The art of the marauder was first born in the crucible of brutal ship-to-ship skirmishes. Found to be just as--if not more--effective on dry land, this fighting style relies on one's ability to properly direct the force generated by the axe's heavy blade. Thus the techniques employed by a marauder seek to maximize the destructive potential of our chosen weapons. The axe is used to rend, to cleave, and to destroy. It is not our way to simply outfight our adversaries; we seek to overwhelm them. A marauder must be the most powerful and enduring presence on the battlefield; we must account for the most enemies defeated. Our role in combat is that of a steel whirlwind, dealing death and destruction without equal.
The Warrior is a Job in Final Fantasy XIV, introduced as the Discipline of War Marauder in the original release. Players start as a Marauder, and then may upgrade to Warrior using the Soul Crystal obtained from the quest Pride and Duty (Will Take You from the Mountain) after Marauder reaches level 30.
Profile[]
Marauder[]
The marauder is a combat specialist who wields the greataxe—a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.
They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or turning the tide of battle between warring nations. Throwing axes, such as the Francisca, supplement the marauders' arsenal, making them fearsome adversaries even at range.Lodestone
Marauders attack with an axe and equip heavy armor. Their main role in battle is that of a Tank and many of their attacks have the added effect of increasing the enmity in enemies, forcing them to attack the Marauder instead of other party members.
Marauders generally have the highest HP pool of all classes. They possess abilities capable of restoring their own HP while damaging enemies. As such, Marauders are often seen as a more reactive tank, as opposed to the more proactive Gladiator class. Despite being a tank, Marauders have a high damage per second ratio.
Warrior[]
On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime their art has descended into the shadows of obscurity, where it remains to this day.Lodestone
Warrior extends Marauder's tanking capabilities, as well as massively increasing their capacity for damage and self-healing. In the right circumstances or in late-game, a Warrior will deal burst-damage every bit as effectively as a melee DPS class, though their trade-off of defensive power for increased healing from attacks means they'll need to frequently use defense-increasing cooldown abilities. Also, their proficiency in self-healing means that in the event of their Healer down, they can force through dungeon bosses by themselves. In story, Ardbert is an important Warrior character.
Story[]
History[]
The Marauders of Limsa Lominsa appeared out of both convenience and necessity. Both the lumbering and maintenance of the pirate's ships necessitated the use of dual-handed axes, naturally leading them becoming tools of war during both boarding at sea and disputes on land.
Manipulation of the Waraxe progressively led to the establishment of a school teaching those uses and the Marauders Guild was founded. With the Galadion Accord forbidding piracy, the Guild lost its secondary goal of utilitarian teachings to focus on the martial wielding of the axe and its membership changed to gloryhounds using their strength for the good of the new Lominsan society.
With the fusion of the Knights of the Barracuda and the Maelstrom, the Yellowjackets, the infantry of the former Navy, effectively became independent and established their new headquarters with the Marauders in the Coral Tower. This reflected in their training mainly comprised of axe-wielding and since recently, gun shooting.
The only text known to have recorded the history and techniques of the Warrior is thought to have been penned more than five centuries ago. No knowledge of Warriors previously to this time has ever been unearthed-the true origin of the clan's fighting style obscured beneath the dust of ages past. No matter their beginnings, however, in the era when the city-states traded in naught but discord and strife, the mountain tribes people who fought with the unbridled ferocity of wild beasts were highly valued as mercenary conscripts.
But despite the many victories warriors earned upon the battlefield, their esteem was tarnished by accounts of frothing berserkers lost to the red haze of carnage-tales of those who had slaughtered friend just as readily as foe. As hostilities between nations gradually shifted towards peace, the fearsome presence of a Warrior, once so welcome in times of war, became a thing to shun. And though it is said that some vestige lives on through a remote clan in Abalathia's Spine, the art of the Warrior has now all but faded from the world
Marauder[]
The Warrior of Light applied as a Marauder to the Guildmaster, Wyrnzoen Saelsmyndsyn. The guild's mission, as of now, was to hunt a massive monster named Kujata that terrorized La Noscea. Thus, he sought many proficient fighters.
