Warrior (FFXI)  

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Job Description

Hume Warrior
Hume Warrior
Warriors are close-combat specialists capable of using a wide variety of armor and weaponry. With the proper gear, they can be either fierce damage dealers or potent blood tanks. They are poor at magic.

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 also have a great spot in TP burn parties as a damage dealer and a first Provoke. 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.

A typical TP burn party setup is 3 damage dealers, two support (usually bard and corsair), and a red mage. The tactic consists of generating TP as fast as possible and spamming weaponskills while mitigating damage. Warriors excel in this tactic because of Rampage or Raging Rush, two of their most powerful weaponskills, along with being able to take advantage of Samurai's Seigan+Third Eye and Ninja's Utsusemi while keeping their own damage at it's peak with Berserk, Double Attack, and Aggressor.

Warrior Job Forum

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.

Name Level Duration Recast Description
Mighty Strikes 1 00:00:45 02:00:00 Forces all landed attacks to become critical hits.
Provoke 5 Instant 00:00:30 Provokes target, increasing hate toward player.
Berserk 15 00:03:00 00:05:00 Increases attack power at the cost of defensive power.
Defender 25 00:03:00 00:03:00 Increases defensive power at the cost of attack power.
Warcry 35 00:00:30 00:05:00 Increases all party members attack within a radius of the user.
Aggressor 45 00:03:00 00:05:00 Increases accuracy at the cost of evasion.
Retaliation 60 00:03:00 00:03:00 Allows you to counterattack but reduces movement speed.
Warrior's Charge 75 (merit) 00:01:00 00:15:00 Forces next attack to be a double attack.
Tomahawk 75 (merit) 00:00:30 00:03:00 Induces a defense down status on the player's target.
Restraint 77 00:05:00 00:10:00 Enhances your weapon skill power with each normal attack you land.
Blood Rage 87 00:05:00 00:00:30 Enhances critical hit rate and critical hit damage for party members within area of effect.

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.

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.
Fencer 45 Increases rate of critical hits when wielding with the main hand only. Grants a TP bonus to weapon skills.
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.
Critical Attack Bonus 77 Improves power of critical hits.
Shield Mastery I 80 Grants TP bonus when blocking an attack with a shield.
Shield Defense Bonus 80 Reduces damage taken when blocking an attack with a shield.

Two-Hour Ability

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.

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.

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

Sub-job Combinations

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.

Merits

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

Group 1

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.

Group 2

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.

Artifact, Relic, and Empyrean sets

Artifact Artifact +1 Relic Relic +1 Empyrean Empyrean +1 Empyrean +2
Fighter's Mask Fighter's Mask +1 Warrior's Mask Warrior's Mask +1 Ravager's Mask Ravager's Mask +1 Ravager's Mask +2
Fighter's Lorica Fighter's Lorica +1 Warrior's Lorica Warrior's Lorica +1 Ravager's Lorica Ravager's Lorica +1 Ravager's Lorica +2
Fighter's Mufflers Fighter's Mufflers +1 Warrior's Mufflers Warrior's Mufflers +1 Ravager's Mufflers Ravager's Mufflers +1 Ravager's Mufflers +2
Fighter's Cuisses Fighter's Cuisses +1 Warrior's Cuisses Warrior's Cuisses +1 Ravager's Cuisses Ravager's Cuisses +1 Ravager's Cuisses +2
Fighter's Calligae Fighter's Calligae +1 Warrior's Calligae Warrior's Calligae +1 Ravager's Calligae Ravager's Calligae +1 Ravager's Calligae +2
Razor Axe Warrior's Stone Ravager's Gorget
Ravager's Orb

Other Info

Final Fantasy XI
Wikibase™

This page last modified 2011-03-28 14:14:15.