Holmgang (lvl 42): Roots both you and your target. However, if used properly, you can heal yourself a good bit especially if Bloodbath is up. This is sort of a situational skill because it’s the third skill in a combo that involves Maim (which isn’t as much damage as Skull Sunder). Storm’s Path (lvl 38): 50% of the damage done is healed as health, but it’s a combo after Maim. While soloing it’s not that great of an ability and it’s locked into MRD / WAR, so you can’t use it on other classes, but while fighting at higher level dungeons you’ll use it a lot in those moments where you really need just a bit more health. So, what this does is it gives you essentially a 10% heal that’s also additional health. Thrill of Battle (lvl 34): Increases maximum HP by 10% and restores the amount increased. Super useful when fighting ton of weak enemies at once and you can finish one off to get a quick heal. If you finish an enemy with this skill, you’ll gain 20% of your health back. Mercy Stroke (lvl 26): This is a finisher that deals a ton of damage if a target is below 20%. This is best used situationally for when you need something dead, fast, or when you’re in a safe spot while tanking. This is a kind of interesting ability because it locks your weapon skills for 5 seconds, but gives you 50% more damage for 15 seconds which means you’ll do more total damage, but you’ll lose a bit of control for 5 seconds. After the 15 seconds you can’t use weapon skills anymore. Increases damage by 20% for 18 seconds.īerserk (lvl 22): Increases attack power by 50% for 15 seconds. Tomahawk (lvl 15): Your first ranged attack. When fighting three or more enemies, you can spam Overpower for large amounts of damage / threat. Overpower(lvl 12): It’s your AoE taunt, basically.
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Packs a strong punch as a followup.įracture (lvl 6): Adds a dot, use this for additional damage.īloodbath (lvl 8): Converts 25% of your damage into healing, useful while tanking and while soloing and fighting tough mobs.īrutal Swing (lvl 10): It’s a stun that’s super useful for stopping spell casting. Skull Sunder (Level 4): The second part of the combo with Heavy Swing. You’ll use it throughout as it’s your combo opener.įoresight (lvl 2): 20% damage reduction for 20 seconds. Heavy Swing (lvl 1): Heavy swing is your first basic attack. Pure and simple so far right.ĭexterity covers parry rates. The same is true of Warriors to some extent, but you get the picture. So the more health you have, the better off you are. Marauders tank by basically bash their head into things and soaking up damage, relying on life leech and healers to fix the issue. Vitality equals your health which equals your damage mitigation. Party / Critical Strike / Determination (Battledance / Savage Aim / Savage Might) are all useful as well. So Vitality and Strength Materia are pretty much the only ones you need. Materia for the Marauder is rather simple. You’re not looked into any one profession and I’d highly suggest resorting to the auction house for lower level gear rather than spend time and/or money worrying about crafting early on. That’s pretty much it on the crafting front. Armorer crafts new armors for the Marauder.
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Well, Blacksmithing / Mining is a good combo to work on first to craft new weapons. Gladiator is where all the good tanking skills come from, especially Flash which will taunt all nearby enemies and Provoke for a single enemy. Blood for Blood is an interesting skill while soloing, since it increases damage by 20%. Feint is a slow and Invigorate can fill up your TP bar at lower levels. That’s my first and biggest suggestion.īeyond that, skills from the Lancer are the best. The extra damage mitigation makes soloing a lot easier and it costs nothing mana wise. I do feel like the first cross class skill you should obtain is definitely Protect. A good analogy is that Marauder is a great class if you want to attack enemies and not worry so much about dying, but take a bit longer to kill them. You’d want to play a Marauder if you don’t mind doing less damage than other classes but living longer and being a bit heartier. You’d want to play a Marauder if you’re interested in tanking but not being a tank. There is no shield block, most mitigation comes passively or through the various skills you’d naturally use. There is very little in the way of active mitigation. Mostly because it plays fluidly like a DPS class.
![ffxiv start a new class marauder ffxiv start a new class marauder](https://vignette.wikia.nocookie.net/ffxiv-new/images/8/8d/ARR_Marauder.png)
If you’re wondering what the Marauder is, it can be difficult to describe because it’s something a bit different than normal MMO tanks. If you just need one clear sentence for what the Marauder is, it is simply “a tank that plays like a DPS.” That means that damage mitigation is high and DPS is moderate and the class is perfect for those who don’t like to play risky. The Marauder is a unique and interesting class in Final Fantasy XIV: A Realm Reborn in that it’s a tank but doesn’t play like one.