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Warbys Marauder Guide  

Contents [hide]

Marauder

The Marauder is a combat specialist whose weapon of choice is the greataxe—a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.

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.

The Role Of a Marauder

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.

Basic Attacks (TP Building Moves)

Icon Name Rank Information
Left Light Swing 1 This is your basic rank 1 attack and will be used up until Heavy swing is acquired.
Left 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.
Left 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.
Left 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.

Skills By Rank

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.

Marauder Guild

Limsa Lominsa: Lower (X4 Y7)
Limsa Lominsa: Lower (X4 Y7)
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.

Marauder Guild Quests

Rank 20: Bloody Baptism

    • Reward = 2,000 Marauders Guild Marks, 20,000 Gil.
Rank 30: Two-man Crew
    • Reward = 2,400 Marauders Guild Marks, 24,000 Gil.
Rank 36: Captain's Orders
    • Reward = 3,600 Marauders Guild Marks, 36,000 Gil.

Steadfast

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.

Useful Transferable Skills

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.

Archer
Archer

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.

Gladiator
Gladiator

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.

Pugilist
Pugilist

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.

Lancer
Lancer

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.

Conjurer
Conjurer

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.

Thaumaturge
Thaumaturge

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.

Incapacitation

How Incapacitation Is Shown In The Chatlog
How Incapacitation Is Shown In The Chatlog
Before
Before
After
After
When the body part of an enemy is incapacitated, it may suffer the following effects:
    • Weaken the monster.
    • Prevent the monster from using its special attacks.
    • Influence the type of loot dropped.

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)

    • Giant Crab - Shell.
    • Ahriman - Tail.
    • Coblyn - Ore Cluster.

Skull Sunder II: Head

    • Hippogryph - Head.
    • Opo-opo - Eye.
    • Gnat - Head.
    • Wolf - Head.
    • Boar - Head.
    • Ahriman - Eye.
    • Wight - Skull.
    • Dodo - Head.
    • Aldgoat - Horns.
    • Imp - Head.
    • Flytrap - Maw.
    • Antling - Mandibles.
    • Humanoids - Head.

Maim: Limbs (Left)

    • Wight - Left Humerus.
    • Humanoids - Left Arm.

Brutal Swing II: Other (Left)

    • Salamander - Left Wart Cluster.

