Table of Contents. 1. Version History. 2. Introduction. 3. Starting out in the world of Vana'diel. <SA> 4. The Basics. <BA> 5. Abilities. <AB> 6. Equipment Guidelines. <EQ> 6a. Starting out. <EQA> 6b. Early Partying. <EQB> 6c. Welcome to Quifm. <EQC> 6d. The Final Step. <EQD> 6e. Taking it Further. <EQE> 7. Strategys. <ST> 8. Subjob Choices. <SJ> Version 1.2 Added list of other sites with hosting the guide, added all subjobs to subjob section. Additional notes added to paragraph about food, and when disscussing advanced jobs. Version 1.1 Well, I fixed the margin problem I had, now I've written a section for all those who are just beginning in the world of Vana'diel. Version 1.0 Okay... I submitted the guide... And it was rejected. -_- Introduction Welcome! The purpose of this guide is to teach and instruct, whether you're just starting out in the world of Vana'diel, or are leveling Warrior as a subjob or even just for fun. By reading this guide, you will learn how to properly play Warrior, fulfilling two or three roles in a party at once, and make your parties go "Wow, I didn't know Warriors could do that!" Anyways, whether your just reading this because it's here or are leveling Warrior, there may be something in here you didn't know. ---Section #1 <SA>--- Starting out in the world of Vana'diel. This section is written as a guide to any Warriors who have just joined the game. If you are not new to the game, then you can go ahead and skip past this section. When first beginning the game, you will probably be confused, possibly unable to find your way out of the city. It can be very overwhelming at first for new players. But don't give up just yet. To find out where you are, type /map, or you can access the menu by pressing - on the numpad.(Unsure about PS2) Your generally going to want to try to make your way to a city gate so you can start to kill things. Heres a few general tips to help you as you make your way around the world of Vana'diel. - Movement is handled with the Numpad keys. - You can select targets by pressing 0 on the numpad or just use tab. - Autorun can be activated by running forward and pressing 7 on the numpad. Once you've familiarized yourself with the controls, it's time to get to adventuring! But before that, make sure you equip any equipment you have by pressing Ctrl-e or selecting "Equipment" from the menu. After that, find yourself a monster. Most likely, the first thing you find will be something like a rabbit, or a worm, a bee, some weird onion thing, or some other cute wildlife that looks relativly harmless. First things first, check its diffculty compared to your level. If it says "Decent Challenge" or "Even Match" then you should be able to take it. If the messeage is something like "Tough", "Very Tough" or "Incredibly Tough", leave it alone. Once you've found an acceptable target, press Ctrl-A to take out your weapon, and run up to it. You should hit the monster with your weapon, and you will begin to trade blows untill one of you has died. It may not be to exiting at first, but continue to do this and gain experiance, and you will soon be on your way to becoming a full fleged adventurer. Now that you know how to get around and kill things, your going to need to know how to make gil. At low levels, the best way to make money is selling crystals. When you leave town, there should be a guard with two abbrivations by his name. (EX. T.K) Talk to him, and ask him to cast Signet on you. This will cause monsters to drop crystals, and allow your nation to gain influence in the area your fighting in. Once this is done, try to kill monsters that drop either Wind crystals, (Bats, Bees, Birds, Yagudo ) or Fire crystals (Orcs, Goblins, Lizards,) When you get twelve of a crystal type (Stack items by accessing your inventory, pressing + on the numpad, and selecting auto sort.), you can sell them at the auction house. Look on your map for the closest AH to you, and then sell the crystals for about 10 less than the going price. (Fire crystals tend to fluxuate from around 1.5k a stack to 3k a stack, while wind crystals tend to go around 1.2k to 2.5k.) When someone buys them, the money will be waiting for you in your mog house. A last note, try to collect and stack other items you obtain from killing monsters. These can often go for quite a bit as well. And that should really be all you need to know to get started. Hopefully you can now read and follow the other steps to becoming a great Warrior as detailed in this guide. Remember, as a new player, don't be afraid to ask help. If someone has a (M) by their name, that means they should be willing to answer any questions. But you must remember to be polite and respectful, ask your questions in complete sentances. As long as