Marauders are fearsome frontline combatants whose arsenal of actions enables them to strengthen their offensive and defensive prowess, whichever the situation demands. Charging into battle with a massive axe, the marauder quickly draws the attention of enemies, and turns their attacks against them. Warriors have the honor of possessing the highest HP of any class or job. Thriving on the enmity of his foes, there is no fiercer fighter on the field of battle.
What We Know:
STR & VIT are Marauder's damage modifiers. STR offers increased Attack Power, VIT affects damage taken & maximum HP. Marauder is still effective at both DD & Tank archetypes, though it falls short of it's damage potential on high movement fights (ie; Good King Moggle Mog XII).
Combos:
Heavy Swing (performed from the front of the target) > Skull Sunder / Increased Enmity
Path of the Storm (performed from behind target) > Whirlwind / Consumes TP to increase damage when below 50% HP
Brutal Swing (performed from left or right of the target) > Maim / Increased Accuracy
Brutal Swing (performed from left or right of the target) > Maim> Godsbane / Increased Crit Rate
Effective Cross-Class Abilities:
Archer
Decoy (2) - Evades one ranged or magical attack
Hawk's Eye (6) - Increased Accuracy for next weaponskill **
Quelling Strike (22) - Reduced Emnity & generates TP on next weaponskill
Chameleon (42) - Reduces Emnity
Pugilist
Featherfoot (2) - Increased Evasion, fades after evading an attack
Second Wind (6) - Self cure, requires 250 TP
Blindside (14) - Forced critical attack from behind target
Gladiator
Rampart (2) - Increase physical defense & generates enmity
Flash (14) - Increases target's enmity
Sentinel (22) - Temporarily reduces damage taken, increases emnity from actions while active
Lancer
Blood for Blood (6) - Consumes HP to increase damage of next attack
Invigorate (14) - Grants TP, TP does not diminish out of combat while effect is active
Keen Flurry (26) - Consume HP to reduce recast time of next WS
Conjurer
Cure (2) - Restore a portion of target's HP
Protect (6) - Increases defense **
Raise (18) - Resurrects a target
Stoneskin (26) - Prevents a fixed amount of damage **
Sacred Prism (34) - Increases casting time to convert next single-target healing or enhancing spell to affect multiple targets
Thaumaturge
Resonance (22) - Increases casting range.
Sanguine Rite (30) - Restores MP in proportion to damage taken. Casts cannot be interrupted while effect is active.
** for Solo purposes
Level 50 Gear Options:
Damage Dealer:
Head - Paragon Crown / Sipahi Turban / Cobalt Chain Coif - Materia: Mag. Evasion (Manaflight
Neck - X
Earrings - X
Rings - +STR (Garnet) / +VIT (Heliodore)
Chest - Cobalt Haubergeon - Materia: +Crit Attack (Savage Might)
Gloves - Cobalt Mitt Gauntlets - Materia: +STR or +Attack (STR or Heaven's Fist)
Belt - Penance
Pants - Felt Trousers - Materia: +STR/+VIT (Ironman's Will)
Boots - Cobalt Sollerets - Materia: +HP (Bloodthirst)
Tank:
Head - Paragon Crown / Sentinel's Celata / Cobalt Celata - Materia: Mag. Evasion (Manaflight)
Neck - X
Earrings - X
Rings - +STR (Garnet) / +VIT (Heliodore)
Chest - Cobalt Cuirass - Materia: +HP or +VIT (Bloodthirst or VIT)
Gloves - Sentinel's Gauntlets - Materia: +HP or +Parry (Bloodthirst or Battledance)
Belt - Sentinel's Plate Belt / Cobalt Plate Belt - Materia: +Emnity (Touch of Rage)
Pants - Felt Trousers - +STR/+VIT (Ironman's Will)
Boots - Sentinel's Sabatons - Materia: +HP (Bloodthirst)
*** I have not tested DEF Materia, if anyone has any information on if this is beneficial please post and I will add it. ***
Any information you feel should be included, feel free to post in the thread as I will be ammending this thread as time goes on.