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Warrior (FFXI)  

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Job Description

Hume Warrior
Hume Warrior
Close-combat specialists capable of using a wide variety of weaponry. Have a high defensive rating stemming from the ability to wear many types of armor. Poor at magic.

Spells and Abilities

Job Abilities

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.

Warrior Job abilities are as follows:

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

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.

Warrior job traits are as follows:

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.
[1] 75 (merit) Adds a TP bonus to Warcry

Two-Hour Abilities

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.

Warrior's two hour is: Mighty Strikes-- For 45 seconds, all attacks that land are guaranteed to be critical hits.

Weaponskills

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.

Sub-job Combinations

Traditional warrior subjobs are: /Mnk /Nin /Sam /Thf

Other Info

Category: FFXI Job Classes
This page last modified 2007-09-22 13:45:40.