you do that, most people should be more than willing to help you. The last thing you should know, is DO NOT throw out your Beastmens seals. They are for important boss fights at later levels, which you can make quite a bit of money from. You may not need them now, but you will certainly regret throwing them away when you get stronger. Just stack them up and keep them in your mog house untill you have a use for them. ---Section #2--- The Basics. <BA> Okay. We have to start somewhere, so here are the basics. Warrior is a one of the starting jobs, and it is often misunderstood on what we're capable of. It is the opinion of many that Warriors are nothing more than a meat shield, sub-par to a paladin, and only used as a subjob for advanced jobs. This is far from the truth. Although in the lower levels we make excellent tanks, we bring many other factors to the table. Unfortunately, the reason Warriors is so misunderstood, is because most Warriors don't know how to play their job correctly, and in their haste to become Dark Knights or Paladins, they neglect equipment and otherwise seem weak. Anyway, on to the basics of Warrior. First, and most important of all, Weapon type. As a Warrior, you should be using one of you're A rank weapons. Those are - Great Axe - A+, and Axe - A-. What does weapon rank mean? Well, it means that your weapon skill level caps higher with each level you gain, and the higher your weapon skill level is, you hit harder and more accurately. Weapons such as sword, spear, and hand-to-hand cap lower for you, resulting in the fighting skill of a lower level Paladin, Dragoon, or Monk respectively. For example , as a level 20 Warrior, Using a spear or a sword you would have the fighting skill of a level 19 Dragoon or Paladin, and the hand-to-hand skill of a level 17 Monk. It may not be much now, but the distance between skill levels continues to increase as you gain more levels. Of course, skill level isn't the only reason to use great axe. There are many other factors involved. To put it simply however, GAXE is an awesome weapon. Because you are usually fighting IT+ monsters, weapons with a low damage rating (Such as a 1 handed sword) do pitiful damage, because it must make a VIT check each time it hits the monster the VIT usually overpowers the poor damage on the sword, resulting in single digit numbers. However, with a Great axe, the base damage is far higher, easily breaks through the VIT of the monster, causing immense damage, Allowing for 40-50 damage on regular hits, at level 15! (Assuming of course, that your equipped with the most recent GAXE and eating Meat Mithkabobs like a good boy. =P) If that isn't enough reason however, look to the weaponskills for GAXE. It's first WS, Shield Break, is incredibly useful! When you use it and it connects, it lowers enemy evasion, allowing you, and all your party members to hit more often! It's damage isn't to great, maybe a bit more than a regular hit, and it can only close fusion, but the EVA down effect more than makes up for it. Your second WS (Gained at level 13), Iron Tempest is unfortunately sub-par. It does approximately the same damage as shield break, and has no added effects. The only thing going for it is the ability to close distortion. However, the evasion down of shield break isn't worth giving up. At level 23 comes the real kicker, Sturmwind. This two-hit WS puts up oodles of damage as soon as you getting, averaging 90-180 damage. It also closes Fragmentation, which is just as good as distortion in most cases. However, though it may look like it on a SC chart, Sturmwind cannot close Distortion. Any attempts to do so will ALWAYS result in Reverberation, so don't bother trying. One final note about Sturmwind, at level 30+ you can sub Thief and use SA + Sturmwind for just as much damage as SATA Viper bite! If reading all of this doesn't want to make you want to use a great axe as a Warrior, then your hopeless. A final note about 1H axes however, an Axe + Shield combo will still do respectable damage, it just doesn't have anything really special going for it, (Plus I never used it on my Warrior >_>) but it is still much better than any other weapon a warrior can use, and is probably a better choice if you plan on becoming a Paladin, as shield skill can be rather difficult to raise. ---Section #3--- Abilities. <AB> Wow, that last section was a little long winded. Well, I guess there is a lot you need to know to be a proper Warrior. Regardless, now I'll tell you about all the abilities you get, and how to use them. Mighty Strikes: Level gained - 1. Casting time - Instantaneous. Recast times - 2 hours. Effect - All attacks made are criticals for the next 45 seconds. Mighty strikes is your Two-Hour ability. Many people