you in that slot but in most cases the best item is the one listed. We have broken the gear down into tiers in order to give some indication of what you can use before you get up to that item level tier.

Currently only weapons have ilevel 80, which is why the armour goes 90, 70, 60. With patch 2.1 this will change and be consistent. As a general guide you should be aiming for a setup such as this:

Slot Best Next Tier Third Tier
Main Hand Dreadwyrm Bardiche
Augmented Ironworks Magitek Axe
Ironworks Magitek Axe
Head Augmented Ironworks Helm of Fending
Dreadwyrm Coronet of Fending
Ironworks Helm of Fending
Noct Circlet
Bearliege Armet
High Allagan Circlet of Fending
Wootz Sallet
Body Dreadwyrm Armor of Fending
Augmented Ironworks Armor of Fending
Ironworks Armor of Fending
Bearliege Cuirass
Noct Lorica
Heavy High Allagan Coat
Wootz Cuirass
Hands Augmented Ironworks Gauntlets of Fending
Dreadwyrm Gauntlets of Fending
Ironworks Gauntlets of Fending
Noct Gauntlets
Bearliege Gauntlets
High Allagan Gauntlets of Fending
Wootz Mitten Gauntlets
Legs Augmented Ironworks Trousers of Fending
Dreadwyrm Sarouels of Fending
Ironworks Trousers of Fending
Bearliege Hose
High Allagan Trousers of Fending
Noct Breeches
Kirimu Breeches of Fending
Feet Dreadwyrm Sabatons of Fending
Augmented Ironworks Sabatons of Fending
Ironworks Sabatons of Fending
Noct Greaves
Bearliege Sabatons
High Allagan Sabatons of Fending
Wootz Sabatons
Waist Augmented Ironworks Belt of Fending
Dreadwyrm Tassets of Fending
Ironworks Belt of Fending
High Allagan Belt of Fending
Bearliege Belt
Noct Plate Belt
Wootz Plate Belt
Neck Dreadwyrm Choker of Fending
Augmented Ironworks Choker of Fending
Ironworks Choker of Fending
High Allagan Choker of Fending
Noct Choker
Werewolf Choker of Fending
Ear Dreadwyrm Earring of Fending
Augmented Ironworks Earrings of Fending
Ironworks Earrings of Fending
Noct Earrings
High Allagan Earrings of Fending
Werewolf Earrings of Fending
Rings Dreadwyrm Ring of Fending
Augmented Ironworks Ring of Fending
Ironworks Ring of Fending
Judgment Ring of Fending
Noct Ring
High Allagan Ring of Fending
Werewolf Ring of Fending
Wrist Augmented Ironworks Bracelet of Fending
Dreadwyrm Bracelet of Fending
True Ice Bracelet of Fending
Ironworks Bracelet of Fending
Noct Wristlets
Werewolf Bracelet of Fending
High Allagan Bracelets of Fending

* This guide only lists gear which is confirmed to be in FFXIV: ARR.

Materia


In FFXIV: ARR all materia can be added to any slot so this guide only lists the materia that is useful for the Warrior rather than where to put it.

Vitality - HP
Strength - Melee attack damage and block/parry damage reduction
Dexterity - Chance of block/parry
Battledance - Parry
Savage Might - Determination
Quickarm - Skill Speed
Heavens' Eye - Accuracy
Savage Aim - Critical Hit Rating

As you will be limited by how much of a certain stat you can apply to gear through stat caps it is a good idea to use a variety and add stats to gear which aren't already on the piece.


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Anonymous
Aug 16, 2014 - 21:15:42 | Location: Nowhere, In a Box

I've been told that beginning a fight with berserk + unchained is a very good way to solidify aggro at the start of a boss. I tried it myself and found it was effective. I notoced unchained is not listed in this article. What are your thoughts on unchained?

 
MasterOfNoni [Anon]
May 23, 2014 - 05:55:50 | Location: Nowhere, In a Box

Keep in mind guys that all tbis stuff changes with each patch so don't be too tough on the author. Greak article! Thank you!
 
