I'm not sure why you'd bring up Souleater into this conversation. The point I'm trying to make is that theme, mechanics and concept have to actually meet in order for this sort of thing to work. Again, using what was known about dark knights between sacrificing HP to deal damage (which wasn't going to fly because a tank making themselves more likely to die is a bad thing) and draining HP from their targets (courtesy of Drain/Drain II/Blood Weapon in FFXI and Night Sword in Final Fantasy Tactics), I'd lean toward working the drains into DRK and giving WAR some other means of mitigation that would make more sense for them.
The only things the WAR questline emphasize are that you're using your fury to protect your allies and that said fury needs to be kept under control. That's pretty much it.(2) I have no interest in simply copying WoW's Protection Warrior's Ignore Pain over to our Warrior. The two are thematically different beasts. The 'Bulwark of a tank' theme that a Prot Warrior has better fits a Paladin if anything, and poorly even then. Balancing aside, the original 2.0 Warrior's means of survival seemed about the closest to all the lore says the Warrior is.
The health bar is more a mechanic to make it possible to tank without increasing defense values via Defiance. That's why Defiance and Shield Oath offer comparable increases in EHP despite the former not doing anything to your damage taken or armor value.For me a Warrior is more likely to revel in the dynamics of his health bar, and when left alone may drop low before springing back until out of time or strength enough to do so, but never is his demise an inevitable slow descent like that of death by Ignore Pain's 10% remaining damage taken. That is... pretty near the opposite of what I imagine.
The point of my mentioning ignore pain is that it plays more into the inner fury/beast thing that WAR tries to advertise more than random drains attached to attacks. Think of it like a guy that is so focused on the fight that attacks don't hurt as much and do little to hinder them. If you want a visual reference, go watch one of the Undertaker's early wrestling matches. His opponents would hit him, his head would tilt a bit from the impact and he'd continue on his advance unhindered. That's how I imagine our WAR to be like. The inner beast theme plays into this easily (itself an extension of the berserker motif FFXIV has given to WAR), which would also draw on the theme of control (which is basically the moral of the whole WAR questline).



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