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      The Marauder/Warrior is my main, and is my favorite class. IMHO I think it the best tank. I love everything from the look, and the actions of the class. This guide will go through everything about the Marauder/Warrior, and should be everything you need to know about the class.


      Marauder Actions



      Actions (open)
      Heavy Swing [​IMG] Level:1 TP Cost:70 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 150.

      Foresight [​IMG] Level:2 TP Cost:0 Cast Time: Instant Cooldown: 120 Cooldown Shortens to 90 seconds with the Enhanced Foresight Trait. Description: Increases defense by 20% for 20 sec.

      Skull Sunder [​IMG] Level:4 TP Cost:60 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Heavy Swing, Combo Potency: 200.

      Fracture [​IMG] Level:6 TP Cost:80 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 100. Additional Effect: Damage over time with potency of 20 for 18 sec [Extends duration to 30 seconds with Enhanced Fracture Trait] (combined total potency of 220, 300 traited).

      Bloodbath [​IMG] Level:8 TP Cost:0 Cast Time: Instant Cooldown:90 Description: Converts 25% of the damage dealt by next successful offensive ability into HP. Buff duration: 15 sec. [Extends Bloodbath duration to 30 seconds with Bloodshower Trait]

      Brutal Swing [​IMG] Level:10 TP Cost:0 Cast Time: Instant Cooldown: 20 Rage: 3y Description: Delivers an attack with a potency of 50. Additional Effect: Stun for 3 sec. [Brutal Swing Stun duration Extends to 5 seconds with Enhanced Brutal Swing trait.]

      Overpower [​IMG] Level:12 TP Cost:100 Cast Time: Instant Cooldown:2.5 Rage: 8y Description: Delivers an attack with a potency of 120 to all enemies in a cone in front of you. Additional Effect: Increased enmity.

      Tomahawk [​IMG] Level:15 TP Cost:120 Cast Time: Instant Cooldown:2.5 Rage: 15y Description: Delivers a ranged attack with a potency of 130. Additional Effect: Increased enmity.

      Maim [​IMG] Level:18 TP Cost:60 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 100. Combo Action: Heavy Swing, Combo Potency: 190 Combo Bonus: Increases damage dealt by 20% for 12 sec. [Extends Maim duration to 24 seconds with Enhanced Maim]

      Berserk [​IMG] Level:22 TP Cost:0 Cast Time: Instant Cooldown:90 Description: Increases attack power by 50% for 15s. Unable to use weapon skills for 5 seconds after effect fades. [Berserk duration Extends to 20 seconds with Enhanced Berserk trait.]

      Mercy Stroke [​IMG] Level:26 TP Cost:0 Cast Time: Instant Cooldown:90 [Shortens Mercy Stroke cooldown to 40 seconds with Enhanced Mercy Stroke] Description: Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.

      Butcher's Block [​IMG] Level:30 TP Cost:60 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 100. Additional Effect: Increased enmity. Combo Action: Skull Sunder, Combo Potency: 280. Grants Wrath when used with Defiance for 30s.

      Thrill of Battle [​IMG] Level:34 TP Cost:0 Cast Time: Instant Cooldown:120 Description: Increases maximum HP by 10% and restores the amount increased for 20s. [ HP increase granted by Thrill of Battle to 20% with Enhanced Thrill of Battle.]

      Storm's Path [​IMG] Level:38 TP Cost:90 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 100. Combo Action: Maim, Combo Potency: 250 Combo Bonus: Absorbs 50% of damage dealt as HP and lowers target's damage dealt by 10% for 20s Grants Wrath when used with Defiance for 30s.

      Holmgang [​IMG] Level:42 TP Cost:0 Cast Time: Instant Cooldown:180 Description: Draws target towards caster, and binds both for 6s Most attacks cannot reduce your HP to less than 1 for 6s.

      Vengeance [​IMG] Level:46 TP Cost:0 Cast Time: Instant Cooldown:120 Description: Reduces damage taken by 30% and delivers an attack with a potency of 50 every time you suffer physical damage for 15s Grants Wrath when used with Defiance for 30s.

