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As the original tanking job of FFXI, warriors are still often called upon to tank in the early levels. Warrior tanks are common until about level 35, when they are often replaced by ninja and paladin tanks. At that point -- and even before that -- warriors typically join parties as damage dealers. Warriors tend to be damage dealers through level 75 and into endgame activities.
Warriors have found themselves at the center of controversy over the TP burn phenomena. TP burning is a party strategy that's existed since the Rise of the Zilart expansion; however, the strategy replaced most parties as commonplace following the release of the Treasures of Aht Urhgan expansion. The stereotypical TP burn party setup is warrior, warrior, ninja, bard, bard, red mage. The tactic consists of generating TP as fast as possible and spamming weaponskills. Warriors excel in this tactic because of Rampage, one of their powerful weaponskills.
Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.
Name | Level | Duration | Recast | Description |
---|---|---|---|---|
Mighty Strikes | 1 | 45 seconds | 2 hours | Forces all landed attacks to become critical hits. |
Provoke | 5 | Instant | 30 seconds | Provokes target, increasing hate toward player. |
Berserk | 15 | 3 minutes | 5 minutes | Increases attack power at the cost of defensive power. |
Defender | 25 | 3 minutes | 3 minutes | Increases defensive power at the cost of attack power. |
Warcry | 35 | 30 seconds | 5 minutes | Increases all party members attack within a radius of the user. |
Aggressor | 45 | 3 minutes | 5 minutes | Increases accuracy at the cost of evasion. |
Warrior's Charge | 75 (merit) | 1 minute | 15 minutes | Forces next attack to be a double attack. |
Tomahawk | 75 (merit) | 30 seconds | 3 minutes | Induces a defense down status on the player�s target. |
Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.
Name | Level | Description |
---|---|---|
Defense Bonus | 10 | Raises defense by 10. |
Resist Virus I | 15 | Increases player resistance against plague and disease. |
Double Attack | 25 | Gives player the chance to attack twice in one round. |
Attack Bonus | 30 | Increases attack power by 10. |
Resist Virus II | 35 | Further increases player resistance against plague and disease. |
Resist Virus III | 55 | Further increases player resistance against plague and disease. |
Resist Virus IV | 70 | Further increases player resistance against plague and disease. |
Aggressive Aim | 75 (merit) | Adds a ranged accuracy bonus to Aggressor. |
Savagery | 75 (merit) | Adds a TP bonus to Warcry. |
Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.
Name | Level | Duration | Recast | Description |
---|---|---|---|---|
Mighty Strikes | 1 | 45 seconds | 2 hours | Forces all landed attacks to become critical hits. |
Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a players skill level with the weapon as well as the weapon itself.
Combat Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Great Axe | A+ | 114 | 203 | 276 |
Axe | A- | 114 | 203 | 269 |
Great Sword | B+ | 109 | 196 | 256 |
Scythe | B+ | 109 | 196 | 256 |
Staff | B | 109 | 196 | 250 |
Sword | B | 109 | 196 | 250 |
Club | B- | 109 | 196 | 240 |
Dagger | B- | 109 | 196 | 240 |
Polearm | B- | 109 | 196 | 240 |
Shield | C+ | 105 | 190 | 230 |
Evasion | C | 105 | 190 | 225 |
Parrying | C- | 105 | 190 | 220 |
Hand-to-Hand | D | 101 | 183 | 210 |
Archery | D | 101 | 183 | 210 |
Marksmanship | D | 101 | 183 | 210 |
Throwing | D | 101 | 183 | 210 |
Traditional warrior subjobs are:
Sub Job | Reason | Pros | Cons |
---|---|---|---|
Monk | A great option for tanking low to mid levels. | Boost, Counter, Focus, Dodge, Max HP Up | Minimal Damage Mitigation, highly reliant on support. |
Thief | Guaranteed Critical Hit, assists to solidify hate control. | Sneak Attack, Trick Attack | SATA timers usually longer than most fights. |
Ninja | Another option for mid to high level tanking. | Utsusemi: Ichi, Utsusemi: Ni, Dual Wield | Low evasion for Warrior makes Blink Tanking difficult. No offense for Great Weapons. |
Dragoon | Offensive powerhouse from low to high levels. | Jump, High Jump, Accuracy Bonus | Basically no damage mitigation. |
Samurai | Offensive and defensive options for Great Weapons. | Seigan, Third Eye, Hasso, Meditate | Seigan + Third Eye random as far as damage mitigation is concerned. |
When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells
Name | Description |
---|---|
Beserk Recast | Reduces recast timer by 10 seconds per upgrade. |
Defender Recast | Reduces recast timer by 6 seconds per upgrade. |
Warcry Recast | Reduces recast timer by 10 seconds per upgrade. |
Aggressor Recast | Reduces recast timer by 10 seconds per upgrade. |
Double Attack Rate | Increases rate by 1% per upgrade. |
Name | Description |
---|---|
Warrior's Charge | Doubles your next attack. Each additional upgrade lowers recast timer by 2 minutes 30 seconds. |
Tomahawk | Use a Throwing Tomahawk to inflict an enemy with Defense Down. Each additional upgrade increases the effect's duration by 15 seconds. |
Savagery | Adds a TP bonus to Warcry. Party members will recieve the TP bonus at a 50% reduction. Each additional upgrade grants +10 TP. |
Aggressive Aim | Grants a ranged accuracy bonus to Aggressor. Each upgrade to this trait results in 4 additional ranged accuracy. |