I'm considering leveling it but I know a lot of what made it the big, beefy boi back in ARR got removed. So for those of you who still play WAR, why do you love it? I'm interested but not quite convinced yet!
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I'm considering leveling it but I know a lot of what made it the big, beefy boi back in ARR got removed. So for those of you who still play WAR, why do you love it? I'm interested but not quite convinced yet!
I started in Shadowbringers so I don't have the knowledge of how it was in previous expansions.
I'm a simple man, I just find Fell Cleave satisfying to land.
Because we don't get to hide.
#Saurfangcleave
Inner Release - Seeing huge chained crits on your screen is the most satisfying thing ever.
Self healing - People praise PLD for Clemency, but the true self healing beast is WAR, because they get a lot without compromising their passive dps.
Simplicity - I believe WAR is the most straightfoward tank with the least things to keep an eye on.
When ARR first came out i remember WAR wasn't so great tbh.. (i mained PLD at that time and it was a much better tank in almost every aspect).
Then when i came back in ShB, i leveled up all the tanks to 80, and still play them all, but what makes WAR my fav is that while it's incredibly easy to use, It's also so much fun with its high burst damage windows, incredible self healing, party shield.. easily the best main tank in the game imo.
So, go ahead and level It up, you won't regret It!
Allow me to elaborate a little on that...
Paladin / Clemency
Warrior / Storm's Path, Thrill of Battle, Equilibrium, Nascent Flash/Glint
GunBreaker / Brutal Shell, Aurora
Dark Knight / Abyssal Drain, SoulEater
not only does Warrior have more self-healing than the rest, but its self-healing actions are also fairly strong, as well.
because the attack/skill animations are just so damn meaty
I started in ARR beta and have always had an affinity for heavy axe/hammer jobs with high HP and self-sustain. WAR had all that and the best offensive cd in the game to date. Berserk was 50% attack power increase, not damage dealt. Mercy stroke looked like Sanguine Blade from FFT and it had cross class with MNK, which was another one of my job mains as DPS. Inner Beast used to heal for 300% but wasn't strong enough to survive tankbusters like Death sentence in T5. It was fixed in 2.1 where it gave you a heal and a 6 sec rampart but all of that is lost in 5.0. It was also a tank that was more active in its defensive mitigation and HP manipulation but that has changed in 5.0. It was also a job where player skill was emphasized to the point where WAR who mastered the job can match DPS.
As far as why I still play WAR in 5.0 despite being in a rut? Idk it's probably because I've stuck with it for so long and I love to tank. DRK is pretty boring in 5.0 and PLD and GNB just don't appeal to me.
Cause its easy.
Is that question meant to be ironic?
I don't love it. Not anymore, anyways.
It's still got a fair bit going for it, but I'd like some depth, please.
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...
I loved it because it was the strongest. Now that it's not the strongest, I don't like it as much.
Inner Release is an absolute masterclass in job flavor, though. Nothing conveys the idea of a berserker quite like smashing someone with the same skill over and over, complete with BIG NUMBERS and EXCLAMATION POINTS. I just wish there was more to do in between.
Warrior is not a Berserker, though... The main theme of its class quest stories is even all about "Taming The Inner Beast", for the very purpose of not going Berserk, and not being a out-of-control Berserker... Warrior is more like a anger, fury, and rage driven Adrenaline junkie, while the iconic Inner Release action is more or less the Warriors' Adrenaline rush.
It's literally got the skill, "Berserk." Which is rolled into Inner Release. Taming the Inner Beast is learning to control your berserk state. It's 100% a Berserker. In real life Berserkers only used their fury in battle, and the more supernatural aspect/stories of it had them shapeshift into a bear, wolf, or boar mid battle (turning into their beast, letting their beast out). That's the whole deal with Inner Release.
To answer the thread, I've loved Warrior since its FFXI incarnation. Its 2hr ability was called Mighty Strikes, 100% crit rate for 45 seconds. Worked on auto attacks and any physical-melee weaponskill. Amazing! Inner Release has turned into a small form of that every 90 seconds. I miss HW Warrior though.
It's also my favorite job currently in Save the Queen content. Being able to force crazy numbers on Lost Slash makes my day every time. Get upwards of 400k damage in DR frequently, without really wasting/overstacking buffs.
