Big Axe, slash enemy, me very cool.
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Big Axe, slash enemy, me very cool.
Funny story, I reached the same conclusion. But this lastest tier I decided to gear my WAR with full CRT/DET bis and try to optimize... well, what little optimization that we have, to its fullest potential and I'm having fun again.
War is all about landing those big hits inside as many raid buffs as you can since you yourself don't have any, and IR is too strong to hold off CD, so it becomes a game of hold your stuff as much as you can until you see a raid buff. It kinda gives a semblance of what War used to be when you had to hold your beast gauge until 100 before expending it since it gave you crit. And actually these little build up "burst" windows, if used properly, can spike your DPS as much another Inner Release itself.
The 2 minutes window for example can be pre-prepped to land a Fell Cleave, an Upheavel and 2 Inner Chaos under all raid buffs. It's pretty tasty.
I like the class fantasy it just appeals the most to me from all the tanks, difficulty is subjective. Everything get's easy once you mastered it, I do agree that it the entry is easier on WAR tho.
In 4.1 WAR was the most difficult state of tank by far, exceeding everything we have now for no reason. Some people apparently enjoyed it but I did not. One mistake brutalized your damage so hard it was extremely high risk, high reward you needed to know the fight in and out. Meanwhile PLD and DRK were both low risk, high reward...
There was good reason why they reworked it so quickly.
WAR selfhealing is insane and with no strings attached, we don't lose anything from selfhealing.
However outside of our IR window WAR is kinda dull, I hope they do something about that in Endwalker...
I mean it's better than what we had in Stormblood since we got Inner Chaos but it's far and inbetween.
What is miss the most is stance dancing...
If only that had been the case. As you said, DRK and especially PLD back then were low to maybe medium risk, high reward, whereas 4.1 warrior was extremely high risk only to do exactly the same dps as a paladin that just pressed 1-2-3 and then holy spirit 5 times.
The 4.0-4.1 design could've worked if you would've been appropriately rewarded for your effort, unfortunately SE decided to go into the entirely opposite direction to the point where we now have "zero risk, middling reward".
I think it's actually significantly worse now than it was in Stormblood because
1. Gauge management is basically non-existent. Sure you still want to get as much damage as possible in party buffs but since your gauge doesn't grant you increased crit anymore it has significantly reduced the need to think about when you spend your gauge on a fellcleave.
2. 2 charges of Infuriate. Don't get me wrong, having 2 charges is nice but it also means there is less thinking required when using them, no longer do you have to make sure to be below 60 gauge in case infuriate comes up during inner release (and it's 35 seconds cooldown reduction), or risk wasting potential infuriate uses over the course of a fight.
3. Enmity changes. One thing that masked how simplistic warrior was after 4.2 was the fact that you had other things to keep you occupied, like checking the enmity meter every now and then or potentially having to do a Butcher's Block combo to keep your dps from getting smacked.
4. Removal of stances. While you basically only wanted to be in Defiance for the first 9 seconds of a fight there was still always the option to switch to it if something went wrong and you either needed to heal with Equilibrium or use the additional mitigation+selfheal from Inner Beast. It also allowed warrior to use a different opener for certain fights which spiced up the gameplay atleast a little bit. Deliverance on the other hand made you think twice about when to spend your gauge because you didn't want to lose the additional crit rating.
5. Inner Chaos. Not really a negative but also not a positive. It didn't change anything about warrior gameplay, it simply replaces a fellcleave that we would've otherwise done at that point in Stormblood. Now that I think about it...if it weren't for the 2 infuriate charges we have now it would've actually made warrior more difficult since you can't infuriate during IR anymore.
These are all minor or even quality of life changes, but combined they add up and made warrior gameplay even more monotonous.
You mean the literal 4.0 WAR burst phases right? The one with both Zerk and IR? Yeah, I miss that WAR as well. After the IR change it became pretty much what we have today. Honestly I'm afraid that for 6.0 they are just gonna slap on WAR something like Lost Slash and call it a day.
I switched to WAR this expansion after being a main PLD for about 6 years. I leveled PLD to 80 first in ShB, but I felt the class was weak and was disappointed.
Changed to WAR and have loved it ever since. I have attempted to break into WAR ever since 2.0, and have been disappointed with every iteration. I personally hated stance dancing, and Stormblood OVER emphasized this to be the norm for WAR.
This current iteration for me, is the best WAR has ever been. It's clean, it's simple, and it's a effective tank. I was never one to want WAR to be #1 DPS...because it's a tank. If I wanted to DPS I would have rolled a SAM.
I play every tank at 80. WAR is possibly the best tank there is now, and it's "STILL" hard hitting....so I don't know why people get upset when they think WAR is gross. This is also the closest we are going to get to a perfect "life steal" tank. This is WAR's schtick and it suits WAR perfectly. There are those that think the life steal is broken, which in some way's it is, but it doesn't mean it can't be tweaked.
The single best FIX to the job was Nascent Flash no longer needed a party member. You bet your sweet butt I'm going to use it on myself, unless a healer needs it, or my co-tank is in trouble. And that's my choice...before I was forced to cast it on someone to get the life steal....yuck.
Then changing Storm's Eye buff to max out at 1min....YES PLEASE! The level of comfort on WAR is overwhelmingly high. I actually love the slowness. And it feels right given the size of me axe.
WAR just "feels" good, and probably the best it has ever felt which makes me feel good about 6.0.
This is exactly the kind of answer I was hoping for. I started in ARR as a paladin (not knowing it was a tank..haha, forgive me, this is my first MMO) and suddenly the thought of leading dungeons had me panicking. So I shelved tanking for a bit (also the stance-dancing bit was not my cup of tea) and I kind of miss it. I've leveled up PLD, DRK and GNB across my characters ...all except warrior. And I'd be starting from level 1 on it.
My question actually came about because I used to hate ninja. I WANTED to love it but it seemed so unusually complicated, and then someone in the NN explained it a bit better to me and suddenly it all clicked and NIN was FUN. I want that kind of excitement with Warrior too.
Yep, exactly those.
Personally, I had just hoped the related 4.1 change would be to double BG generation under either IR (if so, also under UC) or Zerk. Instead, we got the dull, thoughtless burst phase we have now.
Or they'll nerf Mythril Tempest, give us a third AoE combo skill, and ask us to be wowed and amazed by now being locked into AoE for 3 GCDs at a time and forced to use three buttons just to put out the same relative throughput we could previously accomplish with 1 button and a far more modular AoE capacity...