Looks great to me. I decided to try out dancer since I been Warrior main since 1.0. I've been upset often with the changes but this looks quite fine with me. I think the self sustain eat a major uppercut being removed. Inner beast was the best thing for savage, and that ability will hurt to see changed. But the real test will be in game, my guess is warrior dish out more damage but at the cost of being an even bigger damage sponge with warrior. I don't know if that is how SE envision a "berserker" but I've been more disappointed before compared to now, enjoying the new things. The stance dance being gone, is actually a good thing in my opinion. Not because I can't do it, but because it created a toxicity between players of different skill gap in game. Definitely will get WAR 80 quickly as 2nd.
I still love my warrior and will likely still play it first before picking up DNC but I'm kinda sad to see all the self healing go away. Not that I disagree with the change, I've done some absolutely disgusting things with it like soloed the last 35% in Fractal Continum (Hard)'s final boss. But it does mean I can't be nearly as agressive with massive pulls then Inner Release > Steel Cyclone spam to keep myself going.
Who needs steel cyclone or the tank stance, I never do dungeons pulls with that. Deliverance stance (DPS),Vengence, inner release and Decimate for aoe. steel cyclone is worthless compared to decimate
Having played MRD/WAR as my main since before ARR, I think i'll be switching my main class after seeing this. I really don't like the dumbing down of classes, I want a challenge, I want to be able to feel like I can master my class and therefore do better because I understand the skills and rotations better. Hopefully one of the other changed classes will offer this.
Wooooh boy. Its gonna be hard to unlearn the old rotation with both Infuriate and Inner Release. The changes sound exciting but I bet will take some time to get used to and optimize.
So speaking of big dick heals. Have you seen the Thrill of Battle text @ 1:44? The healing effect looks just like Convalescence except for one detail. This "Increases own HP recovery via healing *magic* by 20%." is the current description of Convalescence and this "Increases own HP recovery via healing *actions* by 20%." is the text as seen in the video. It's literally one word and could be a bad translation or whatnot, but what if on top of the big dick bloodthrist heals, they could also be boosted by 20%? that's my current headcanon, but it would be dope as fuck.
I’m just a tiny bit disappointed that Inner Chaos is just a flashier Inner Beast the damage is great but I wish the animation was something more hmm... different?
@@DakonBlackblade2 Not to mention no more help from things like Slashing Debuffs or current AST card buffs and other things of the like that are getting removed or reworked in this expansion.
They could have at least done the decent thing and changed Storm's Path animation to Butcher's Block's, and Defiance's to Deliverance's. Those animations were way cooler. Does Onslaught still require beast gauge, making it effectively worse than the other two tank gap closers?
So we lose a lot of self heals. We also lose our big boost to max HP and healing received to get the same passive as every other tank, which should balance overall. But we also lose Inner Beast and its -20% damage for 6 sec which could have a very high uptime if necessary and instead get a -20% for 5 sec every 25 sec. And we get a new spell that we're never going to use if we're tanking. I kinda feel like the job is being dumbed down, the same way every tank gets dumbed down, but worse...
Been looking at *Thrill of Battle* closely and the enhanced healing could be better than people think. The skill reads "Increases HP recovery via healing *actions* in self by 20%." Although Mrhappy said "healing *spells* " when he described the skill, if he misspoke it'll have huge implications on the healing available to the WAR. Currently, the WAR's healing abilities are not amp'd by convalescence due to the job's healing not being spell-based. However since the text on *Thrill of Battle* reads healing *actions* instead of healing *spells* , this could mean the WAR can finally increase it's own healing effects in addition to outside healing spells.
@@mist666999 yes, I know that tanks are losing convalescence. WAR gets a trait at Lv 78 that puts a convalescence-like effects on to Thrill of Battle. When you look at convalescence in stormblood and Thrill of Battle in shadowbringers, you see a change in text. "Increases own hp recovery via healing magic by 20%" - convalescence text and "increases hp recovery via healing actions on self by 20%" - new Thrill of Battle text. Very minor change but could be very important. What I am trying to get at is the change to Thrill of Battle could mean you could pop Nascent Flash during Thrill of Battle to have 20% boosted healing from massive Inner Release empowered attacks. This is assuming Thrill of Battle heal enhancing effects work on any action that heal the War instead of only magic spells the heal i.e. WHM heals versus bloodthrist heals.
