Your a tank not a healer -nuff said- stay in your lane
Your a tank not a healer -nuff said- stay in your lane
Just to point out at this point they could forgot to fix DRK after nerf WAR so don't forget to remind them that the priority is rework DRK first not nerf WAR or other and make it like how this expansion should end or how the next expansion should begin.

unlock your white mage class
War doesn't need nerfs it is the weakest of the 4 tanks leave her alone! D:<
2/10 Bait
This topic again…time for the way back when machine.
For those who don’t know…WAR is in this position because of changes SE made to its original concept. PLD’s/DRK’s tank stance had mit built into it while WAR’s didn’t. WAR’s tank stance increased hp and healing received. All mitigation came from gear and cds. The health on hit was to compensate for the lack of base mitigation. Even the old defensives played into to the kill it before it kills you mentally…ie Raw Intuition being a parry for all damage coming from the front but a crit for damage from the flanks/rear. This is also why WAR did more damage than other tanks. Add in a dps stance that removed your bonus health/healing and damage healing made even more sense.
What the complaint SHOULD be is, “Revert WAR to its original concept and work out whatever kinks made them decide to change it”. Maybe I’ll make that a post again.
You're touching on an important part of old Warrior design that seemingly has been lost to the devs.This topic again…time for the way back when machine.
For those who don’t know…WAR is in this position because of changes SE made to its original concept. PLD’s/DRK’s tank stance had mit built into it while WAR’s didn’t. WAR’s tank stance increased hp and healing received. All mitigation came from gear and cds. The health on hit was to compensate for the lack of base mitigation. Even the old defensives played into to the kill it before it kills you mentally…ie Raw Intuition being a parry for all damage coming from the front but a crit for damage from the flanks/rear. This is also why WAR did more damage than other tanks. Add in a dps stance that removed your bonus health/healing and damage healing made even more sense.
What the complaint SHOULD be is, “Revert WAR to its original concept and work out whatever kinks made them decide to change it”. Maybe I’ll make that a post again.
In both it's original 2.0 inception and from Heavensward onward the job always had strong self-healing, but it came at a cost.
In 2.0 it was at the cost of it's defensive capabilities, which simply didn't work with how the rest of the game was designed.
But in Heavensward and Stormblood it was at the cost of your damage output.
You had to decide whether you wanted to heal yourself with Equilibrium or restore your TP and whether you wanted the healing and mitigation from Inner Beast or spend those resources on Fell Cleave with it's much higher damage.
You could quite easily keep yourself alive in Stormblood by poppping Inner Release and spamming IB 5 times to heal yourself back up, but it would cost you a major cooldown that you could've used for more damage.
And then come Shadowbringers they decided to just make it free all the time, only limited by it's own cooldown.
This opportunity cost and decision making needs to return, not just for Warrior.




