FFXIV 3.2 Warrior (WAR) Best in Slot (BiS) Gear

3.2 UPDATED! WAR Best in slot guide! “Ax is Hax”. WAR Lore buy order, Melding, Pages & Normals, more!

Back again to deliver the pain to deez goblins again I see? Welcome to the 3.2 WAR BiS! If for some reason you were hiding under a rock… – as of 3.2 tanks stack VITALITY! Thanks to Claes Henrietta for the help!

Quicknotes: Warrior BiS is an iteration of the PLD “Basic tank” set – the WAR BiS will account for the minimum 590 Skill Speed!

Navigation: Warrior BiS
WAR BiS | Discussion | Lore Buy Order | Crafted TBA

3.2 Warrior Best-in-Slot

WAR BiSItemMeld 1Meld 2AccCritDetSS
WeaponPrototype Midan Metal AxeSS VSS V-1238324
Offhand-------
HelmAugmented Hellfire Mask of FendingSS VSS V-694624
BodyMidan Coat of FendingCRIT VCRIT V112102--
HandMidan Gauntlets of FendingCRIT VCRIT V4824-69
BeltAugmented Hellfire Belt of FendingSS V--51-12
LegsMidan Breeches of FendingSS VSS V-1127524
BootsAugmented Hellfire Sabatons of FendingCRIT VCRIT IV6969--
NeckAugmented Primal Choker of FendingSTR V--36--
EarringAugmented Primal Earrings of FendingSTR V-51--36
WristAugmented Primal Bracelet of FendingSTR V-51-34-
RingAugmented Primal Ring of FendingSTR V-36--51
RingMidan Ring of FendingSTR V-51-34-
FoodSteamed Staff---40-16
StatsTotal stats from gear--418626272256
End value--772980490610
 

WAR BiS Discussion

590 Skillspeed: Is the minimum needed SS for optimal rotation, (616+ to be safe). Which this set applies. The PLD BiS is the baseline for any tank set, and this set if merely modification of it, only changes being:

  • Earrings, to get some more SS (and puts us above ACC CAP)
  • Melding, wherein many DET melds become SS.

Thankfully, we don’t lose ANY crit at all to accomodate SS (But loses some DET and Parry, which is a pretty value change).

For those not yet A8S cleared – the 590 SS is almost inevitable as both the lore weapon  and coat have SS.
(Augmened Hellfire Battleaxe, Augmented Hellfire Armor of Fending)

Don’t care about 590 SS? Check out the PLD BiS.

Why STRENGTH melded in accessories? Yes, 3.2 is all about VIT on tanks – BUT that doesn’t mean STR is WORTHLESS. In fact, it still EASILY beats any secondary stat in terms of DPS (Crit, DET, SS). So we maximize this by melded STR when we can – in this case, only Accessories.

Accuracy isn’t a problem in this set, unlike the PLD set which requires a minor tweak depending on preference.

Ultimately the Warrior BiS is pretty amazing, with only a tiny percentage of “wasted” stats (A tiny bit of parry and accuracy). Thankfully, with the exception of melds – the difference is just ONE item (and weapon).

WAR Lore Tomestone Buy Order

The below spending strategy is purely to obtain BiS fastest:

  • Boots: Acc Crit – a stable first buy.
  • Mask: Since it drops later on…
  • Belt: Since it drops later on…
  • (Preference) Any other left-side filler (Chest>Legs>Gloves)
  • Weapon: Waiting until left is “complete” isn’t bad for tanks.
  • Ring > Wrist > Earring > Neck (Accuracy first!)

ANYTHING ELSE IS OPTIONAL: left-side fillers should be prioritized (Chest, Legs, Gloves) then Ring (Unupgraded).