Eh, a fair point... Warrior is sort of fantasy Berserker, in that sense. But that is fantasy, and also a super popular misconception about "real life" Berserkers.
Real life actual Berserkers were not about the "anger, fury, rage" trope, that is pure fantasy. The "power" of real berserkers was insanity.
they would get high and drugged on "Battle-Weed" before battle, and then mid-battle, they would fall into hallucinations and panic-attacks, their adrenaline mixing with disassociation-from-reality insanity, while being drugged out of their minds is why they seemed to feel no pain and would even continue fighting with no regard to their wounds.
I do not refer to Warrior as a Berserker for this reason...
The anger stereotype is pure fantasy, and FFXIV Warriors' power is not from insanity, so I do not consider Warrior as a Berserker.
While on the other scale, as for FFXIV Warrior.. the current is fine, boring down-time, great self-healing, and I sort of like it?
I like Inner Beast animation a lot more than Fell Cleave animation, though, so that is one of my disappointments with Warrior, other than its boring down-time... I also sort of(?) liked 4.x Warrior more, because the old Defiance / Deliverance stance-dance, with the old Wrath and Abandon resources, felt a lot more like Warrior's "identity", than what Beast Gauge does, albeit that Beast gauge also fits, of course.
I created a Tank forums thread titled "A concept addressing Warrior's current in-game form lacking its story identity a bit", if you would be curious to read about a Warrior re-invented concept that I made, to remaster the old Warrior gameplay, and combine that with current Warrior.
I love warrior because of it's berserker theme, insane healing, high damage attacks and satisfying burst. Sadly outside of all that good stuff it's not really fleshed out, it feels like playing a lvl 50 job amongst lvl 80 jobs, the fact that it barely changed and only lost parts of its kit going from 70-80 only makes it worse. After trying other tanks i find it hard to go back to playing warrior as it feels extremely boring compared to them.
Those that still play and enjoy it, i'm glad you do, but going forward i wish devs would make it more engaging to play, not necessarily add new ogcds to weave but at least add a new mechanic to it's kit to keep a track of. There's a high chance that they will remove storm's eye upkeep in the next expansion altogether and if they do that without replacing it with anything interesting there will be no hope for this job honestly.
Insane healing and it's skill kit being more about when to use something instead of always using something when it is up. That's what kills every other tank job in Shadowbringers: Even gap closers on the other jobs must be weaved or you are losing DPS. Warrior is just about timing and understanding how to use the resources. That and it's sustain is still the highest of all the tank jobs, even paladin. Paladin is sort of 2nd best at sustain thanks to the clemency, and can cheese old content a bit easier.
I like WAR but makes me quiver with dread when people say “it’s easy” as a selling point. My my have we gone soft
well... some people like Warrior over the other tanks, just because it is more of ease than the other tanks.
...I myself am in the "I like Warrior, but it could be better" group, as I like most of Warrior, and there are only.. three?, I think.. things about it, that I do not like so much... I am too tired to think it through fully, but this is also a compliment Warrior thread, not a complain about Warrior thread, so.. eh...
The idea that "real life berserkers" used drugs, or "battle-weed" as you put it, in order to induce the berserkergang, the state of frenzy attributed to berserkers, is heavily debated and only one theory as to what the source of this state was.
When speaking specifically of Norse berserkers, there are three main theories.
There is the theory which you referenced in which different substances or concoctions with mind and pain numbing effects were imbibed.
Then there is the theory that the state was self-induced through the ritualist repetition of certain physical actions like hyper-ventilation, animalistic yelling or howling, stamping or striking things before a battle to basically flood the body with chemicals like adrenaline, dopamine, etc. causing the berserkers to enter a trance-like hyper agitated hysteria. Most simply put, they trained themselves to be able to flip out.
Lastly is the theory that there may have been connections between berserkers and mental health issues, trauma or brain injury; wherein a berserker was an individual who suffered from such an affliction and because of that was able to do things that were considered outside the ability of normal people.
With how limited the archeological data on these people is, we are left to try to discern the truth about berserkers from historical writings; most of which blend reality, religion/superstition and a storyteller's penchant for colorful falsities and dramatic hyperbole into one big folkloreish mess.