Weapons

Name Rank Repair Class and Material Craft Rank and (Subs) Craft Materials
Weathered War Axe 1 Blacksmith + Bronze Nugget Can be purchased in every city for the price of 1,680. N/A
Bronze War Axe 6 Blacksmith + Bronze Nugget Blacksmith R6 + Can be purchased in every city for the price of 18,480 1-Bronze War Axe Head 1-Elm Axe Haft 1-Bronze Axe Butt 1-Buffalo Leather Strap 1-Animal Glue
Bronze Labrys 10 Blacksmith + Bronze Nugget Blacksmith R8 + Can be purchased in every city for the price of 43,200. 1-Bronze Labrys Head 1-Ash Axe Haft 1-Bronze Axe Butt 1-Buffalo Leather Strap 1-Bronze Rivets 1-Animal Glue
Spiked Bronze Labrys 20 Blacksmith + Bronze Nugget Blacksmith R15 (Leatherworker R5) + Can be purchased in every city for the price of 144,000. 1-Bronze Labrys Head 1-FFXIV Item: 1-FFXIV Item: 1-FFXIV Item: 1-FFXIV Item: 1-FFXIV Item:
Storm Axe 21 Blacksmith + Bronze Nugget Goldsmith R15 1-Bronze War Axe 2-Iron Nugget 1-Oxblood-red Buffalo Leather
Iron War Axe 26 Blacksmith + Iron Nugget Blacksmith R37 (Leatherworker R15) + Can be purchased in Limsa Lominsa for the price of 225,680. 1-Buffalo Leather Strap 1-Wing Glue 1-Iron War Axe Head 1-Ash Axe Haft 1-Iron Axe Butt
Iron Labrys 30 Blacksmith + Iron Nugget Blacksmith R28 1-Iron Labrys Head 1-Elm Axe Haft 1-Bronze axe Butt 1-Buffalo Leather Strap 1-Iron Rivets 1-Horn Glue
Spiked Iron Labrys 35 Blacksmith + Iron Nugget Blacksmith R38 1-Iron Labrys Head 1-Elm Axe Haft 1-Iron Spikes 1-Buffalo Leather Strap 1-Iron Nugget 1-Wing Glue
Inferno Axe 36 Goldsmith + Iron Nugget Goldsmith R35 1-Iron War Axe 2-Brass Nugget 1-Oxblood-red Buffalo Leather 1-Quicksilver
Notched Bill 37 Blacksmith + Iron Nugget Obtained from R30 and above Faction leves. N/A
Iron Bhuj 38 Blacksmith + Iron Nugget Blacksmith R44 1-Bronze Axe Butt 1-Bronze Axe Ferrule 1-Cedar Axe Haft 1-Iron Bhuj Head 1-Scale Glue 1-Hyena Fang
Bronze Bardiche 42 Blacksmith + Bronze Nugget Blacksmith R45 (Leatherworker R30) 1-Buffalo Leather Strap 1-Pine Branch 1-Scale Glue 1-Bronze Bardiche Head 1-Bronze Axe Ferrule
Iron Bill 42 Blacksmith + Iron Nugget Blacksmith R32 1-Iron Bill Head 1-Iron axe Butt 1-Elm Axe Haft 1-Iron nails
Thunderstorm Axe 46 Goldsmith + Iron Nugget Goldsmith R50 (Blacksmith R35) 1-Silver Ingot 1-Undyed Canvas 1-Brimstone 1-Scale Glue 1-Storm Axe Head 1-Maple Axe Haft 1-Silver Axe Butt
Vintage Bill 47 Blacksmith + Iron Nugget Blacksmith R41 1-Notched Bill 1-Ragstone 1-Iron Nails 1-Elm Axe Haft
Engraved Bhuj 48 Goldsmith + Brass Nugget Goldsmith R32 1-Iron Bhuj 1-Silver Nugget 1-Brass Ingot 1-Brimstone
Barbarian's Bardiche 50 Blacksmith + Steel Nugget Blacksmith R50 (Leatherworker R35) 1-Basilisk Whetstone 1-Silver Nugget 1-Buffalo Horn 1-Buffalo Leather Strap 1-Mahogany Branch 1-Scale Glue 1-Bloody Bardiche Head 1-Iron Axe Ferrule

None Marauder Specific Q & A

    • Q: What are these abbreviations, HP/MP/TP/AP?
      • A: Hit Points, Magic Points, Tactical Points, Action Points.

    • Q: What are Guild marks for and how do i get them?
      • A: Guild marks are used to purchase various actions from a class guilds. They can be obtained from R20+ levequests as a reward for completion.

    • Q: What would a basic DPS routine be?
      • A: Any self buffs pre-fight like Still precision, Invigorate. Engage enemy > Heavy Swing > Hawks Eye > Ferocity > Skull Sunder (If you have 500tp) > Repeat. Throw in extra 1000TP WS's if you are gaining more TP than needed to spam Skull Sunder. Your going to want to be hitting Skull Sunder as soon as it comes off cooldown to get the most DPS out of Mrd. So if you only have a small amount of stamina left, have Skull Sunder with around 5 seconds on cooldown and above 500TP then it would be best to not hit Heavy swing and instead wait until Skull Sunder is ready for use. Also Make use of things like Ferocity before the Skull Sunder is off cooldown to get the most out of its timer.

    • Q: How good is Marauder as a tank?
      • A: Marauder is a great tank, especially at keeping the hate threshold very high. Marauder doesn't need to only rely on hate spike actions in order to keep the mobs attention, the damage they do can do it alone. As for damage mitigation, Marauder has high HP, heavy armour and lots of defensive actions in order to survive.
    • Q: Is Marauder the best DPS?
      • A: Probably not, although its pretty close. At this stage of the game, the #1 DPS will change lots with updates and people figuring out perfect builds.

    • Q: How should i allocate my stats?
      • A: You should concentrate on these 3 stats~ Strength, Vitality and Dexterity. Mind can also be useful.

    • Q: I wish to rank another class after Marauder, which class would get most benefit from the actions i have already learned?
      • A: Gladiator would no doubt benefit most from Marauders skills.

The In-game Me

Left Right

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.

To-Do List

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.

Credits

    • eu.finalfantasyxiv.com
    • ffxiv.zam.com/
    • sites.google.com/site/ffxivcompendium/
    • eorzeapedia.com/

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This page last modified 2011-04-11 14:26:42.