USING UP PAGES AND MIDAS NORMAL PARTS

Click on the expandables below to see how you should spend pages, and which Midas Normal parts to get first –

Midan Savage Pages

MIDAN SAVAGE PAGES

The page spending method below is purely for fastest BiS:

A5S: Belt > Ring > Any
A6S: Hands > Illuminati Dark Gobcoat  x 5  > Any
A7S: LEGS > Illuminati Taut Gobtwine x 2 > Any
A8S: Body > Weapon > Any (Gobdip then wait for Sword is OK)

Midan Normal Parts

MIDAN NORMAL PARTS

“what should WAR’s pick up in Midas normal”! Is a common question, so here it is! This is a general thing, and people might have varying levels of gear or goals but as a catch-all good enough recommendation:

 WARM1NM2NM3NM4N
Week 1chainlensspringshaft
Week 2boltlensspringshaft
Week 3boltboltspringshaft
Week 4boltanyspringshaft

We avoid pedals (for BOOTS) since we pick that up with Lore ASAP. We also cannot get hands in a timely manner since we’re going for both legs and chest – so you can get gloves in Week 5. Otherwise, this method get ALL major body pieces quite fast.

Click the above!!!

WAR Crafted Gear Viability

As I said up top, going for quicker notes so I can update all BiS pages, will be going back for this on the second pass.

Navigation: Warrior BiS
WAR BiS | Discussion | Lore Buy Order | Crafted TBA

I hope you Fell Cleave your way to loot, progress and broken robots once again! GL gearing up your Warrior for BiS in 3.2!

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FFXIV Warrior (WAR) Cross-class Skills (3.0+ Updated)

HEAVENSWARD UPDATED: What are the best Warrior Cross Class Skills? Find out the best cross-class skills of WAR and the best way to get them!

Go to our Stormblood updated
Tank Role Actions Guide
instead!

What are the Marauder-> Warrior Cross Class Skills? Here, we will be strictly discussing the cross-class skills Warrior can get.

How many cross-class skills can I get as a Warrior? Any job class may only equip five (5) cross-class skills.

From what other classes does Warrior get skills from? Gladiator and Pugilist.

What are the best Warrior cross-class skills? This is discussed below.

Full list of Warrior (WAR) Cross-class skills

NameIconLevelDescriptionFrom Class
Savage Blade4Attack that generates enmityGladiator (GLA)
Featherfoot4Increases evasionPugilist (PGL)
Flash8Increases enmity in all nearby enemiesGladiator (GLA)
Second Wind8Instantly restores own HPPugilist (PGL)
Convalescence10Increases HP restored by spells or actionsGladiator (GLA)
Haymaker10Delivers an blow after evading an attackPugilist (PGL)
Internal Release12Increases critical hit ratePugilist (PGL)
Provoke22Increases enmity in targetGladiator (GLA)
Awareness34Nullifies chance of suffering critical damageGladiator (GLA)
Mantra42Increases HP recovery via curing magic by 5% for self and nearby party membersPugilist (PGL)

 

Warrior (WAR) Cross-class skills discussion

SET IN STONE: Provoke > Internal Release > Convalescence > Awareness > (Last slot: FLEX)

Savage Blade – Useles since you have your own version.

Featherfoot, Haymaker – This duo is technically most utilized by the Warrior. Is it worth 2 slots? No… it really isn’t.

Flash – Is pretty good in 4-mans. It’s a contender for FLEX slot in SOME ENCOUNTERS ONLY.

Second Wind – Not bad. Doubles as an aggro generator! Contender for FLEX.

Convalescence – Really good, but it requires some coordination with healers (or a good sense of tanking) to maximize.

Internal Release – +Damage on Warrior… legit always.

Provoke – is technically a must-have for any encounter with a tank swap mechanic.

Mantra – While good for others to take, you have more important skills like…

Awareness – is good when now a days! A lot of encounter crit, and also fixes problems if you mess up Raw Intuition.

Ideal Warrior (WAR) Cross-class progression

  1. Marauder to 15 for: Unlocking other classes.
  2. Marauder to 30 for: WAR Requirement.
  3. Gladiator to 15 for: WAR Requirement.
  4. Monk to 8 for: Second Wind.
  5. WAR to 50 for: Maximum level.
  6. Monk to 12 for: Internal Release.
  7. Gladiator to 34 for: Awareness
  8.  Monk to 42 for: Mantra (All Cross Class Skills Obtained)

Summary

  • Warrior use skills from: Gladiator and Pugilist.
  • Best Warrior Cross-Class Skills:
    Provoke > Internal Release > Convalescence > Awareness > FLEX
  • Flex slots would likely be: Second Wind, Mantra or Flash. (Featherfoot is okay for 4’s)

More Info: Marauder | Warrior | MRD WAR Stats

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FFXIV Marauder / Warrior Stats & Materia Guide

What’s a good marauder stats build? What are useful warrior stats? Marauder / Warrior materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia: knowing what stats your Marauder or Warrior need should never be far from mind!