      Storm's Eye [​IMG] Level:50 TP Cost:70 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 100. Combo Action: Maim, Combo Potency: 270. Combo Bonus: Decreases target's slashing resistance by 10% and HP recovery via curing magic by 50% for 20s. Grants Wrath when used with Defiance for 30s.


      Marauder Traits

      Traits (open)
      Enhanced Vitality [​IMG] Level:8 Description: Increases Vitality by 2.
      Enhanced Foresight [​IMG] Level:14 Description: Shortens Foresight cooldown to 90 seconds.
      Enhanced Vitality II [​IMG] Level:16 Description: Increases Vitality by 4.
      Bloodshower [​IMG] Level:20 Description: Extends Bloodbath duration to 30 seconds.
      Enhanced Vitality III [​IMG] Level:24 Description: Increases Vitality by 6.
      Enhanced Fracture [​IMG] Level:28 Description: Extends Fracture duration to 30 seconds.
      Enhanced Brutal Swing [​IMG] Level:32 Description: Extends Brutal Swing duration to 5 seconds.
      Enhanced Berserk [​IMG] Level:36 Description: Extends Berserk duration to 20 seconds.
      Enhanced Mercy Stroke [​IMG] Level:40 Description: Shortens Mercy Stroke cooldown to 40 seconds.
      Enhanced Thrill of Battle [​IMG] Level:44 Description: Improves the HP increase granted by Thrill of Battle to 20%.
      Enhanced Maim [​IMG] Level:48 Description: Extends Maim duration to 24 seconds.


      Warrior Actions


      Actions (open)
      Defiance [​IMG] Level:30 TP Cost:0 Cast Time: Instant Cooldown:10 Description: Increases maximum HP by 25%, while lowering damage dealt by 25% and increasing enmity. Increases HP recovery via curing magic by 20% for self. Also increases chance to hit by 5%. Effect ends upon reuse. Using certain actions while under the effect of Defiance will grant Wrath.
      Each unit of Wrath increases parry rate by 2%. When five units are stacked, you will become Infuriated. All Wrath is lost when Defiance ends.
      Cannot be used with Deliverance. If Deliverance is executed while using Defiance, all Wrath is converted into Abandon. Shares a recast timer with Deliverance.
      Inner Beast [​IMG] Level:35 TP Cost:0 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 300. Ignores the 25% damage penalty inflicted by Defiance. Can only be executed when Infuriated. All Wrath is lost when used. Additional Effect: Absorb 100% of damage dealt as HP. Additional Effect: Reduces damage taken by 20%
      Unchained [​IMG] Level:40 TP Cost:0 Cast Time: Instant Cooldown:120 Description: Nullifies the damage penalty inflicted by Defiance for 20s. Can only be executed when Infuriated. All Wrath is lost when used. Effect is canceled if Defiance ends.
      Steel Cyclone [​IMG] Level:45 TP Cost:0 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 200 to all nearby enemies. Ignores the 25% damage penalty inflicted by Defiance. Can only be executed when Infuriated. All Wrath is lost when used. Additional Effect: Increased enmity
      Infuriate [​IMG] Level:50 TP Cost:0 Cast Time: Instant Cooldown:60 Description: Instantly grants five units of Wrath, changing status to Infuriated. Can only be used when Defiance is active.
      Deliverance [​IMG] Level:52 TP Cost:0 Cast Time: Instant Cooldown:10 Description: Increases damage dealt by 5%. Effect ends upon reuse. Using certain actions while under the effect of Deliverance will grant Abandon. Each unit of Abandon increases critical hit rate by 2%. When five units are stacked, you will become Uncontrollable. All Abandon is lost when Deliverance ends.
      Cannot be used with Defiance. If Defiance is executed while using Deliverance, all Abandon is converted into Wrath. Shares a recast timer with Defiance.
      Fell Cleave [​IMG] Level:54 TP Cost:0 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack with a potency of 500. Can only be executed when Uncontrollable. All Abandon is lost when used.
      Raw Intuition [​IMG] Level:56 TP Cost:0 Cast Time: Instant Cooldown:56 Description: Parries all attacks taken from the front for 20s. All attacks taken from the flank or rear will result in critical damage. Grants Wrath when used with Defiance for 30s. Grants Abandon when used with Deliverance for 30s.
      Equilibrium [​IMG] Level:58 TP Cost:0 Cast Time: Instant Cooldown:60 Description:
      Restores own HP when used with Defiance. Cure Potency: 1200. Restores 200 TP when used with Deliverance.
      Decimate [​IMG] Level:60 TP Cost:0 Cast Time: Instant Cooldown:2.5 Description: Delivers an attack to all nearby enemies with a potency of 280. Can only be executed when Uncontrollable. All Abandon is lost when used.


