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I remember and miss how “Overpower” was a cone AoE with a 10 yalm range and higher potency from when I started in April 2018 and up until just recently when it became a 360 AoE with a 5 yalm range and half the potency. I liked the cone better, personally, and still do. In lower content, it was useful at grabbing multiple enemies in front of you at a longer range if a healer tried to sprint ahead of you and was only 5 yalm less range than the Tomahawk throw, but the drawback was if only one trash mob was ahead of you, it would miss the rest. Having the AoE combo attack gave you the ability to swing around you, and I would often use that as the opener after a Tomahawk despite the lower potency of not being comboed to get around the cone’s problems if I saw enemies were going to slip past. Overpower as a cone also had the highest AoE attack potency at the time due to the narrower arc and when combined with Berserk early on was very good at clearing out groups of trash when between bosses, and Berserk would come off CD timer when reaching the boss usually. Now, everything is cookie-cutter between the tanks with most of this stuff. Frankly, I do really miss that cone because it made me have to be more strategic than just “run in, beat my head on ground” as it is now… and agreed, REALLY miss the animation of that one combo closer so much!!! It was so epic! I remember when Marauder Class Quests early on had you using Skull Sunder on the boulders instead of now with Heavy Swing… the class story made sense and made you feel epic because “you build up and SUNDER your foe, nerfing them with this head splitting attack!!!” Now, the class story is basically like “duh… duh… umm… uhh… beat head on rock…! …who needs brain cells? …teehehe… I’m Sid the Sloth!” (Facepalm.) I know many will disagree with me, but I miss that Overpower 10 yalm come over the current 360… it was never really a deficiency to me that couldn’t be overcome with awareness of the class and basic strategy. I also miss the AoE provoke, but the main reason it was really removed was due to troll tanks using it to pro-troll dungeons and screw around, but it was handy to pop it if needed when a few enemies would occasionally slip past you in the 2 seconds between your AoE attacks and try to bum rush your healer (any tank claiming this never happens is a either a liar, a troll, or really so oblivious to why his healer is sprinting around with his health chunking off in every duty he is in that he shouldn’t be tanking at all… we can all agree on that and collectively roll our eyes since one or two will always slip by every so often no matter how good we are because of a Regen tick or Eos heal at a bad time), could snag them back and hit them with the next AoE attack, kind of a safety net if the game timing was being dumb (or if you had an over eager beaver healer sprinting past you). Protect the party first as that’s your job, worry about speed running dead last. Warrior just kind of has a way of making both of those happen at the same time early in the game, and got to love it for that.
You briefly glanced over it, but 4.1 WAR was quite the thing. Inner Release was simply a gauge cost reduction (50%) and was linked to Unchained (no pun intended). So you had IR while in Deliv and Unchained in Defiance, but more annoyingly was if you didn't manage an even number of Fell Cleaves during IR, you could end up on an odd number for gauge and it could snowball and get worse from there. Yet there are some folks who still stand by 4.1 WAR being the pinnacle of WAR design…
Ironically enough, I had been playing WAR up as my main tank (but only in easy content like dungeons) and until 4.2 I avoided it like the plague due to the issues it had, opting to play DRK instead (which was the meme tank at that point since PLD had become super good with it's SB changes)
I remember when I first tried Warrior in 2.0, I absolutely hated it. It didn't feel like a tank at all to me and keeping the aggro was VERY hard. Combine that with the fact that you needed to do as much damage as possible made it impossible for me to play it like a tank and more like a dps. The main reason why I preferred Paladin at the time. The only thing that saved it from totally getting avoided was the cross-skill Flash.
One thing I think happy missed out on in the ARR portion was that raid groups that were going for speed and damage (very rare back then mainly cuz of lack of info, and fflogs etc did not exist) actually ran marauder instead of warrior because it benefited from having the extra cross class abilities much more and did more DPS as a result.
This takes me back, WAR was the job I ended up clearing Final Coil with…While WAR was in a lot of ways cursed I really miss managing aggro and min maxing when and how you used certain skills back in the day. I always found it extremely funny how WAR, the stereotypical unga bunga berserker, felt like it required more thought and planning from the player to optimize in ARR and HW then PLD did.
Man, I'm loving this retrospective series!
Raw Inuition use to get combined with awareness to nullify the auto crit from the sides affect. Was a good way to get extra use out of it in dungeon pulls for example.
I actually enjoyed the enmity management of 2.0 and 3.0, as well as the HW tank stance dance. Pull a bunch if mobs in defiance, get off steel cyclone to lock down aggro, immediately swap to deliverance and just melt them down. Was satisfying.
Unless I missed it im surprised you didn't mention how old voke just put you one over the top ementy +1 at the time not top plus a good bit. I remember prepping my threat combo before voking so the other tank wouldnt just rip threat again. 1-2-voke-3.
I've only been playing this game since late Shadowbringers so I never got to see a lot of these. I looked up videos of old animations and loved butcher's block
I got kinda upset in the Tower of Babil dungeon seeing Magnai just straight up use that attack. I'm fine with enmity being the way it is, but just replace whatever the fuck storm's path animation is supposed to be with the butcher's block animation
Hecc yea, this is the one I've been waiting for.
7:50 Brutal Swing my love, such a cool animation that's gone forever sadge
There's a few times here where he says "didn't" and it's still like that. Like "Mythril Tempest didn't generate beast gauge until 74!" and it still… doesn't generate beast gauge until 74, which a massive inconvenience still in Holminster and all level 60-70 content.
