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They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or to turn the tide of battle between warring nations. Throwing axes such as the francisca supplement the marauders' arsenal, making them fearsome adversaries even at range.
Marauder is a heavy damage dealer who can not only hit hard but can protect the group as a tank.
The DD side of Marauder is held up by their hard hitting actions such as Maim and their low cost spammable actions like Skull Sunder.
Marauder as a tank is possible due to their high base HP, heavy armour, numerous defensive actions, high damage and added enmity from actions.
| Icon | Name | Rank | Information |
|---|---|---|---|
| Light Swing | 1 | This is your basic rank 1 attack and will be used up until Heavy swing is acquired. | |
| Broad Swing | 1 | Broad swing is a cone attack and also is given to you at the beginning of your journey. This attack can be very useful when fighting multiple enemies, but on single targets you should stick to Light/Heavy swing. | |
| Heavy Swing | 20 | This is bought from the Marauder guild for 6,000 guild marks. It costs slightly more stamina than Light swing but does more damage. This is now your new standard attack and should be used instead of Light swing. | |
| Full Swing | 40 | This is bought from the Marauder guild for 10,000 guild marks. Has around the same stamina cost as Provoke/Taunt, seems to deal around 70% of the damage Heavy swing would do and is a Cone attack. Stick to Heavy swing for single and Broad swing for multiple enemies but because this attack also increases enmity, it will be useful for tanking Marauders. |
I'm going to write down which builds these ability's would be useful for. The three category's will be (T) = Tank, (S) = Solo, (D) = Damage Dealing. Actions without any of the 3 initials are not even worth equipping in any Marauder build.
Obviously in certain situations you will want to mix and match skills, IE your healer isn't up to par in your party so the smart thing to do would be to equip some form of heal yourself.
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Trunksplitter | 2 | 3 | 1000TP | 10 sec. | (T/S/D) | Solid 1000 TP WS. Its pretty standard, has no special effects other than being stronger vs Seedkin but does great damage. |
| Brandish | 4 | 3 | 1000TP | 10 sec. | (T/S/D) | This is your Aoe WS and can be useful in situations where fighting multiple mobs is needed. |
| Bloodbath | 6 | 3 | N/A | 60 sec. | (S) | This is your main healing ability. It converts around 75% damage of our next attack back into HP. Some testing seems to show it has a cap, possibly around 35% of your max HP. Best used along with other damage dealing buffs like Ferocity/Raging Strike/Blindside for extra damage or Hawks Eye for extra accuracy. Its also worth noting that the buff does not disappear after missing your attack, you can effectively build an amount of TP then unleash a few WS's in hope at least one of them lands. |
| Skull Sunder | 8 | 3 | 500TP | 10 sec. | (T/S/D) | This is hands down Marauders best DPS WS from R8 all the way to R50 (Obviously you will want to swap this for Version II later on), not only that but its great on other classes as well. Does around as much damage as all our other WS's and not only costs 500TP but, it turns into a cone attack under the effects of "Steadfast" and even gives the mob a DOT effect (Which is very useful for things like Gnats after they teleport and Moles that burrow, if they are almost dead when they resurface the DOT can kill them to save you from having to re-engage). |
| Defender | 10 | 3 | N/A | 30 sec. | (T/S) | Very nice for anyone tanking on either Marauder or as a transferable skill on another class. This "Buff" can be held indefinitely due to its cooldown and buff duration. Also increases enmity generation while under the effect of "Steadfast". |
| Foresight | 12 | 3 | N/A | 30 sec. | (T/S) | If your tanking or soloing then this action will help. Although i have found going all out DPS style Skull Sunder spamming to be much better in the long run. At the end of the day, could that stamina to use Foresight be put onto another action to kill the mob one hit sooner? If so, don't bother turtling up. |
| Fracture | 14 | 3 | 250TP | 5 sec. | (T/S) | Can be pretty useful, although it would be better if "Steadfast" was on you for longer for the increased parry rate or Foresight lasted longer than one hit. The debuff put on the mob doesn't last long. |
