Difference between revisions of "Warrior Guide"

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(Created page with "{{See also|Warrior|Guides}} ==Rotations== Heavy Swing > Skull Sunder > Butcher's Block *This is your enmity-building combo and also the combo that deals the most ...")
 
 
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{{See also|Warrior|Guides}}
{{see also|Tank Guide|Guides}}
==Rotations==
'''An up-to-date [[Warrior]] job guide is provided by [https://www.thebalanceffxiv.com/jobs/tanks/warrior/ The Balance].'''
[[Heavy Swing]] > [[Skull Sunder]] > [[Butcher's Block]]
{{Retired
| description1 = This is the [[Shadowbringers]] era guide. It now completely obsolete.
| patch = 6.0
}}
__TOC__


*This is your enmity-building combo and also the combo that deals the most damage. No other special stuff with this combo.
== Shadowbringers Warrior Guide==
=== Combos ===
* Your basic damage-dealing combo is {{action icon|Heavy Swing}} - {{action icon|Maim}} - {{action icon|Storm's Path}} (Lv. 26).
* Your self-buffing combo is {{action icon|Heavy Swing}} - {{action icon|Maim}} - {{action icon|Storm's Eye}} (Lv. 50). Since you want to keep the Storm's Eye buff on yourself at all times, use this combo whenever it is about to fall off.
* Your area-of-effect ("AOE") combo is {{action icon|Overpower}} - {{action icon|Mythril Tempest}} (Lv. 40). Always use this combo in dungeon pulls where there are multiple enemies.
* Your {{action icon|Inner Release}} (Lv. 70) combo is {{action icon|Fell Cleave}}, {{action icon|Fell Cleave}}, {{action icon|Fell Cleave}}, {{action icon|Fell Cleave}}, {{action icon|Fell Cleave}}. Fit your [[Acronyms|oGCD]] attacks {{action icon|Upheaval}} and {{action icon|Onslaught }} between {{action icon|Fell Cleave}}s.  


[[Heavy Swing]] > [[Maim]] > [[Storm's Path]]
=== Mechanics (up to Lv. 50) ===


*This is the combo that reduces the damage dealt by the enemy (by 10%). If you're MTing, this and BB combo are the combos you want to be using.
* Keep {{action icon|Defiance}} on to generate enmity unless you are not the main tank.
* {{action icon|Berserk}} is a powerful 10-second buff that you should use as much as possible. Combining it with your AOE combo deals excellent damage to a dungeon pull.
* Use {{action icon|Inner Beast}} whenever you have 50 Beast Gauge ({{action icon|Steel Cyclone}} (lv. 45) when there are multiple enemies). This does not interrupt combos.
* Use {{action icon|Infuriate}} (Lv. 50) as much as possible ("on cooldown") to gain 50 Beast Gauge - if your Beast Gauage is already too full, spend it first.
* Your unique defensive cooldowns are {{action icon|Thrill of Battle}} and {{action icon|Vengeance}}. Both of them are useful for big dungeon pulls.
* {{action icon|Holmgang}} can save you in a pinch.
* {{action icon|Tomahawk}} is your ranged attack for pulling or when you are forced to run from the boss. It does interrupt combos.


[[Heavy Swing]] > [[Maim]] > [[Storm's Eye]]
=== Mechanics (up to Lv. 80) ===


*This is the DPS-increasing combo for WARs. [[Storm's Eye]] reduces the slashing resistance of the enemy, hence, PLDs and WARs will deal more damage. If you're OTing, this and the Storm's Path combo are the combos to be used.
* You gain many new defensive abilities: {{action icon|Raw Intuition}} (Lv. 56) reduces damage with a short duration and short cooldown (excellent for tankbusters), {{action icon|Equilibrium}} (Lv. 58) heals yourself, {{action icon|Shake It Off}} (Lv. 68) shields your party, {{action icon|Nascent Flash}} (Lv. 76) heals yourself and someone else. Nascent Flash shares a cooldown with Raw Intuition meaning you cannot use both of them. The healing effect is especially powerful for dungeon pulls .
* Inner Beast upgrades into {{action icon|Fell Cleave}} (Lv. 54) and Steel Cyclone upgrades into {{action icon|Decimate}} (Lv. 60).
* {{action icon|Upheaval}} (Lv. 64) consumes 20 Beast Gauge and should be used on cooldown.
* Use {{action icon|Onslaught}} (Lv. 62) to close your distance with the boss ("gap-closer").
* The Berserk upgrade, {{action icon|Inner Release}} (Lv. 70), makes Beast Gauge attacks free in its duration. That means you should use Fell Cleave five times in its window (Decimate in dungeon pulls) while also making sure to use Upheaval and Onslaught.
* {{action icon|Infuriate}} (Lv. 72) powers up your next Decimate ({{action icon|Chaotic Cyclone}}) and Fell Cleave ({{action icon|Inner Chaos}}, Lv. 80)


Basically, you want Maim to be kept up at all times. If you're MTing, keep Storm's Path up and use the Butcher's Block combo. If you're OTing, keep Storm's Eye+Storm's Path up; you don't need to do the Butcher's Block combo.
=== Basic optimization ===