Marauder (MRD) & Warrior (WAR) Stats

What are the marauder or warrior stat weights?

VIT > STR > Parry > Critical Chance > Determination > DEX

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good MRD & WAR build.

Marauder (MRD) & Warrior (WAR) Primary Stats Allocation

What stats should I add as a marauder or warrior?

Vitality – Increases total HP. Many skills of MRD/WAR scale of total HP, and this also makes you a better tank. Really, it doesn’t get any simpler than that.

STR – Hit harder, Parry for more, and generate more threat. Marauders that make the case STR>VIT have a bit of logic in it because so many of the Warrior skills scale off damage. Don’t get sucked in to thinking you’re DPS though.

Dexterity – Increases Parry Chance. While you might not ever need to allocate a third primary stat, this is the only remotely useful one.

Maruko’s Note: VIT or STR, how much should you get of each? Marauders will be throwing this argument around until the sun goes down. While you really want STR, VIT is ALWAYS IMPORTANT. As far as stat allocation goes, just focus on VIT because you can always customize your materia later on if you find you need more STR (unlikely).

 

Marauder (MRD) & Warrior (WAR) Secondary Stats

What are good secondary stats for marauder and warrior, and why?

Parry > Critical Chance > Determination

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Parry – Marauders have an extremely thin HP pool. They have alot of HP but no mitigation. Adding Parry somehow counters this weakness.

Critical Chance – Serves to increase damage, threat and shields generated from Storms Path.

Determination – Generic stat when you have nothing else to put into that serves to increase damage and threat. *If you somehow want more damage and threat, value crit and determination over parry.

Marauder (MRD) & Warrior (WAR) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again: VIT > STR > Parry > Critical Chance > Determination > DEX

Materia Name
VIT: Vitality
STR: Strength
Parry: Battledance
Critical Strike: Savage Aim
Determination: Savage Might
DEX: Dexterity

See Also: Materia Guide | Melding Guide Summary:

  • Overall MRD WAR stat importance: VIT > STR > DEX > Parry > Determination > Skill Speed
  • MRD WAR Stat allocation: VIT> STR > DEX
  • Secondary stats for MRD WAR: Parry > Critical Strike > Determination
  • Reference links: Marauder FAQ, Warrior FAQ
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Have a question about MRD WAR? Chime in on the comments or in our Marauder / Warrior Forums.

Paladin VS Warrior Tanking Comparison

Warrior Or Paladins? Is one truly better than the other? In this battle of the fat, we try to determine just that. PLD VS WAR comparison!

Inevitably, it’s come to this. “Who is better”, Warriors (Marauders) or Paladins (Gladiators)? Here, we will try our best to give you the ins and outs of each class. Note that we will be discussing level 50 PLD and WAR capabilities, and this somehow extends to lower-level Gladiator and Marauder comparisons.

This is also our very first ‘community driven’ guide – we will be discussing key points in the forums, ultimately leading to the content to this page. Participate and be commended!
PLD vs. WAR Forum thread

For reference you can open these windows:
Gladiator | Paladin : Marauder | Warrior

Base stats / Innate capabilities

Warrior
The main advantage of a warrior is it’s immense maximum HP. Does a lot of damage, and indirectly increases defenses by doing so. Marauders and Warriors are extremely combo sensitive, and are definitely more difficult to play. This further extends by adding the “Defiance” / “Infuriated” warrior system. Compared to Paladins, these guys pack a huge punch. Parrying serves as a welcome additional defense (Although Paladins have this too), they cannot block.

Paladin
Damage reduction / mitigation is the paladins key trait. Wears a shield by default (Blocks!). Paladins have a reactive gamplay style, and are much easier to play ‘mechanically’ than warriors. Paladins are susceptible to burst damage with a low HP pool, but over the course of longer encounters – their mitigation more than makes up for it. Their “Effective HP” is much much higher than a Marauder. Their damage is so pathetic, and could possibly be out DPS’d by a Conjurer.