It made large pulls easier since healer could AOE while we did IR steel cyclone spam. Plus inner beast with IR was a great burst HP gain is Equilibrium was on CD.
Tanks keep getting more and more one dimensional, I hate losing all my healing skills for instance that let me help maintain myself in a pinch either in solo content or if there are a bunch of deaths in party and you need to stabilize, and the prospect that you might lose out on DPS as a Warrior specifically makes it feel even more narrow on top of that. But then again this game feels pretty one dimensional at times too as much as I like it for the most part.
As a war main i will be honest about this, while i can't judge it before trying it at the new cap....from what i see in this video i am actually a bit disgusted with these changes. I like war perfectly as it is right now. I will cap it first or second to dancer, but it may not be my main anymore depending how different it feels. Part of the appeal to me was that war had badass hp and self healing capabilities while also being really powerful with cleaves. It's my go to for trials and things. You can do some fun things with warrior as it is now. I'm not saying that it should be better than other jobs. Just that these changes look kinda scary to me as i love my war and war skills perfectly as they are right now.
As a war main, i can wholeheartedly agree. Shame to see the extra HP in defiance go away as well. Change is scary, but inevitable so we need to do something about it, also im sure theyll definitely change a few things to make it feel better overtime.
Man, these changes are making me feel like this is going to play like a whole new game. The issue now is that you don't know if you're going to enjoy the massive changes, or if you're going to fall into the group of nostalgia based fanatics trying to revert the game to before the change until we actually get to play the game.
WAr was perfect OT before the idiots complaining that the OT Tank couldn't MT Twintania and the MT Tank couldn't keep up with OT Damage. It all went to shit form there.
How many of you are like me and cant start a haps video if the intro piano doesnt play completely ? I had the video paused at 1 second and it played halfway. had to restart it.
It's kind of really lame the nascent skills are both just the old defiance skill animations, but with a slightly larger explosions. I didn't even immediately understand the idea IB and Steel were traited out because they look barely different. I thought you were gonna talk about fell cleave getting a fatter explosion too, but no, fell cleave just turns into an IB
@@Yee-Haw_Bird he is prioritizing dps. Depending on your healer that could be good or bad. Honestly with nascent flash, we can do our biggest aoe dmg, with healing. not bad.
I feel like war is getting shafted compared to the other tanks. I think they need a couple of ogcd attacks that don't require beast guage. Like the pld and drk both currently have 3 as of now and will have 4 in ShB. As of now pld has spirts within, requiescat, and circle of scorn, the with ShB add the gap closer intervene. Drk as now has carve and spit, salted earth, and plunge, then with ShB abyssal drain will join that lot. War has.... nothing. I know they have onslaught and upheaval but the other tanks also have job gauge based skills so I feel war is just lacking.
Really wish they would change the Decimate icon, the upside down tank stance axe sucks. I'm glad I can self-heal while I do Fell Cleaves now! Instead of that damn TP restore.
Oof, this looks bad. Specially the gutting of inner beast uptime and removal of reliable self heals. I thought WAR had it's gameplay firmly stablished, don't really see why they needed this much change/nerfing. Also, I wonder how he says the word "descent."
We get the trait at 72 which gives you the buff but you don’t get inner chaos until 80 which is complete bullshit. I don’t know about chaotic cyclone though. WAR looks bad in this expansion tbh
As a warrior Main in 2 of the expansions it feels like the warrior is becoming less and less relivent as more expansions come our way. A warriors job before use to be self sustain and massive heals to reduce the strain on healers while being able to dance between stances in order to maximize damage and survivability. I understand how they want the game to be newer play friendly and to make all classes welcoming and easy to play at times, but now adays warrior just feels like a terrible pick up for a squad and could be easily be replaced now with a dark knight or paladin.
i agree wholeheartedly that warrior loses his identity with every expansion and its sad to see and im so happy that others see it as well. but he is not worse than others when it comes to tanking because they streamline every tank more and more. every tank gets the same tools and is formed into the same grey tank blob and then they just slap on the lable of paladin/warrior/darkknight/gunbreaker on it with a skin as can be seen in this expansion. first they took the lifesteal, then the dot and most of the stancedancing and now they just ripped the last bit of identity from him. especially small things like raw intuition just being streamlined is just sad to see it was one of the few taking abilities that was still unique. in a couple of years ffxiv will find itself in the same spot where wow is now in which their community is complaining about a lack of identity and asking how it could have gotten so out of hand and streamlined. well we see the process right in front of our very eyes.
