WORK IN PROGRESS, v0.995
Quick and Dirty
4.55 Warrior DPS rotation
TL;DR - It’s a priority system. Better read it all.

To the reader:
I expect you to be a level 70 Warrior,
familiar with the basics of FFXIV.
There is no level <70 rotation (in here),
only suffering.
With love,
Mox Xinmagar of Ensemble,
Ragnarok
PS. Cross-class Shirk, or I will have
you hold the boss for the whole fight.
Table of contents and terminology:
- Basics of the basics
- Inner Release
- Optimizations
- Openers
Terminology
- FC - Fell Cleave
- IR - Inner Release
- G, Gauge - Beast Gauge
- GCD - Global Cooldown, also known as the weapon skill delay
- CritC - Critical Hit Chance
- Eye, Path, BBlock - basic combo finishers
- Overcapping - going over the Gauge’s limit of 100, which is impossible
- “On cooldown” - using a skill as soon as it’s up
Patch Notes:
-Changed the patch number from 4.2 to 4.3 4.3 to 4.5 4.5 to 4.55
-Adjusted the timer for specific gauge/infuriate cases
-Adjusted preferred gauge range for comfy. Optimal is still 40 to 100.
-Added a note regarding holding Upheaval at 22s-to-Inner Release
-Added Onslaught finally
-Fixed a typo which was killing me for like 15 seconds
-General fixing here and there, some diddly doodling
To-do:
-prettier formatting. A lot of work. Maybe one day...
Basics of the basics!
Storm's Eye
- +10% damage for the next 30 seconds
- Should never drop for more than a GCD, the refreshing Eye
- General uptime is +95%, affected by mechanics
- Generates 10 less gauge than Storm’s Path
- Refresh, if less than 7 seconds left on the buff
Gauge management / Crit manipulation
- Avoid overcapping. The most important thing about Warrior in 4.2+
- Aim to stay between 30 to 100 gauge
- Upheaval is used on cooldown 99% of the time
- Fell Cleave at 90-100 gauge, or after a Heavy Swing
Fell Cleave
- A tool to avoid overcapping, and to delay your rotation
- Aim to hit at least one Fell Cleave inside Trick Attacks
- Used as a filler right before Inner Release, in an optimal world
- 5 in Inner Release, 6 between Inner Releases!
Upheaval, Infuriate and Inner Release
- Used on cooldown
- Upheaval has a natural habit of sliding out of Inner Release, especially in 2.38 GCD rotation
- Onslaught on cooldown is somewhat DPS neutral and works better with 2.43 GCD as opposed to 2.38 GCD. More on this in “Optimizations”
Butcher's Block
- Used only when tons of aggro is necessary, or to get the gauge back in its usual tracks
- Co-tanks have Provoke and Shirk for a reason. Rest of the party has their tools to manage aggro. WHY YOU HOGGING ENMITY IF YOU DONT WANT TO TANK?!
- Butcher’s Block combo is +30 potency over a raw Path combo, but generates 10 less gauge
- 10 gauge is 50% of an Onslaught, which translates to raw 50 potency.
More gauge equals more Onslaughts/Fell Cleaves - Don’t use Butcher’s Block just to get the highest gauge for Fell Cleaves. Flat +1% CritC isn’t worth the trade-off against +10 gauge. BBlock also off-sets your gauge from a static rotation.
Onslaught (vs No-Onslaught)
- Generally never used outside of pushback mechanics and Inner Release
- Mostly used ONCE out of Inner Release, right after the opener-IR. This is to negate the 20 gauge gained from opener’s Storm’s Eye combo and is the ONLY Onslaught outside of IRs.
- Spamming Onslaught on cooldown is DPS-neutral compared to NOT doing so. This is due to Gauge staying higher for longer, thus giving you a higher Crit Rate% bonus for more GCDs
- Use it to stabilize your gauge when needed. There is no clear-cut answer to when you should do so
- Using Onslaught in an unplanned way will mess up your Gauge, forcing you to use Heavy Swing, or even Maim, as a filler before IR comes up again. Nobody likes cutting combos or delaying IR, so don’t be silly with Onslaught.
Inner Release
(Only like 35-40% of a WAR’s damage yo)