Kujata is capable of dealing wounds that cannot be healed so it claimed many victims. After chasing the beast's trace on La Noscea, the guild sent its most proficient fighters alongside the Warrior of Light and finally cornered it. With the guild's Marauders acting as meat shields, the Warrior of Light finally slay the beast.
Warrior[]
The Marauder guild contacted the Warrior of Light, informing them of monsters rampaging in Costa del Sol. The monsters were afflicted by mysterious force, making them go berserk. When they were fighting the monsters, a Roegadyn wearing barbarian armor came to help them. The man introduced himself as Curious Gorge and he praised the Warrior of Light's battle prowess. Curious Gorge hailed from a village in Abalathia's Spine and sought proficient fighters to bestow his village's technique of the job Warrior. Although Curious Gorge warned them about the danger of Warrior's Inner Beast, the Warrior of Light accepted his proposition, and Curious Gorge gave them the Warrior soul crystal.
Final Fantasy XIV: Heavensward[]
Final Fantasy XIV: Stormblood[]
Broken Mountain received a message from the Marauder Guild to do some sparring. Inviting the Warrior of Light and Curious Gorge, they arrived in Moraby Drydocks to face a force of masked Marauders. After defeating them, it appeared the masked Marauders were led by Wyrnzoen, the Marauder Guildmaster himself. Suddenly a lone Marauder was going berserk and attacking the guildmembers, even defeating Curious Gorge. The Warrior of Light was tasked to calm that Marauder, which revealed a Xaela Au Ra named Dorgono Qerel inside. Dorgono said that she was being overwhelmed by the Will of Qeresh-Inner Beast-and she was exiled from her clan. Thus, Broken Mountain decided to train Dorgono in the way of Warrior to tame her Inner Beast.
Broken Mountain, with Dorgono as a Warrior-in-training, called the Warrior of Light for help in subduing a force of rogue Mamool Ja. The group, alongside some Maelstrom soldiers, arrived in the Floating City of Nym and defeated the enemies. Curious Gorge appeared and criticized Dorgono, saying that she held herself too much in fear of her Inner Beast taking over. Dorgono rejected the criticism from a man weaker than herself, so they parted in anger.
At the news of Mamool Ja attacking Wineport, Broken Mountain asked the assistance of the Warrior of Light again. This time, Curious Gorge volunteered to help. They spread out, and while the Warrior of Light defeated their enemies easily, Broken Mountain stated that the Mamool Ja were stronger. Worried about Curious Gorge and Dorgono's group, the Warrior searched for them. Then they saw Dorgono losing control again as Curious Gorge failed to stop her, until ultimately she managed to retake control. Ashamed for losing twice to Dorgono, Curious Gorge fled. Dorgono asked the Warrior to come with her to Azim Steppe as she owed her newfound control of the Inner Beast to them, but the Warrior refused as they still had important duties in Eorzea. After seeing Dorgono depart to Azim Steppe, Broken Mountain revealed that Curious Gorge had fallen in love with her, thus he could not fight with all of his strength.
Broken Mountain worried about his brother, who was last seen boarding a ship to the Far East. He was certain that Curious Gorge was searching for Dorgono, so he asked the Warrior to find him. They found the Roegadyn on Azim Steppe, as he revealed that the Qerel settlement was under attack. Finding Dorgono, she explained that the Qerels were attacked by the Chaghan, people consumed by their Inner Beasts that were exiled from their clan. She was determined to avenge her people and earn back her clan's trust, asking help from the Warrior of Light and even Curious Gorge.
Before the battle, Curious Gorge helped merchants from Reunion. He revealed the vexing emotion that inhibited his true strength was the love he bore for Dorgono. To cast aside any lingering feelings, he planned to profess his love to her. The group arrived in the Chaghans' settlement and a fierce battle soon ensued. They found themselves victorious, but Curious Gorge was overcome by his Inner Beast. Though he seemed beyond reasoning, a confession of love from Dorgono brought him back to his senses. Dorgono asked Curious Gorge to return with her to start anew as part of the Qerel clan, but with a heavy heart he declined. He vowed to become the better Warrior, hoping to someday be worthy of her affection. Dorgono bid both Curious Gorge and the Warrior of Light farewell and departed to at last rejoin her people.