dislike it, because whenever it is used it seems to miss more often than not, and whether it actually has an Accuracy down trait or is just an effect of Murphy's Law, there is no way to tell. Using this ability properly goes beyond just hitting when you're in trouble, and is most effectively used right before a Multi-hit WS such as Sturmwind or Raging Axe. It may not have the life saving power of some other two hours, but it can turn the tide of a battle gone wrong, or allowing you to gain the upper hand when aggroed by an EM+ mob and decide to fight rather than flee. Provoke: Level gained - 5. Casting time - Instantaneous. Recast time - 30 seconds. Effect - Provokes the mob, increasing your hate level and causing the monster to attack you instead of others. Provoke is the single most important ability you'll ever get from levels 1-30, as you will most likely spend most of your time tanking. Using this ability will be fully explained in the strategy section. For starters however, if you are the tank of a party, you must use this ability every 30 seconds. Not just if the monster goes after the mages, but every 30 seconds. Exceptions are made if your dying and not being healed, the whm is asleep, blah blah. Then it's best to stop provoking and wait for the hate to go elsewhere. However, that's better discussed later. Physical Defense Up: Level gained - 10. Passive ability. Effect - Increases physical defense. There's not much to say about this. It increases your defensive ability, nothing more. Only thing you need to know is that it does not stack with the defense boost Paladin gets at level 10. Berserk: Level gained - 15. Casting time - Instantaneous. Recast time - 5 Minutes. Effect - Increases your attack power and lowers defense for 3 minutes. This is a great ability that fully cements your role as as damage dealer. There isn't too much to say about it, but don't use it while tanking. I suggest using it when battles are dragging on, or at the start of chain #2 or #3. If not, then you could use it at the start of chain #1 and again at Chain #4 or #5. Assuming your parties are even getting exp chains. >_> Resist Virus: Level gained - 15. Passive ability. Effect - More resistant to virus attacks. I only have two words to say about this. Utterly useless. Defender: Level gained - 25. Casting time - Instantaneous. Recast time - 5 Minutes. Effect - Increases your defense and lowers Attack power for 3 minutes. The exact opposite of Berserk. However, I would not recommend using it all the time while tanking, as the lowered attack power will cripple your ability to hold hate. Plus, when you get this ability you will most likely be fighting Mandragora's, which are weaklings anyway. I find it useful when aggroed and need to survive long enough to reach a zone line. Other than that though, I never used it much. I suppose if you are a Tarutaru, then you might find more use for it. Double Attack: Level gained - 25. Passive ability. Effect - Gives a chance to attack twice in one attack. Whoo! This ability is great. This puts you another step further over the other damage dealers at your level, and allows for great hate holding tool. Plus, it can activate on Weapon skills, so your Sturmwind may suddenly do twice as much as it useally does. Physical Attack Up: Level gained - 30. Passive ability. Effect - Enhanced physical attack power. Whoo. More attack power. Not much to say, but it should be noted that it doesn't stack with the dark knights attack bonus gained at level 10. And that's it for all of the Warrior abilities and traits. There are more beyond level 30, but I'm not going to go there since I have no personal experience with them and this is only for levels 1-30 anyway. ---Section #4--- Equipment <EQ> All right then. Earlier I told you what kind of weapon(s) you should be using, but that alone won't make you an awesome warrior. If you want to be a great warrior, you're going to need good equipment. I won't ask for you to get leaping boots or emperors hairpin, as those are luxury items, and I would only suggest you get those if you really have money to spare. Anyway, onto a detailed guide of what equipment to be using at what levels. Starting out: Equipment levels 1-9. <EQA> When you begin at level 1, your equipment choices are rather limited. You can go with the bronze set of armor, it only gives about 2 defense more than the newbie armor, so if you don't want to run around in a subligar, that's up to you. Since there are no great axes at level 1, you can go with a 1 handed axe, sword, scythe, or run around completely naked punching things to death. It really doesn't matter. But, if you plan on using 1H axe later you might want to go for that. Anyways, by the time you reach level five you can