Marauder (FFXIV)  

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Final Fantasy XIV
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Classes

The marauder is a combat Specialist whose weapon of choice is 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 plauging the land, or to turn the tide of battle between warring nations, Throwing axes such as the francisca supplement the marauders' arsenal, making them fearsome adversaries even at range.

Role

One of the many available classes in Eorzea, the Marauder is a Disciple of War.

While stationary, marauders are able to generate a solid base from which they are able to carry out devastating attacks.

The strength of the marauders lies in their ability to control timing and distance to maximize the efficacy of their blows.

Guild

The Astalicia (Marauders' Guild)
The Astalicia (Marauders' Guild)
Located in Limsa Lominsa, the Marauders' Guild can be found on The Astalicia, a ship docked on the southwestern part of the Lower Decks.
Coordinates: (4, 7)

For more information about the Marauders' Guild, please refer to the Marauders' Guild wiki page by clicking here:
Marauders' Guild

Actions, Traits & Attributes

The minimum level for obtaining the abilities, traits, and weapon skills is listed below, however they may suffer from a reduced effect, increased recast, or shortened duration if you are not at or above the optimal rank for them. In addition, a reduced effect, increased recast, and shortened duration may be experienced by any non-Marauder class when using Marauder abilities, traits, and weapon skills.

Key Attributes

Marauders calculate attack damage based on Vitality (VIT) and Strength (STR).

Actions and Traits

The following is a table of abilities and traits gained by Marauders ordered by level. Active abilities are gained at levels 1, 2, 4, and 6, then every 4 levels thereafter. Passive traits are gained every 4 levels alternating with active abilities starting at level 8. Items in gray and with a » mark are passive traits.

Key
» Trait
Exclusive to Discipline of War
Exclusive to Marauder
Level Name Recast
(m:ss)
Duration
(m:ss)
Cost Effect Combo Ex.
1 Heavy Swing 0:10 –:— 1000 TP Delivers a melee attack. Accuracy increases when executed from in front of the target.
2 Foresight 1:00 0:30 Increases parry rate. Effect fades upon parrying an attack.
4 Brutal Swing 0:20 –:— 1500 TP Delivers a melee attack. Damage increases when executed from the right or left of the target.
6 Bloodbath 1:00 0:30 Grants an Absorb HP effect to your next attack. Does not affect auto-attack or spells.
»8 Enhanced Physical Attack Power Increases attack power by +8.
10 Skull Sunder 0:30 –:— 1500 TP Delivers a melee attack.
»12 Enhanced Physical Defense Increases physical defense by +8.
14 Provoke 0:30 –:— Increases target's enmity.
»16 Swift Bloodbath Reduces recast time of Bloodbath by 15 seconds.
18 Fracture 0:40 0:08 500 TP Delivers a melee attack. Chance to render target unable to use weaponskills. Can only be used immediately after parrying an attack.
»20 Swift Foresight Reduces recast time of Foresight by 15 seconds.
22 Berserk 0:10 –:— Increases your attack power and reduces your defense with each successful attack. Effect resets upon taking damage and fades upon reuse. Cannot be used simultaneously with Rampage.
»24 Enhanced Parry Increases parry rate by +8.
26 Maim 0:30 –:— 1500 TP Delivers a melee attack.
»28 Enhanced Provoke Adds Attack Down effect to Provoke.
30 Overpower 0:05 –:— 250 TP Attacks targets in a cone before you. Can only be used immediately after parrying an attack.
»32 Enhanced Physical Crit Evasion Increases physical critical evasion by +10.
34 Rampage 0:10 –:— Increases your attack speed and power for each physical attack against you, and restores HP for each critical hit you land. Effect fades upon moving or reuse. Cannot be used simultaneously with Berserk.
»36 Enhanced Berserk Increases the effect of Berserk by +20%.
28 Path of the Storm 0:30 –:— 1500 TP Delivers a melee attack. Chance to inflict Heavy when executed from behind the target.
»40 Enhanced Physical Defense II Increases physical defense by +10.
42 Enduring March 3:00 0:20 Reduces movement speed to resist all enfeebling effects. Allows continuation of Rampage while moving.
»44 Enhanced Rampage Doubles HP restored by critical hits while Rampage is active.
46 Whirlwind 1:20 –:— 3000 TP Delivers a melee attack to enemies in range.
»48 Enhanced Enduring March Increases movement speed while Enduring March is active by +20%.
50 Godsbane 1:00 –:— 3000 TP Delivers a threefold attack. Consumes Berserk effect when active to increase accuracy.

Combos

The following is a table of executable combos for a Marauder. Abilities must be executed in the correct positions in order to activate a combo. Correctly executing a combo will cause the cost of the second and third abilities to be waived, along with adding extra bonuses listed below.

Combos
Brutal Swing (Side) Maim
Increased accuracy
Godsbane
Increased critical rate.
Heavy Swing (Front) Skull Sunderer
Increased enmity
Path of the Storm (Behind) Whirlwind
Consumes TP to increase damage when you are below 50% HP

Marauders' Guild - Weapons - Equipment - Quests

Guides

Unverified/Missing Information

This page last modified 2012-03-12 18:16:29.