Final Fantasy XIV: Shadowbringers[]
The Warrior of Light met Curious Gorge in Apkallu Falls and recounted their adventure in the First, especially their encounter with the Cardinal Virtue Dikaiosyne. Realizing that his time with Dorgono might be cut short like Dikaiosyne with his princess, Curious Gorge departed immediately to Azim Steppe to find Dorgono.
But, Dorgono actually came to Eorzea with his father, Luvsan, who wanted to express his gratitude to everyone that helped Dorgono overcame her Inner Beast. Meeting with Broken Mountain, Luvsan revealed that he is a boo - a spiritual healer - and decided to heal Broken Mountain's psyche that prevented him to fight again. While hunting for some moss, Luvsan proposed that the Warrior of Light to marry Dorgono, but his daughter rejected it angrily while saying her heart has found another.
The ritual succeeded and Broken Mountain's ability as a Warrior is restored. Curious Gorge, that returned back from a port upon hearing that Dorgono is on Eorzea, saw the Warrior of Light and Dorgono are having a moment. Overcame with jealousy, he's overtaken by his Inner Beast... but Dorgono knocked some sense into him. Realizing his daughter's true feelings, Luvsan proposed that Dorgono stay in Eorzea to train until she's fit to wed. In the end, Dorgono stays with Curious Gorge to train and become the better Warrior.
Equipment[]
Marauders and warriors predominantly wield two-handed axes. Their armor is primarily made up of "Fending" gear that they share with other tanking disciplines, boasting the highest defenses among all armors. At lower levels they also have access to lighter armors used by DPS disciplines. While the these items' bonus attributes may be of use, it is important to weigh their benefits against the defenses lost.
The primary attributes for Marauders and Warriors are strength and vitality, which boost their attack power and HP respectively, and should be prioritized over other attributes. As tanking disciplines, they have access to the tank-exclusive tenacity attribute, which boosts their damage done and healing received, while also lowering damage taken.
Lists of marauder and warrior equipment | |
---|---|
Job Gauge[]
The Job Gauge was introduced to players in 4.0 Stormblood. The Warrior uses the Beast Gauge.
The Beast Gauge indicates whether a Warrior is in a defensive stance (Defiance). When the Warrior is in Defiance, the symbol on the gauge will be a bronze, helmet-shaped design. Defiance increases Enmity from the enemies. The gauge itself will fill with Wrath when the Warrior uses certain weaponskills. Wrath is required to execute actions with devastating power, such as their iconic Fell Cleave (acquired at level 54).
In PvP, the gauge is used to fuel specific abilities and can be refilled by utilizing combo attacks.
Abilities[]
Class and Job Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Heavy Swing |
1 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 150 ( 200, 220). | |||||||
Maim |
4 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 100 ( 150, 190).
| |||||||
Berserk |
6 | Ability | Instant | 60s | — | — | — |
Grants 3 stacks of Berserk, each stack guaranteeing weaponskill attacks are critical and direct hits. Increases damage dealt when under an effect that raises critical hit rate or direct hit rate.
Upgrades to Inner Release. | |||||||
Overpower |
10 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers an attack with a potency of 110 to all nearby enemies.
| |||||||
Defiance |
10 | Ability | Instant | 2s | — | — | — |
Significantly increases enmity generation. Effect ends upon reuse. Action changes to Release Defiance upon execution. | |||||||
Release Defiance File:Release Defiance from Final Fantasy XIV icon.png |
10 | Ability | Instant | 1s | — | — | — |
Cancels the effect of Defiance. | |||||||
Tomahawk |
15 | Weaponskill | Instant | 2.5s | — | 20y | — |
Delivers a ranged attack with a potency of 150.
| |||||||
Storm's Path |
26 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 100 ( 160, 200).
| |||||||
Thrill of Battle |
30 | Ability | Instant | 90s | — | — | — |
Increases maximum HP by 20% and restores the amount increased. | |||||||
Inner Beast |
35 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 330.
Upgrades to Fell Cleave. | |||||||
Vengeance |
38 | Ability | Instant | 120s | — | — | — |
Reduces damage taken by 30% and delivers an attack with a potency of 55 every time you suffer physical damage.