pickup your very first Great axe. Butterfly Axe. Level: 5. Damage: 19. Delay: 504 Sounds great huh? But unfortunately, unless you skilled great axe up with another job, then your going to have 0 skill, so when you first get it you'll be missing a great deal and not doing much damage. Just stick with it, fight EP enemies that con high defense. Eventually your skill will get itself up to par, so you should be doing good damage. At level 7 you can get leather armor, which will make soloing quite a bit easier. Finally, at level 8 comes another great axe. Inferno Axe. Level: 8. Damage: 23. Delay: 504 Additional effect: Fire Damage You can choose to pick this up or not; I passed over this particular axe, seeing as how the price of 8k at the time would've put a considerable dent in my newbie wallet. But if you have the cash to spend, by all means get it. The fire effect doesn't go off very often however, and only does around 1-10 damage. Either way, that should be the last equipment you should have to worry about for soloing levels. Early partying: Equipment levels 10-19. <EQB> All right, the first thing you should do at level 10 is pickup a set of scale armor, or the royal footmen's gear. Either way, since you can now go to the dunes, you're going to need good armor since people will expect you to tank. However, I would recommend soloing to at least level 12, since dunes at level 10 really suck. At level 12 you can pick up a Greataxe. Greataxe. Level: 12. Damage: 30. Delay: 504 All right. Here is where the fun really begins. No other non+1 weapon (Excluding the next GAXE) has more damage than this one until the scythe at level 18! Plus, you'll have a new great axe by the time Dark knights get that scythe. When you manage to hit level 14, you may want to consider picking up some of stat +2 rings. If you're a Taru or Mithra I'd recommend 2x Vit rings, 2x Str rings, or 1 of each. If you're Hume, Elvaan, or Galka, get 2x Dex rings, 2x Str rings, or 1 of each. If you have money to spend, get 2 of Str, Dex, and Vit rings, and switch them off depending on the situation. On the other side, if you can't even afford one of the +2 stat rings, (Around 15-20k each on Titan) you can get two of the ones that give +1 to each stat. At level 15, you can choose to invest in the San d'Orian gear, or Bastokian. It doesn't give too much of an advantage over scale, and is rather expensive so I skipped it myself. If you find yourself tanking a lot, I suggest getting a Warriors belt (+1), as it gives 2(3) Vit. At level 16 comes the bone equipment, which you can get, or wait one more level for lizard gear. You can also pick up a pair of bone earring + 1 if you wish. They give +2 attack and -1 evasion. More importantly at level 16 however, comes your newest axe. Moth Axe. Level: 16. Damage: 32. Delay: 480 DEX: 1 Not much of an improvement over your last axe, but it's still worth getting. The lower delay and slight dex increase make things even better. At level 17 I highly recommend picking up the set of lizard armor, if you haven't already gotten bone or kingdom. At level 18 you can pick up a brave belt if you want, which give +2 Str and Vit, and the cost of 1 Dex and Agi. After that there really isn't much equipment worth mentioning, unless you want emperors hairpin or something. But regardless it's smooth sailing till level 20. Welcome to Qufim: Equipment levels 20-24. <EQC> All right. Now that you've reached level 20, it's time to get the most important piece of equipment you'll need in your lower level Warrior career, and will put up numbers that put all others to shame. Here it is. Neckchopper. Level: 20. Damage: 39. Delay: 489 ACC: 5 That's right. +5 Accuracy. At level 20. That's as much as a sniper ring. Which at level 20 is godly! Plus, the damage is still blowing most things out of the water, though dark knights have a bit more on their scythes by now. The only downside to this is it's cost. The price ranges from 20-45k. However, even if your new, I would HIGHLY recommend saving up and getting this. After all, people pay 600k for 5 acc at level 40, you can get it much cheaper. Anyways, enough on the Neckchopper. Once you hit 21, you're going to need the set of beetle armor. I would also highly recommend you pick up the following accessories. Spike Necklace. Level: 21. Str: 3. Dex: 3. Mnd: -6 Beetle Earring +1. Level: 21. Atk: 3. Eva: -2 (You'll want two of these) Having these accessories will greatly increase your damage ability, and only cost about 6k for each one. After buying those, equipment doesn't change much until level 24, when you can buy chainmail. Though I know it costs a lot, I highly suggest buying this, as it will put you a huge step ahead of most Warriors and Paladin's in Quifim/Khazam. Just take