      Cross-Class Actions

      Gladiator

      Cross Actions (open)
      Savage Blade [​IMG] Level: 4 Description: Delivers an attack with potency of 100. Additional Effect: Increased enmity. Combo Action: Fast Blade, Combo Potency: 200.
      Flash [​IMG] Level: 8 Description: Increases enmity in all nearby enemies.
      Convalescence [​IMG] Level: 10 Description: Increases HP restored by spells or actions by 20%.
      Provoke [​IMG] Level: 22 Description: Gestures threateningly, increasing enmity in target.
      Awareness [​IMG] Level: 34 Description: Nullifies the chance of suffering critical damage for 15s.


      Pugilist

      Cross Actions (open)
      Featherfoot [​IMG] Level: 4 Description: Increases Evasion by 12% for 10s.
      Second Wind [​IMG] Level: 8 Description: Instantly restores HP with a base potency of 450, modified by attack power.
      Haymaker [​IMG] Level: 10 Description: Delivers an attack with a potency of 170.
      Can only be used immediately after evading an attack. Additional Effect: Slow +20% for 12s.
      Internal Release [​IMG] Level: 12 Description: Increases critical hit rate by 20% for 15s
      Mantra [​IMG] Level: 42 Description: Increases target's HP recovery via curing magic by 5% for 15s



      Tanking

      The main and most important job of the tank is to keep Aggro/Hate/Enmity. So Whats Enmity? S
      imply put, enmity is how much an enemy hates you. Enmity is also called Aggro/Hate. Which is why I put it up there. I call it hate myself. Aggro/Hate/Enmity either of these work.

      Almost anything thing you do, from using Overpower, and even Heavy Swing, to damaging the enemy adds Hate. Even healing builds and hate toward you. Which is why enemies usually break off to the healer. Healing adds a lot of hate. The healer is usually the 2nd most hated. It's the tank's job to have the most hate on every enemy in almost every fight.

      The tank is the most import job of all, second to the healer. The healer is your buddy and without him/her your going to eventually die. KEEP HIM/HER SAFE AT ALL TIMES! The DPSs can die they're useless. Just joking don't do that!

      So Keeping Hate is the main job of the tank, while DPS is second. We'll talk more about that in little bit.


      Attributes

      Attributes Info (open)
      Different races start off with different base attributes.

      Strength
      Strength is the primary damage dealing stat for melee classes, Lancer, Pugilist, Marauder and Gladiator, and jobs, Dragoon, Monk, Warrior and Paladin. Higher strength equals higher Attack Power for these melee classes. Strength also increases the amount of damage you mitigate when you block or parry an enemy attack.

      Dexterity
      Dexterity is the primary damage dealing stat for Archer, Rogue, Bard and Ninja. Higher dexterity means higher attack power for Archer, Rogue, Ninja and Bard. Dexterity also increases the rate of your block and parry. The higher your dexterity is, the more likely you are to block or parry an enemy attack.

      Vitality
      Vitality is the primary defensive stat for tanking classes and jobs such as Gladiator, Marauder, and jobs Warrior and Paladin. Higher vitality equals higher HP.