Vengeance Mastery Upgrades to Damnation. | |||||||
Mythril Tempest |
40 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers an attack with a potency of 100 to all nearby enemies.
| |||||||
Holmgang |
42 | Ability | Instant | 240s | — | 6y | — |
Brace yourself for an enemy onslaught, preventing most attacks from reducing your HP to less than 1.
When a target is selected, halts their movement with chains. | |||||||
Steel Cyclone |
45 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers an attack with a potency of 160 to all nearby enemies.
Upgrades to Decimate. | |||||||
Storm's Eye |
50 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 100 ( 160, 200).
| |||||||
Infuriate |
50 | Ability | Instant | 60s | — | — | — |
Increases Beast Gauge by 50.
Can only be executed while in combat. | |||||||
Fell Cleave |
54 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 520 ( 580).
Action changes to Inner Chaos while under the effect of Nascent Chaos with 50 Beast Gauge or greater. | |||||||
Raw Intuition |
56 | Ability | Instant | 25s | — | — | — |
Reduces damage taken by 10%.
Shares a recast timer with Nascent Flash. Upgrades to Bloodwhetting. | |||||||
Equilibrium |
58 | Ability | Instant | 60s | — | — | — |
Restores own HP. | |||||||
Decimate |
60 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers an attack to all nearby enemies with a potency of 180.
Action changes to Chaotic Cyclone while under the effect of Nascent Chaos with 50 Beast Gauge or greater. | |||||||
Onslaught |
62 | Ability | Instant | 30s | — | 20y | — |
Rushes target and delivers an attack with a potency of 150.
Cannot be executed while bound. | |||||||
Upheaval |
64 | Ability | Instant | 30s | — | 3y | — |
Delivers an attack with a potency of 400. Shares a recast timer with Orogeny. | |||||||
Shake It Off |
68 | Ability | Instant | 90s | — | — | 30y radius |
Creates a barrier around self and all nearby party members that absorbs damage totaling 15% of maximum HP. Dispels Thrill of Battle, Vengeance (Vengeance Mastery Damnation), and Bloodwhetting, increasing damage absorbed by 2% for each effect removed. | |||||||
Inner Release |
70 | Ability | Instant | 60s | — | — | — |
Grants 3 stacks of Inner Release, each stack allowing the use of Fell Cleave or Decimate without cost and guaranteeing they are critical and direct hits. Increases damage dealt when under an effect that raises critical hit rate or direct hit rate.
Enhanced Inner Release At maximum stacks, become Wrathful, changing Inner Release to Primal Wrath. | |||||||
Chaotic Cyclone |
72 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers a critical direct hit with a potency of 300 to all nearby enemies. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate.
Can only be executed while under the effect of Nascent Chaos. Effect fades upon execution. | |||||||
Nascent Flash |
76 | Ability | Instant | 25s | — | 30y | — |
Grants Nascent Flash to self and Nascent Glint to target party member.
Shares a recast timer with Raw Intuition ( Bloodwhetting). | |||||||
Inner Chaos |
80 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers a critical direct hit with a potency of 660. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate.
Can only be executed while under the effect of Nascent Chaos. Effect fades upon execution. | |||||||
Bloodwhetting |
82 | Ability | Instant | 25s | — | — | — |
Reduces damage taken by 10%.
Shares a recast timer with Nascent Flash. | |||||||
Orogeny |
86 | Ability | Instant | 30s | — | — | 5y radius |
Delivers an attack with a potency of 150 to all nearby enemies. Shares a recast timer with Upheaval. | |||||||
Primal Rend |
90 | Weaponskill | Instant | 2.5s | — | 20y | 5y radius |
Jumps to the target and delivers a critical direct hit to target and all enemies nearby it with a potency of 700 for the first enemy, and 70% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate.