Ive felt this way since sb war used to be this really good self sufficient tank that rewarded good players who were able to stance dance and mitigate damage while doing really good dps i get it to the extent that the other classes need to be viable as well it just pains me as a war main since the games launch im slowly losing my desire to play this really fun and what was once unique class who is slowly losing all the traits that once made him unique in the first place
My only counter argument is tell that to the DRK who has ZERO self sustain at all. At least we WARs can still cyclone spam with Nascent buff and have Equilibrium. DRKs lost everything. they are a nerfed neutered version of 4.0 War with no self sustain. SO i still think we came out on top over all. i just REALLY dont like the RAw Intuiton change sharing CD with Nascent. tbh, i may just always take the heals over the mitigation when i still have Vengeance and Rampart and Shake it off.. but thats just me Edit: grammar. typing on mobile sucks lol
So, bland changes but I think they did that to finally give other jobs some shine. I'm gonna be glad to see some other tanks and healers beside Warrior and Scholar. Although I'm calling it now since it's already happening, Dark Knights as far as the eye can see lol.
@@viysnjor4811 Yeah, I meant just flashiness, Warrior doesn't really need help, it's just super solid so it's like they want the struggling classes to get more shine so they made them get flashy new toys where WAR got quality of life tweaks that people already maining it will enjoy without hella drawing new people to it.
I absolutely hate these changes and the tanking changes in general... I'm not sure how this can even still be called tanking. It's just DPSing while having aggro. All that's separating tanks from DPS now is an auto aggro self buff and a passive... it's so sad. I get that this is where we've been moving since Heavensward and stances have been pointless for a while but this just seems like giving up instead of actually finding a solution. Sad. Guess I'll have to go somewhere else for a proper tanking experience and join the ranks of DPSers in FFXIV =(
What are you talking about? The only place most of these changes are relevant is in 4man dungeons, where the name of the game was and has always been always DPSing while holding aggro.
I don't know - to me, it seems like tanks have now been forced to *actually tank,* like how healers are now forced to actually heal. Tanking in Savage as it is is *suffering* - who likes tanking in DPS stance and using your DPS combos while hoping and praying that your DPS know how to use Diversion, because using your tank stance and enmity combo, as the encounter is *balanced to accommodate,* means a hit to that all-important, eternal DPS, The Only Number That Matters? I don't. When's the last time you used Skull Sunder, Butcher's Block - hell, even Defiance without Unchained and didn't feel bad about it? Tanking in FFXIV has always been a worse DPS that does other stuff sometimes, and this is a step in the *right* direction. At least now, I can focus on mitigation and rotation without the constant knowledge that my defenses have been gimped for that 5% extra damage. Of course, this is all moot if they don't up the damage given out by bosses. It's way too low as it is. I don't know, I'm just tired of full parties being composed of four good DPS and four bad DPS that sometimes do other stuff.
@@TheIndigoExperiment ... but you have aggro automatically just from turning on the stance and all you do is a DPS rotation and pop a CD for every tank buster... how is it any different, except there's absolutely no other options now? We didn't get any tools to mitigate constant damage... at all. We have the same dumb CDs, designed to soften burst damage... And I mean if you like being a worse DPS that happens to have aggro, good for you. These changes seem tailored to you. I like managing aggro, defensives, mitigation etc... you know. Actual tanking :P
@@hrist6653 Yeah tanking has never been ideal in FFXIV... I was just hoping they'd do something to fix it instead of just giving up and getting rid of tanking, entirely. Doing DPS while automatically having aggro, is not tanking.
@@CloakingDonkey Did you have options before? As far as I can tell, you had the right way to play - DPS - and the wrong way to play, your tank stance and enmity combo, which means you are failing. Yes, I would *prefer* to have e.g. a combo that enhances enmity gain at the end or a cooldown that increases enmity in an area of effect, or even one that steals enmity from a party member. But we've never had those. As for softening constant damage, there is no difference from a skill that softens damage all the time and a passive other than the fact that you press a button once for the first one. (Even then, The Blackest Night on dark knight is probably the closest to what you're thinking of, and Raw Intuition is a lot closer to it now.)