| Brutal Swing | 16 | 3 | 1000TP | 10 sec. | (T/S/D) | An alternate 1000 TP move to Trunksplitter. It deals blunt damage and is a cone attack under the effects of "Steadfast". |
| Disorient | 18 | 3 | N/A | 15 sec. | (T/S/D) | This is not as good as it looks on the tooltip. I didn't really notice an increase in accuracy once i used it, maybe i was at acc cap for my rank? I don't know, only time will tell. Takes a very large chunk of stamina to cast but also increases enmity. It shows no animation if it misses/resists and also nothing in the chatlog, you know when this happens because you will be able to use Feint right after. |
| Enduring March | 20 | 3 | N/A | 60 sec. | () | Enduring March is possibly the worst ability we have. At first glance your thinking YES! An ability that lets me keep "Steadfast" buff up! Until you go to use it and realize this 60 second cooldown ability doesn't last for long, not only that but you can only run at about 1/5 of normal speed with it on. By the time you get to where you want to be it will have worn off. |
| Iron Tempest | 22 | 3 | 1000TP / 10MP | 10 sec. | () | An AOE attack that you need to be 3 feet or further away to land it successfully. Its a wind attack, costs 1000TP AND 10 MP and only does about half the damage of what Trunksplitter does, so yeah don't even equip this ability, its a waste. |
| Trunksplitter II | 24 | 3 | 1000TP | 10 sec. | (T/S/D) | Version II of Trunksplitter. Its pretty much the same as version I, but this time it can incapacitate mobs, more specifically "Other (Outer)" body parts. You can visit the incapacitation section for more info. |
| Murderous Intent | 26 | 3 | N/A | 60 sec. | () | Not worth it. You want as much TP as possible to Skull Sunder spam. |
| Skull Sunder II | 28 | 3 | 500TP | 10 sec. | (T/S/D) | Its pretty much the same as version I, but this time it can incapacitate mobs, more specifically their head. You can visit the incapacitation section for more info. |
| Warmonger | 30 | 3 | N/A | 120 sec. | (T) | This is a great action to use for anything where you will be grouping with someone. Whether that be when multiple mobs pop from a node in a levequest or even if someone accidentally AOE's a bunch of mobs. You pop this and basically "Provoke" every mob in a 10 range, not only that but for a short time afterwards you will have increased enmity on your actions. This is a great action for other tanking classes, especially Gladiator. |
| Brandish II | 32 | 3 | 1000TP | 10 sec. | (T/S/D) | Version II of Brandish. |
| Barbaric Yawp | 34 | 3 | N/A | 120 sec. | () | Seems bugged at the moment and doesn't work as intended. |
| Maim | 36 | 3 | 2000TP | 10 sec. | (T/S/D) | Powerful attack that can be used as a huge Bloodbath combo. Also seems to increase damage for anyone attacking the mob for a very short period after "exposing" a side with this WS. It can also incapacitate mobs, more specifically "Limbs (Left)" body parts. You can visit the incapacitation section for more info. |
| Fracture II | 38 | 3 | 250TP | 5 sec. | (T/S) | Version II of Fracture. |
| Disorient II | 40 | 3 | N/A | 15 sec. | (T/S/D) | Version II of Disorient. |
| Foresight II | 42 | 3 | N/A | 30 sec. | (T/S) | Version II of Foresight. |
| Brutal Swing II | 44 | 3 | 1000TP | 10 sec. | (T/S/D) | Its pretty much the same as version I, but this time it can incapacitate mobs, more specifically "Other (Left)" body parts. You can visit the incapacitation section for more info. |
| Storm's Path | 46 | 5 | 1000TP | 10 sec. | (T/S/D) | This AOE attack is the same damage as Brandish but has a slightly larger AOE range, costs an extra 2 AP and "Increases enmity" which makes it a decent tanking tool. |
| Defender II | 48 | 3 | N/A | 30 sec. | (T/S) | Version II of Defender. |
| Bloodbath II | 50 | 3 | N/A | 60 sec. | (S) | Version II of Bloodbath. Early testing shows it to be around 100% return, usually a few HP higher than the damage you did. VERY useful for farming once your R50, Hawks Eye/Ferocity/Bloodbath II/Maim = Win. |
The Marauder guild is situated in Limsa Lominsa on the lower decks at the coordinates 4,7. The NPC that sells skills for marks is to your right as you enter the guild, her name is S'raemha.
Tethered to a solitary pier, far from the watchful eyes of the Knights of the Barracuda, rests a towering galleon registered with Mealvaan's Gate as a trade vessel hailing from foreign waters. The fact that it is, in actuality, a battle-scarred warship captained by the undisputed lord of the region's underworld, One-eyed Hyllfyr, is one of the city-state's worst-kept secrets.
