Warrior Tank Rotation, Openers, and Abilities — Dawntrail 7.0

Last updated on Jun 27, 2024 at 10:53 by Spin 7 comments

On this page, you will learn how to optimise your opener and rotation in both single-target and multi-target situations. We also cover the use of your cooldowns, to ensure you can achieve the best use of them every time as a Warrior Tank in Final Fantasy XIV: Dawntrail (Patch 7.0).

1.

Warrior Rotation Guide

This page will cover the core rotation and openers of Warriors; the general rotation of a Warrior focuses on the generation and spending of their Beast Gauge, managing buffs, and ensuring that oGCDs are used properly.

2.

Warrior Openers

In Dawntrail, Warrior's general opener hasn't changed that significantly. The addition of Primal Ruination Icon Primal Ruination adds more potency in raid buffs but introduces a unique opportunity to utilize Skill Speed to ensure we land the third Inner Chaos Icon Inner Chaos within potion comfortably. Although, with Patch 7.0 the animation lock of certain potions has been reduced. This potentially allows for weaving potion with Inner Release Icon Inner Release on the same GCD and alleviate the issue of requiring a faster GCD to maximize opener potions. Further testing on this will be done when the patch goes live and the graphics below are subject to change.

2.1.

Patch 7.0 Opener

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2.2.

Example Burst Window

In an ideal scenario you'll have 50 Beast Gauge before entering a burst window to avoid having filler GCDs under buffs. As a rule of thumb pressing Fell Cleave Icon Fell Cleave at 60 or greater gauge can help with avoiding overcapping. However, you may find yourself a scenario where you hit combo GCD right before and hit 60 gauge, which would overcap when pressing Infuriate Icon Infuriate. This could be circumvented based on manipulating when you press Storm's Path Icon Storm's Path / Storm's Eye Icon Storm's Eye at the expense of overcapping Surging Tempest buff timer. Alternatively, pressing Fell Cleave Icon Fell Cleave before Inner Release Icon Inner Release works as well. The solutions to this are encounter specific but it's good to know how to handle these situations. Entering with less than 50 gauge is will result in pressing filler GCDs in the burst window. Even then, you'll still net at least one Inner Chaos Icon Inner Chaos usage.

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3.

Warrior In-Fight Rotation

Warriors do not necessarily followed a fixed rotation, instead following general rules to ensure that certain situations always or never arise.

3.1.

Rotation Basics

The basic points for gameplay as a Warrior are as follows:

  1. Always making sure you are hitting something, avoiding downtime where you are dealing no damage.
  2. Make sure to keep the Surging Tempest buff up at all times, but do not overcap it.
  3. Use your combo to generate Beast Gauge, but do not overcap it.
  4. Keep Upheaval Icon Upheaval and Inner Release Icon Inner Release on cooldown.
  5. Allow your Onslaught Icon Onslaught and Infuriate Icon Infuriate to always be recharging.
  6. Use your Beast Gauge and stacks of important abilities when you have buffs from your party active.
3.1.1.

The Warrior Combo

Warrior's combo system is fairly straightforward. The final combo GCD has a split path, where you will either use Storm's Eye Icon Storm's Eye to upkeep the Surging Tempest buff, or Storm's Path Icon Storm's Path for bonus Beast Gauge generation. Tomahawk Icon Tomahawk and your Beast Gauge spenders will not break your combo.

3.1.2.

Surging Tempest

This buff stacks up to 60 seconds of duration and you should aim to always have it active. Don't worry too much about the proper time to refresh this buff, just avoid overcapping it. This is especially true with something like Inner Release Icon Inner Release, since this adds an extra 10 seconds onto the buff duration. When an encounter is close to ending, you should aim refresh the buff with 7-15 seconds of duration remaining on it, since ending a fight with more than 30 seconds on the timer is a slight damage loss.

3.1.3.

Beast Gauge

Beast Gauge is used as a resource for Inner Chaos Icon Inner Chaos and Fell Cleave Icon Fell Cleave.

You should always aim to use it when party buffs are up to maximize the damage dealt, but it is also massively important to ensure that you do not waste it by overcapping on it.

You cannot have more than 100 Beast Gauge; if you are at 90 and generate 20, you will waste 10 of the resource due to the cap.

4.

Multi-target Priorities

Multi-target for Warrior will only apply to situations where you have three or more targets. At two targets, refer back to the single-target rotation. Even though the skill names change, the basics of resource generation still apply.