Sain Cheese [Anon]
May 15, 2014 - 19:35:11 | Location: Nowhere, In a Box

I personally like to incorporate beserk a little differently. What I normally do is gain five stacks of wrath, use unchained, heavy swing, beserk, maim, storms eye, heavy swing, skull sunder, butchers block, heavy swing, maim, storms path.
what this does is maximizes my damage output. I easily critical for over a 1000 on butchers block and storms eye, maim and skull sunder can hit for 400-800(critical). Also I pop beserk after the first heavy swing because if I don't beserk wears off before I can use the third move to my final combo. If appropriate I will also throw out a brutal swing and mercy strokebecause these moves are off the global Cooktown and don't mess with rotations.

You may also throw out, instead of a final rotation. Inner beast, infuriate,inner beast because of the buff as well as the damage output/healing you may get. I don't normally do that unless I'm about to take hate from the main tank which is very likely with beserk/unchained. Also if I am trying to take hate instead of the storms path rotation as a final, I'll use another butchers block rotation. The main reason for storms path as a final rotation is to add the debuff on whatever it is you may be fighting during the downtime where you can't attack.

Obviously with this method though you'll be sitting five stack of wrath which some tankers may not like. It's not a bad thing though because of the healing buff you receive with five stacks of wrath.
 
Anonymous
Jan 29, 2014 - 22:04:39 | Location: Nowhere, In a Box

" (Quote from above) Storm's eye doesn't increase your damage or being healed. It lowers your targets slashing resistance and lowers THEIR healing received by 50%. It is not a buff, it is a debuff.

So if your target has a slashing resistance of 30% you are lowering that to 27% and decreasing the heals they receive. Outside of PvP (and certain healing boss mechanics) I don't think this combo is a top priority at all."

Lowering slash resistance is a damage increase for you, damage increase for you means better healing returns, higher threat due to Skull Sunder hitting harder, its a win win if you can work it in.
 
Sol Steeler [Anon]
Oct 29, 2013 - 03:34:38 | Location: Nowhere, In a Box

Also to note on your previous comment. You always want to start with a Heavy swing-skull sunder- butchers blocks. Some bosses you just have to chain cast this rotation because it IS THE highest enmity rotation for warriors. When you start tanking end game you will understand. I normally do Internal release/Beserk tomahawk to pull. Then 3 rotations of Heavy Swing- Skull sunder- Butchers block. Then You can start casting damage ability such as maim/storms lash. Threat is the most important thing for a tank. Not damage.
 
Anonymous
Oct 21, 2013 - 18:25:20 | Location: Nowhere, In a Box

Using Storms Eye lowers the targets resistance, which increases YOUR damage to them, in turn increasing the healing you get off of them for doing damage. You should always have Maim on yourself and Storms Eye on the target before doing Inner Beast to give your heal an extra kick. Also, Inner Beast stacks quite well with Bloodbath, Convalescence, and Berserk.
 
Anonymous
Sep 27, 2013 - 22:04:34 | Location: Nowhere, In a Box

As a warrior, I disagree with this rotation because berserk adds wrath as well, and using this rotation you are essentially granting 7 stacks of wrath, so you are wasting two. Inner beast or steel cyclone DOES NOT interrupt a combo. Additionally, maim grants a 20% attack damage bonus, it should be the first combo along with storms eye to reduced slashing defense.
So depending on if berserk is available your combo should look like this:

Heavy swing>Maim>Storms eye>Heavy swing>Skull sunder>Butchers block>Berserk>Innerbeast

Or

Heavy swing>maim>storms eye>heavy swing>skull sunder>butchers block>heavy swing>skull sunder>Inner beast> butchers block.

With that last rotation you will already have 1 stack of wrath and just need 2 more combos. It is a waste to hold wrath unless you plan on not using it at all. If you plan on using the stacks, then use them and replenish as efficiently as possible
 
Anonymous
Sep 10, 2013 - 09:11:16 | Location: Nowhere, In a Box

Infuriate does not have a 3 min cd. It's only 60secs.
 
anon [Anon]
Aug 29, 2013 - 20:37:37 | Location: Nowhere, In a Box

Bookmarked! Thanks for the info, I'm new to FF MMOs and have no idea what I'm doing.
 
Anonymous
Aug 29, 2013 - 19:25:10 | Location: Nowhere, In a Box

Storm's eye doesn't increase your damage or being healed. It lowers your targets slashing resistance and lowers THEIR healing received by 50%. It is not a buff, it is a debuff.

So if your target has a slashing resistance of 30% you are lowering that to 27% and decreasing the heals they receive. Outside of PvP (and certain healing boss mechanics) I don't think this combo is a top priority at all.