Xeno Analyzes the NEW Warrior Abilities – Final Fantasy 14 Endwalker Warrior First Impression



Xeno talks about the new Warrior skills and rotation for Final fantasy XIV Endwalker. He talks about the differences between the current Warrior kit and future one coming in patch 6.0.

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32 thoughts on “Xeno Analyzes the NEW Warrior Abilities – Final Fantasy 14 Endwalker Warrior First Impression”

  1. I hope they input the fall cleave into fell cleave since I like Unga bungaling the fell cleave button, shifting to the IR button when it changes to that fall cleave is gonna be weird. I mean they did say they put all the gnashing fang combos (aside from the continuation button) all into one so that's just me hoping

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  2. YoYoYoYo This is fucking MANNN MODE
    Love the videos man keep up the good work
    I plan to be a WARRIOR MANE in EW
    I just have one question if you could help me out?
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    : : : : : : :, : : : : : :/
    "-„_::::_„-*__„„~"
    HAVE YOU EVER SEEN DEEZ NUTZ????
    GOTTEM!!!!!

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  3. Personally, I would’ve like to have a VFX update to Warrior's kit because of how dated and boring some of the animations are (Overpower, Heavy Swing, Storm’s Path, etc.). I feel that a lot of the Warrior’s initial identity was stripped over the expansions as they worked towards bettering tanks as a whole. A lot of the older abilities had much more relevant animations coinciding with a person swinging an axe around and having the feeling of devastating blows to the enemies.

    Now, it’s just the same uninteresting 3 hit combo until you have enough beast gauge to blow your load one of the more interesting part of your kit, Fell Cleave. Honestly, even if they kept the simple 3 hit combo rotation concept with Warrior without many more oGCDs coming to the kit, I would love if they updated the animations and the VFX of the class.

    There's even a modder who works on improving a lot of the classes VFX to be a bit more "flashy" and something similar to what a VFX update could look like for Warrior and other classes. Here's a link to one of their videos: https://www.youtube.com/watch?v=7JH-ehIehY8 (Don't mean to promote but purely for a visual example).

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  4. Warrior looks good as is, my only gripe was the shittiest tank gap closer that costs a fortune of rage for what it does. Now that it is free, bamm, warrior is going to be pretty much perfect. Bit surprised it is 3 charges, seems overkill. Not a big fan of using a gapcloser as a DPS increase in melee range. Being able to tomahawk w/o breaking comboes is the icing on the cake.

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  5. I'm not certain that he accounted for the beginning animation being canceled for Inner Release into attacks. The actual timing in the video suggests Inner Release lasts about 8 seconds (4:38 to 4:46 is 8 seconds). With some extra skill speed, which Warriors gear for anyways so we're on right track, and animation canceling Inner Release's start you can likely fit in 4 Fell Cleaves + the Fell Beyblade in for roughly parity DPS if not higher depending on potency of that finisher, on a quicker CD.

    This might mean overall WAR dps is even better that current skillset, despite time reduction.

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  6. Personally, I think the "Fall Cleave" is based on stacks of pseudo-Wrath that are generated by Beast Gauge actions like Decimate, Steel Cyclone and whatnot. Once you have a certain amount of stacks, you get to do your flippy Cleave (which might be an AoE or has an AoE version).

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  7. Personally, I think the sweet spot of making a job more "dynamic" is it allows expanded options utilizing a resource like for example, back then Deliverance was DPS and Defiance gave self-heal/life steal, maybe WAR could've gave it something cool using the Beast Gauge outside of straight damage @XenosysVex

    also: I'm online in your channel right freaking now, and no resub notification feelsbadman

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  8. So I have a couple theories on this:

    1. Inner Release being a 60s CD now, probably doesn't have a duration anymore, Fel Cleve is either given stacks to stack up to empower that summersault, in which is activated after X amount.

    2. Same as 1, but skill speed is intentionally low which I doubt considering the time between the ending of the first Fel Cleve and the following one and depending how many stacks is given, it increases damage/whatever buff they might throw on it to buff it up in that window.

    3. Inner Release no longer give guaranteed Direct Hit/Crit, and is purely used for the summersault looking slam, which would be annoying, cause Warrior is supposed to the "Berserker" of tanks.

    4. The most unlikely, but could still happen, Inner Release is purely a DR Skill, that follows a Damage Reduction buff that is reliant on getting that summersault off for a 750 potency attack (or whatever the equivalent is with the change in formulas) and you get a shield/heal based on the damage, which could also apply to the latter.

    In my opinion, I want to keep my heal utility and my identity as a warrior. My worst nightmare would be 3, best case scenario would be 2.

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  9. Putting Inner Chaos on a separate keybind wouldn't accomplish anything though. As things stand you still couldn't use Inner Chaos during Inner Release because you'd still miss that Fell Cleave since Inner Chaos is a GCD, and on top of that it wouldn't do any extra damage because it's already a guaranteed direct crit. It would only be adding an extra button just to say that you have one, and would thus be less intuitive from a game design perspective. Also I'm pretty sure that is an aoe Upheaval that will share a recast time with the one we have already

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  10. not gonna lie. i thought havinh onslaught and upheval cost beastgauge was already braindead, but turning them into ogcd feels even more braindead.
    now i dont even have to remember to keep a little gauge for uphevel (or the potential ontslaught).
    heck! might aswell give it living shadow to make the gauge like dark knight and ninja

    Reply

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