Warrior is one of the basic job classes in Final Fantasy XI, and is geared towards being a balanced attacker and defender. They can serve both as tanks or as primary attackers. This is a list of available job abilities and traits for the class.
Defense Bonus increases a Warrior's defense by 10 points. It is gained at level 10, and is also available to a number of other classes.
Double Attack is a passive ability that will affect all players with warrior as a main job level 25 or greater or anyone with warrior as a subjob starting at level 50. This passive ability will occasionally grant a second attack after the warrior strikes once. The exact activation percentage is not known but it seems to be right around 1 in 6 attacks will be followed with a second attack. Merit Points and certain equipment, like Warrior artifact armor, can improve the chances of Double Attack activating.
Savagery is a Merit ability, and adds a TP boost to Warcry.
Aggressive Aim is a Merit ability. It adds a ranged accuracy boost to Aggressor.
Mighty Strikes is the Warrior Two-hour ability. As with all two-hour abilities, it is available from level 1 on up. Mighty Strikes, when activated, will give a warrior a special ability status. During the next 30 seconds, all successful hits are counted as critical hits which typically do about double normal damage. When used on the appropriate creature, this causes a very significant increase in damage; however, this has no effect on accuracy so if a Warrior is fighting an enemy with a significantly higher level, they could potentially miss with each strike.
Provoke instantly creates a high amount of enmity towards the Warrior. The ability can be used once every 30 seconds starting at level 5. It is viewed as an almost essential ability to have in order to serve as a tank. It is also a vital part of the strategy commonly referred to as first provoke.
Berserk lasts for three minutes and may be used once every 5 minutes. This ability significantly increases the attack ability of a warrior, but it comes at a reduction in a player's defensive value. The amount of change is a 25% attack boost and 25% defense penalty. This ability is the polar opposite of Defender, another Warrior ability.
This is one of the most significant abilities for increasing a player's damage over time and one of the chief reasons that players choose to use warrior as a subjob.
Contrasting with Berserk, Defender will lower the player's attack stat by 25%, while providing a 25% increase defense. The ability has a 3 minute timer and will last for 3 minutes.
Warcry is available starting at level 35 and has a 5 minute recast time. During that period, all nearby party members will gain an attack bonus, increasing damage output. The bonus only lasts for 30 seconds, so in order to capitalize on this ability in the best way, it is often used only by Warriors immediately before the party attempts a skillchain. Warcry also creates an amount of enmity comparable to Provoke.
When used, Aggressor will increase accuracy by about 25, but it will drop evasion significantly. It is generally accepted that this is about 25 to 35 points. The ability lasts 3 minutes and Aggressor can be used once every 5 minutes. Aggressor becomes available to Warriors at level 45. As such, it is not available to anyone using warrior as a subjob.
When under Retaliation, the Warrior loses movement speed but gains a small chance to Counter. The ability is affected by the player's Accuracy stat, and the Warrior will still take damage. It is gained at level 60.
Warrior's Charge is one of two Merit abilities available to Warriors. As such, it is only available to players at level 75. When used, the player will automatically attack twice as if affected by Double Attack and does add some damage to Weapon Skills. It may be recast every 15 minutes, with further merit upgrades decreasing the recast time.
Tomahawk is the other Merit ability from available to Warriors. When used, the player will throw a tomahawk at the enemy, lowering its special defense. Functionally, this means it will remove some damage resistance that is not based off of defense. For example, it would reduce the 50% damage reduction that skeleton benefits from all non-blunt damage by some amount. It may be recast every 3 minutes, with further merit upgrades increasing the duration of the period of lowered defense.