Warrior Tank Advanced Optimization Guide — Dawntrail 7.1
On this page, you will find information regarding advanced techniques and optimization geared towards Warrior. The information presented is not for beginners and may include intermediate math or non-standard rotational changes.
Warrior Advanced Guide
The contents of this guide assume you understand the fundamentals of Warrior and are seeking out additional means of enhancing and optimizing your game. The basic guide can be found via the navigation buttons above if you need to refresh yourself on the core concepts.
Opener Optimization
Despite the common opinion of Warrior being a very simple tank, there are several ways to optimize how you play that require more effort than what one would initially think. Before diving in, it's important to understand what these concepts are and their impact on gameplay. Warrior deals with all three of these regularly when optimizing encounters to ensure pulling on time, not losing out on damage when a boss goes untargetable, and threat management.
Application Delay | This is the time between pressing a button and said button registering its application, be it a buff, heal or damaging ability. |
---|---|
Animation Lock | The time you are locked from pressing another action after hitting a skill. Sometimes referred to as "Time until next action". |
Boss Enmity | Also known as Threat or Aggro, upon any player generating enmity, combat begins. Several things affect enmity including aggro range and pressing any action, even non-damaging ones! |
Knowing this, we can construct different openers depending on the situation. Pulling on time and ensuring you have threat helps everyone in
your party. The boss won't auto attack someone else (looking at you, P8S) and if
you have a Dark Knight as your co-tank then they'll get consistent The Blackest Night
usage. When making openers it's important to know the application delay of your abilities; below is a handy table of your most common abilities.
Skill Name | Application Delay |
---|---|
Tomahawk | 0.71 Seconds |
Heavy Swing | 0.53 Seconds |
Fell Cleave | 0.62 Seconds |
Onslaught | 0.62 Seconds |
Auto Attacks | Approx. 0.53 Seconds |
Early Inner Release
Early Inner Release is for when you must get out
Fell Cleaves
where they wouldn't be on time normally. The caveat to this is losing out
on the additional 10 seconds of Surging Tempest granted by
Inner Release, thus
requiring us to pull with
Heavy Swing in order to still get
Storm's Eye out in time. While this gets
Inner Release out two GCDs
sooner, slow GCD speeds that are unable to get 13 GCDs under potion will actually
have the third
Inner Chaos fall just outside of the window.
Pre-Pull Inner Release
The absolute pinnacle of cursed openers, embracing the energy of your average Warrior in Alliance Raids who
just pop Sprint and pull with
Primal Rend. While we aren't pulling with
Primal Rend,
these openers have a bunch of flexibility on how early you need to press
Inner Release, with
variance on the sequence of buttons that follows. On top of having the same negatives as Early IR openers, all of your
Fell Cleaves will not have the Surging Tempest buff, dealing 10% less damage. Figuring
out how early you must use
Inner Release, whether or not you require Sprint, and what GCD speed you have
is where the fun comes in regarding these openers. All of these assume you're face pulling or pulling with
Onslaught. A recent example of when this technique was used is in Abyssos with Hephaistos Phase 2 to
gain an entire
Inner Release window before High Concept 1 downtime.
Pulling with Onslaught
This is a very unique choice that fits a niche when doing a pre-pull or early Inner Release opener.
Should the boss be too far away to consistently face pull and also have a strict timer
for
Tomahawk to push
Inner Release too far ahead,
Onslaught can be
used to pull instead. Because of the application delay on it, your first GCD is not immediately
on pull. This is important to note especially for pre-pull openers as you have to shift where
Inner Release
is pressed. Need to press it at 9 seconds? Consider the delay of
Onslaught and press
it at ~8.4 seconds instead. This small change can make all the difference here if it nets you an extra usage. Scouring your
logs is the key to figuring out if this is worthwhile and is purely recommended only for those in
static environments.
Mouseover Macros
To circumvent pulling with auto-attacks rather than the first GCD you press due to a difference in application delay, using mouseover macros allows us to queue an action while something is untargeted / untargetable without producing an auto-attack. This does have a downside of needing to manually initiate auto-attacks so not being on the ball with this can lose out on some autos over the course of the fight. Not only can this be used for pulling, but also times where queuing your GCD normally is not possible such as stuns, forced march, knock-ups, etc.
Your mileage may vary regarding the potential gains of this tech. Sometimes you can gain that last GCD in an uptime phase from that extra time, or be able to get an oGCD weave window as soon as possible. As these macro lines are run every frame, the true duration is actually based on your frame rate. Running a 14 line macro is equivalent to 14 frames of queue, playing at 30 FPS versus 60 FPS actually makes a difference. The former option feels similar to a standard GCD queue while the latter requires more mashing of the macro to have it execute consistently.