Can only be executed while under the effect of Primal Rend Ready, granted by Inner Release. Enhanced Primal Rend Action changes to Primal Ruination upon execution. | |||||||
Damnation File:Damnation from Final Fantasy XIV icon.png |
92 | Ability | Instant | 120s | — | — | — |
Reduces damage taken by 40% and delivers an attack with a potency of 55 every time you suffer physical damage.
| |||||||
Primal Wrath File:Primal Wrath from Final Fantasy XIV icon.png |
96 | Ability | Instant | 1s | — | — | 5y radius |
Delivers an attack to all nearby enemies with a potency of 700 for the first enemy, and 70% less for all remaining enemies. Can only be executed when Wrathful. ※This action cannot be assigned to a hotbar. ※Inner Release changes to Primal Wrath when requirements for execution are met. | |||||||
Primal Ruination File:Primal Ruination from Final Fantasy XIV icon.png |
100 | Weaponskill | Instant | 2.5s | — | 3y | 5y radius |
Delivers a critical direct hit to target and all enemies nearby it with a potency of 780 for the first enemy, and 70% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate. Can only be executed while under the effect of Primal Ruination Ready. ※This action cannot be assigned to a hotbar. ※Primal Rend changes to Primal Ruination when requirements for execution are met. |
Role Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Rampart |
8 | Ability | Instant | 90s | — | — | — |
Reduces damage taken by 20%. | |||||||
Low Blow |
12 | Ability | Instant | 25s | — | 3y | — |
Stuns target.
| |||||||
Provoke |
15 | Ability | Instant | 30s | — | 25y | — |
Gesture threateningly, placing yourself at the top of a target's enmity list while gaining additional enmity. | |||||||
Interject |
18 | Ability | Instant | 30s | — | 3y | — |
Interrupts the use of a target's action. | |||||||
Reprisal |
22 | Ability | Instant | 60s | — | — | 5y radius |
Reduces damage dealt by nearby enemies by 10%.
| |||||||
Arm's Length |
32 | Ability | Instant | 120s | — | – | – |
Creates a barrier nullifying most knockback and draw-in effects.
| |||||||
Shirk |
48 | Ability | Instant | 120s | — | 25y | — |
Diverts 25% of enmity to target party member. |
Traits[]
Name | Level | Description |
---|---|---|
Tank Mastery |
1 | Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP based on your vitality attribute, and a bonus to damage dealt based on your strength attribute. |
The Beast Within |
35 | Increases Beast Gauge when landing Maim or Storm's Path in a combo. |
Inner Beast Mastery |
54 | Upgrades Inner Beast to Fell Cleave. |
Steel Cyclone Mastery |
60 | Upgrades Steel Cyclone to Decimate. |
Enhanced Infuriate |
66 | Reduces Infuriate recast time by 5 seconds upon landing Inner Beast, Steel Cyclone, Fell Cleave, or Decimate on most targets. |
Berserk Mastery |
70 | Upgrades Berserk to Inner Release. |
Nascent Chaos |
72 | Infuriate grants the effect of Nascent Chaos, upgrading Decimate to Chaotic Cyclone when the Beast Gauge is 50 or greater. Upon reaching level 80, Nascent Chaos will also upgrade Fell Cleave to Inner Chaos. |
Mastering the Beast |
74 | Increases Beast Gauge when landing Mythril Tempest in a combo. |
Enhanced Shake It Off |
76 | Adds a healing effect to Shake It Off.
|
Enhanced Thrill of Battle |
78 | Adds an additional effect to Thrill of Battle that increases HP recovery via healing actions by 20%. |
Raw Intuition Mastery |
82 | Upgrades Raw Intuition to Bloodwhetting. |
Enhanced Nascent Flash |
82 | Extends the duration of Nascent Flash and Nascent Glint to 8 seconds. Grants Stem the Flow to target, reducing damage taken by 10%.
Grants Stem the Tide to target, nullifying damage equivalent to a heal of 400 potency
|
Enhanced Equilibrium |
84 | Grants healing over time to self.
|
Melee Mastery |
84 | Increases the potency of Heavy Swing to 200, Maim to 150, Storm's Path to 160, and Storm's Eye to 160. |
Enhanced Onslaught |
88 | Allows a third charge of Onslaught. |
Vengeance Mastery File:Vengeance Mastery from Final Fantasy XIV icon.png |
92 | Upgrades Vengeance to Damnation. |
Melee Mastery II |
94 | Increases the potency of Heavy Swing to 220, Maim to 190, Storm's Path to 200, Storm's Eye to 160, and Fell Cleave to 580. |
Enhanced Inner Release File:Enhanced Inner Release from Final Fantasy XIV icon.png |
96 | Grants a stack of Burgeoning Fury upon landing Fell Cleave or Decimate while under the effect of Inner Release.