      Intelligence
      Intelligence is the primary offensive stat for spell casting classes and jobs such as Thaumaturge, Conjurer and Arcanist. Higher intelligence corresponds to higher Attack Magic Potency and more magic damage your spells will do.

      Mind
      Mind is the primary healing stat for healers such as Conjurer, White Mage and Scholar. Higher Mind means higher Healing Magic Potency and more healing your spells will do.

      Piety
      Higher Piety corresponds to higher MP. More MP allows you to cast more spells during combat. It is a useful stat for Disciples of Magic classes and spell-casting jobs.

      Attributes, also know as Stats are.... well your stats! There is also other sub sections of Attributes like Elemental Resistances, Status Resistances, Offensive Properties, Defensive Properties, etc... We won't be talking about those though.

      Now the most important Stat for Marauder/Warrior is vitality, which increases maximum HP. Which most people just pour all of their Attributes Points (AP) into. As for me on the other hand I went with a 50/50 split between Vitality, and Strength. This kinda makes the Warrior into a half ass DPS. Which was important for me as it's my main. But this helps with doing more damage, and I myself have had great success with this. Even with this split, I'm still close to 10,000 HP with Defiance on, and near 8,000 without. With this I do quite a bit more damage as my tank. This not only helps in Dungeons, but a lot in Solo content. In my honest opinion I recommend this set up, and haven't had any problems with it thus far.

      Use of Actions

      In this part I'll go through the Use of most if not all action. Why, how, when, and with what. Use of Combos, and buffs.


      The Hate Combo
      Heavy Swing
      [​IMG]LVL1, Skull Sunder [​IMG]LVL4, and Butcher's Block [​IMG]LVL30. Heavy Swing which is the 1st action you will have access to, and will be use the most as it part of a very important 3 action combo. You'll be using the 2 hit combo until you get to level 30.

      The Combo goes as show above: 1 Heavy Swing, > 2 Skull Sunder, > 3 Butcher's Block.
      Until you hit 30 you'll be only using 1 Heavy Swing, > 2Skull Sunder combo.


      These all Increased enmity, but Skull Sunder, and Butcher's Block have the Additional Effect: of Increased enmity. Heavy Swing is the only one that has an attack with a potency of 150, while the others have only attack with a potency of 100. When used in a combo Skull Sunder gets 200, and Butcher's Block gets 280.

      This is your Hate Combo as in this is used to keep hate, and increase it. You can go an entire battle using only this on a single enemy/boss and not lose hate on enemy, but not recommend! Will talk about this in a little bit, this what I like to call auto pilot!

      See The DPS Combo, and Fracture about not going into auto pilot!



      Foresight
      [​IMG]LVL2, and Bloodbath[​IMG]LVL8.

      Foresight Increases defense by 20% for 20 sec. Bloodbath Converts 25% of the damage dealt into HP for 15 sec, but Extends duration to 30 seconds with BloodshowerLVL20 Trait.

      I Like to use these together at the same time, but until you hit LVL8 you're only going to be able to use Foresight. These got great together because not only does this beef up your Defense by 20%, but you also get 25% of your damage back as health. This is great to use in sticky situations, when you need to get some health back. This has actually saved my life before. Or even just to throw in there.

      I use it most during boss fights. It's a good idea to use it as soon as you make contact with the boss, it will help your Healer out for the 1st 20-30 seconds of the fight. Once again I've also had to use this when my life was starting to get low, to give a little help to the healer and give me some health back.

      Now with Bloodbath the more Damage you do the more health you get back. It's only 25% but it all counts.


      Fracture
      [​IMG]LVL6

      Fracture Delivers an attack with a potency of 100. Additional Effect: Damage over time with potency of 20 for 18 sec [Extends duration to 30 seconds with Enhanced Fracture Trait] (combined total potency of 220, 300 traited).

      This should be used all the time by Warriors, but isn't. Back when I use to do the hunt, it blew my mind on how many Warriors were there, yet not a single Fracture.