So what is a historically factual berserker and what is the source of their fabled berserk state? We don't actually know for sure. Honestly, I think it is highly likely that it is a mixture of all the prevalent theories and that the "how" of it all may have varied between different groups of berserkers or with the individuals themselves.
With all that said, the FF14 Warrior definitely plays off of or alludes to aspects typically associated with historical berserkers.
For starters there is the bear motif. Some scholars tie berserkers to ancient practices of psuedo-totemistic animal worship where warriors associated themselves with animals, predominantly the bear, and would wear their pelts and try to emulate these animals believing that they would manifest the strength of them in battle. Also this is believed to be where the word berserker comes from with the word roughly translating to "bear-shirt"
Along this same line of scholarly thought is that these berserkers believed that their battle-trance state was them drawing on and bringing forth the spirit of these animals that dwelled within the warrior, i.e. their "inner beast". This idea that the berserkers were letting loose the animal within them is shown in some of the Norse sagas in which it is said that the berserker turned into the actual animal during battle. It's honestly not a far stretch to see saga writers and storytellers describing warriors dressed in bearskins and entering a state of primal fury where they act animalistic as having "transformed into a bear".
So while the FF14 Warrior job is of course a fantasy creation, there are very obvious through-lines between the job and what scholars currently know of historical berserkers.
A fair assessment, and reads to be within reason. My own comment was a little more of a rush, as I was to state only what I at-the-time could remember immediately, from my own research on the subject, and also as you said:
I agree with that, as well. I doubt that any theory is wrong, and they are probably all correct... Berserkers are also not unique to The Norse, as The Celts, Irish for a good example, also had Berserkers of their own. The way that Berserkering functioned, probably varied depending on culture, religion, and location; while...:
I also agree with that, as well.. and in this sense, FFXIV Warrior does indeed sort of match the Berserker.
But... FFXIV Warrior does not as much match some of the other theories, and the part that I was criticizing, was the way that FFXIV Warrior associates "Berserk" with Anger, Fury, and Rage, as that stereotype is a almost pure-Fantasy trope known as "The Barbarian", which is not related to Berserking. Warrior has some solid references to real berserkers, but it focuses on the Barbarian anger stereotype, in its story, so I do not consider FFXIV Warrior to be a Berserker, albeit that I do acknowledge that it is similar.
Side-note: the Battle-Weed thing that I mentioned, is a theory connected to Irirsh berserkers, rather than Norse berserkers.
It's easier to pick up and run well than other tanks because of how it got designed. People call it boring, but it's the least tiring job to play in the game and you got to appreciate that kind of thing when doing 4+ hours of content. Warrior at the highest level still takes time to get the timings right, though. Plus it feels the least squishy out of all the tanks due to the self heals.
There's nothing wrong with a job being "easy" to learn. I prefer it since it gets most players into trying a job in the first place. It's the old adage of "easy to learn, hard to master" and vice versa. In the the past WAR was still easy to learn but hard to master because it required maximizing Berserk and tanking in off stance, which required a mastery understanding of enmity gain from both you and other party members actions and skills. So it rewarded players who stuck through it with hard hitting damage and active gameplay, since OT stance made you squishier and thus needed to manage both defensive cds and offensive cds.
In 5.0 that's not the case since ALL tanks are easy to learn and easy to master. Enmity is a non issue and most raids are boiled down just do damage and tank swap a few times in the fight. So that's why most people say that WAR is easy because it is. It always has been easy but they removed the skill ceiling and what were are left with is the latter.
Not to mention when you take a break and come back to the game it's definitely a problem when your jobs are mostly maxed level, since you're going to have to relearn the job with all the skills available, with the expectation you actually know how to play the job because your level 80.
Quite honestly? I like the simplicity of playing WAR. It manages to be both simple and fun, at least for me. Some people might complain it's too simple, but I like simple. At the same time, though it is simple, it also requires skill to master and I feel that playing WAR is incredibly satisfying, and by far my favorite job to play. DRK used to be my favorite before that, but now it quite honestly just feels like a scuffed, discounted version of WAR.
Ive played all tanks and War is always been my favorite. I love the armor and the job skills look dope its just my favorite tank. Most satisfying skills to auto crit and see big numbers.
I hope they add another combo to War I hate how wack storms path looks.
