
”
“Marauders are fearsome front line 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.”
Last month I informed you about the new FFXIV Pugilist Class. Continuing with the Disciples of War, today I bring you the FFXIV Marauder Class and overview. This is yet another class type from Square Enix in their epic overhaul of Final Fantasy XIV: A Realm Reborn upcoming release, announced for late august 2013.
Keep in mind during this topic that everything herein is subject to change. While I do not foresee much changing in the near future, if anything does, don’t fret, I will keep this post updated with the most up to date information all the way to release.

So what is this FFXIV Marauder class? Its a warrior class that uses a giant 2 handed axes for sheer cleaving power. This heavily armored class can take the punches and respond in kind. This class really starts to shine while taking on multiple foes at once. While the class does not incorporate a shield, you are a little less defended than say the FFXIV Gladiator. But, what you lack in defense, you more than make up for in sheer damage dealing.
- Once you reach level 30 Marauder and level 15 Gladiator you can acquire the job of Warrior.
Here are the current ability and trait breakdown for the Marauder FFXIV class.
FXIV A Realm Reborn: Marauder Actions / Abilities
|
Name
|
Level
|
Cast
|
Recast
|
Cost
|
Range
|
Radius
|
Type / Affinity
|
|---|---|---|---|---|---|---|---|
| Heavy Swing | 1 | Instant | 2.50s | 70 TP | 3y | 0y | Weaponskill |
| Delivers an attack with a potency of 150. | MRD WAR | ||||||
| Foresight | 2 | Instant | 120.00s | Free | Ability | ||
| Increase defense by 20%. Duration: 20s | GLA PGL MRD LNC ARC CNJ THM PLD WAR DRG |
||||||
| Skull Sunder | Instant | 2.50s | 60 TP | Self | 0y | Weaponskill | |
| Delivers an attack with a potency of 100. Additional Effect: Increased enmity. Combo Action: Heavy Swing Combo Potency: 200 |
GLA PGL MRD LNC ARC PLD WAR DRG |
||||||
| Fracture | 6 | Instant | 2.50s | 80 TP | 3y | 0y | Weaponskill |
| Delivers an attack with a potency of 100. Additional Effect: Damage over time. Potency: 20 Duration 18s |
GLA PG MRD LNC ARC PLD WAR DRG |
||||||
| Bloodbath | 8 | Instant | 90.00s | Free | Self | 0y | Ability |
| Converts 25% of the damage dealt by next successful offensive ability into HP. Duration: 15s |
GLA PGL MRD LNC ARC CNJ THM PLD WAR DRG |
||||||
| Brutal Swing | 10 | Instant | 30.00s | Free | 3y | 0y | Weaponskill |
| Delivers an attack with a potency of 50. Additional Effect: Stun. Duration 3s |
MRD WAR | ||||||
| Overpower | 12 | Instant | 2.50s | 100 TP | 8y | 8y | Weaponskill |
| Delivers an attack with a potency of 120 to all enemies in a cone before you. Additional Effect: Increased enmity |
MRD WAR | ||||||
| Tomahawk | Instant | 2.50s | 15y | 0y | Weaponskill | ||
| Delivers a ranged attack with a potency of 130. Additional Effect: Increased Enmity |
MRD WAR | ||||||
| Maim | 18 | Instant | 2.50s | 60 TP | 3y | 0y | Weaponskill |
| Delivers an attack with a potency of 100. Combo Action: Heavy Swing Combo Potency: 180 Combo Bonus: Increases damage dealt by 10% Duration: 12s |
MRD WAR | ||||||
| Berserk | 22 | Instant | 2.50s | Free | 0y | 0y | Weaponskill |
| Increases attack power by 50%. Duration: 15s Unable to use weaponskills for 5 seconds after effect fades. |
MRD WAR | ||||||
| Mercy Stroke | 26 | Instant | 90.00s | Free | 3y | 0y | Ability |
| Deliverys an attack with a potency of 250. Can only be executed when target’s HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored. |