At three targets, you will swap the following skills for their AoE variant:

  • Warrior combo is Overpower Icon OverpowerMythril Tempest Icon Mythril Tempest.
  • Warrior Beast Gauge spenders will either be Decimate Icon Decimate or Chaotic Cyclone Icon Chaotic Cyclone.
  • Use Orogeny Icon Orogeny instead of Upheaval Icon Upheaval.
5.

Warrior Mitigation Cooldowns

Warrior is often referred to as a third healer, and for good reason. This job has a multitude of healing a shield abilities at their disposal, and, in most cases, can keep themselves alive with little to no help from the healer in their party. Some of these actions also extend to their co-tank if doing eight-man content, allowing you to further reduce the healing stress from your team. Mitigation is calculated multiplicatively (i.e., two 30% reductions will result in 49% damage taken), and it is better to rotate cooldowns rather than use them all at once.

  • Rampart Icon Rampart and Vengeance Icon Vengeance / Damnation Icon Damnation are your basic cooldowns that should be rotated appropriately to prevent a percentage of the damage you take. Unless you are required to "kitchen sink" (use all of your cooldowns at once) incoming damage, these two actions should not be paired together as it will reduce the effectiveness of them.
  • Thrill of Battle Icon Thrill of Battle and Equilibrium Icon Equilibrium function as your two main healing cooldowns. While they both function as a form of healing, their priority of usage is opposite. Equilibrium Icon Equilibrium should be used reactively if your HP is getting low. As an added bonus, usage of this skill also applies a regen onto yourself, equal to the initial heal, lasting for 15 seconds. Thrill of Battle Icon Thrill of Battle should be used proactively to gain effective HP prior to incoming damage, while also aiding your healers by increasing the amount they can heal you, as well as increasing the healing and effectiveness your own actions provide. This action doubles as both mitigative and healing. Below is a list of self actions that gain the benefit of this healing buff:
    • Storm's Path Icon Storm's Path's healing potency.
    • Shake It Off Icon Shake It Off's healing potency.
    • Both aspects of Equilibrium Icon Equilibrium's heal, the initial heal and the regen.
    • Bloodwhetting Icon Bloodwhetting's shield.
  • Bloodwhetting Icon Bloodwhetting and Nascent Flash Icon Nascent Flash, while different skills, share the same cooldown and similar functions to each other. They are both considered part of your "active mitigation" due to the extremely low cooldown on them, allowing for a high amount of uptime during an encounter. For general usage, Bloodwhetting Icon Bloodwhetting should be used when you are the main target of incoming damage, while Nascent Flash Icon Nascent Flash should be used if your co-tank is the main target of incoming damage.
  • Reprisal Icon Reprisal and Shake It Off Icon Shake It Off are your raid mitigation abilities. Reprisal Icon Reprisal can only be used on a target, but it mitigates both physical and magical damage over the course of its timer. Shake It Off Icon Shake It Off operates mainly as a shield, and should be used to mitigate a single instance of incoming damage on the raid. As of Patch 6.3, this action now provides additional healing over time to everyone hit by the initial cast.
  • Warrior's invulnerability cooldown is Holmgang Icon Holmgang. The main benefit of this action is the short cooldown timer associated with it. Every other tank has, at minimum, five minutes on their cooldown for invuln skill. The main drawback is the end of incoming damage will (if used properly) always leave you with 1 HP and require you to use another cooldown to heal back up or rely on healers to top you back up. Thankfully, the interaction between Holmgang Icon Holmgang and the rest of Warrior's kit negates most of the drawback on the invulnerability and makes it a nonissue.
  • Arm's Length Icon Arm's Length is a useful mitigation ability for dungeons, as the applied Slow effect will greatly reduce your damage taken by trash mobs.
  • Low Blow Icon Low Blow can also be used to Stun trash mobs. Stuns have diminishing effects, so if you have a White Mage in your party, the mobs will likely be Stun Immune due to their Holy Icon Holy.
6.

Changelog

  • 27 Jan. 2023: Reviewed for 6.55.
  • 25 May 2023: Reviewed for Patch 6.4.
  • 11 Jan. 2023: Updated for Patch 6.3.
  • 26 Aug. 2022: Updated for Patch 6.2.
  • 30 Apr. 2022: Added AoE and Mitigation sections.
  • 22 Apr. 2022: Page added.
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