Lol at Steel Cyclone and Mythril Tempest having essentially the same names. Mythril is a metal commonly seen in fantasy genres, both in games and movies. Tempest is essentially a storm of wind and sometimes rain with thunder. Steel and mythril are both metals; cyclone and tempest are both forms of violent winds.
All these self healing abilities being removed ... this should have been done ages ago. It makes no sense that a warrior that is purely about physical power can heal magically. Self healing should have been from the start - Paladin and Dark Knight.
Depends on how you define "Magic". In this game, everyone uses aether to augment their actions, which are split into 3 categories: Weaponskills, abilities, and spells. Technically, Spells are the only traditional 'Magic" in the game, but if 'Magic" is supposed to mean anything close to "in an unscientific or logical way", then literally everything we do as players is magic. The internal logic int he game is quite sound. Warriors healed through blood spilled in battle/combat itself (bloodbath and any attack that caused self-healing) and by taking a moment to recompose themselves (equilibrium).
sadly many joby look more bland now but we can really only tell after the release. i personally don't see how the rework of the tank with no aggro combo/abilities is positive but well , we'll see.
Warrior looks like it gets spade and neutered and just turned into a dps. No more giant health pool that makes that makes the other tanks look squishy, you loose most of your self heals that gave you tremendous survivability, Raw intuition is a joke now. Seriously who wants to use an ability only blocks damage for 5 seconds on a 25 second cool down vs the one that gives you self heals that also heals an ally based on your damage.
@@dinohazardalex1285 Cause sometimes healers are too thick to heal properly and I dont know maybe lessen the load on the healer so they dont have to watch your health as much
@@aldairlara5582 I wont miss it, i never used it. DPS stance is the only way to do serious content and that just means no self heals and smarter CD management. So this change doesn't bug me since I wont even notice its gone
@@07citychamp Stance swapping and a few of the over skills gives WAR some nuance and means there's a bit more depth with a higher skill ceiling. Knowing when to swap stances and so on. Now you just stay in the same stance and press buttons in order.
@@07citychamp Well you'd have to figure out when the best time to stance swap would be for max dps in fights and whether to hold onto skills till swapping. Now you don't and just press buttons in rotation 1, 2, 3. Still probably going to main WAR but it's going to be less interesting to play from what I've seen. Might feel different when I play it.
@@cameronbell4097 you would never use tank stance in a fight after pulling on WAR unless your A) in fresh prog of unknown content (i.e week 1) Or B) your doing specialized content that makes good use of it without it being overly wasteful(think UCOB when you are tanking bahamut)
I'm loving the WAR changes. More DPS and QoL AoE (Storm's Eye dropping off always sucks when AoE pulling back to back). I always felt like WAR was in a pretty good place this last expansion, so I'm happy they didn't do any massive re-work. My only hope is that they remove the gauge cost of Onslaught and increase the potency to put it in line with the other tanks charge (giving it 2 charges and increasing the CD would also be fine, but I mostly just want it not to cost gauge).
"don't have to worry about dancing between stances" you mean, difference between good players vs bad ones? well shit, now everyone's = to bad players is what i'm getting at from all these changes.
dungeons should be easy to tank now while lookin out of the window. do we even have to hit the enemys or is faceaggro enough now? this is not a tank. its a damage dealer who can survive longer.
You seem to have a misunderstanding of a tank's job. Holding aggro and fighting for it with other players should not be your one and only concern. In fact, in high end content, it is rarely a concern because everyone has their shit together. A tank's job is to hold down enemies so they don't go after healers (who generate the second most aggro after tanks) and rip into their soft squishy bodies like rabid animals. You are meant to take damage. This makes doing your job easier. Don't be a bitch.
@@starwalker9188 no idea how you play your warrior. i never rly need to "fight" to hold the trash or any kind of boss away from my teammates. all this changes on the tanks make the jobs not just easier, they make them boring to death. im not happy about that this game is getting every 2 years more easier. well i guess im older then you. when i was young games where acctualy pretty hard in relation to today. ever seen a "GAME OVER" screen?
@@Cunnize Wow, not sure where that came from, you have no idea how old I am or anything about me. You still seem to have a misunderstanding going from complaining about ease of gaining aggro to saying that you never need to worry about it anyway. If it's not a worry, then why the hell are you complaining? It makes a simple non-issue even less of an issue. There's nothing to complain about. Worrying about aggro maintain isn't fun, so with this you get to focus more on the intricacies of your rotation and now get to work towards building up your infuriate charges so you can dump your huge Inner Chaos attacks into the enemies. It's a natural evolution of WAR as a burst damage tank.