GLA PGL MRD LNC ARC CNJ THM PLD WAR DRG |
||||||
| Butchers Block | 30 | Instant | 2.50s | 3y | 0y | Weaponskill | |
| Delivers an attack with potency 100. Additional Effect: Increased Enmity Combo Action: Skull Sunder Combo Potency: 260 |
GLA PGL MRD LNC ARC CNJ THM PLD BRD WHM |
||||||
| Thrill of Battle | 34 | Instant | 180.00s | Free | Self | 0y | Ability |
| Increases maximum HP by 10% and restores the amount increased. Duration: 10s | MRD WAR | ||||||
| Storm’s Path | 38 | Instant | 2.50s | 90 TP | 3y | 0y | Weaponskill |
| Delivers an attack with a potency of 100. Combo Action: Maim Combo Bonus: Absorbs 20% of damage dealt as HP up to 10% of your maximum HP. Duration: 12s |
MRD WAR | ||||||
| Holmgang | 42 | Instant | 180.00s | Free | 3y | 0y | Ability |
| Binds both caster and target. Duration: 6s | MRD WAR | ||||||
| Vengeance | 46 | Instant | 150.00s | Free | Self | 0y | Ability |
| Delivers an attack with a potency of 50 every time you suffer physical damage. Duration: 15s | MRD WAR | ||||||
| Storm’s Eye | 50 | Instant | 2.50s | 70 TP | 3y | 0y | Weaponskill |
| Delivers an attack with a potency of 100. Combo Action: Maim Combo Potency: 230 Combo Bonus:Decreases target’s slashing resistance by 10% and HP recovery via curing magic by 50%. Duration: 12s |
MRD WAR | ||||||
FFXIV A Realm Reborn: Marauder Traits.
|
Lv.
|
Name
|
Description
|
|
|---|---|---|---|
| 8 | Enhanced Vitality | Increase VIT by 2. | |
| 14 | Enhanced Foresight | Shortens Foresight recast time to 90 seconds. | |
| 16 | Enhanced Vitality II | Increase VIT by 4. | |
| 20 | Bloodshower | Extends Bloodbath duration to 30 seconds. | |
| 24 | Enhanced Vitality III | Increase VIT by 6. | |
| 28 | Enhanced Fracture | Extends Fracture duration to 30 seconds. | |
| 32 | Enhanced Brutal Swing | Extends Brutal Swing duration to 5 seconds. | |
| 36 | Enhanced Berserk | Extends Berserk duration to 20 seconds. | |
| 40 | Enhanced Mercy Stroke | Shortens Mercy Stroke recast time to 60 seconds. | |
| 44 | Enhanced Thrill of Battle | Improves the HP increase granted by Thrill of Battle to 20%. | |
| 48 | Enhanced Maim | Extends Maim duration to 20 second |
Keep checking back for more articles as next we delve into the artistry of the FFXIV Archer class!





I wont list them all right now as we will be going over them in full detail in the coming days but this gives you a good idea of what to expect. Keep in mind also, that you are NOT locked into one class. You can change at any time, just by switching your weapon of choice. Now, once you do swap a weapon you start out at level 1 in that new class and you have to level up that class as you would any other. But hey, no more creating 10 different characters just to level them all up. Here its one character for everything. Rather nice no?
So lets take a closer look at a job. Mystra loves Bards. Can she play one? Yes. She starts out as a Archer but after a few levels she will get the option to upgrade to the Bard job. But what does that mean? We’ll get into the specifics later, but for now it means that she will get access to Bard specific spells and abilities but will limit here interaction with other classes. She might not be able to use some of here conjurer spells like she used too. Keep in mind that this is entirely optional. She does not HAVE to become a Bard. She can continue leveling as a archer with some conjurer abilities. This is usually better when soloing, but as you get into raiding and dungeons your group will start calling for some very job specific needs.