Marauder (FF14)

Basics

Starting Out

Should you pick Marauder as your starting class, you'll start out in the city of Limsa Lominsa1. The following are what you get in your inventory if you create your character as a Marauder. The other items and your stats will depend on what race and gender you pick.

2.0+ Starting Equipment
Weapon: Weathered War Axe

1.x Starting Equipment
Weapon: Weathered War Axe
Head: Weathered Bandana
Hands: Weathered Halfgloves
Belt: Weathered Survival Belt
Legs: Weathered Kecks (Brown)

Jobs

Once you're level 30 Marauder, you can unlock the job Warrior. Note that unlocking it also requires level 15 Gladiator.

Quests

job_marauder_ff14.jpg

These are Marauder's class quests. They can be undertaken when you reach certain levels on your class.

Level 2.0+ Quests 1.x Quests
Level 0 Way of the Marauder
Level 1 My First Axe
Level 5 Axe in Stone
Level 10 Wake of Destruction
Level 15 Brutal Strength
Level 20 The Mountain that Strides Bloody Baptism
Level 25 Bleeder of the Pack
Level 30 Bringing Down the Mountain Two-man Crew
Level 36 Captain's Orders

Other

Upon unlocking Marauder (or upon completing the level 1 quest if it is your starting class), you can unlock the hunting log. Killing targets in the log gains you extra experience points.

Learnables

Abilities

This section lists the abilities and weaponskills you can learn as a marauder.

Level 2.0+ Abilities 1.20-1.23c Abilities 1.0-1.19 Abilities
Level 1 Heavy Swing Heavy Swing Broad Swing
Trunksplitter
Level 2 Foresight Foresight
Level 4 Skull Sunder Brutal Swing Brandish
Level 6 Fracture Bloodbath Bloodbath
Level 8 Bloodbath Skull Sunder
Level 10 Brutal Swing Skull Sunder Defender
Level 12 Overpower Foresight
Level 14 Provoke Fracture
Level 15 Tomahawk
Level 16 Brutal Swing
Level 18 Maim Fracture Disorient
Level 20 Heavy Swing
Enduring March
Level 22 Berserk Berserk Iron Tempest
Level 24 Trunksplitter II
Level 26 Mercy Stroke Maim Murderous Intent
Level 28 Skull Sunder II
Level 30 Butcher's Block Overpower Warmonger
Level 32 Brandish II
Level 34 Thrill of Battle Rampage Barbaric Yawp
Level 36 Maim
Level 38 Storm's Path Path of the Storm Fracture II
Level 40 Full Swing
Disorient II
Level 42 Holmgang Enduring March Foresight II
Level 44 Brutal Swing II
Level 46 Vengeance Whirlwind Storm's Path
Level 48 Defender II
Level 50 Storm's Eye Godsbane Bloodbath II

Marauder can also learn the following Limit Break abilities.

Type Ability
Limit Break Lv 1 Shield Wall
Limit Break Lv 2 Mighty Guard
Limit Break Lv3 -
Adrenaline Rush Aegis Boon

In addition to the above, as a marauder you also gain the following abilities that can only be used in PVP areas.

PVP Abilities
Mythril Tempest
Full Swing
Push Back
Thrill of War
Purify

Traits

In this section you can find the various traits a Marauder can learn.

Level 2.0+ Traits 1.20-1.23c Traits 1.0-1.19 Traits
Level 8 Enhanced Vitality Enhanced Physical Attack Power
Level 12 Enhanced Physical Defense
Level 14 Enhanced Foresight
Level 16 Enhanced Vitality II Swift Bloodbath
Level 20 Bloodshower Swift Foresight
Level 24 Enhanced Vitality III Enhanced Parry
Level 28 Enhanced Fracture Enhanced Provoke
Level 30 Intimidation
Level 32 Enhanced Brutal Swing Enhanced Critical Hit Evasion
Level 36 Enhanced Berserk Enhanced Berserk
Level 40 Enhanced Mercy Stroke Enhanced Physical Defense II
Level 44 Enhanced Thrill of Battle Enhanced Rampage
Level 48 Enhanced Maim Enhanced Enduring March
Level 50 Axemanship

In addition, marauder can use the following PVP traits.

PVP Traits
Enhanced Mythril Tempest
Enhanced Full Swing
Enhanced Push Back
Enhanced Thrill of War
Enhanced Purify
Enhanced Strength
Enhanced Vitality
Enhanced Dexterity
Enhanced Intelligence
Enhanced Mind
Enhanced Piety

Combos

Combos are a way of chaining abilities/weaponskills for various extra effects. In version 2.0+ they can either be native to the ability/weaponskill used, or can come via a trait learned at a later level. In version 1.x they were always available as long as you knew the appropriate abilities/weaponskills.

2.0+ Combos
Heavy Swing -> Skull Sunder (increased potency)
Heavy Swing -> Maim (increased potency, increases damage dealt by 20% for 12s)
Skull Sunder -> Butcher's Block (increased potency)
Maim -> Storm's Path (increased potency, absorbs 50% of damage dealt as HP, lowers target's damage dealt by 10% for 20s)
Maim -> Storm's Eye (increased potency, decreases target's slashing resistance by 10% and HP recovery via curing magic 50% for 20s)

1.x Combos
Heavy Swing -> Skull Sunder (increased enmity)

Brutal Swing -> Maim (increased accuracy)
Maim -> Godsbane (increased critical rate)

Path of the Storm -> Whirlwind (consumes TP to increase damage when you're below 50% HP)

Cross-class Abilities

The following is a list of the cross-class abilities Marauder can use.

Disciples of War
Gladiator
Savage Blade
Flash
Convalescence
Provoke
Awareness
Lancer
Feint
Keen Flurry
Invigorate
Blood for Blood
Pugilist
Featherfoot
Second Wind
Haymaker
Internal Release
Mantra
Archer
Straight Shot
Raging Strikes
Venomous Bite
Hawk's Eye
Quelling Strikes
Rogue
Perfect Dodge
Goad
Death Blossom
Disciples of Magic
Conjurer
Cure
Protect
Raise
Stoneskin
Arcanist
Physick
Virus
Eye for an Eye
Thaumaturge
Surecast
Swiftcast
Disciples of the Land
Botanist
Triangulate
Arbor Call
Arbor Call II
Truth of Forests
Miner
Prospect
Lay of the Land
Lay of the Land II
Truth of Mountains

Category: Jobs

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