      Fracture should be always used as it's a one action hit that give a Damage over time debuff to the target. It's easy to keep it on at all times and can be snicked in between combos. But i see a lot of Warriors that just don't use it. This is because they got into auto pilot/auto mode, and just do the same hate combo over and over. Don't go into auto pilot/auto mode. Once again we will talk more about this in a little bit.

      Fracture is also good to throw on other waiting enemies, while focusing on the other one.
      Brutal Swing[​IMG]LVL10

      Brutal Swing Delivers an attack with a potency of 50. Additional Effect: Stun for 3 sec. [Brutal Swing Stun duration Extends to 5 seconds with Enhanced Brutal Swing trait.]

      This one is easy. This is your Stun action! You'll mostly be using this to, well... Stun the enemy. It's mostly used to Stun enemies AOEs, an or special attack. It also okay to throw this one out there just for the hell of it if the enemy don't have an AOE, or special attack. Okay that's it move along, nothing to see here.

      Overpower[​IMG]LVL12

      Overpower Delivers an attack with a potency of 120 to all enemies in a cone in front of you. Additional Effect: Increased enmity. Also has a Rage 8y!

      This is your flash as it is to
      Paladin. This is your main way to get Hate on your enemies, and will be used a lot. It shoots to 8y in front of you in a frontal cone and hit all enemies in it's path. This can be used to get and keep hate on multiple enemies in front of you.

      This is best to use 2 times on all enemies when 1st encountered. You may need to do a little kiting to get all of them in front of you. After that it best to throw it out of there ever once in a while to keep hate, but no to much, as this can drain all you your TP quite fast. If you lose hate on an enemy use this to get it back. Use as many times as needed. Once again this is your main and best way to get Hate on an enemy.

      Tomahawk[​IMG]LVL15

      Tomahawk Delivers a ranged attack with a potency of 130. Additional Effect: Increased enmity. Also has a Rage of 15y


      This is your pull action. This will be used on an enemy to pull the group to you. It Increased enmity "Hate" on the enemy it's used on. You will be using this a lot. It's the best way to pull IMHO. Throw it, then when the enemies get to you hit them twice with Overpower!

      The DPS Combos

      Heavy Swing [​IMG]LVL1, Maim[​IMG]LVL18, and Storm's Path[​IMG]LVL38.
      Heavy Swing [​IMG]LVL1, Maim[​IMG]LVL18, and Storm's Eye[​IMG]LVL50

      Action Info (open)
      Main Delivers an attack with a potency of 100. Combo Action: Heavy Swing, Combo Potency: 190 Combo Bonus: Increases damage dealt by 20% for 12 sec. [Extends Maim duration to 24 seconds with Enhanced]

      Storm's Path Delivers an attack with a potency of 100. Combo Action: Maim, Combo Potency: 250 Combo Bonus: Absorbs 50% of damage dealt as HP and lowers target's damage dealt by 10% for 20s Grants Wrath when used with Defiance for 30s.

      Storm's Eye Delivers an attack with a potency of 100. Combo Action: Maim, Combo Potency: 270. Combo Bonus: Decreases target's slashing resistance by 10% and HP recovery via curing magic by 50% for 20s. Grants Wrath when used with Defiance for 30s.


      Heavy Swing
      which is the 1st action you will have access to, and will be use the most as it part of what I like to call the 2 DPS combos. It's also used in the Hate combo too.You'll be using the 2 hit combo until you get to level 38, and then level 50.

      The Combo goes as show above: 1 Heavy Swing, > 2 Maim, > 3 Storm's Path.
      The 50 combo goes as show above: 1 Heavy Swing, > 2 Maim, > 3 Storm's Eye.
      Until you hit 38 you'll be only using 1 Heavy Swing, > 2 Maim combo.


      Heavy Swing is the only one that has an attack with a potency of 150, while the other have only attack with a potency of 100. When used in a combo Maim gets 190, Storm's Path gets 250, and Storm's Eye gets 270.