It's simplistic, yes, but Warrior is also one of the best designed jobs in terms of what it needs to do currently due to this simplicity because everything about their skills builds towards the class fantasy and flows well.
It has a couple of buttons to grab aggro and do damage while building the gauge, a big gauge spender single target button, a big gauge AoE spender button, a lower cost gauge spender button, and a dash that requires consuming gauge. All of that is then taken to the next level with Inner Release, and man is that satisfying to use - Direct Hit and Crits for the entire duration in addition to allowing usage of all your Gauge abilities without cost. It makes you feel like a warrior and hulk out with big DPS while simultaneously smashing the enemy with everything you got.
The healing part of the kit also thematically fits with Warriors with how I perceive the class fantasy - warriors who rely on innate vitality and strength to overwhelm the enemy. PLD with Clemency or GNB with Aurora/Heart of Stone, and even DRK with TBN can be used to target other players, but WAR's healing kit is mainly centered towards themselves and cannot be targeted on other party members. Even Nascent Flash, being allowed to target another party member to heal them, still fits into the class fantasy because the healing you give scales off by the damage you do. Even their invuln gives off the -you may try to hurt me, but I'm not goanna die- vibe. From the skill names to the skills' effects, so far Warrior fits the definition of a tanky 'beast'. The skills' goals feel straightforward to use and give a sense of ease to perceive its intended effect.
Have you seen the weapon pose for warrior? Literal chad energy there - puts his axe on his shoulder and the whole posture gives off confidence/power throughout the movement.
While it does feel like it lacks a lot of oGCDs, honestly the Inner Release window and the innate focus on powerful self-healing at their disposal removes a lot of that annoyance for me since I still feel like a beast through and through. Maybe it's not perfect, and there could be some upgrades to the job, but it definitely fulfilled the class fantasy in my opinion.
I see all these people praising Inner Release and I'm just sitting here thinking to myself "what exactly is so great about this ability from a gameplay perspective?"
I actually think it's a badly designed ability. Why? Because it has no interaction with the rest of your job kit, granted DrK's Delirium suffers from the same problem.
Let's look at the other tanks to illustrate what I mean.
PLD's Requiescat requires you to be above 80% MP to even function at all. PLD's MP is not a hard resource to manage, if you do your rotation correctly it happens automatically but that's the thing, you need to do your rotation correctly, if you just spam uncombod Goring Blade and then use Requiescat with 2000 MP it does absolutely nothing.
Gunbreaker's No Mercy buffs all your damage by 20% for 20 seconds, so while it doesn't require resources itself you only get the full benefit from it if you use your strongest abilities during those 20 seconds, this requires both building up resources for your burst, proper setup and proper execution.
Warrior's Inner Release and DrK's Delirium require none of those. They have 0 interaction with the rest of your kit besides benefitting from buffs that you already keep up 100% of the fight, you just press the button and then spam another button 5 times, no cost and no setup, the ability is entirely self-contained.
These abilities don't even have any interaction with your job gauge because they reduce the cost to 0, I could do nothing but spam Heavy Swing or Hard Slash for the entire 90 seconds and both abilities would still work the exact same way during their 10 seconds. The only thing it requires of you is to press one of the 2 buttons that cost you literally nothing.
Is it fun to see big numbers? Absolutely, but this kind of instant gratification is also extremely shallow and the novelty wears off a lot quicker than having to actually work atleast a little for those big numbers.
I feel the same, sure it's fun but the rest of the kit is just barebones. It definitely needs another CD to use the bar with.
I was thinking Berserk should come back but only give 50% of both crit and damage buff and upheaval should get stacks(+1 with infuriate) so you get to weave only so it doesn't feel like a inferior IR window.
But, what you don't understand is that the job I could have play for me whilst alt-tabbed between my click-to-move commands would be the best designed job. Obviously. The more hands- and thought-free, the better the kit. I mean, have you not seen technology? That's all this really is, in essence. Why are people afraid of technology? /s
That's about my thoughts with WAR. I like having big numbers in tight burst phases, for what it's worth, (though they were bigger, in fact, when Berserk simply added Attack Power instead guaranteeing crit -- or, equally, gave a bit more power but at the cost of any actual crits or direct hits), but I miss feeling that it came as payoff from engagement, rather than just hitting a button 5 times, without even needing to time it around my combos.