Last updated on Jun 27, 2024 at 10:53by Spin7 comments
On this page, you will learn how to optimise your opener and rotation inboth single-target and multi-target situations. We also cover the use ofyour cooldowns, to ensure you can achieve the best use of them every timeas a Warrior Tank in Final Fantasy XIV: Dawntrail (Patch 7.0).
1.
Warrior Rotation Guide
This page will cover the core rotation and openers of Warriors; the generalrotation of a Warrior focuses on the generation and spending of their Beast Gauge,managing buffs, and ensuring that oGCDs are used properly.
2.
Warrior Openers
In Dawntrail, Warrior's general opener hasn't changed that significantly. The addition of Primal Ruination adds more potency in raid buffs but introduces a unique opportunity to utilize Skill Speedto ensure we land the third
Inner Chaos within potion comfortably. Although, with Patch 7.0 the animation lock ofcertain potions has been reduced. This potentially allows for weaving potion with
Inner Release on the same GCD and alleviatethe issue of requiring a faster GCD to maximize opener potions. Further testing on this will be done when the patch goes live and the graphics below aresubject to change.
2.1.
Patch 7.0 Opener
2.2.
Example Burst Window
In an ideal scenario you'll have 50 Beast Gauge before entering a burst window to avoid having filler GCDs under buffs. As a rule of thumbpressing Fell Cleave at 60 or greater gauge can help with avoiding overcapping. However, you may find yourself a scenario where you hit combo GCD right before andhit 60 gauge, which would overcap when pressing
Infuriate. This could be circumvented based on manipulating when you press
Storm's Path /
Storm's Eye at theexpense of overcapping Surging Tempest buff timer. Alternatively, pressing
Fell Cleave before
Inner Release works as well. The solutions to this are encounter specific butit's good to know how to handle these situations. Entering with less than 50 gauge is will result in pressing filler GCDs in the burst window. Even then, you'll still net at least one
Inner Chaos usage.
2.3.
Ruination Smuggling
By late weaving and delaying our first 1 minute Inner Release by a GCD, it is possible albeit very strict to carryover (or smuggle)
Primal Ruination'sproc into the upcoming even minute buff window. This is purely reliant on playing on faster Skill Speed due to
Primal Rend granting Primal Ruination Ready onthe skill preparation (when you press) and not damage application (when it hits). Not only that, but ping is certainly a factor when considering this. If executed properly, this rewardsan insane amount of potency under raid buffs!
3.
Warrior In-Fight Rotation
Warriors do not necessarily followed a fixed rotation, instead following generalrules to ensure that certain situations always or never arise.
3.1.
Rotation Basics
The basic points for gameplay as a Warrior are as follows:
- Always making sure you are hitting something, avoiding downtime where youare dealing no damage.
- Make sure to keep the Surging Tempest buff up at all times, but do not overcapit.
- Use your combo to generate Beast Gauge, but do not overcap it.
- Keep
Upheaval and
Inner Release on cooldown.
- Allow your
Onslaught and
Infuriate toalways be recharging.
- Use your Beast Gauge and stacks of important abilities when you have buffsfrom your party active.
3.1.1.
The Warrior Combo
Warrior's combo system is fairly straightforward. The final combo GCD has a split path,where you will either use Storm's Eye to upkeep the Surging Tempestbuff, or
Storm's Path for bonus Beast Gauge generation.
Tomahawk and your Beast Gauge spenders will not break your combo.
3.1.2.
Surging Tempest
This buff stacks up to 60 seconds of duration and you should aim to always haveit active. Don't worry too much about the proper time to refresh this buff, justavoid overcapping it. This is especially true with something like Inner Release,since this adds an extra 10 seconds onto the buff duration.When an encounter is close to ending, you should aim refresh the buff with 7-15 seconds ofduration remaining on it, since ending a fight with more than 30 seconds on the timeris a slight damage loss.
3.1.3.
Beast Gauge
Beast Gauge is used as a resource for Inner Chaos and
Fell Cleave.
You should always aim to use it when party buffs are up to maximize the damagedealt, but it is also massively important to ensure that you do not waste it byovercapping on it.