Burst Window Optimization
With the release of Dawntrail, all raid buffs have a 20 second duration, and thus our burst window is now always 8 GCDs.
Ideally, every 2 minutes should include 1x Primal Rend, 1x
Primal Ruination, 2x
Inner Chaos
and 3x
Fell Cleave. This totals 7 GCDs, with your 8th being a filler GCD. In scenarios where you only have
one
Inner Chaos, this becomes 2 filler GCDs. Our best case scenario is entering an
Inner Release
window with exactly 50 Beast Gauge to ensure 8 burst GCDs, with a
Fell Cleave taking place of a filler GCD.
Alternatively, placing a second
Primal Ruination or a third
Inner Chaos in as the 8th GCD is also possible,
but not without caveats.
Overcapping Surging Tempest
On rare occasions, if you have 40 Beast Gauge and the GCD before Inner Release will be
Storm's Path, intentionally overcapping on your Surging Tempest timer with
Storm's Eye
instead to allow for a filler-less burst window is an option, albeit a risky one. Due to
Inner Release itself
also extending Surging Tempest and the 10 Beast Gauge loss, there is a possibility that you'll lose a use of
Fell Cleave
across the fight's duration and should typically only be considered if you know that this won't happen. In prog, this
is not really recommended as you may not know the kill time or what GCD specifically you'll end on.
Holding Nascent Chaos
This relies on your Infuriate timer and the current duration of Surging Tempest.
Dumping your Beast Gauge with a low duration on Surging Tempest allows Warrior
to carry over
Inner Chaos up to a maximum of 7 GCDs. There are multiple ways that this can occur, but the concept
revolves around not overcapping neither gauge or Surging Tempest and sometimes invokes decision making
with how your GCD sequences have lined up. A couple examples of what this looks like are as follows:
- (With 60 Gauge)
Maim →
Storm's Path →
Heavy Swing,
Maim → 2x
Fell Cleave →
Infuriate
- (With 70 Gauge)
Maim →
Storm's Path → 2x
Fell Cleave →
Infuriate
- Surging Tempest in these scenarios is ideally under 30 seconds such that you can carry
Infuriate without overcapping its timer and build more gauge with
Storm's Eye.
- Both of the above examples are generally easy setups, spending 2x
Fell Cleave to empty out your Beast Gauge.
- Surging Tempest in these scenarios is ideally under 30 seconds such that you can carry
- (With 50 Gauge)
Storm's Path → (combo)
Storm's Eye → 2x
Fell Cleave →
Infuriate
- (With 50 Gauge)
Storm's Path → (combo)
Storm's Path →
Heavy Swing,
Maim →
Fell Cleave → (combo)
Storm's Path →
Fell Cleave →
Infuriate
- Due to Surging Tempest being greater or lesser than 30 seconds after the initial
Storm's Path, you'll have to make a decision of whether to prioritize
Storm's Eye or
Storm's Path.
- In the first example, Surging Tempest is below 30 seconds and thus you'll use
Storm's Eye until being able to reach 100 gauge and spend with
Fell Cleave.
- In the second example, Surging Tempest is above 30 seconds. You'll prioritize
Storm's Path and spend on
Fell Cleave as necessary.
- The second scenario is often avoidable if you take different combo routes earlier in the fight!
- Due to Surging Tempest being greater or lesser than 30 seconds after the initial
Inner Release w/ 50+ Gauge
This keeps our filler-less burst window by frontloading 4 Fell Cleaves then pressing
Infuriate.
We'll still have
Primal Rend and
Primal Ruination, thus
your 2
Inner Chaos will be the last GCDs within the burst window. This option requires
Infuriate
to have a running cooldown over 30 seconds to accommodate the cooldown reduction from
Fell Cleave (5s per) and
natural time passing by pressing each GCD (~10s for 4 GCDs).
Maximizing Potions
Depending on how fast your GCD is, you'll be able to hit 12 GCDs (2.50s) or 13 GCDs (2.45/.40s w/ late weave) under pot.
Outside of potting in our opener, each potion window should include 2x Primal Ruination
along with our other burst GCDs. Doable on any GCD speed, this has higher value than the traditional three
Inner Chaos
potion windows, not accounting for any filler GCDs hit within the pot window. Fitting in 2x
Primal Wrath is also possible,
and will be discussed further down the guide.
