Quote Originally Posted by A-Omega View Post
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.

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.