Serving as a gathering place for brigands, cut-throats, assassins, petty thieves, and the purveyors of sundry other breeds of villainy, the ship's captain has branded her the "Marauders' Guild," and it is here that the city-state's many pirate crews find new recruits to join their ranks ... as well as a few wide-eyed adventurers from whom to suck the marrow
| Name | Rank | AP | Type | Marks | Information |
|---|---|---|---|---|---|
| Heavy Swing | 20 | 0 | Action | 6,000 | Costs slightly more stamina than Light swing but does more damage. This is now your new standard attack and should be used instead of Light swing. |
| Full Swing | 40 | 0 | Action | 10,000 | Has around the same stamina cost as Provoke/Taunt, seems to deal around 70% of the damage Heavy swing would do and is a Cone attack. Stick to Heavy swing for single and Broad swing for multiple enemies but because this attack also increases enmity, it will be useful for tanking Marauders. |
| Mind Over Matter | 20 | 2 | Trait | 6,000 | Converts an attribute point allocation of Dexterity +5 into Mind +5. |
| Asceticism | 20 | 2 | Trait | 6,000 | Converts an attribute point allocation of Vitality +5 into Piety +5. |
| Intimidation | 30 | 3 | Trait | 8,000 | Increases the enmity generated by your actions by 10. |
| Muscle Memory | 30 | 2 | Trait | 8,000 | Converts an attribute point allocation of Strength +5 into Intelligence +5 |
| Mind Over Matter II | 40 | 3 | Trait | 10,000 | Converts an attribute point allocation of Dexterity +10 into Mind +10. |
| Asceticism II | 40 | 3 | Trait | 10,000 | Converts an attribute point allocation of Vitality +10 into Piety +10. |
| Axemanship | 50 | 3 | Trait | 12,000 | Increases your affinity with marauder-based actions by 10, up to a maximum of 100. Seems to reduce the cooldowns of actions from Marauder by several seconds (Around 10%?) when used on another class. Possibly adds to potency as well like damage and accuracy. |
| Muscle Memory II | 50 | 3 | Trait | 12,000 | Converts an attribute point allocation of Strength +10 into Intelligence +10. |
Rank 20: Bloody Baptism
Upon standing still for 5-10 seconds you are granted the "Steadfast" buff indicated by the chatlog saying "Your axe becomes an extension of your body!". The "Steadfast" buff can be very useful. It unlocks some ability's added effects and ups your characters parry rate. With the buff tho comes great danger in the sense that some of your weapon skills will now deal damage in a cone in-front of you. Be aware of your surrounding.
The below table is a list of actions affected by "Steadfast" and what the changes are.
| Name | Rank | Steadfast Bonus |
|---|---|---|
| Skull Sunder | 8 | Attacks enemies in a cone before you while under the effect of Steadfast. |
| Defender | 10 | Increases enmity generation while under the effect of Steadfast. |
| Brutal Swing | 16 | Deals damage to enemies in a cone before you while under the effect of Steadfast. |
| Skull Sunder II | 28 | Attacks enemies in a cone before you while under the effect of Steadfast. |
| Brutal Swing II | 44 | Deals damage to enemies in a cone before you while under the effect of Steadfast. |
| Defender II | 48 | Increases enmity generation while under the effect of Steadfast. |
I'm going to write down which builds these ability's would be useful for. The three category's will be (T) = Tank, (S) = Solo, (D) = Damage Dealing.
Obviously in certain situations you will want to mix and match skills, IE your healer isn't up to par in your party so the smart thing to do would be to equip some form of heal yourself.
A {T} at the side of the number in the rank section indicates that the item is actually a trait and not a skill.
The recast indicated in these tables shows what they would be on their normal class, so the recasts will be slightly larger when used on Marauder.