While all this is going on, you are building Wrath stacks. At 5 stacks, you become Infuriated, unlocking 3 skills: Inner Beast, [[Unchained]] and [[Steel Cyclone]].
* Always use your AOE combo in dungeon pulls. Spam Overpower if you don't have Mythril Tempest yet.
* The more you pull, the more damage you and your party deals. Use your defensive cooldowns and space them out.
* Berserk/Inner Release is a large part of your damage. Use it on cooldown, and time it right so you can always fit five attacks in its window. You want those five attacks to be as powerful as possible - before Lv. 70, that might mean saving up Infuriate stacks and Beast Gauge or starting it before Storm's Path. After Lv. 70, that just means five Fell Cleaves, Upheaval, and Onslaught.
* Since you always want Upheaval to come up in an Inner Release window, you have to use it on cooldown without delay. This also means making sure your Beast Gauge isn't too empty when Upheaval is about to come up.
* Your automatic self-healing is unparalleled among tanks. Use Nascent Flash as much as possible unless you anticipate a need for Raw Intuition.  
* At Lv. 80, you don't want to use Infuriate during Inner Release, because it wastes one of your free Fell Cleaves. Note the five Fell Cleaves plus the ten-second duration would reduce Infuriate's cooldown by 35 seconds, be sure not to waste it.
* You can use an entire Inner Release combo without interrupting weaponskill combos, but only barely.
* Vengeance deals damage too but only if your enemy auto-attacks you.
* Read other Warrior guides for further optimization techniques.  


Inner Beast is a situational ability that heals you for 100% of the damage done and gives you a 5 second window where damage received is reduced by 20%. Therefore, you want to time this ability with incoming heavy damage such as Titan's Mountain Buster, Ultima's Diffraction Laser, Twintania's Death Sentence.
==Other Guides==
 
* [[Warrior Guide/Heavensward]]
Unchained removes the damage penalty of [[Defiance]], hence you deal 25% more damage while in Defiance mode. It's on a 2 minute cooldown, sadly.
Steel Cyclone is a AOE enmity-generating skill. If you use this on a bunch of mobs, DPS or even another tank would be hard-pressed to peel the mobs off you. It's a good skill to start a fight with. This ability is very useful in T4's add phases.

Latest revision as of 19:23, 14 August 2023

See also: Tank Guide and Guides

An up-to-date Warrior job guide is provided by The Balance.

Shadowbringers Warrior Guide

Combos

Mechanics (up to Lv. 50)

  • Keep Defiance.png  Defiance on to generate enmity unless you are not the main tank.
  • Berserk.png  Berserk is a powerful 10-second buff that you should use as much as possible. Combining it with your AOE combo deals excellent damage to a dungeon pull.
  • Use Inner Beast.png  Inner Beast whenever you have 50 Beast Gauge (Steel Cyclone.png  Steel Cyclone (lv. 45) when there are multiple enemies). This does not interrupt combos.
  • Use Infuriate.png  Infuriate (Lv. 50) as much as possible ("on cooldown") to gain 50 Beast Gauge - if your Beast Gauage is already too full, spend it first.
  • Your unique defensive cooldowns are Thrill of Battle.png  Thrill of Battle and Vengeance.png  Vengeance. Both of them are useful for big dungeon pulls.
  • Holmgang.png  Holmgang can save you in a pinch.
  • Tomahawk.png  Tomahawk is your ranged attack for pulling or when you are forced to run from the boss. It does interrupt combos.

Mechanics (up to Lv. 80)

  • You gain many new defensive abilities: Raw Intuition.png  Raw Intuition (Lv. 56) reduces damage with a short duration and short cooldown (excellent for tankbusters), Equilibrium.png  Equilibrium (Lv. 58) heals yourself, Shake It Off.png  Shake It Off (Lv. 68) shields your party, Nascent Flash.png  Nascent Flash (Lv. 76) heals yourself and someone else. Nascent Flash shares a cooldown with Raw Intuition meaning you cannot use both of them. The healing effect is especially powerful for dungeon pulls .
  • Inner Beast upgrades into Fell Cleave.png  Fell Cleave (Lv. 54) and Steel Cyclone upgrades into Decimate.png  Decimate (Lv. 60).
  • Upheaval.png  Upheaval (Lv. 64) consumes 20 Beast Gauge and should be used on cooldown.
  • Use Onslaught.png  Onslaught (Lv. 62) to close your distance with the boss ("gap-closer").
  • The Berserk upgrade, Inner Release.png  Inner Release (Lv. 70), makes Beast Gauge attacks free in its duration. That means you should use Fell Cleave five times in its window (Decimate in dungeon pulls) while also making sure to use Upheaval and Onslaught.
  • Infuriate.png  Infuriate (Lv. 72) powers up your next Decimate (Chaotic Cyclone.png  Chaotic Cyclone) and Fell Cleave (Inner Chaos.png  Inner Chaos, Lv. 80)

Basic optimization

  • Always use your AOE combo in dungeon pulls. Spam Overpower if you don't have Mythril Tempest yet.
  • The more you pull, the more damage you and your party deals. Use your defensive cooldowns and space them out.
  • Berserk/Inner Release is a large part of your damage. Use it on cooldown, and time it right so you can always fit five attacks in its window. You want those five attacks to be as powerful as possible - before Lv. 70, that might mean saving up Infuriate stacks and Beast Gauge or starting it before Storm's Path. After Lv. 70, that just means five Fell Cleaves, Upheaval, and Onslaught.
  • Since you always want Upheaval to come up in an Inner Release window, you have to use it on cooldown without delay. This also means making sure your Beast Gauge isn't too empty when Upheaval is about to come up.
  • Your automatic self-healing is unparalleled among tanks. Use Nascent Flash as much as possible unless you anticipate a need for Raw Intuition.
  • At Lv. 80, you don't want to use Infuriate during Inner Release, because it wastes one of your free Fell Cleaves. Note the five Fell Cleaves plus the ten-second duration would reduce Infuriate's cooldown by 35 seconds, be sure not to waste it.
  • You can use an entire Inner Release combo without interrupting weaponskill combos, but only barely.
  • Vengeance deals damage too but only if your enemy auto-attacks you.
  • Read other Warrior guides for further optimization techniques.

Other Guides