Quote Originally Posted by Naraku_Diabolos View Post
You should play SAM on FFXI. It is not like you said in your post. Why would a SAM use consumable katanas?
I never said it should. I asked for opinions on how it might work, given some of the history of that job class. I am also very well aware of the durability of a real katana. They do tend to nick and dull easier than broad/straight swords, but I know well that they do not break easily. Thanks for the lesson, though... I guess.

What I was referencing (in regards to breaking katana's) was the way the Samurai class worked in FF Tactics. Tactics was one of the very first appearances of the samurai in Final Fantasy (aside from FFV), and in that game, the swords could/would break after use. The lore was that the spells/abilities of the Samurai drew upon the soul of the katana that was respective to the ability you wanted to use. Drawing out that soul as an attack risked breaking them. As a result, you needed a healthy stock of them to make sure all of your moves were available to you (until you got up to some of the really rare and good ones, that is. Though, even those could be broken). I was only wondering if it would be something similar in this game, or if different weapons would have different effects, or if they'd just stick with the tried and true methods we see in every other job in the game.

It sounds like that's the way it was in FFXI (which I have not played). So, I'm guessing we can look forward to standard Tp/Mp based abilities with no variance caused by weapon/ammunition type. Hasso certainly sounds like a useful ability... but something tells me that even if Sam gets it, Drk's/War's would even get to use it. The 3.0 jobs take abilities from other classes, but do not give. If Sam turns out to be the same way, it might not give out any abilities to other jobs.