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Raging Strike | 4 | 3 | N/A | 30 sec. | (T/S/D) | This is a perfect companion to Bloodbath, this ability ups the damage of your next attack. Raging Strike > Bloodbath > Trunksplitter = Mega heal. Also seems to create a considerable amount of enmity upon use which makes it a great tanking tool for the enmity and the added damage it will give. |
| Hawk's Eye | 14 | 3 | N/A | 60 sec. | (T/S/D) | Hawk's eye is an immense skill for Marauder, i don't know how i lived without it. It almost guarantees that your next attack will land, best used when stacking +dmg buffs/Bloodbath for a WS. |
| Quickstride | 22 | 3 | N/A | 180 sec. | (T/S/D) | Increases movement speed for a short time, it puts you into active mode upon use, so its not too good unless your already in active mode. |
| Chameleon | 26 | 3 | 250TP | 300 sec. | (D) | Seems to partially reduce some of your accumulated enmity. Useful to stop yourself taking hate. |
| Decoy | 36 | 3 | 250TP | 90 sec. | (T/S) | Absorbs one basic ranged or magical attack. Doesn't seem to block AOE. |
| Raging Strike II | 40 | 3 | N/A | 30 sec. | (T/S/D) | Version II of Raging Strike. |
| Out Of Sight | 30{T} | 3 | N/A | N/A | (D) | Good trait to have if your not the tank and want to keep enmity as low as possible. |
| Bowmanship | 50{T} | 3 | N/A | N/A | (T/S/D) | Arguably the best "Affinity" trait for DD purposes. Hawks Eye and Raging Strike should be used as much as possible and this helps because it reduces their cooldowns and ups their damage/accuracy. |
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Rampart | 4 | 3 | N/A | 300 sec. | (T/S) | While not the most useful ability, if its there and you have AP to spare then you may as well stick it on your bar, extra defense can never be a bad thing. |
| Provoke | 10 | 3 | N/A | 20 sec. | (T) | This ability basically draws the mobs attention to you, it has a pretty large stamina cost but its the best means of gaining "Hate". |
| Still Precision | 14 | 3 | N/A | 90 sec. | (T/S/D) | Its pretty useful although it doesn't up your hit rate by much. If you have it, make sure its on your action bar. |
| Obsess | 18 | 3 | N/A | 45 sec. | (T/S) | Ok for tanking i suppose. |
| Cover | 22 | 3 | N/A | 60 sec. | (T) | Could be useful for tanking if your unable to pull hate away from someone and its needed for you to do so. |
| Rampart II | 34 | 3 | N/A | 300 sec. | (T/S) | Version II of Rampart. |
| Sentinel | 36 | 3 | N/A | 60 sec. | (T/S) | Good for near death moments or just an extra damage mitigation tool. |
| Provoke II | 40 | 3 | N/A | 20 sec. | (T) | Version II of Provoke. |
| Still Precision II | 44 | 3 | N/A | 90 sec. | (T/S/D) | Version II of Still Precision. |
| Tempered Will | 46 | 3 | N/A | 90 sec. | (T/S/D) | Could be useful in certain situations, however i am sure there will be other actions that you could equip instead that would get much more use. |
| Obsess II | 48 | 3 | N/A | 45 sec. | (T/S) | Version II of Obsess. |
| Swordsmanship | 50{T} | 3 | N/A | N/A | (T/S/D) | This is probably your best "Affinity" trait to use if your going to be a tanking Marauder. |
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Second Wind | 6 | 3 | 250TP | 60 sec. | (S) | Second wind heals you for around 150-250hp at the cost of a moderate amount of stamina and 250tp. Bloodbath should always be your main heal but this is a great extra heal should the need arise. |
| Taunt | 10 | 3 | N/A | 20 sec. | (T) | This ability basically draws the mobs attention to you, it has a pretty large stamina cost but its the best means of gaining "Hate". |
| Blindside | 16 | 3 | N/A | 60 sec. | (D) | This is a perfect companion to Bloodbath, this ability ups the damage of your next attack if used from behind. Blindside > Bloodbath > Trunksplitter = Mega heal. Although make sure you are behind the mob when trying to use this action. |
| Accomplice | 30 | 3 | N/A | 30 sec. | (T/D) | Useful for tanking and saving a mage when needed. It seems to redirect a certain amount of their enmity to you. |
| Second Wind II | 36 | 3 | 250TP | 60 sec. | (S) | Version II of Second Wind. |