Ruination "Smuggling"
Also known amongst the community as "Twice Come Ruination", Ruination Smuggling is a
straightforward technique with the concept of holding the Primal Rend
buff as long as possible before using it. Depending on your GCD speed, this will line up when the timer is
between 1-3 seconds. Likewise, delay using
Primal Ruination and use potion the GCD before pressing
Primal Ruination. This has higher potency than the usual "Triple
Inner Chaos" sequence and is recommended
for fights that allow potions at the 2:00 and 8:00 minute windows. If potting in the opener, then you'd have this option
for the 6:00 minute window.
Triple Inner Chaos
Depending on the filler GCDs used in this sequence, it can be a tiny gain over the smuggling technique. Usually this
depends on downtime to not overcap gauge or the Infuriate timer, however it can be done naturally in
full uptime at the 1:00 and 7:00 minute marks without hassle. In siutations where you can do 3 potions in a fight such as
0/5/10 you'll have a Triple IC in the opener and can use either a standard sequence or
Primal Ruination smuggle to
not grief raid buffs.
Double Primal Wrath
Requiring GCDs faster than 2.50, it's possible to carry over Primal Wrath into your potion window.
Simply put, late weave
Inner Release and use potion just before
Primal Wrath's timer falls off and
immediately use it on the next GCD. This is tight especially when looking to get 2x
Inner Chaos, hence
the requirement for a faster Skill Speed. It's also possible to combine both
Primal Ruination smuggling and this technique for more personal gain while also not handicapping your
raidbuff contribution.
The Perfect Potion
Putting all of the aforementioned sequences together, it's possible to have the ultimate sequence. "Thrice Come Chaos,
Twice Come Wrath, Twice Come Ruination" you could say (if you really like Thunder God Cid),
as it fits x3 Inner Chaos, x2
Primal Wrath and x2
Primal Ruination.
Though this is not without cost, as it will grief raid buffs. Keep in mind this is also GCD dependant and
requires a very specific sequence and an overcap on your Surging Tempest buff timer.
Crafted by the excellent player Mercedene Oda, this sequence works on 2.48/.49 GCDs as well as 2.40. Testing has
shown that it's not doable on 2.45 or 2.46 GCDs as Primal Wrath falls off.
This technique involves weaving
Inner Release late enough to allow 4 filler GCDs before spending stacks
on
Fell Cleave. This is possible not only due to the Skill Speed, but
because the timer of
Inner Release is slightly more than the stated 15 seconds, appoximately ~15.7
seconds. However, we cannot weave too late into the GCD roll, as its placement on the next
usage would cause clipping and one of our skills out. On 2.40 specifically,
Inner Release is
actually used before
Storm's Eye in the opener, but still following the similar weave timing.
Griefing raid buffs is a given with this, so the intention is purely for personal damage parsing. There's also
quite some risk performing this as it's very finnicky and easy to mess up on the slower GCD speeds.
If you fail to properly time the first Inner Release, you end up spending gauge and losing out on
a
Primal Wrath. If you weave correctly, but mistime the next
Inner Release
or your potion, then you'll lose the third
Inner Chaos, making this window no more different than
the others, barring the lower aDPS due to the modified opener. All that said, here's how it all pieces together:
- Pull on time with
Tomahawk or
Heavy Swing.
- Weave
Inner Release about 70% of the way into the GCD roll.
- Use 4 filler GCDs within then spend stacks on
Fell Cleave. These should be combo GCDs and 1x
Inner Chaos.
- Spend 2x
Onslaught charges and the 50 gauge on another
Fell Cleave.
- Delay
Primal Rend as late as possible and hit
Infuriate before it overcaps.
- Use an extra
Storm's Eye, which will overcap your timer by a few seconds and continue building to 100 gauge.
- Weave potion extremely late but without clipping then immediately spend
Inner Chaos,
Primal Wrath and
Primal Ruination.
- Afterwards continue like normal, dumping gauge and using
Inner Release.
This sequence is done for an odd minute (1:00) potion, that does allow for you to sync back with feeding raid buffs for all later windows. Setting this up again is possible, though with how strict the timing is, doing it once is hard enough. At 2.48 and 2.49 GCDs, it's not really recommended in PF groups and its more for a static environment. 2.40 does have an easier time setting this up, but without knowing your kill-time usually in PF, it's still best suited for static environments.
Guides from Other Classes

Spin Cycle is a veteran player & writer for Phantasy Star Online 2 and FFXIV. He has been playing Lost Ark since the western release and mains Sharpshooter. He also plays Wardancer, Gunslinger & Soulfist.
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