Quote Originally Posted by Ryaduera View Post
I never played 11 so this is actually very helpful insight. It's also worth pointing out that "Blood Weapons" throughout FF history is a weapon which drains life from enemies, so I understand the idea of locking healing behind this single skill, but even if that were to happen it would hardly make DRK a drain tank for the same reason that PLD healing doesn't, it's locked behind offensive abilities (turn MP into DPS) so it's not used as a response to damage. Helpful insights to the origin of this thought, though!
Honestly, if you're ever feeling like you've done everything between patches, try 11 out. It's a different type of MMO altogether for a whole bunch of reasons but it's also weirdly similar and you might get a kick out of seeing some of these origins. Avoiding any spoilery stuff, 11 has a city state of french inspired, highly religious elves who have a great reverence for their dead famous dragoon king. It also has a middle eastern inspired city state and the Sultana/Empress' most loyal servant is Raubahn, leader of the The Immortals. The twist is that Not-Ishgard is one of the 3 starting zones and Not-Ul'Dah is the isolationist that opens up in an expansion pack.

If you've ever wondered why AI companions are called the Trust system here in XIV, it's because in 11 there's Trust Magic that just lets you summon a copy of someone you trust.

In terms of jobs, 14 DRK is like half 11 DRK and half a job called "Rune Fencer" which was the anti-magic tank in 11, but also now the half of 11 DRK that didn't make it into 14 DRK became RPR so that's neat.

I love 11 a whole lot and just had to gush about it off topic for a second, sorry