a day or two to farm about 40/50k and you should be able to afford the whole set. After chain, there is no other equipment you'll need. The final step: Equipment levels 25-29. <EQD> At level 25 you will be moving to Khazam. There is now the higher-level Kingdom/Republic equipment available to you. I wouldn't really recommend it however, as it's rather expensive, and doesn't give as much defense as chainmail. However, for when you're not tanking you could buy a republic subligar, as it gives +5 attack. It runs about 30-50k however. Also available at level 25 is the next great axe. Plantbane. Level: 8. Damage: 43. Delay: 504 Additional effect vs. Plantiods: Fire Damage Although there is a damage increase over neckchopper, I would highly recommend staying with neckchopper, as Mandragoras have a highish evasion. The fire damage effect may look good, but I've seen it in action, and it hardly ever goes off and when it does, it's for minimal damage. However, if you skipped over the neckchopper for price reasons, then you'll want to pick this one up as soon as you can. By the time you reach level 27, you can pick up brass scale, which has the same defense as Chainmail, only cheaper. If you already picked up chainmail however, I suggest you stick with that, as it can be useful if you de-level, or attaining rank 3 and such. If you really need the extra cash however, feel free to sell the chainmail and buy this stuff. At level 29 comes the Eisen/Kampf set, which was recently added with CoP. It's a pretty nice set of armor that gives bonuses to Agi or Vit, depending on which pieces. It also has a little more defense than the Centurions equipment at level 30. I personally didn't learn about this stuff until I was level 30 myself, and you can put this stuff off until then, or just not get it at all. The price isn't too unreasonable however. Taking it further: Equipment levels 30+. <EQE> Well, you've finally reached level 30. Now you can go get advanced jobs, and go become a dark knight or paladin or whatever else. You can easily sell your equipment now and never look back, though I wouldn't recommend it. You may even want to take the path of a Warrior beyond level 30. Either way, I can't give you much more advice. There are quite a few equipment options available to you at level 30, and the most I'll do is give you what I myself am wearing. Main: Centurions Axe Sub: None. Ranged: Flame boomerang Ammo: None. Head: Centurions scale Visor. Neck: Spike Necklace Earring1: Beetle Earring +1 Earring2 Beetle Earring +1 Body: Centurions Scale mail. Hands: Royal Squire's mufflers. Ring1: Balance Ring. Ring2: Balance Ring. Back: Travelers Mantle Waist: Brave Belt. Legs: Eisendiechlings Feet: Eisenschuchs. And that's all there is too it. It may not be the best stuff out there, but I'll be damned if it doesn't get the job done. Whatever path you decide to take at 30, I hope you played Warrior to your fullest, and followed the steps I told in this guide, even if you did skip the optional ones. I'm sure you've made a lasting impression on anybody you partied with, and that reputation will stick with you regardless of what job path you have chosen. A final thing, if you plan on using 1H axe instead of Great axe, or plan on keeping both capped, just buy the best/most recent one you can. I didn't give examples with those since I have no real experience with axes, other than leveling Beastmaster. ---Section #5--- Strategies. <ST> All right then. I've talked about what equipment to be using, and all other stuff, but I haven't really gone in depth on how to actually play Warrior. Although it really isn't too complicated, you'd be amazed at how many people fail to grasp these simple concepts. First however, I need to tell you something important. Whether your damage dealing or tanking, you're going to want to eat food. More specifically, meat mithkabobs and fish mithkabobs. What do they do? Well, Fish mithkabobs increase your Dex by 1, Vit by 2, lower you Mnd by 1, and increase your base defense by 25%. Meat mithkabobs on the other hand, increase Str by 5, Agi by 2, lower your Vit by 1, and increase your base attack by 22%. The effect for each of these items lasts 30 minutes. Using meat mithkabobs while damage dealing or tanking will greatly increase your damage and hate output, and if you find your taking a bit too much damage in parties then a fish mithkbob will cut that amount significantly. As for prices, Meat mithkabobs run around 2-3k a stack, and fish mithkabobs go for around 4-5k. (It should now be noted, that with the December update, Meat Mithkabobs may no longer be the most effective food for damage dealing, and that prices have risen to 6k a stack on most servers. However, I'm unsure what other foods would