Leveling Rotations and Tips for Warrior — Dawntrail 7.0
This page covers the rotation and action usage when leveling Warrior to Level 100. This page can also be used to help when doing roulettes with level scaling by using the slider to adjust the information to your desired level.
Gear Options
Use the highest item level gear available to you while leveling. Upgrade gear whenever possible after level 50 by purchasing items with tomestones. You can exchange Allagan Tomestone of Poetics for gear in Idyllshire at level 60, Rhalgr's Reach at level 70, in Eulmore at level 80 and in both Radz-At-Hahn or Old Sharlayan at level 90.
Warrior Leveling Overview
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Single-Target Rotation
When you are tanking, turn on your tank stance Defiance.
- Tomahawk is used when pulling enemies or during extended melee downtime.
- Heavy Swing and Maim is your standard combo.
- Heavy Swing and Maim and Storm's Path is your standard combo.
- Heavy Swing and Maim and Storm's Path is your standard combo. Upon receiving the Beast Gauge trait, this combo will grant 30 Beast Gauge, 10 from Maim and 20 from Storm's Path.
- Your combo splits, so Heavy Swing and Maim will either end with Storm's Path to gain 20 Beast Gauge, or Storm's Eye which grants Surging Tempest, a 10% damage buff with a duration up to 60 seconds that also increases Beast Gauge by 10. Aim to refresh Surging Tempest when the duration is 15 seconds or less.
- Berserk should be used on your single-target combo GCDs.
- Berserk should be used on either Inner Beast or your combo finishers, Storm's Path and Storm's Eye, when possible. Berserk increases Surging Tempest by 10 seconds, as long as the buff was already active.
- Berserk should be used on either Fell Cleave or your combo finishers, Storm's Path and Storm's Eye, when possible. Berserk increases Surging Tempest by 10 seconds, as long as the buff was already active.
- Inner Release gives three free Fell Cleave or Decimate usages that are guaranteed Critical Direct Hits and extends Surging Tempest by 10 seconds.
- Inner Release now grants Primal Rend Ready to allow execution of Primal Rend.
- Inner Release gives three free Fell Cleave or Decimate usages that are guaranteed Critical Direct Hits and extends Surging Tempest by 10 seconds. Additionally, upon landing either ability, gain a stack of Burgeoning Fury (max 3). At maximum stacks, Inner Release transforms into Primal Wrath.
- Primal Rend now activates Primal Ruination Ready upon landing, giving access to Primal Ruination as a follow-up GCD.
- Excess Beast Gauge should be used on Inner Beast while not under the effect of Berserk to avoid overcapping on Beast Gauge.
- Excess Beast Gauge should be used on Fell Cleave while not under the effect of Berserk to avoid overcapping on Beast Gauge.
- Excess Beast Gauge should be used on Fell Cleave while not under the effect of Inner Release to avoid overcapping on Beast Gauge.
- Infuriate grants 50 Beast Gauge. Always use this when Beast Gauge is 50 or lower to avoid overcapping.
- Infuriate grants 50 Beast Gauge. Always use this when Beast Gauge is 50 or lower to avoid overcapping. Fell Cleave and Decimate both reduce your Infuriate timer by 5 seconds when used. Avoid letting this timer overcap.
- Infuriate grants 50 Beast Gauge and the Nascent Chaos buff. This upgrades Decimate into Chaotic Cyclone when you have 50 or greater Beast Gauge. Chaotic Cyclone has priority over Fell Cleave on single targets. Always use this when Beast Gauge is 50 or lower to avoid overcapping. Fell Cleave and Decimate/ Chaotic Cyclone both reduce your Infuriate timer by 5 seconds when used. Avoid letting this timer overcap.
- Infuriate grants 50 Beast Gauge and the Nascent Chaos buff. This upgrades Fell Cleave into Inner Chaos and Decimate into Chaotic Cyclone. Inner Chaos takes priority for single target, with Chaotic Cyclone being a gain on 3 or more targets. Always use this when Beast Gauge is 50 or lower to avoid overcapping. Fell Cleave/ Inner Chaos and Decimate/ Chaotic Cyclone both reduce your Infuriate timer by 5 seconds when used. Avoid letting this timer overcap.
- Onslaught serves as your gap closer when re-engaging, though is also used as a filler oGCD for damage. Onslaught has 2 charges, and should not be allowed to overcap if possible.
- Onslaught serves as your gap closer when re-engaging, though is also used as a filler oGCD for damage. Onslaught has 3 charges, and should not be allowed to overcap if possible.
- Use Upheaval on cooldown, placing the first usage under Storm's Eye's buff.
- Use Primal Wrath immediately following three usages of Fell Cleave or Decimate during Inner Release.