      All 3 actions have a buff or debuff. Main Gives Increases damage dealt by 20% for 12 sec 24 with the trait. Storm's Path is worded weirdly. When it say Absorbs 50% of damage dealt as HP. it mean that you get 50% of your damage dealt back as HP. So if you do a 100 DMG, you get 50 HP back. No idea why it worded the way it is.... It also lowers target's damage dealt by 10% for 20s. Storm's Eye decreases slashing resistance by 10% and HP recovery via curing magic by 50% for 20s.

      Remember all of that we'll take about later? Now we're going to talk about it. I call these ones the DPS combo due to the fact this is where you will be doing the most damage, and debuffs. DPSing is the tanks second job, but every bit of damage counts! As a Warrior you can do so much more just by using these Combos! The more damage you do the faster the run, and the more you help.

      This where most people go into auto pilot! A lot of Warriors just don't use them. So they're missing out on all of that lost DPS, and buffs/debuffs. You need to use them.

      The best way to use them, is Fracture 1st, Storm's Path combo, Storm's Eye combo, then Storm's Path combo, Storm's Eye combo ,and Fracture again. This will keep all of the buffs and debuff on at all times.

      This why is mostly used on boss's when you know for sure you have a lot of hate! As for regular enemies usually best to use Fracture, and which of the 2 combos you wish to use, as long as you have hate. Doing all 3 while keeping hate and before it even dies might be a little hard and is not usually worth it as it's most likely close to being dead anyways.

      But if you do ignore me, and go into auto pilot anyways, at least use Fracture please! It's not that hard use every once in a while!

      Berserk[​IMG]LVL22

      Berserk Increases attack power by 50% for 15s, 20s with trait. Unable to use weapon skills for 5 seconds after effect fades.

      I use berserk on bosses and try to do the most Damage as I can. I like to use it with the combination of Foresight, Bloodbath, (sometimes Vengeance also!) Unchained to Nullify the damage penalty inflicted by Defiance, then Infuriate, and Inner Beast! Then do DPS combos. It can pack one hell of a punch.

      Mercy Stroke[​IMG]LVL26

      Mercy Stroke
      Delivers an attack with a potency of 200. It can only be used when enemy's HP is below 20%. If it's the killing blow, up to 20% of your maximum HP will be restored.

      Mercy Stroke
      Is something that I found myself not using much when I 1st started. And still kinda don't. Sometime i throw in in there. I try to get the killing blow with it fro the HP, to help out the Healer.

      Thrill of Battle[​IMG]LVL34

      Thrill of Battle
      Increases maximum HP by 10% 20% with trait, and restores the amount increased for 20s.

      I like to call this the "Oh s**t" button. I've used this in many live or death situations, and it has been the difference between me dying and living! Not only does it give you 20% max health, but also give the amount to you up front!

      Holmgang[​IMG]LVL42

      Holmgang Draws target towards caster, and binds both for 6s Most attacks cannot reduce your HP to less than 1 for 6s.

      I have not really used this all that much, maybe a few times on a boss? I don't really ever see it being used. I don't really blame them. I can see it being used for the Most attacks cannot reduce your HP to less than 1 for 6s, but at that point you're most likely dead, and just holding off for 6s. Just take your death like a man!

      Vengeance[​IMG]LVL46

      Vengeance Reduces damage taken by 30% and delivers an attack with a potency of 50 every time you suffer physical damage for 15s Grants Wrath when used with Defiance.

      I use this with Berserk sometimes. It usually good to use then at low HP, or to just give the Healer a break.

      Defiance [​IMG] LVL30

      Action Info (open)
      Description: Increases maximum HP by 25%, while lowering damage dealt by 25% and increasing enmity. Increases HP recovery via curing magic by 20% for self. Also increases chance to hit by 5%. Effect ends upon reuse. Using certain actions while under the effect of Defiance will grant Wrath.
      Each unit of Wrath increases parry rate by 2%. When five units are stacked, you will become Infuriated. All Wrath is lost when Defiance ends.
      Cannot be used with Deliverance. If Deliverance is executed while using Defiance, all Wrath is converted into Abandon. Shares a recast timer with Deliverance.


