Difference between revisions of "Warrior Guide"

From Final Fantasy XIV Online Wiki
Jump to navigation Jump to search
 
(12 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{See also|Tank Guide|Guides}}
{{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__
=Rotations=
==Enmity Generation==
It is best practice to enter [[Defiance]] stance while generating enmity.
===Single Target Enmity===
[[Tomahawk]] > [[Brutal Swing]] > [[Heavy Swing]] > [[Skull Sunder]] > [[Butcher's Block]]<br />


This rotation assumes you've entered '''Defiance''' stance prior to the pull.  Additionally, this rotation may not be optimal for all encounters, but is given as a basic '''entry-level''' opener.
== 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.  


===Multi Target Enmity===
=== Mechanics (up to Lv. 50) ===
[[Tomahawk]] > [[Brutal Swing]] > [[Overpower]] > Switch Target > [[Heavy Swing]] > [[Skull Sunder]] > Switch Target > [[Butcher's Block]] > Switch Target > [[Heavy Swing]] > [[Skull Sunder]] > Switch Target > [[Butcher's Block]] > [[Heavy Swing]] > [[Maim]] > [[Steel Cyclone]]<br />


This rotation assumes you've entered '''Defiance''' stance prior to the pull. Additionally, this rotation may not be optimal for all encounters, but is given as a basic '''entry-level''' opener.
* 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.


==Damage Output==
=== Mechanics (up to Lv. 80) ===
It is best practice to enter [[Deliverance]] stance while dealing damage. However, '''Defiance''' should be your active battle stance if you're tanking adds as the OT (off-tank) or acting as the MT (main tank) in a full-party instance.  If there are no adds in the fight and you're in the OT position, you may instead remain in '''Deliverance''' stance.


===Basic Damage===
* 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 .
[[Heavy Swing]] > [[Brutal Swing]] > [[Maim]] > [[Storm's Eye]]
* 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)


Although the Storm's Eye combo is lesser overall potency than the Butcher's Block combo, this sequence does not run the risk of taking enmity away from the MT, while also applying a '''10% slashing resistance down''' debuff on the target that lasts for 20 seconds.  Reducing slashing resistance will enable both you, the MT, and any [[Ninja]] players in the party to deal increased damage to the target for the duration of the debuff.  Note that this does not stack with a Ninja's [[Dancing Edge]].
=== Basic optimization ===


===High Damage===
* Always use your AOE combo in dungeon pulls. Spam Overpower if you don't have Mythril Tempest yet.
[[Heavy Swing]] > [[Berserk]] > [[Maim]] > [[Brutal Swing]] > [[Storm's Eye]] > [[Heavy Swing]] > [[Skull Sunder]] > [[Butcher's Block]] > [[Fell Cleave]]
* 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.


Please note that use of this damage combo at the outset of a pull can potentially rip enmity off the MT if they are not prepared.  It is generally not recommended to use this combo at the start of combat.  Further, once the 20 second duration of '''Berserk''' expires, you be inflicted with the [[Pacification]] debuff for 5 seconds, which prohibits the use of weapon skills.
==Other Guides==
 
* [[Warrior Guide/Heavensward]]
===Fell Cleave Chain===
[[Heavy Swing]] > [[Brutal Swing]] > [[Maim]] > [[Storm's Eye]] > [[Heavy Swing]] > [[Skull Sunder]] > [[Butcher's Block]] > [[Heavy Swing]] > [[Berserk]] > [[Fell Cleave]] > [[Infuriate]] > [[Fell Cleave]] > [[Vengeance]] > [[Maim]] > [[Raw Intuition]] > [[Storm's Eye]] > [[Brutal Swing]] > [[Heavy Swing]] > [[Skull Sunder]] > [[Fell Cleave]] > [[Butcher's Block]] > [[Fracture]]
 
This is an advanced damage combo that will enable you to land three successive '''Fell Cleave''' attacks within the span of the 50% attack power boost conferred by '''Berserk.'''  Note that this rotation requires that the oGCD (off-global cool down) abilities listed here must be weaved in-between your regular weapon skills.  Performing this technique requires practice and specific timing, as well as the capacity to remain within melee range of the target for the duration needed to land each attack.  Depending upon your skill speed stat, you may also not be able to fit in the final '''Fracture''' attack prior to being inflicted with '''Pacification.'''
 
Observe that this same rotation can, however, also be used in large multi-group pulls if and only if you and your party are comfortable with you entering '''Deliverance''' stance after the initial pull, replacing each '''Fell Cleave''' in the combo above with the AoE attack [[Decimate]].  Additionally, doing this assumes you understand to establish a large enmity lead against the group with use of [[Overpower]] and the cross-class skill [[Flash]], as well as properly positioning yourself to avoid the auto-criticals incurred from rear and flank attacks after using '''Raw Intuition.'''
 
=Damage Mitigation=
 
=Cross Class Skills=
 
=Tips and Tricks=
*Managing available TP (tech points) to use your abilities effectively and consistently is a large part of playing '''Warrior''' well.  Making use of the special attacks granted at five stacks of Wrath/Abandon, which cost no TP to use, will help your native TP regeneration.  Conservative use of '''Tomahawk''' and '''Overpower''' to establish enmity leads at each pull will assist in this area, as well as knowing when it is prudent to enter '''Deliverance''' stance to use [[Equilibrium]] for an extra 200 TP.
*Learning when to switch between your stances is key to maximizing Warrior's overall potential.  As you grow more comfortable and confident with the play style of the class, it becomes easier to understand when you can switch to '''Deliverance''' for extra burst damage, and when it is necessary to re-enter '''Defiance,''' either for mitigation or building up further enmity.
*Although tanks do not make use of positionals for their attacks, Warrior is the only tank class where understanding how you are positioned in relation to enemies can affect your defenses.  Knowing the exact boundaries of your front arc is will ultimately lead to frequent and more intelligent use of '''Raw Intuition,''' and greater mitigation.  Further, learning the exact reach and arc radius of the cone on '''Overpower''' will allow you to move effectively use it as you position your own forward arc during group pulls.

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