“What do I do?!”
I usually like to stay at 0/50/100 gauge when entering IR!
-Me, 2018
Prepare
- Storm’s Eye is up for >16 seconds
- Gauge is 50 or less, or Infuriate is over 42 seconds away
- Target stays targettable for the next 10 seconds
All good? Release the uhh Inner Release
- Drop the combo, unless refreshing Eye. You shouldn’t have this issue if you pushed the right buttons in the right order.
- Use IR on the last third of your GCD window (see image below)
- 5x Fell Cleave, 1x Upheaval and 1x Onslaught, priority in that order
- Don’t delay it. You want to hit all the possible party buffs as often as possible
- Never double-weave Inner Release and Upheaval, or Inner Release and Onslaught
Upheaval
- Should always land in Inner Release window
- Between the Fell Cleaves, as early as possible
- Save Upheaval if Inner Release is less than 22 seconds away.
In this case, replace Upheaval with an Onslaught to keep the gauge count the same.
Onslaught
- Weave it between Fell Cleaves
- Maybe even double-weave with Upheaval if you have the ping for it
Infuriate
- Usually comes up mid-IR
- If you followed the rules above, the gauge should be at 50g or below
- Use it on cooldown, unless you’re above 50g, in which case: Good luck. Time to do basic math to fix your rotation and gauge! You’re on your own.
Inner Release sweet-spot (stolen from Dame’s picture)

Optimizations
Beast gauge
- +1% flat Crit Chance for every 10 gauge
- Should stay between 40-100 at all times as this maximizes the damage output and Crit Chance bonus. Going as low as 30 is okay too, at times.
- Burning it cleverly in big buffs (Trick Attack, potion) or at the end of the fight is preferred
Infuriate trait
- -5 seconds from Infuriate’s cooldown for each GCD Gauge spender
- 100 gauge and Infuriate is <15 seconds away? Burn that gauge with two Fell Cleaves
- Prioritize using Upheaval before Fell Cleave(s) for the burn
Thrill of Battle
- A 20 seconds defensive cooldown
- Buffs Upheaval’s damage due to MaxHP changes
- Use offensively in the opener
- Often hits Upheaval windows
- Use as an offensive cooldown once comfy with the fight
Vengeance
- “Reduces damage taken by 30% and delivers an attack with a potency of 55 every time you suffer physical damage.”
- The attacks Direct Crit under Inner Release’s effect
- No snap-shotting
2.37 GCD, 2.38 GCD and 2.43 GCD rotations?
- Base theory: 90 seconds divided by GCD-time equals the amount of GCDs between Inner Releases
- Difference is a single GCD going from 2.37 to 2.43
90s / 2.37 = 37.97~, rounding up to 38 GCDs
90s / 2.38 = 37.82~
90s / 2.43 = 37.04~, rounding down to 37 GCDs
- The extra GCD is the filler Fell Cleave (or Heavy Swing), depending on your gauge generation and usage
- The 2.37 and 2.38 rotations require maximizing Storm’s Path usage to avoid filling with a Heavy Swing, while 2.43 rotation generates 50 gauge more (doing the same skills) than you can spend without delaying Inner Release
Openers
Stolen from Emiin Vanih’s pins in The Balance™, #war_questions!
4.2 Openers listing - You are the pulling tank.
Generic Main Tank opener
http://ffxivrotations.com/1ws6
Shift Deliverance as required. First Fell Cleave used to delay IR for Trick/buffs. The secondary Onslaught is used to ensure that you do not overcap gauge, and maintain Eye. Best for slower GCDs. Substitute a Fell Cleave within buffs for the 2nd Onslaught for more DPS overall if you have Fey Wind / Faster GCD.
Memeheaval Opener
http://ffxivrotations.com/1m1i
DPS increase suggesting you literally have no raid buffs to work with, or due to fight rotations need IR/Upheaval on cooldown one GCD earlier.
Editor’s note: This is due to Upheaval’s bugged interaction with Defiance and Unchained.
Retarded amount of Threat Opener
http://ffxivrotations.com/1p5u - Samurai/Ninja providing slashing
http://ffxivrotations.com/1u6c - You are the slashing source
Requested and created for the most amount of threat with the least amount of DPS lost.
Videos
Showcasing 2.37 and 2.38 gear sets’ dummy rotation:
https://www.youtube.com/watch?v=NuHdkw-B5Ro
https://www.youtube.com/watch?v=Vos4B3JGLwU
Other guides:
Nycro’s guide - Warrior, the Berserkless
https://goo.gl/Kv8ULn
Sources:
https://invite.gg/thebalanceffxiv
https://xivdb.com