Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (2024)

Last updated on Jan 27, 2024 at 10:53by Spin7 comments

On this page, you will learn how to optimise your opener and rotation inboth single-target and multi-target situations. We also cover the use ofyour cooldowns, to ensure you can achieve the best use of them every timeas a Warrior Tank in Final Fantasy XIV: Endwalker (Patch 6.55).

1.

Warrior Rotation Guide

This page will cover the core rotation and openers of Warriors; the generalrotation 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

Warrior has multiple potential openers that can be used in various situations;the first opener presented, named as the Basic IC-IR-IC Opener, is your general choice. Itworks in almost every situation and ensures that party buffs are utilized well, butcan lead to some very tight timing line-ups with your second Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (1) Inner Chaos.

The second opener, the Basic IC-IC-IR Opener, is similar to the first opener,but aims to delay Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (2) Inner Release by a GCD in order to ensure allof your biggest output lines up with party buffs comfortably, including Trick Attack.

There are three other openers that can potentially be used, but they are generallyadvised against unless you understand the situations in which they wouldbe useful and are comfortable executing them. Using these last three openerswill be detrimental to your damage output if you use them in the wrong situation,due to the large potential downsides and very situational upsides.

The 6.1 opener changes the usage of Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (3) Inner Release slightly,causing variation within the rotation. Below is an image from the Balance, created byMox and the Warrior team, which gives an idea of the preliminary opener. We willupdate this section further as the opener becomes more set-in-stone.

2.2.

Basic IC-IR-IC Opener for Warrior

This is the basic opener for Warrior that uses the IC-IR-IC setup. Note thatall items in nested lists are oGCDs.

2.3.

Basic IC-IC-IR Opener for Warrior

This is the basic opener for Warrior that uses the IC-IC-IR setup. Note thatall items in nested lists are oGCDs.

3.

Warrior In-Fight Rotation

Warriors do not necessarily followed a fixed rotation, instead following generalrules 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 youare dealing no damage.
  2. Make sure to keep the Surging Tempest buff up at all times, but do not overcapit.
  3. Use your combo to generate Beast Gauge, but do not overcap it.
  4. Keep Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (4) Upheaval and Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (5) Inner Release on cooldown.
  5. Allow your Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (6) Onslaught and Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (7) Infuriate toalways be recharging.
  6. Use your Beast Gauge and stacks of important abilities when you have buffsfrom 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 Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (8) Storm's Eye to upkeep the Surging Tempestbuff, or Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (9) Storm's Path for bonus Beast Gauge generation.Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (10) 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 haveit active. Don't worry too much about the proper time to refresh this buff, justavoid overcapping it. This is especially true with something like Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (11) 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 ofduration remaining on it, since ending a fight with more than 30 seconds on the timeris a slight damage loss.

3.1.3.

Beast Gauge

Beast Gauge is used as a resource for Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (12) Inner Chaos andWarrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (13) Fell Cleave.

You should always aim to use it when party buffs are up to maximize the damagedealt, but it is also massively important to ensure that you do not waste it byovercapping 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 havethree 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 Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (14) OverpowerWarrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (15) Mythril Tempest.
  • Warrior Beast Gauge spenders will either be Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (16) Decimate or Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (17) Chaotic Cyclone.
  • Use Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (18) Orogeny instead of Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (19) Upheaval.

5.

Warrior Mitigation Cooldowns

Warrior is often referred to as a third healer, and for good reason. This job has amultitude of healing a shield abilities at their disposal, and, in most cases, can keepthemselves alive with little to no help from the healer in their party. Some of these actionsalso extend to their co-tank if doing eight-man content, allowing you to further reduce the healing stressfrom your team. Mitigation is calculated multiplicatively (i.e., two 30% reductions will result in49% damage taken), and it is better to rotate cooldowns rather than use themall at once.

  • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (20) Rampart and Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (21) Vengeance are your basiccooldowns that should be rotated appropriately to prevent a percentage of thedamage you take. Unless you are required to "kitchen sink" (use all of yourcooldowns at once) incoming damage, these two actions should not be paired togetheras it will reduce the effectiveness of them.
  • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (22) Thrill of Battle and Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (23) Equilibrium functionas your two main healing cooldowns. While they both function as a form of healing,their priority of usage is opposite. Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (24) Equilibrium should be used reactivelyif your HP is getting low. As an added bonus, usage of this skill also appliesa regen onto yourself, equal to the initial heal, lasting for 15 seconds.Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (25) Thrill of Battle should be usedproactively to gain effective HP prior to incoming damage, while also aiding yourhealers by increasing the amount they can heal you, as well as increasing thehealing and effectiveness your own actions provide. This action doubles as bothmitigative and healing. Below is a list of self actionsthat gain the benefit of this healing buff:
    • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (26) Storm's Path's healing potency.
    • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (27) Shake It Off's healing potency.
    • Both aspects of Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (28) Equilibrium's heal, the initial heal and the regen.
    • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (29) Bloodwhetting's shield.
  • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (30) Bloodwhetting and Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (31) Nascent Flash, while different skills,share the same cooldown and similar functions to each other. They are both considered partof your "active mitigation" due to the extremely low cooldown on them, allowing for a high amountof uptime during an encounter. For general usage, Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (32) Bloodwhetting should be used whenyou are the main target of incoming damage, while Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (33) Nascent Flash should be used if yourco-tank is the main target of incoming damage.
  • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (34) Reprisal and Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (35) Shake It Off are your raidmitigation abilities. Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (36) Reprisal can only be used on a target, but it mitigatesboth physical and magical damage over the course of its timer. Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (37) Shake It Offoperates mainly as a shield, and should be used to mitigate a single instance of incomingdamage on the raid. As of Patch 6.3, this action now provides additional healing over timeto everyone hit by the initial cast.
  • Warrior's invulnerability cooldown is Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (38) Holmgang. The main benefitof 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 damagewill (if used properly) always leave you with 1 HP and require you to use another cooldown toheal back up or rely on healers to top you back up. Thankfully, the interaction betweenWarrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (39) Holmgang and the rest of Warrior's kit negates most of the drawback onthe invulnerability and makes it a nonissue.
  • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (40) Arm's Length is a useful mitigation ability for dungeons, as theapplied Slow effect will greatly reduce your damage taken by trash mobs.
  • Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (41) Low Blow can also be used to Stun trash mobs. Stuns have diminishingeffects, so if you have a White Mage in your party, the mobs will likely be StunImmune due to their Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (42) 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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Warrior Tank Rotation, Openers, and Abilities - Endwalker 6.55 (2024)

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