| Taunt II | 40 | 3 | N/A | 20 sec. | (T) | Version II of Taunt. |
| Blindside II | 46 | 3 | N/A | 60 sec. | (D) | Version II of Blindside. |
| Prime Conditioning | 30{T} | 4 | N/A | N/A | (T/S) | This is a very nice trait to have, 10% may not sound like much but over time you are saving lots of MP and Stamina by using this. |
| Seasoned Veteran | 50{T} | 3 | N/A | N/A | (T/S/D) | A good trait, it helps all 3 Marauder builds in some way. |
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Ferocity | 4 | 3 | N/A | 60 sec. | (T/S/D) | Its a perfect companion to Bloodbath, this ability ups the damage of your next attack. Ferocity > Bloodbath > Trunksplitter = Mega heal. |
| Invigorate | 14 | 3 | N/A | 60 sec. | (T/S/D) | Invigorate is a awesome skill to have that when you are in combat, generates TP for you over a certain amount of time. |
| Comrade In Arms | 18 | 3 | 500 TP | 30 sec. | (D) | Good in large party's against mobs that last awhile. Increases party members TP generation. |
| Feint | 20 | 3 | 500TP | 5 sec. | (T/S/D) | Got heavily nerfed as expected. Does slightly more damage than Heavy swing but costs less stamina. Requires 500TP and can only be used after missing an attack... Which should be quite often. This ability also never misses. Its probably better to stick to Skull Sunder spam. |
| Collusion | 30 | 3 | N/A | 90 sec. | (D) | This is like Trick attack from XI. It transfers the enmity generated by your next attack to an ally positioned between you and the target. |
| Ferocity II | 34 | 3 | N/A | 60 sec. | (T/S/D) | Version II of Ferocity. |
| Diversion | 36 | 3 | 250 | 90 sec. | (T/S) | Absorbs one close-range attack. Doesn't seem to block AOE. |
| Invigorate II | 44 | 3 | N/A | 60 sec. | (T/S/D) | Version II of Invigorate. |
| Line Of Fire | 46 | 3 | N/A | 60 sec. | (T/S/D) | Could be useful in certain situations, however i am sure there will be other actions that you could equip instead that would get much more use. |
| Comrade In Arms II | 48 | 3 | 500TP | 30 sec. | (D) | Version II of Comrade In Arms. |
| Fleet Of Foot | 30{T} | 4 | N/A | N/A | (T/S/D) | Unlock this, equip this and then never take it off. Makes you run while in Active mode, almost as fast as someone in Passive mode. This will save you lots of time in your eorzean life. |
| Pikemanship | 50{T} | 3 | N/A | N/A | (T/S/D) | Arguably the best "Affinity" trait for DD purposes. This is more useful when in longer fights like NM's where you want multiple uses out of Invigorate etc. |
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Cure | 4 | 2 | 12MP | 5 sec. | (S) | Cure is a simple healing spell, it starts off being pretty powerful in the 0-10 range then it starts to lose its way once mobs start to hit you for larger amounts than Cure actually gives you back. |
| Stoneskin | 6 | 2 | 12MP | 30 sec. | (S) | Its useful for the first 10 levels then becomes pretty worthless. It blocks a certain amount of damage for you. |
| Shock Spikes | 8 | 3 | 12MP | 10 sec. | (S) | This is an extremely useful spell for solo play. It not only damages the enemy but temporarily stuns them allowing you more time to recover or move around the back of them to get increased crit rate. |
| Protect | 16 | 2 | 9MP | 60 sec. | (S) | Very nice to have around, regardless of level. You may find yourself running out of MP through repeated use tho. |
| Shell | 16 | 2 | 9MP | 60 sec. | (S) | Shell is brilliant against mobs that use lots of magic attacks. It seems to negate a certain amount of the damage you would have took. |
| Cure II | 20 | 2 | 20MP | 5.5 sec. | (S) | Version II of Cure. Seems to scale much better than Version I, can be useful all the way up to R50. |
| Roaming Soul | 30 | 3 | N/A | 60 sec. | (S) | Lengthens the buff duration of your next spell. Useful when used along with Shock Spikes to put the buff duration close to that of Protect and Shell. |
| Raise | 38 | 2 | N/A | 60 sec. | (T/S/D) | Long cast time but revives a fallen player. Inflicts "Weakness" to your target upon revival. |
| Chainspell | 40 | 3 | N/A | 300 sec. | (T/S/D) | Long recast but allows you to instantly cast any spell, receive no recast time and zero stamina cost. Great when used along with Raise. |
