
just gonna list the tank archetypes (gameplay-identity, not how they actually play) have and don't have, feel free to add since it might inspire some more ideas
what we have as of now:
Pure Defense -PLD
High Health/high damage -WAR
balanced/Magic tank-DRK
What we don't have as of now:
Evasion/parry tank aka controlled RNG tank
Pet Tank
dedicated counter tank
dedicated regeneration/health steal tank
dedicated utility tank
dedicated debuffer tank

I think they're comparing it to Monk because animal themed fighting style + claw weapons are things that belong to Monk's Identity, after all Monks/martial artists in most Final Fantasy games are associated with claw weapons and/or animal themes

That's fair. I guess I'm just hoping for more source material from 6 and 9 being used.
Well said . I could do without the chain as well - its just how the model is depicted with the chain. I really would like to see this. It would also bring in the implementation on scythesDoesn't seem very practical, maybe if they're weren't chained together it would be better.
The gunbai makes a sort of thematic sense though. Apparently they were used by officers to issue orders to troops, which fits with the common perception of the tank as the 'leader' of the party.
And probably for the better, as that allows a wider range of play without the need for specialization (choice moved out of combat and into menus).
If one were to consider customization as a way to increase the breadth of appeal available to a job, then it'd even then really be just a last resort after having maxed out every option by which to increase -- within coherent image -- the breadth of playstyles and aesthetics available to a given class/job.
I just wish Dark Knight more greatly felt like it had its own moments of serious soul-eating, analogous to Warrior's Cleave spam highlights, and Paladin could really make a bigger deal out of its two Oaths (and as more than just a tank stance and a not-tank-stance-with-obligatory-GCD-waste).
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