At maximum stacks, become Wrathful, upgrading Inner Release to Primal Wrath. |
Enhanced Primal Rend File:Enhanced Primal Rend from Final Fantasy XIV icon.png |
100 | Grants the effect of Primal Ruination Ready after executing Primal Rend.
|
Role Traits[]
Name | Level | Description |
---|---|---|
Enhanced Rampart File:Enhanced Rampart Role from Final Fantasy XIV icon.png |
94 | Adds an additional effect to Rampart that increases HP recovery via healing actions on self by 15%. |
Enhanced Reprisal File:Enhanced Reprisal from Final Fantasy XIV icon.png |
98 | Extends the duration of Reprisal to 15 seconds. |
PvP actions[]
Action | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|
Heavy Swing |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 5,000. ※This action cannot be assigned to a hotbar. | ||||||
Maim |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 6,000.
※This action cannot be assigned to a hotbar. | ||||||
Storm's Path |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 7,000.
※This action cannot be assigned to a hotbar. | ||||||
Primal Rend |
Weaponskill | Instant | 20s | — | 20y | 5y radius |
Delivers a jumping physical attack to target and all enemies nearby it with a potency of 8,000.
Cannot be executed while bound. | ||||||
Onslaught |
Ability | Instant | 10s | — | 20y | — |
Rushes target and delivers an attack with a potency of 500. Potency increases up to 5,000 as HP nears maximum. Consumes 10% of current HP when executed.
Cannot be executed while bound. | ||||||
Orogeny |
Ability | Instant | 20s | — | — | 5y radius |
Delivers an attack with a potency of 1,000 to all nearby enemies. Potency increases up to 10,000 as HP nears maximum. Consumes 10% of current HP when executed.
| ||||||
Blota |
Ability | Instant | 16s | — | 15y | — |
Instantly draws target to your side.
※Action changes to Inner Chaos upon execution. | ||||||
Bloodwhetting |
Ability | Instant | 20s | — | — | — |
Grants Bloodwhetting and Stem the Tide.
※Action changes to Chaotic Cyclone upon execution. | ||||||
Fell Cleave |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 10,000. Can only be executed while under the effect of Inner Release. ※This action cannot be assigned to a hotbar. | ||||||
Primal Ruination File:Primal Ruination PvP from Final Fantasy XIV icon.png |
Weaponskill | Instant | 2.4s | — | 5y | 5y radius |
Deals unaspected damage with a potency of 10,000 to target and all enemies nearby it.
Can only be executed while under the effect of Primal Ruination Ready. | ||||||
Inner Chaos |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 12,000.
Can only be executed while under the effect of Inner Chaos Ready. | ||||||
Chaotic Cyclone |
Weaponskill | Instant | 2.4s | — | — | 5y radius |
Delivers an attack with a potency of 8,000 to all nearby enemies.
Can only be executed while under the effect of Chaotic Cyclone Ready. | ||||||
Primal Wrath File:Primal Wrath PvP from Final Fantasy XIV icon.png |
Ability | Instant | 1s | — | — | 10y radius |
Delivers an attack with a potency of 6,000 to all nearby enemies.
Can only be executed while under the effect of Wrathful. | ||||||
Primal Scream |
Limit Break | Instant | 10s | — | 12y | 12y cone |
Let out a bloodcurdling cry in a cone before you, rendering enemies unable to use Guard.
Cannot execute Guard while under the effect of Inner Release.
Grants a stack of Burgeoning Fury upon executing weaponskills, up to a maximum of 3.
At maximum stacks, become Wrathful, changing Primal Scream to Primal Wrath.