be good replacements for Mithkabobs, and untill sufficient testing has been done, this is all I have to say.) Strategy: Tanking. Tanking at almost all early levels is rather simple. To tank simply means you to everything you can to get the monsters attention (hate) on you, so it attacks you and not others. As a Warrior, you have a few, extremely effective methods at your disposal. First and foremost, provoke. This ability is already explained so I'll just move on to the second most important. Damage. Paladins hold hate by provoking and curing the damage they take, Warriors hold hate by provoking and dealing massive damage back to the enemy. This is where most warriors fail, as they choose weak weapons unable to deal the kind of damage needed to hold hate. Last is boost, which is gained from a monk subjob. Every time it's used it gives a nice spike of hate. With all these tools, you can tank better than most paladins at these levels, since they have a limited MP and not many powerful spells at their disposal. But now we can move on to an in depth look of what to do in a battle. When you see the monster, draw your weapon. As soon as he comes within range, provoke the monster. If you have a sub job, and are subbing Mnk, immediately use Boost. By now you should have gotten 1, maybe two hits in on the monster. If you have enough TP, then go ahead and use Shield Break on the monster. It's better to use it at the beginning of a battle, since the evasion down effect will make everyone hit more often. Either way, once that is done, I suggest opening up your Job ability menu, (Ctrl-J) and watching the timer of boost. Once it's up, use it again immediately, unless you're in about to close a skillchain, in which case it's better to try and boost before the skillchain goes off. If just tanking however, re-open up the job menu and check the timer for provoke. When it's 1 or 2 seconds away, close it down and press your provoke macro. (Assuming your macro tells your party members what your doing, and lets them know when it's almost up.) Now you can take a look back at your Boost timer. As long as you continue to repeat this cycle, you should have no trouble tanking whatsoever, unless you're dealing with nuke spamming Black mages or Trigger-happy rangers. -_- A few more things to mention. If using while tanking Sturmwind, you can use Berserk right before you're about to fire it off. Just before to remove the effect right afterwards. (To remove an effect, press + on the Numpad twice, scroll over to Berserk and press enter.) Though mentioned earlier, I'll say it again. If your Healer is dead, asleep, or otherwise incapacitated, feel free to stop provoking/boosting until you can get healed again. Try to let hate bounce around the other party members until you can kill the monster or the healer can heal again. If the healer really is dead however, and the monster is nowhere close to dying, I suggest provoking/Boosting one more time, and running for the zoneline. Strategy: Damage Dealing. Damage Dealing fortunately, is extremely simple. As long as your using your Great axe, most all you have to do is auto attack at watch the damage fly. I suggest using Berserk when battles are dragging on, or at the start of chain #2 or #3. Or you could use it at the start of chain #1 and again at Chain #4 or #5. If subbing mnk, you may wish to boost as much as you can between pulls, though it doesn't really make much of a difference, and Murphy's Law will usually make you miss that first hit anyway. Either way, boosting before WS' is something you'll always want to do, and try to have Berserk ready for a WS, especially if your closing a skillchain. Beyond that however, there isn't much more too it. But remember, even though you're a damage dealer, your equipment should still be good enough so you can tank/backup tank whenever necessary. Other than those two, I can't really see many more strategies for Warrior. However, if you want to be even more useful in your parties, level your Marksmanship skill and use acid bolts on whatever monster your fighting, until the defense reduction sticks. It will help out a ton, especially when fighting crabs. Also with a capped Marksmanship you can easily solo by using Bloody Bolts Drain HP effect). After that there isn't much left to mention, so I guess this section ends here. ---Section #6--- Subjob. <SJ> In this section, I'll be talking about what subjobs you should be using, and a bit about other subjobs you shouldn't be using. But before I even go into that, I must relay to you a very important thing. Keep your subjob leveled! Having a fully leveled subjob shows to other players that you take the time to play your job correctly, and that you have all the abilities of a sub half your