


yeah i wholeheartedly agree i believe sometime in 2.x im like "DRK not gonna happen, WAR already is DRK" due to the lifetaps and suchI think SE designed Warrior as Dark Knight before they realized they wanted to add Dark Knight... Actually, I recall a suggestion for Marauder to branch into Dark Knight as a DPS that converts enmity into damage... Things like Bloodbath and Vengeance just scream Dark Knight IMO, Storm's Path and Inner Beast too, and Raw Intuition just makes no sense to me... Dark Knight historically had a sacrifice HP for damage skill, and while that makes no sense for a tank (though I'd trade Marauder cross-class skills for Lancer and Blood for Blood, though that was more when Dark Knight had serious TP issues), Raw Intuition adds a risk (albeit one removed by Awareness IIRC) for 100% Parry, which Dark Knight would love for Low Blows/Reprisal...
It's not just Warrior either... Pretty sure Dragoon has bits of Dark Knight mixed in... Blood for Blood and Life Surge particularly... I suppose it's left over from 1.0s original class system, which didn't have Jobs but instead essentially let you make your own through cross-class skills...
Kinda wish they stuck with that actually, though it would be (and I guess was, for a brief time) a nightmare to balance...

So very curious what items are going to be needed for the main ingredients for the next anima step.
That will be the first thing to do after story line and see if what items I've been hoarding will work towards it.


I would love to know how the next anima weapon will look as well



Since we seem to be following the Zeta roadmap we should have two more steps (including the 3.3 one) of glowing before the weapon's model changes again and loses its glow until the final stage.
With this character's death, the thread of prophecy remains intact.
It always felt like that system was built for battle regimens and a plethora of damage types with inherent effects. I mean, we had Umbral, Astral, Bleeding, Sonic, etc., damage types back then. And even then there were abilities that would need certain undermechanics to differ at all—Circle Strike and Brandish, for instance, were both circular slashing AoEs, virtually identical. And then you had Doom Spike, Skewer, and Puncture all has piercing linear AoEs, differing only in flat damage, increased damage per hit, and decreased damage per hit, respectively. Had I actually had a reason to want to combo my Aura Pulse with my friend's Arrow Helix (donut AoE), knocking enemies outward into it, rather than it just being yet another self-centered AoE with a different damage type that nonetheless did the exact same thing as Circle Strike and Brandish... Pierce to start an armor break, blunt/sonic to widen it, and then slashing/bleeds to take full advantage. Frost to rigidify for earth; water to wet for lightning; fire to spread wind from target, frost to double some of the AoE damage back into the target; wind to increase burn rate on a Fire-struck target...It's not just Warrior either... Pretty sure Dragoon has bits of Dark Knight mixed in... Blood for Blood and Life Surge particularly... I suppose it's left over from 1.0s original class system, which didn't have Jobs but instead essentially let you make your own through cross-class skills...
Kinda wish they stuck with that actually, though it would be (and I guess was, for a brief time) a nightmare to balance...
I imagine that would have gotten pretty cool. Mix and match for personal identity and raid composition... with some serious undermechanics to take advantage of multiple damage types.
But they scrapped the route that then seemed the obvious way to flush that system out in favor of simply removing all the extra damage types and adding combo chains acted basically like a 1, 2, 1, 2, 1, 2 system where the most thought you could put into your decisions was to delay until the last component of either combo came off CD without capping your auto-attack generated TP (spent on the first, and only the first, move of the combo). I could see hope for the first system, but very, very little for the second.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



