Difference between revisions of "Warrior Guide"
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(Upon reviewing the basic Dark Knight guide already in place, it was decided to edit and update the Warrior guide to conform to that general template. The Warrior guide did not appear to have been updated since the release of the first Coil.) |
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{{ | {{see also|Tank Guide|Guides}} | ||
'''An up-to-date [[Warrior]] job guide is provided by [https://www.thebalanceffxiv.com/jobs/tanks/warrior/ The Balance].''' | |||
{{Retired | |||
| description1 = This is the [[Shadowbringers]] era guide. It now completely obsolete. | |||
| patch = 6.0 | |||
}} | |||
__TOC__ | __TOC__ | ||
== 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. | |||
=== | === Mechanics (up to Lv. 50) === | ||
* 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. | |||
== | === Mechanics (up to Lv. 80) === | ||
* 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) | |||
=== 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== | |||
* [[Warrior Guide/Heavensward]] | |||
[[ | |||
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
- Your basic damage-dealing combo is Heavy Swing - Maim - Storm's Path (Lv. 26).
- Your self-buffing combo is Heavy Swing - Maim - 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 Overpower - Mythril Tempest (Lv. 40). Always use this combo in dungeon pulls where there are multiple enemies.
- Your Inner Release (Lv. 70) combo is Fell Cleave, Fell Cleave, Fell Cleave, Fell Cleave, Fell Cleave. Fit your oGCD attacks Upheaval and Onslaught between Fell Cleaves.
Mechanics (up to Lv. 50)
- Keep Defiance on to generate enmity unless you are not the main tank.
- 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 whenever you have 50 Beast Gauge ( Steel Cyclone (lv. 45) when there are multiple enemies). This does not interrupt combos.
- Use 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 and Vengeance. Both of them are useful for big dungeon pulls.
- Holmgang can save you in a pinch.
- 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 (Lv. 56) reduces damage with a short duration and short cooldown (excellent for tankbusters), Equilibrium (Lv. 58) heals yourself, Shake It Off (Lv. 68) shields your party, 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 (Lv. 54) and Steel Cyclone upgrades into Decimate (Lv. 60).
- Upheaval (Lv. 64) consumes 20 Beast Gauge and should be used on cooldown.
- Use Onslaught (Lv. 62) to close your distance with the boss ("gap-closer").
- The Berserk upgrade, 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 (Lv. 72) powers up your next Decimate ( Chaotic Cyclone) and Fell Cleave ( 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.