| Shock Spikes II | 42 | 3 | 24MP | 10 sec. | (S) | Version II Of Shock Spikes. |
| Stoneskin II | 42 | 3 | 24MP | 30 sec. | (S) | Version II of Stoneskin. |
| Cure III | 48 | 2 | 36MP | 6 sec. | (S) | Version III of Cure. Great for soloing. |
| Protect II | 48 | 2 | 19MP | 60 sec. | (S) | Version II of Protect. |
| Shell II | 48 | 2 | 19MP | 60 sec. | (S) | Version II of Shell. |
| Fastcast | 30{T} | 4 | N/A | N/A | (S) | Good if you find yourself casting lots. |
| One With Nature | 50{T} | 3 | N/A | N/A | (S) | If you often use Cure as a main source of staying alive, then go ahead and equip this trait. |
| Name | Rank | AP | TP/MP | Recast | Build | Information |
|---|---|---|---|---|---|---|
| Sacrifice | 4 | 2 | 10MP / 53HP | 5 sec. | (S) | Sacrifice has a weaker initial heal than Cure, but once cast gives a nice amount of HP back every tick over 30 seconds. |
| Punishing Barbs | 10 | 3 | N/A | 180 sec. | (T/S/D) | Got heavily nerfed as expected. While your under its effects you redirect 100% damage back to your attacker, however the duration is not very long anymore. There is a damage cap but i am not sure what it is, possibly 1000? |
| Stygian Spikes | 16 | 3 | 11MP | 60 sec. | (T/S) | Very useful if your going to be casting lots whilst soloing, although as a Marauder, your shouldn't be. |
| Sacrifice II | 20 | 2 | 18MP / 94HP | 5.5 sec. | (S) | Version II of Sacrifice. Seems to scale much better than Version I, can be useful all the way up to R50. |
| Siphon MP | 20 | 3 | 10MP | 60 sec. | (S) | Great way for recovering MP. Should recover more MP than your are using during its recast. |
| Resurrect | 38 | 2 | N/A | 60 sec. | (T/S/D) | Long cast time but revives a fallen player. Inflicts "Weakness" to your target upon revival. |
| Emulate | 40 | 3 | N/A | 60 sec. | (T/S/D) | This is a very powerful ability for NM's. You take on the same elemental resistances as your enemy and with NM's elemental resistances being so high makes this ability very overpowered and reduces their damage to you considerably. |
| Stygian Spikes II | 42 | 3 | 20MP | 60 sec. | (T/S) | Version II of Stgian Spikes. |
| Siphon MP II | 44 | 3 | 25MP | 60 sec. | (S) | Version II of Siphon MP. |
| Sacrifice III | 48 | 2 | 32MP / 179HP | 6 sec. | (S) | Version III of Sacrifice. Great for soloing. |
| Contagion | 50 | 3 | N/A | 60 sec. | (T/S) | Could be useful for soloing/tanking. |
| Firm Conviction | 30{T} | 4 | N/A | N/A | (S) | Good if you find yourself casting lots mid fight. |
| Transcendence | 50{T} | 3 | N/A | N/A | (S) | If you often use Sacrifice as a main source of staying alive, then go ahead and equip this trait. |
When the body part of an enemy is incapacitated, it may suffer the following effects:
I will eventually edit the whole lot of these with what changes when the mob is incapacitated when i find out more solid info.
Trunksplitter II: Other (Outer)
Skull Sunder II: Head
Maim: Limbs (Left)
Brutal Swing II: Other (Left)
The in-game me resides on the Melmond server. I dual box 2 accounts, the first and main being Dazzer Warby (Melee) who as of writing this is a R50 Marauder and Gladiator as well as other classes above 45. The second account is Luna Lightmaker (Mage) who is a R50 Thaumaturge and Conjurer.
My in-game goal is to cap every combat class that's available, sure it will take me a long time but i am ready for the challenge. I see Marauder being my long term main class, providing SE doesn't unleash some awesome pet class upon us. Even then, i will continue to update this guide.
The guide is almost complete and is just missing some finishing touches. If you have anything to add then please do so, providing what your adding is fact and not just an opinion. I will post in this section things i am aware of and are being ready to be changed.
If anything needs discussion, to be given suggestion or anything else then please use this link~ http://ffxiv.zam.com/forum.html?forum=176&mid=128909438119482637 To the thread in the Marauder forum or use this Wikis discussion page.
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