※Storm's Path Combo changes to Fell Cleave while under the effect of Inner Release. | ||||||
Standard-issue Elixir |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
| ||||||
Purify |
Ability | Instant | 24s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed actions[]
The following actions are no longer usable. Removed actions will still appear on a hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Foresight |
2 | Ability | Instant | 120s | — | — | — |
Increases physical defense by 20%. Duration: 20s 14 Enhanced Foresight: Shortens recast time to 90 seconds. Removed in patch 4.0. | |||||||
Skull Sunder |
4 | Weaponskill | Instant | 2.5s Base value; the higher the character's Skill Speed stat, the lower the recast time will be | — | 3y | — |
Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Heavy Swing Combo Potency: 210 Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10 Removed in patch 5.0. | |||||||
Fracture |
6 | Weaponskill | Instant | 2.5s Base value; the higher the character's Skill Speed stat, the lower the recast time will be | — | 3y | — |
Delivers an attack with a potency of 100. Additional Effect: Damage over time Potency: 20 Duration: 18s 28 Enhanced Fracture: Extends duration to 30 seconds. Removed in patch 4.0. | |||||||
Bloodbath |
8 | Ability | Instant | 90s | — | — | — |
Converts 25% of physical damage dealt into HP. Duration: 15s 20 Bloodshower: Extends duration to 30 seconds. Replaced by Bloodbath Role Action in patch 4.0. | |||||||
Brutal Swing |
10 | Ability | Instant | 20s | — | 3y | — |
Delivers an attack with a potency of 100. Additional Effect: Stun Duration: 3s (PvP 3s) 32 Enhanced Brutal Swing: Extends duration to 5 seconds. Removed in patch 4.0. | |||||||
Mercy Stroke |
26 | Ability | Instant | 90s | — | 3y | — |
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. 40 Enhanced Mercy Stroke: Shortens recast time to 40 seconds. Removed in patch 4.0. | |||||||
Butcher's Block |
30 | Weaponskill | Instant | 2.5s Base value; the higher the character's Skill Speed stat, the lower the recast time will be | — | 3y | — |
Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Skull Sunder Combo Potency: 300 Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10 Removed in patch 5.0. | |||||||
Unchained |
40 | Ability | Instant | 90s | — | — | — |
Nullifies the damage penalty inflicted by Defiance. Duration: 20s Can only be executed while under the effect of Defiance. Effect is canceled if Defiance ends. Removed in patch 5.0. | |||||||
Deliverance |
52 | Ability | Instant | 10s | — | — | — |
Increases damage dealt by 5%. Effect ends upon reuse. Using certain actions while under the effect of Deliverance will add to your Beast Gauge, increasing critical hit rate by a maximum of 10%. The Beast Gauge returns to 0 when Deliverance ends. Cannot be used with Defiance. Shares a recast timer with Defiance. Removed in patch 5.0. |
Limit Break[]
Marauders' and Warriors' Limit Breaks focus on drastically raising the defense and magic defense of the entire party for a short period of time. They both have the same Level 1 and Level 2 limit breaks as other Tanks.
Ability | Level | Description | Image |
---|---|---|---|
Shield Wall | 1 | Reduces damage taken by all party members by 20% for a period of 10 seconds. | |
Mighty Wall | 2 | Reduces damage taken by all party members by 40% for a period of 15 seconds. | |
Land Waker | 3 | Reduces damage taken by all party members by 80% for a period of 8 seconds. |
Other appearances[]
Final Fantasy Trading Card Game[]
Warrior and Marauder appear in Final Fantasy Trading Card Game as Fire-elemental Forward cards.
Behind the scenes[]
Warrior's skillset, choice of weaponry, and artifact armors reflect Berserker rather than the archetypal Fighter or Warrior that appears throughout the Final Fantasy series, or even Final Fantasy XI's Warrior job. This is alluded to in Shadowbringers with the appearance of a Berserker in Heroes' Gauntlet, who functions nearly identically to a Warrior with the only real difference being in the use of a greatsword instead of an axe.
The Warrior soul crystal resembles the Taurus Zodiac Stone from Final Fantasy Tactics.
Square Enix's Eorzea Cafe served a dish called "Roast beef of monsters ~hunted by Marauder~" whose description translates to: Wild beasts hunted by the rock-shattering Marauder done roast beef style. Lather up your opponents in bloodbath sauce and smite them down!
Gallery[]
- Arms and Gear sets
- PvE actions
- Role Actions
- PvP
- Removed PvE actions
Etymology[]
A marauder is someone who engages in banditry such as: looting, piracy, robbery, and theft.