You cannot have more than 100 Beast Gauge; if you are at 90 and generate 20,you will waste 10 of the resource due to the cap.
4.
Multi-target Priorities
Multi-target for Warrior will only apply to situations where you havethree or more targets. At two targets, refer back to the single-target rotation.Even though the skill names change, the basics of resource generation still apply.
At three targets, you will swap the following skills for their AoE variant:
- Warrior combo is
Overpower →
Mythril Tempest.
- Warrior Beast Gauge spenders will either be
Decimate or
Chaotic Cyclone.
- Use
Orogeny instead of
Upheaval.
5.
Warrior Mitigation Cooldowns
Warrior is often referred to as a third healer, and for good reason. This job has amultitude of healing a shield abilities at their disposal, and, in most cases, can keepthemselves alive with little to no help from the healer in their party. Some of these actionsalso extend to their co-tank if doing eight-man content, allowing you to further reduce the healing stressfrom your team. Mitigation is calculated multiplicatively (i.e., two 30% reductions will result in49% damage taken), and it is better to rotate cooldowns rather than use themall at once.
Rampart and
Vengeance /
Damnation are your basiccooldowns that should be rotated appropriately to prevent a percentage of thedamage you take. Unless you are required to "kitchen sink" (use all of yourcooldowns at once) incoming damage, these two actions should not be paired togetheras it will reduce the effectiveness of them.
Thrill of Battle and
Equilibrium functionas your two main healing cooldowns. While they both function as a form of healing,their priority of usage is opposite.
Equilibrium should be used reactivelyif your HP is getting low. As an added bonus, usage of this skill also appliesa regen onto yourself, equal to the initial heal, lasting for 15 seconds.
Thrill of Battle should be usedproactively to gain effective HP prior to incoming damage, while also aiding yourhealers by increasing the amount they can heal you, as well as increasing thehealing and effectiveness your own actions provide. This action doubles as bothmitigative and healing. Below is a list of self actionsthat gain the benefit of this healing buff:
Storm's Path's healing potency.
Shake It Off's healing potency.
- Both aspects of
Equilibrium's heal, the initial heal and the regen.
Bloodwhetting's shield.
Bloodwhetting and
Nascent Flash, while different skills,share the same cooldown and similar functions to each other. They are both considered partof your "active mitigation" due to the extremely low cooldown on them, allowing for a high amountof uptime during an encounter. For general usage,
Bloodwhetting should be used whenyou are the main target of incoming damage, while
Nascent Flash should be used if yourco-tank is the main target of incoming damage.
Reprisal and
Shake It Off are your raidmitigation abilities.
Reprisal can only be used on a target, but it mitigatesboth physical and magical damage over the course of its timer.
Shake It Offoperates mainly as a shield, and should be used to mitigate a single instance of incomingdamage on the raid. As of Patch 6.3, this action now provides additional healing over timeto everyone hit by the initial cast.
- Warrior's invulnerability cooldown is
Holmgang. The main benefitof this action is the short cooldown timer associated with it. Every other tank has, at minimum,five minutes on their cooldown for invuln skill. The main drawback is the end of incoming damagewill (if used properly) always leave you with 1 HP and require you to use another cooldown toheal back up or rely on healers to top you back up. Thankfully, the interaction between
Holmgang and the rest of Warrior's kit negates most of the drawback onthe invulnerability and makes it a nonissue.
Arm's Length is a useful mitigation ability for dungeons, as theapplied Slow effect will greatly reduce your damage taken by trash mobs.
Low Blow can also be used to Stun trash mobs. Stuns have diminishingeffects, so if you have a White Mage in your party, the mobs will likely be StunImmune due to their
Holy.
6.
Changelog
- 27 Jan. 2023: Reviewed for 6.55.
- 25 May 2023: Reviewed for Patch 6.4.
- 11 Jan. 2023: Updated for Patch 6.3.
- 26 Aug. 2022: Updated for Patch 6.2.
- 30 Apr. 2022: Added AoE and Mitigation sections.
- 22 Apr. 2022: Page added.
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