level. It is okay to let your subjob get a few levels behind, as long as you arn't losing any even remotly good abilites. For example, War28/Mnk23 wouldn't make much of a differance, as you would only be missing out on a few hp. However, War20/Mnk9 is completly unacceptable! If you would just take the time to level it one level further, you would be able to counter attack enemy hits on you, which is great with a high damage high delay weapon like great axe. But anyways, on to the actualy subjobs. Subjob: Monk. This is by far the best subjob for Warrior up to level 30. It offers numerous abilities that make tanking so much easier. In addition to extra hp, while subbing Mnk you'll get Boost at level 10, gives you a boost to attack power, which goes away, when you hit something. Recast time is 15 seconds and it does stack. It is also is an excellent hate-grabbing tool and goes great before a WS. Next you'll get counter at level 20, and with a high delay weapon such as great axe, it does wonders with damage and hate control. Lastly at level 30 you'll get a Hp boost passive ability, which adds about 60 hp, and dodge, which give increased evasion for 2 minutes, recast time 5 minutes. Subjob: Thief. In general, subbing Thief before 30 is a bad idea. You get no useful abilities and only a meager dexterity boost. Regardless, at level 10 you can use steal and will have gilfinder, and while steal will give a spike of hate it has recast timer of 5 minutes. At level 20 you get an evasion bonus, but it doesn't work very well against IT mobs. At level 30 it becomes good however, as you get Sneak attack and Treasure hunter. Treasure hunter works wonders when farming for money, and sneak attack gives makes your next attack a critical hit as long as you're behind the monster. (This is only when thief is subbed, an actually thief gets a damage multiplier instead of just a critical.) It's also cannot miss. This is a highly recommended subjob if your damage dealing level 30+ in parties, as stacking Sneak attack with Sturmwind yields great results. If you're tanking however, mnk is still the better subjob. Subjob: White Mage. No, no, and no. Many Warriors use this subjob because they think it will make them like Paladins. In a way it does, but it works pretty poorly with a Warrior. You'll have extremely limited MP, leading to having to rest between battles, which means no/less TP so you can't use shield break to speed up battles or Sturmwind to close chains. On the other note, your much better off with Mnk and the hate grabbing tools of Boost, then the limited Cure spell up until level 22 when you get Cure II, which even then is insufficient. I could go on, but for the most party this subjob is a big no. The only use is for soloing. Subjob: Red Mage. This is another big no. There isn't much to say however; it's mostly the same as the whm sub, except you get all the spells even later. So once again, No. Subjob: Black Mage. Last big no I'm going to mention, but Blm is an even worse subjob than Rdm. You'll get the Elemental skill of a Blm half your level, meaning at level 18 your most powerful spell will be aero, which has the skill of a level 9 Blm. Against level 20+ Monsters. And since you wouldn't expect a level 9 Blm to do damage against level 20+ Monsters, why would a War/Blm be able to with magic? Plus, you'll still have the problems of a limited MP pool, with having to rest between fights. So in other words… sub Mnk! Well, that's it for all the basic sub-jobs. Now I'll be going into advanced subjobs, but the only two that have any use for a Warrior are Ninja and Ranger. The other others, for the most part are useless, except in a few select situations beyond partying. But it is important to remember, although they may be "Advanced", their not really any better than the basic classes. In reality, their just more specialized versions of specific jobs, and a better termonalogy is simply, Extra jobs, because thats all they really are. Subjob: Ninja. Although I have no experience with this subjob myself, it can be used at level 24 to blink tank. You will only be able to dodge 6 hits however (This refers to the strategy of casting Utsusemi before the puller goes out, and by the time the monster is at camp your timer is reset and you can recast right as you lose the last shadow.), and since Mandragoras hit twice, you may wish to stick to Mnk subjob. Either way, Ninja subjob offers little else except Dual Wield, while though it may look cool with two axes, doesn't make you attack any faster. The rest of the Ninjitsu is for the most part useless, except for maybe Tonko: Ichi for escaping aggro. But I'm not even sure what level that is. Subjob: Ranger. This is the only other decent subjob for warrior, and with it