Yes, and I asked "why isn't DRK the vampiric tank instead of WAR". Because I consider the positions they each occupy to be... a bit backwards. Nor am I alone in that regard.
Here's the thing: your argument that I'm suggesting reworking two jobs hinges on the assumption that life-draining is integral to WAR's current playstyle... when it is in fact only a big part of two skills, both on-demands.
One of which was changed only two months ago and is considered wildly overpowered, and previously was just raw mitigation.
Okay yes, they previously had Bloodbath too, but they lost that back in Stormblood... in a time when Dark Knight still had spammable Abyssal Drains. And NF came out a lot stronger than Bloodbath ever was, and was intended to be used for off-tanking.
If we look at the historical precedent set by Dark Knight across the Final Fantasy series, two things of importance jump out, central to its identity:
One, their "Darkness" ability uses health as a resource, usually to deal damage. Not something easy to implement on a tank, I will grant. Pin in that thought.
Two, they often supplement this with Sanguine Sword/Blood Weapon or other Drain-type abilities. Including the spammable Abyssal Drains I mentioned. This is... much more doable for a tank.
Going back to Warrior for a minute, since we're on the topic, my opinion is that the job should be focused on tools that bump its EHP to absorb damage... like it did before it had Nascent Flash. Whether that's heavy mitigation skills like Raw Intuition, skills that bump its max HP like Thrill of Battle, or even damage nullifying effects like Bloodwhetting also provides.
I'm not even averse to WAR keeping Equilibrium. A tank having their own Second Wind is fine; the only expressly non-magical tank could even justify it as adrenaline.
It has more of a case to be a barrier tank than DRK, in my opinion. Literally all you would need to change is turning RI/BW back into raw mitigation, or convert the "leech on hit" element into a stacking barrier effect on hit of equal (or ideally more balanced) potency. Nothing about its playstyle would even need to change!
But high-potency vampirism? Unless the Warrior is actually licking the blood off their axe, there's no non-magical explanation for that, especially if they're somehow healing other people more effectively than Paladin. Yes, it encourages them to keep swinging to maintain their life which seems fitting for a Berserker, until you realize that's on its head; a Berserker should be able to keep swinging because they ignore every arrow and ailment that strikes true in the first place.
Now, the line you quoted about Dark Knights? "But when it began to rise and envelop him as a mist, I realized it wasn't blood, but something dark and twisted..."
That's the difference between Warriors and Dark Knights: WARs revel in combat but ignore pain. DRKs use pain as power.
That is 14's reflection of their Darkness ability: they grow stronger the more they're beaten down. It's a sadomasochistic dance for them. Just look at lost skills of theirs like Blood Price. (Which I used as a guiding principle for redesigning its mitigation.)
Which they used to cast more Dark Arts skills, including Abyssal Drain.
And on the flip-side, how much are you bleeding and soaking your armor when your main form of defense is barrier magic that eats tankbusters? Food for thought.
So to summarize,
I acknowledge your counsel, but I retain my agency not to follow it. This is the rework that follows that path to its conclusion.My recommendation is this. Forget about lifesteal and trying to swap places with WAR. Bad things lie in wait at the end of that timeline.
Thank you for your earlier compliment. I hope you take the chance to comment on the changes to the playstyle I wrote beyond the sustain.



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