      Defiance is what you're going to use almost all of the time as a Warrior, unless doing solo content, as you don't want the 25% less damage. This the best part of the Warrior. It Increases maximum HP by 25%, and increasing enmity, while also Increasing HP recovery via curing magic by 20% and increases chance to hit by 5%. Each unit of Wrath increases parry rate by 2%

      Unchained [​IMG] LVL40

      Unchained just Nullifies the damage penalty inflicted by Defiance for 20s. All Wrath is lost when used.

      I like you use it with Berserk. Please see Berserk above↑!


      Steel Cyclone [​IMG] LVL45

      Steel Cyclone Delivers an attack with a potency of 200 to all nearby enemies. Ignores the 25% damage penalty inflicted by Defiance. All Wrath is lost when used. Additional Effect: Increased enmity.

      I like to use this when tanking groups of enemies as it will hit them all around you! also Increase Hate!

      Infuriate [​IMG] LVL50

      Infuriate
      Instantly grants five units of Wrath, changing status to Infuriated. Can only be used when Defiance is active.

      I like to use it with Berserk, but can also be used when you want to get all 5 stacks of Defiance.

      WARNING: This is all new actions, as so forth I haven't had as much time as the older actions to use and experiment with. All and any of this can, and will be changed in the further!!!

      Deliverance [​IMG] LVL 52 Description:

      Deliverance
      Increases damage dealt by 5% and gives units of Abandon increases critical hit rate by 2%. When five units are stacked, you will become Uncontrollable. Cannot be used with Defiance. If Defiance is executed while using Deliverance, all Abandon is converted into Wrath.

      This is something that won't really be used during runs, as Defiance more important as a tank! Deliverance on the other hand is better to used in solo content, and others things a like. The Increased damage will help with DPSing. I've also used this when I'm not main tank, and I'm just OT. You should have enough HP to not worry about dying. This will help with a lot DPS output.

      Fell Cleave [​IMG] LVL54

      Fell Cleave Delivers an attack with a potency of 500, and can only be executed when Uncontrollable. This is a massive hitter, but can only be used when Uncontrollable so it's something you won't be able to use all the time. Depending on gear and lvl you'll be getting different Damage. I've been getting around 1000-1200. But with Berserk, I've gotten it up to and over 2500! It also looks really cool. I love this move.


      Raw Intuition [​IMG] LVL56

      Raw Intuition Parries all attacks taken from the front for 20s. All attacks taken from the flank or rear will result in critical damage. Grants Wrath when used with Defiance for 30s. Grants Abandon when used with Deliverance for 30s.

      This is a great new action to use, as all attacks taken from the front will be parried by 20%. Just make sure no one gets you from behind, and grabs your ass. You need to watch out when moving or repositioning not to show your side or back. This will result in massive damage from critical damage! So be careful when moving out of AOEs.


      Equilibrium [​IMG] LVL58

      Equilibrium
      Restores own HP when used with Defiance with a cure Potency of 1200. Also Restores 200 TP when used with Deliverance.

      Once again This is a great action to use with Defiance, and great to use then at low HP, and or sticky situations!


      Decimate [​IMG] LVL60

      Decimate Delivers an attack to all nearby enemies with a potency of 280. Can only be executed when Uncontrollable. All Abandon is lost when used.

      This is like Steel Cyclone, but for Deliverance rather than Defiance.


      Cross-Class Actions


      All jobs get 5 Cross Class Abilities The Warrior can chose from Gladiator, and Pugilist. Please see Cross-Class Actions above for a list of all cross actions!

      Gladiator

      Not recommended! (open)
      Savage Blade [​IMG]

      Savage Blade Is useless as it's the 3 action in the PLD Hate combo, and since you already have your own combo it's useless and not worth it. Not recommended!
      Awareness [​IMG]

      Awareness Nullifies the chance of suffering critical damage for 15s. Is not all of that great IMHO, yea the critical damage is great, but there is other actions that are more worth the slot. Not recommended!