So here we see the main difference, Warriors rely on HP and Damage. Paladins rely on Damage Reduction. This becomes brutally clear in the next section:

Defensive Skills

Warrior
— MRD —
Foresight – Increases defense by 20% for 20s. Recast 90 (Traited)
Bloodbath – Gain 25% “Lifesteal” for 30s (Traited). Recast 90.
Mercy Stroke – Killing a target with mercy stroke restores 20% of max HP. Recast 30 (Traited)
Thrill of Battle – Increases max HP by 20% (Traited) and heals for that amount. Duration 10s.
Storms Path – (If Combo’d into) Creates a shield equal to 20% of damage dealt up to 10% of max HP.
—WAR—
Defiance – (Stance) Increases maximum HP by 25%, while lowering damage dealt by 30% and increasing enmity.

Paladin
— GLD —
Rampart – Reduces damage taken by 20% (Traited) for 20s.
Convalescence – Increases HP restored by spells or actions by 30% (Traited) for 20s.
Awareness – Reduces critical strike damage taken by 15% for 25 (Traited) seconds.
Tempered Will – Immediately cures Bind and Heavy, while preventing knockback and draw-in effects.
Sentinel – Reduces damage taken by 40% (Traited) for 10s.
Bulwark – Increases block rate by 60% for 15s.
— PLD —
Shield Oath – (Stance) Reduces damage taken by 25%, and damage dealt by 30% but increases enmity generated.
Hallowed Ground – Renders you impervious to most attacks

Wow, from here it becomes rather obvious that warriors have the short end of the stick when it comes to purely defensive skills. Foresight is directly inferior to Rampart (Which also reduces magic damage) and Sentinel (40%!). Thrill of Battle is ‘cute’ at best, amounting to a large heal. Storms Path is the warrior saving grace here, giving you a reusable shield without a long cooldown.

Paladins on the other hand have a long list of defensive skills, all ridiculously effective. Just by comparing the stances, the trade-off for 30% reduction for damage dealt is just completely lopsided in the paladins favor: 25% damage reduction for the paladin, and 35% max hp for the warrior. While 35% HP is better in a vacuum, when healers are involved, this becomes next to useless (Remember Effective HP?)

Warriors scale extremely well with offense, and even benefit from it defensively. While this is good, the survivability gained is just nowhere NEAR the Paladin. Not even close.

 

Threat Generation

Both Paladins & Warrior have no trouble generating threat. It’s the small differences and situations that make the Warrior superior to Paladin in terms of threat.  It’s very unlikely that DPS will pull aggro during a fight from either a Paladin or Warrior, so what’s the difference? Two key points.

Threat on Demand
The main difference? Warriors are better in more desperate times. When sh*t hits the fan – you’re going to want a warrior. When resources are tight, and adds spawn, Warriors are much much better at picking them up and making them stick. Paladins have superior resource management and will match a warriors threat over time. Warriors excels at keeping up with initial burst aggro when picking up and killing newly spawned adds.

Adds, AoE
In both single target and AoE situations, Warriors will out-threat Paladins any day. Paladins also have decent AoE threat, but simply pale in comparison to what Warriors can do to multiple enemies, and struggle alot less to build up initial aggro. It’s like Warriors WANT adds to spawn, and lots of them, while Paladins would rather not!

Due to the length of this post, we split it into two pages. In Page 2, we discuss Healer Preference, Overall Kit, and finally Summary and Recommendations.

1 | 2

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FFXIV ARR Job guides and FAQ’s!

Just in time for this beta weekend, we released a mini-guide and FAQ for all the advanced Jobs in FFXIV A Realm Reborn!

Anything you need from skills, stats, traits, locations, requirements – and more!

Don’t get caught wasting time this beta weekend – check them out now!

 

 

Bard Job FAQ / Guide – FFXIV ARR

Dragoon Job FAQ / Guide – FFXIV ARR

Monk Job FAQ / Guide – FFXIV ARR

Paladin Job FAQ / Guide – FFXIV ARR

Warrior Job FAQ / Guide – FFXIV ARR

White Mage Job FAQ / Guide – FFXIV ARR

Black Mage Job FAQ / Guide – FFXIV ARR

Scholar Job FAQ / Guide – FFXIV ARR

Summoner Job FAQ / Guide – FFXIV ARR

Since we hate searching and coming up with results for 1.0, we clearly state that these guides are for FFXIV A Realm Reborn, or ARR! Bear with us for the insistent labeling!

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