It’s a design many would like to see return but many also wouldn’tYou're touching on an important part of old Warrior design that seemingly has been lost to the devs.
In both it's original 2.0 inception and from Heavensward onward the job always had strong self-healing, but it came at a cost.
In 2.0 it was at the cost of it's defensive capabilities, which simply didn't work with how the rest of the game was designed.
But in Heavensward and Stormblood it was at the cost of your damage output.
You had to decide whether you wanted to heal yourself with Equilibrium or restore your TP and whether you wanted the healing and mitigation from Inner Beast or spend those resources on Fell Cleave with it's much higher damage.
You could quite easily keep yourself alive in Stormblood by poppping Inner Release and spamming IB 5 times to heal yourself back up, but it would cost you a major cooldown that you could've used for more damage.
And then come Shadowbringers they decided to just make it free all the time, only limited by it's own cooldown.
This opportunity cost and decision making needs to return, not just for Warrior.
Just look at the single (SINGLE) class left in the game that has opportunity cost as its core design; SCH. A class that’s beloved by its ardent supporters but a proverbial pariah amongst almost everyone else
As much as you and me and others here want is do we really have a lot of evidence that it’s a widely held want when SCH could easily hold claim to the most divisive class in the game
Just for the record I’m not saying you are wrong in any way just considering
Last edited by Supersnow845; 09-11-2025 at 02:21 PM.
I also have to say this part…
Those who want a return to form are the people who mastered the high risk/high reward play style or at the least understood it. The people complaining either do so out of jealousy because WAR out performed their chosen job (in certain situations because the grass is always greener on the other side) or they didn’t invest the time to get good at the job. Both are player problems not developer problems. Yoshi P advertised a 10 year plan for the game. If he intended for the game to exist that long, why isn’t player growth a consideration? People being able to pick up the game an instantly be great because the game is so easy, doesn’t support long term play. Stripping aspects form one job to pander to another doesn’t support it either.
Jobs should be designed to be accessible at entry with a high skill ceiling for those who master the job. A sprout to a job shouldn’t be anywhere near as job as someone who “mains” it. Being totally honest, saying main anything has completely lost its value in the current state of the game. Jobs should be approachable for everyone, but not every job should appeal to everyone either. Job design and uniqueness should draw people to it (along with the concept it embodies). That’s something else SE has failed at horribly by mixing jobs in the pursuit of random “uniqueness” for ff14. Ie…bard being a fusion between archer and bard instead of both being separate jobs. Machinist being gunslinger and technomancer instead of providing a unique experience that appeals to both halves equally.
I apologize for going a bit off topic there. What I was originally saying was telling the player to practice, isn’t a bad thing. If Yoshi P can take an against instanced housing, new races, butt sliders (lol) why not take a stance on players needing to devote time to being better at a game he’s intending us to play for 10 years? Sure some people will be rubbed wrong actually having to put in effort, but regardless of them, the game would be in a healthier place. This complaint wouldn’t exist if they hadn’t changed WAR for the worse. Healers would still be begging me to take it easy on them instead lol.
What you talking about is “identify” and “uniqueness”. It was definitely flawed. That goes without saying, but completely dismantling the job clearly hasn’t worked either. All WAR needed was better defensives and possibly a bit of utility to fit perfectly along side the other tanks. Ironically…SE gave that as they tore the job apart.You're touching on an important part of old Warrior design that seemingly has been lost to the devs.
In both it's original 2.0 inception and from Heavensward onward the job always had strong self-healing, but it came at a cost.
In 2.0 it was at the cost of it's defensive capabilities, which simply didn't work with how the rest of the game was designed.
But in Heavensward and Stormblood it was at the cost of your damage output.
You had to decide whether you wanted to heal yourself with Equilibrium or restore your TP and whether you wanted the healing and mitigation from Inner Beast or spend those resources on Fell Cleave with it's much higher damage.
You could quite easily keep yourself alive in Stormblood by poppping Inner Release and spamming IB 5 times to heal yourself back up, but it would cost you a major cooldown that you could've used for more damage.
And then come Shadowbringers they decided to just make it free all the time, only limited by it's own cooldown.
This opportunity cost and decision making needs to return, not just for Warrior.
Simple fix…remove the negatives from raw intuition, add shake it off, and you’re done.
Another point you made the isn’t supported by the game’s reality…SE removed damage because the job has self sustain. PLD literally has the strongest healing spell. PLD also has better damage and a ton of utility. PLD is also why the offensive stance was frowned upon. It increased DRK/WAR but PLD only got auto attack speed increase. An easy fix for that…remove the stance from the other jobs. Allow PLD to be a defensive utility powerhouse and allow DRK to be bridge between the two.
I am a WAR main. The invincibility everyone claims existed, didn’t. Sure you flexed on the other tanks in big pulls, but you were always on death’s doorstep. A single mistimed input and you were dead. As MT, your lack of proper mitigation was another massive skill hurdle. It required fight knowledge to know when you used your mitigation because you had no more then the one actual skill (especially if you didn’t level PLD for rampart).
I’m actually enjoying this conversation by the way. I appreciate you guys for actually having an intelligent conversation with intelligent points. It’s rare on the forums.


Just go for mechanical consistency.
Paladin spellsword combo -> heals per target hit.
Dark Knight TBN -> scales with targets close to you, shield is per-target.
Gunbreaker HoC -> 1 excog charge per target hitting you
Last edited by Carighan; 09-08-2025 at 08:38 AM.
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