Quote Originally Posted by Souji_Lashtail View Post
True, however at least FFXIV has fluid physics pretty well down, compared to some. As to other weapons, I'm curious as to what you had in mind.
Given that I had set it from Thavnair and how Thavnair appears to have that Near Eastern theme, the prime choice was the saber, using a martial style of one hand holding the weapon and another hand placed on a sheath at their opposing hip (almost like Samurai) unless they were to dual-wield sabers. The overall goal for that type of weapon was to have a fighting style matching what you would expect of a swashbuckler or anyone using a sword that would not be as effective with thrusting attacks.

Other options included a scepter (effectively a really ornate club), dual sabers, a even a pole at one point. I did consider the whip though, but kept thinking about what sort of style and animations would be required for it as well as what games I had played that had whips or chains as options and preferred more static alternatives.

Before I posted it to the forums, the concept had a saber and a spell focus that looked like a jeweled buckler, then it was just a jeweled pommelguard and then removed completely.

Quote Originally Posted by Dualgunner View Post
It's a spellcaster that learns new spells by getting hit in the face. If you're getting hit and you're not a tank you're doing it wrong *looks at MNK and SAM*
Once. They learned by getting hit once.

Actually the main reason why I didn't make it a tank was because I never felt like it had enough of a toolkit for tanking. Sure, some examples like White Wind and Mighty Guard (a.k.a. the tank 2-bar Limit Break), but there's really not much more than that. It was also traditionally never that tanky, only being sturdy enough to take just as many hits as any other typical melee job, hence why I kept it to that role and tried providing more support components.