Neonchameleon
Legend
As many have seen the 2024 level 9 fighter gets to use their choice of the weapon mastery property of the weapon or one of Sap, Slow, and Cleave. So let's look at them and the implications of this.
Sap I consider the best tank weapon mastery before level 5 (Vex is clearly better on rogues). The target has disadvantage on their next attack is consistently reliable and very good when in melee against enemies who will attack you. Which is part of the fighter's job. But it doesn't stack with itself (foes only have one first attack). So it's more dubious at higher levels.
Slow slows the target by 10'. It has the same non-stacking issue as Sap and is less often useful but still helps your tanking.
Push is a sometimes food. When it's great it's amazing (cliff edges) but there are times when you are either in open fields or dungeons with solid floors where it's very little use. Having this in your back pocket is great. And for a tank, especially with Sentinel, it's arguably a slow - and lets you push foes into each other so you can threaten both. (It's also great on ranged weapons to get foes further away; I'm picturing push-javelins)
So you have a nice layered combo there. Start with the sap then lock them more tightly down with a mix of a slow and pushes. This works together well and makes the fighter feel powerful.
However there are two weapon properties that really combo well with these.
Topple (battleaxe, lance, maul, trident). Topple/slow/push/walk away. Slowed by 10' and prone (so have to spend half speed to stand) after being pushed 10'. And then you wander off.
Cleave (greataxe, halberd). Push your target next to one of their allies, hit them with a cleave to sap the ally on the cleave, then sap the first target. (Or push both into pit traps).
And I find it interesting that these combos are for strength but not dex fighters (who "just" get sap/slow/push and then possibly vex or nick).
Sap I consider the best tank weapon mastery before level 5 (Vex is clearly better on rogues). The target has disadvantage on their next attack is consistently reliable and very good when in melee against enemies who will attack you. Which is part of the fighter's job. But it doesn't stack with itself (foes only have one first attack). So it's more dubious at higher levels.
Slow slows the target by 10'. It has the same non-stacking issue as Sap and is less often useful but still helps your tanking.
Push is a sometimes food. When it's great it's amazing (cliff edges) but there are times when you are either in open fields or dungeons with solid floors where it's very little use. Having this in your back pocket is great. And for a tank, especially with Sentinel, it's arguably a slow - and lets you push foes into each other so you can threaten both. (It's also great on ranged weapons to get foes further away; I'm picturing push-javelins)
So you have a nice layered combo there. Start with the sap then lock them more tightly down with a mix of a slow and pushes. This works together well and makes the fighter feel powerful.
However there are two weapon properties that really combo well with these.
Topple (battleaxe, lance, maul, trident). Topple/slow/push/walk away. Slowed by 10' and prone (so have to spend half speed to stand) after being pushed 10'. And then you wander off.
Cleave (greataxe, halberd). Push your target next to one of their allies, hit them with a cleave to sap the ally on the cleave, then sap the first target. (Or push both into pit traps).
And I find it interesting that these combos are for strength but not dex fighters (who "just" get sap/slow/push and then possibly vex or nick).