      Flash [​IMG]


      Flash Increases enmity in all nearby enemies. It's like Overpower but in a all around you in a circle instead of a frontal cone. Highly recommended!


      Convalescence [​IMG]
      Increases HP restored by spells or actions by 20%.

      Convalescence Increases HP restored by spells or actions by 20%, and is very useful when low on HP, and in once again sticky situations. This will help the Healer get your health back up! Recommended!

      Provoke [​IMG]

      Provoke
      Gestures threateningly, increasing enmity in target. In other words give a bunch of Hate on an Enemy! It give Hate as high the person with the highest hate, and +1. You'll need to use Overpower to keep on top of hate, or you'll lose it again. Also if you're already on top with Hate this action doesn't do anything. This is also used in Tank swaps, and is Highly recommended! When tank swapping, after using Provoke you need to use Overpower to keep on top of the Hate or end up losing it again. It is also useful in other situations, like getting a rogue enemy back to you when hate is lossed. I also like using it on bosses when the fight 1st starts. It can also be used as a pull, as it has a Range of 25y, while Tomahawk only has 15y. Highly recommended!


      Pugilist
      Not recommended! (open)
      Haymaker [​IMG]

      Haymaker Delivers an attack with a potency of 170. Can only be used immediately after evading an attack. Additional Effect: Slow +20% for 12s. Don't even bother! Not recommended!


      Featherfoot [​IMG]


      Featherfoot Increases Evasion by 12% for 10s, which could be useful in boss fights, and just when fighting enemies. Maybe recommended!

      Internal Release [​IMG]

      Internal Release Increases critical hit rate by 20% for 15s. This is not a bad move to have as a Warrior, I can be very useful from fighting the boss to just wanting some extra Critical on enemies. Highly recommended!

      Second Wind [​IMG]


      Second Wind Instantly restores HP with a base potency of 450, modified by attack power, which is great for a tank. Highly recommended!

      Mantra [​IMG]


      Mantra Increases target's HP recovery via curing magic by 5% for 15s. You already have actions just like this Convalescence is a better for than this, but it's another one good for low HP, and to help in sticky situations. Maybe recommended!

      Conclusion

      Flash [​IMG], Convalescence [​IMG], Provoke [​IMG], and Internal Release [​IMG] are all recommended with a tossup between Featherfoot [​IMG], Mantra [​IMG]!


      How to tank the Boss

      Now with each and every boos the mechanics are different, but one this is always the same! Keep Hate, Stay Alive, and Kill the boss.

      As a tank the most important thing is to keep Hate at all times! The 1st thing i do as a Warrior is use Tomahawk to get the pull. Then Provoke to get back hate If I lose it during the pull(Can also be used to pull too). Once I'm up and close I turn the away from the other party members, so they don't have to avoid AOEs. This is also better for any DPS that get bonuses from hitting from the back/flank. It also help the Healer see the 2 DPSs. Then hit them with Flash, and 1 or 2 Overpowers.

      While in between Flash and Overpower I like to use Foresight, and Bloodbath in the beginning of the fight. It will help your Healer out for the 1st 20-30 seconds of the fight. Also Help them get into position, and not worrying about you dying to early.

      Also don't forget to use Fracture, and the The DPS Combos!

      Gear

      As for gear you're mostly looking for the highest gear(obviously!) level with the best stats of Vitality, and Strength as this is where most of your stats come from anyways. All others is just a bonus. But the most important thing is look! I'm mean, you want to look cool right? Right! So it's the most important thing! Everything else is second!




      That's it for this guide! It took a lot longer than I thought, and was A Lot of work. Although I did have fun with it, and hope it's useful to all that read it.

      Change log (open)
      V1.01 General fixes.
      V1.02 General fixes, spelling fix, Info added.
      V1.03 General Fixes and Info updates.
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