Not @ 70 yet but having played and raided as WAR since 2.X I feel like I have enough understanding to just read the skills and know how they'll be incorporated, so:
1.) The 50% gauge loss every time you switch stances sucks. It can easily be circumvented by just knowing the fight so that you know when you'll need to swap and either be at 0 gauge or at an even amount of gauge so you don't end up at X5, but that doesn't really account for the other tank dying and oh no you need to swap to Defiance @ 50 gauge or w/e. I think Defiance/Deliverance having an opportunity cost to switch* into is fine but this implementation doesn't really work all too well as the only way to get rid of X5 gauge is to have a really garbage IR window or over-cap. Even if it halved and rounded up or down that'd be better than what we have now.
2.) Onslaught has the same problem Fracture had. If it's a gain, it's a minor one, and far too confusing to bother using outside of dumping excess gauge. It's not fun having an ability where you don't know if you're just going to flat out lose DPS by pressing it at certain points. Either lower the beast gauge cost to 10 so that it's always a gain or remove the beast gauge cost entirely as well as the potency (or nerf the potency, either way).
3.) Shake It Off just plain confuses me. I thought we were getting rid of super duper situational abilities, and yet for some reason this exists. The only way this'll be useful in Savage is if they intentionally implement a mechanic for WAR to take advantage of but it would have to be specifically designed for that purpose. Even if it's useful in Savage, it's useless in most everything else and even in the cases where it is useful all you're doing is saving your healer 1 GCD.
4.) Upheaval is great. The synergy between this and Thrill/Defiance is cool and what WAR was initially all about.
5.) Inner Release is... I dunno. It's strange. We always needed a Deliverance equivalent of Unchained, but having them be tied to the same CD makes Unchained useless. The only real argument you could make for Unchained is aggro generation, but with Shirk and every DPS having Quelling, it's really not worth it. Separating the CDs is really all that needs to happen.
6.) Personally I'm fine with them getting rid of Bloodbath (and Foresight) since we got Rampart in it's place. That said, they should've really given us something self-heal related in the expansion so that our initial identity in 2.0 (literally the self healing tank) wasn't just relegated to one self heal (only usable in Defiance) and IB. We also lost Second Wind, so we're basically just... the tank that... has a lot of burst... or something.
7.) Speaking of Rampart, our self mitigation is actually insane this expansion. On our own we can heavily mitigate a tank buster every 30s just using CDs (Rampart -> Vengeance -> RI -> Thrill + Conva) which means 75s of mitigating damage and only 45s of not. At 60s it's the same as HW, though now you can do Rampart + Vengeance -> Thrill + Conva + RI. This isn't even accounting for tank swaps where @ 30s we can stack everything -> Holmgang -> stack everything again or at 60s just literally stack everything every time (assuming a forced tank swap). Then in our downtime we have Reprisal and BN/Intervention/Cover from the DRK/PLD. The only real problem is that RI doesn't work on magical stuff, but in that case we still have an extra CD that we didn't have before in Rampart.
8.) That said... we completely lack utility/mitigation that isn't just on us. This is largely a problem because PLD has a ton of it and if you stack double PLDs you're never in a situation where one can't support the other, whereas if WAR is OTing at any point then he literally can't do anything to help the MT outside of Reprisal (which PLD/PLD would also have). Even DRK has BN which, though isn't as amazing as PLD's stuff, is at least something. I'd really like it if Shake It Off was changed into some sort of utility skill, we don't need as much as PLD just something to offer the party.
9.) It's cool that they buffed some Defiance stuff like IB, but weird that they nerfed the heal. I like the damage penalty change to Defiance itself, though since we lost so much self healing it's weird to me that they didn't also finally equalize WAR's effective healing received - a minor nitpick, but still weird. Also, just throwing this question out there, does anyone know if they changed it so that healing abilities are affected by Defiance's healing+ now?
In summary, mainly just echoing a lot of other people. WAR is completely viable for any and all content (literally nothing can stop it unless damage on the raid is so ridiculously insane that if you don't have a PLD it's gg) but needs some adjustments to get rid of the awkwardness, needs some form of utility, and could use a touch more self healing in some shape or form. I think there's a lot of doom and gloom on the OF but realistically WAR isn't that far behind PLD - yes, it's better to have a PLD than a WAR, but that means very little when the content is going to be a cakewalk.
*: (Just wanted to quickly note that Deliverance -> Defiance already has one in that you need to use Equilibrium or get healed to get the actual benefit from Defiance as well as being stuck in either for 10s, but those are both relatively minor and imo not as bad as having to use a GCD of no damage)
That is a really good point.
8.)This is largely a problem because PLD has a ton of it and if you stack double PLDs you're never in a situation where one can't support the other, whereas if WAR is OTing at any point then he literally can't do anything to help the MT outside of Reprisal (which PLD/PLD would also have). Even DRK has BN which, though isn't as amazing as PLD's stuff, is at least something. I'd really like it if Shake It Off was changed into some sort of utility skill, we don't need as much as PLD just something to offer the party.
Imo Shake it off should hit the party in small area around the WAR. maybe even raise healing received for a short time (could be a defiance only thing as well)
right now as it is it's too situational. If there is ever a fight when a WAR could make use of it on CD it would be the superior choice in the fight as the other 2 don't have anything to offer in this regard.
Lack of self healing really sucks in situations like hunts where it would be nice to be able to heal yourself and not forced to beg random healers for heals or switch to tank stance. I feel like dark now. No self sustain outside of tank stance sucks so bad.
CHANGES:
- Butcher's Block grants 20 Beast Gauge (up from 10)
- Increase enmity on Skull Sunder and Butcher's Block
- Lower enmity on Maim, Storm's Eye, Storm's Path
- Increased healing granted by Storm's Path for each consecutive Storm's Path combo (add stacking buff to all self-healing effects - max 3 stacks, using BB or SE removes all stacks)
- Move the +20% Damage self-buff from Storm's Eye back to Maim and lower the duration to 15-20s
- Add group utility effect to Storm's Eye (IMO the old SP 10% decreased damage dealt for 20s debuff; way better than Reprisal)
RESULT:
New Warrior identity as the most flexible tank: BB = raw enmity/dmg. SP = damage mitigation. SE = utility.
ALSO:
- No cost to stance dancing and add a shared CD for stances unless you switch at max BG (then no cooldown)
- Allow Infuriate to be used out of combat
- Take off the damage and BG cost to Onslaught
- Switch Bloodbath and Reprisal Role Actions
I just want shake it off to remove all detrimental effects. My raid utility will be my ability to cheese everything for more dps. Froze by lightning in Susan? Negative, that dudes getting a fell cleave to the face cause I shook it off.
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