That era of doing both Berserk and Inner Release together was a great time in early Stormblood, and was the early warning sign when people would apparently complain about their Fell Cleaves not Direct Critting during the 2m burst windows, where you'd get 6 of them during Berserk thanks to it only costing 25 gauge because of Inner Release's effect.
Sure, sometimes you wouldn't Crit or Direct Hit a single one, but you never forget the runs when you'd get 4-5 of them to at least Crit in a window…
ah back when players actually had to think or were capable of thinking where Modern Tank players somehow struggle enough to not know how to use a Cone attack… I wonder how long DRK will still have its aoe all turn into circles too as well as Dragoon..
Something thats kinda funny about current WAR is that at lower levels you can have Mythril Tempest but not Storms Eye so if you want the dmg buff against bosses at those lower levels ya gotta aoe in single target sometimes
I had forgotten about the stat allocation we were allowed. Did not forget about dying as a dps because a tank wouldn't put their stance on.
BECAUSE FORTNITE SUCKS!
It's just not for me tbh.
Looking forward to the Odyssey-length epic that will be Summoner, the job thats different each expansion.
I really like this series. It's nice to have an objective take on the jobs history from a 2.0 player instead of the ongoing depressing discourse on reddit or the official forum where every job was better in the past and that the devs are dumbing down everything. There are jobs I agree were more fun or had much stronger job identity in Heavensward or Stormblood such as AST, DRK and BRD, but there's also jobs like PLD or the 3 "mages" (BLM, RDM, WHM) that I think are at their best today in 6.25. They've made mistakes for sure but it's not all negative.
Thanks!
One weird thing about shadowbringers tanks in general is SE removed the damage dealt reduction from tank stance, and built it into each tank's damage scaling after level 70. Tanks at level 80 did considerably less damage inherently compared to other jobs due to a lower multiplier on their attack power (a multiplier of 115 vs 165 for other jobs as found by Allagan Studies). Note that this only applies after level 70, so less experienced tanks that stayed in tank stance during stormblood would effectively get a big boost when doing old content. Still hoping for an updated math wizard guide from them in Endwalker.
Holmgang in 2.0 was meant to be used as a long duration stun. If you get behind some enemies while they were casting and holmgang, they would do nothing for that 6 seconds
I just really hope one of the focuses for the next expac is skill distribution across the lower levels. Like dragoon low levels are just….. awful
Its wild how it goes from squishiest to most self sufficient. Heck almost seems like the original iteration was meant to be a DPS.
A few things missed during the Stormblood section.
1) There was a time period in early Stormblood that Berserk and Inner Release were separate buttons.
2) Inner Release used to only halve the Beast gauge cost of all of your abilities so it was important to store up your gauge to maximize the number of Fell Cleaves, Upheaval, and Onslaughts you were doing in your burst window.
Brought back a lot of memories with this one. I started shortly before Heavensward's launch. Back then, I was a WHT main, and designated healer of the group, so I didn't branch off much at the time. When I did, I always saw Marauder/Warrior as fun, but impractical, putting it aside until late into Stormblood. Nowadays, I still main WHT, but Warrior is my go-to tank whenever one is needed. Honestly, I would love to see you do this kind of retrospective for all of the classes, starting with those in ARR and working your way forward. Some classes have changed quite considerably over the expantions, like Bard or Summoner. Some have stayed relatively the same like Dark Knight or Scholar.
Thank you.
I have been tanking since 2.1 and honestly I am so happy with the changes to enmity over the years. Juggling mob hate was never fun for me. Was I good at it? Sure. But was I glad to see it go? Also yes.
The page seems to be misleading though, because Overpower wasn't "instant" in the same sense of other attacks. There was a RIDICULOUS wind-up animation that had to go off before the cone would fire, and if you moved your character's facing before it went off, you would miss things super easily. This was changed at some point, not sure exactly when, but the longer animation was scrapped and the cone fired much quicker.
Yes, PLD didn't get their gap closer til 72 or 74 I can't remember the exact lvl off the top of my head
I'm not 100% sure if this was a thing, but a friend of mine told me that in 2.0, Overpower, aside from being a cone, had a cast time. I can't imagine how awful that must've been.
Man I miss Fracture and Butchers Block, I'd like to see them bring I back in some way
I still wish Shake it off had that Esuna esk effect
even if it was just a bonus would be nice
Ayo next is magic dps right? Drop some of dat BLM knowledge on us baby.
Everyone is talking about butcher's block while I just want brutal swing to be an upgrade to storm's eye.
I've played War since 3.0 and I've loved it the entire time, i didn't realize it was so bad lmao, but im happy where it is now!
I hope Scholar is next, though I suspect it will be last because of the dual job split. But WAR and SCH went together, and WHM and PLD went together. Those crit shields on a WAR were off the chain.
New player here, have been playing for 2 months. Began as archer then at lv30 made the switch to warrior then started alternating between warrior, dark knight and astrologian. Just wanted to say that I have been curious about the development history of this game for a while and I very much appreciate this video which made me very surprised.
Early warrior seems very confusing to me almost random honestly. I imagine playing the job was a different thing but managing enmity, 3 combos and stances does seem very clunky, also I had to idea cross-class was a thing until so recently, I just presumed they got rid of it during 2.0.