@@starwalker9188 well you dont get my point on this. in your opinion the changes are good. in mine they are not. maybe this will put my point into the spotlight: if i want play easy games i start some facebookgames......i dont have a facebook acc but thats another story. anyways if we would all share the same opinion on everything the world would be boring. i hope you have a nice day. :)
@@Cunnize Well, weird that you decide to try and cut off the argument, but you're still objectively wrong. The difficulty in the game doesn't come from aggro management, especially as a tank. Tankbusters and mitigation exist for a reason, and balancing those with attack mechanics and being the one to control the boss for a large amount of mechanics is the tank's job. There's cleave attacks, stack mechanics...I could keep going, but you're just undeniably wrong when you say that them simplifying aggro managment makes the job easier. It just makes the job less complicated. Those are two different things, need I remind you.
Onslaught should have rage cost removed. Infuriate should be useable outside of combat again. Please...doesnt affect balance but it would be a huge qol change. Its so effing clunky now with onslaught and infuriate.
Onslaught should have it's Beast Gauge cost removed because that would keep it on par with literally all other gap closer sin the game. Infuriate, as the combat works now, is fine. Nothing is more frustrating than delaying pulls for pre-combat optimization timings.
Love my main warrior. But i Hate that the gameplay is Even less challenging now... I Will be swicthing job. Although i Will always be tanking! *frontline highfive*
Lol, this comment section got more salt than the Dead Sea over Warrior changes. RIP naskent vs. naysent. Lovin all the class previews for 5.0, thanks Mr Happy
Poor Dark Knight, shafted, again??? Warrior and Paladin reworks look 3x better. Can't believe they just gave Dark Knight Inner Release, thats such a cop out.
The changes are a net positive as without them war basically stayed the same. however i want to call out the lazy bullshit from SE in the animation department. Visually completely underwhelming and a literally copy pasted PvP skill is embarrassing. who the fuck needs a 4th aoe....thank god they gave us team utility from the start at least.
I dont like the Steal Cyclone changes. How am I suppose to do retarded wall to wall pulls in dungeons now and survive well enough so that he healer can DPS- oh wait. Healers dont DPS anymore. My bad.
IF you're having to spam IR-SC on dungeon speed-pulls for survivability so your healer can DPS, then get a new healer. Or don't do the speed pull. SC has really only ever been useful for circular threat (Overpower is still better for conal threat since it doesn't use Beast Gauge). IR-Decimate does so much AOE damage that if your healer is anywhere near par, the mob pack will be dead before you are.
@@Valarauko19 Its easier for PuG dungeons if the healer doesnt have to worry about their tank. Its that extra little piece of mind for them if they know you can just pop inner release and steal cyclone until the cows come home. Lets them get off their DPS without any worry.
warrior in 4.0 is the best MT, not OT. it has better aggro generation than paladin or dark knight literally without even using an aggro combo and only using tomahawk and equilibrium. and its damage doesn't suffer due to this massive aggro generation. that will probably matter less with aggro/tank stance streamlining in 5.0.
Damn, a lot of you down here are critical on someone's mispronunciation and yet, almost everyone here can not type it out correctly without looking it up for yourself first. Shameful fools with their up stuck pride :/
@@ReiMeiMayonaka I play every tank, and I've always wanted PLD to be the optimal MT. Every tank could always viably MT or OT in the past, but it was always optimal for WAR to be MT and PLD to be OT. Optimal does not equal viable.
Have you actually seen the PLD changes? PLD received many changes that make it more MT viable. The only thing they changed that makes me a bit iffy on PLD that was for the worse was changing Cover to cost 50 Oath and not still retain its 20% reduced damage from SB. I'm sure Savage Tanks will figure out how to use this New Cover in a similar manner, but PLD still got some much needed additions since the other tanks had them already.
@genesisSOC - Watch MrHappy's video on PLD and look at the changes made, but I'll give you important ones very quick. Shield Swipe is gone, Sheltron is now 6 secs of Blocks as opposed to 1 once enhanced, Requiescat also makes spells insta-cast once enhanced, Clemency is always there if you have 2000/10000 MP, and PLD got a number of MP regen tools added. Watch that video, and then come back and give your take on it, because the PLD you're familiar with now is largely the base going forward, but it has logical changes added that you need to look at.