Mitigation and Healing Utility
- Thrill of Battle increases your maximum HP by 20% and heals you for the amount increased. This is really effective against large increases in damage taken, acting sort of like a HP bubble.
- Thrill of Battle increases your maximum HP by 20% and heals you for the amount increased. This is really effective against large increases in damage taken, acting sort of like a HP bubble. It increases all healing received by 20%. On top of this, it benefits other skills such as Storm's Path's healing as well as shields from Shake It Off.
- Thrill of Battle increases your maximum HP by 20% and heals you for the amount increased. This is really effective against large increases in damage taken, acting sort of like a HP bubble. It increases all healing received by 20%. On top of this, it benefits other skills such as Storm's Path's healing as well as shields from Shake It Off and Bloodwhetting.
- Vengeance is usually called your "120s" cooldown. Providing the most mitigation at 30%, it also reflects all physical damage taken with a potency of 55 upon each hit.
- Damnation provides 40% mitigation, it also reflects all physical damage taken with a potency of 55 upon each hit. Additionally, upon taking damage or having the mitigation fall off grants Primeval Impulse that regenerates health across 15 seconds.
- Holmgang is your invulnerability cooldown that lasts 10 seconds. Holmgang has the benefit of having the lowest cooldown in the game at 4 minutes. You still take damage while the skill is active unlike Gunbreaker's or Paladin's, so you'll have to have personal and external healing resources deployed to ensure you're healthy after it's over.
- Raw Intuition is a what is normally called your "short" cooldown. With only a 25 second cooldown, 10% mitigation and 400 potency HP lifesteal the skill is versatile in both single target and AOE situations.
- Bloodwhetting is the upgraded version of Raw Intuition used for personal mitigation. This provides Stem the Flow and Stem the Tide, along with the base 10% mitigation and lifesteal. The former further reduces damage by 10% for 4 seconds, the latter gives a 400 potency shield lasting 20 seconds. Due to the short duration of the mitigation, it's typically used later within castbars to ensure it lasts for the incoming hit.
- Equilibrium is a high, 1200 potency burst heal. Incredibly useful tool with only a 60 seconds cooldown.
- Equilibrium is a high, 1200 potency burst heal that becomes upgraded to give an additional heal over time. Incredibly useful tool with only a 60 seconds cooldown.
- Shake It Off is your party mitigation tool that shields all players, heals them and has a heal over time attached via trait. This is highly effective against single hit attacks, only made moreso if buffed by Vengeance, Bloodwhetting and/or Thrill of Battle. Each of those skills are absorbed if active and increase the potency by 2% each.
- Nascent Flash is your shareable mitigation that essentially gives them Raw Intuition, healing 100% of the HP restored from your weaponskills. At Level 82 this is upgraded to be the exact same as a shareable Bloodwhetting. Lifesaver of a skill at times, and part of the reason Warrior is joked about as the "green tank".
- Rampart is one of your most commonly used mitigation tools.
- Reprisal inflicts a debuff to all nearby enemies that reduces their damage dealt. Use this to mitigate incoming damage.
- Use Arm's Length to prevent knockbacks, or to mitigate against dungeon mobs by slowing their attacks.
- Use Low Blow to stun trash mobs.
- Provoke will taunt your target, establishing enmity on it. This is useful for pulling mobs without forcing your GCD to spin.
- Use Interject to interrupt enemy casts if possible.
Multi-Target Rotation
When you are tanking, turn on your tank stance Defiance.
- On large trash pulls, ignore single-target actions and only use your AoE action Overpower. Keep mobs aggro'd via Tomahawk.
- On large trash pulls, ignore single-target actions and only use your AoE actions, such as the Overpower and Mythril Tempest combo. This combo also grants Surging Tempest. Use Steel Cyclone to spend Beast Gauge.
- On large trash pulls, ignore single-target actions and only use your AoE actions, such as the Overpower and Mythril Tempest combo. This combo also grants Surging Tempest. Use Decimate to spend Beast Gauge.
- Inner Release stacks should be spent on Decimate for three or more targets. Use Inner Release on cooldown from your first pull onwards.
- Mythril Tempest grants Beast Gauge to be used on Decimate on three or more targets.
- Infuriate grants Nascent Chaos, turning Decimate into Chaotic Cyclone and should be used on two or more targets.
- Infuriate grants Nascent Chaos, turning Decimate into Chaotic Cyclone and should be used on three or more targets.
- Orogeny is the AOE version of Upheaval, use this on cooldown with 3 or more targets.
Changelog
- 27 Jan. 2024: Reviewed for 6.55.
- 20 Aug. 2023: Page added.
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Spin Cycle is a veteran player & writer for Phantasy Star Online 2 and FFXIV. He has been playing Lost Ark since the western release and mains Sharpshooter. He also plays Wardancer, Gunslinger & Soulfist.
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