you would be expected to pick your self up a longbow (AKA Power bow +1) and fire arrows. Along with hits from the great axe, this can be a good way to deal damage, but you must remember that Warrior has a D ranking in Archery and Marksmanship, so you will miss extremely often. If you choose this path, I suggest you buy lots of R ACC + and macro it into your ranged attack macros. However, I have no personal experience with this combo, this is just what I've gathered from other sources. Subjob: Dark Knight. This subjob isn't a very good choice for a Warrior, though it is better than subbing White mage. All you'll get from it is negligable MP, even less spells than if you were subbing Black Mage, and an Attack bonus at level 20. I guess this could be useful, as Warrior doesn't get it's attack bonus till level 30, but I'm pretty sure it doesn't make all that much of a differance. You would gain Last Resort at level 30, but from what I hear/seen it's a rather lackluster move, lasting a really short time and drawing as much hate as Provoke in the process. Subjob: Paladin. Unlike Dark knight, which can be someewhat useful, Paladin is a very poor choice for a subjob. Many lazy Paladins tend to use this combo when leveling their Warrior subjobs, as they can't be bothered to level up Monk, Theif, or Ninja. Either way, you get absolutly nothing useful from a Paladin subjob. You'll barely have enough MP to cast Cure, and the defense bonus you get at level 10 as a Paladin is the same as the one Warrior gets a level 10, so they don't stack. Shield bash doesn't come till 30, and by then you won't be tanking as much, and you'll probably want to sub thief so you can use SA + Sturmwind, as this is the time when Great axe shines the most in the higher level Warrior carreer. Subjob: Dragoon. Believe it or not, Dragoon might be the only other subjob besides Ranger that offers anything Damage wise at levels 1-30. I'm not sure if it's really true or not, Dragoon would probably the job I know the least about, as I've never played one, and I almost never see them in my parties. Either way, the addition of an extra attack (Jump) every minute 45 seconds (Unsure about actual time) can increase your damage output a bit at lower levels. It should be noted that you do not gain the benifits of a Wyvern with a Dragoon subjob however. This subjob however, should not be considered past level 30. Subjob: Bard This is a no. With a bard subjob, you only get one song, and you can't use instruments. I suppose it could be somewhat useful for soloing, but in a party situation it offers nothing for you. Subjob: Summoner This subjob is even worse than Black mage. You get poor Mp, half leveled summons, and they won't have any abilities to help you whatsoever. I suggest you stay far away from this combo. Subjob: Beastmaster There's no real point to this combonation, unless you want to charm high level monsters for fun. You could use it for soloing, but expect your charms to fail alot. If you really wanted to solo, you'd probably be better off picking up some Bloody bolts and/or subbing Monk, Ninja, or White mage. Subjob: Samurai Although this may be a viable alterantive in later levels, it offers nothing really good at the lower end. Store TP may sound nice, but it doesn't make too much of a differance. And third eye only allows you to dodge one measly hit. Well there you have all the choices for subjobs as a Warrior, and why you should/shouldn't use them. But once again, I would highly suggest that you sub Mnk. It's what I subbed from levels 18-30, and it worked out great for me. Well, that's all I have left for this section. ---Final Statements.--- Well, we've now come to the end of this guide. I thank you for reading all of this.Hopefully you enjoyed reading this, and maybe learned a thing or two. If you read all of this, and still feel like being a 1h Sword wielding War/Whm, then I guess there's no hope for you. Please feel free to comment however you want, and if you find problems with anything in my guide, feel free to criticize in a constructive way. If there's anything I'm missing or you feel that should be in this guide, let me know at firstname.lastname@example.org Feel free to look me up in game. Miratoko - Warrior/Monk/Thief - Titan Server Zennosuke - Black Mage/White Mage - Titan Server Anyway, thanks for reading! Item and ability information gotten from ffxi.allakhazam.com Skill ratings from http://www.ausystem.org/~aushacho/gbox/ff/skill-e.html#3 This guide is also located at : http://www.neoseeker.com/resourcelink.html?rlid=91538&rid=85020 http://www.dlh.net If you find the guide anywhere besides these two sites, let me know. Thanks. Copyright Bryan Fuller 2004.
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