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    Player
    Aluja89's Avatar
    Join Date
    May 2018
    Posts
    466
    Character
    Aluja Bright
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Archwizard View Post
    That's more because Dark Knight was never meant to be a tank in past FF games, not because of the presence or importance of lifesteal.
    It wouldn't do to have a tank who sacrificed most of their HP dealing damage, after all.
    Historically though, absorbing the life force of opponents was the only self-sufficient way Dark Knight had to recharge Darkside. XIV is the only case in the series to have Blood Weapon not even act as a healing effect, though this is probably as an artifact of once having an MP-consuming Drain spell.

    Meanwhile if we are going on series precedent as you have, there's a sheer lack of barrier effects for Dark Knight due to that usually falling under White Magic, which is Paladin's domain. "TBN is what it's known for", and even its anti-magic bent, is unique to XIV.
    First of all, you're not understanding the tank fantasy. Being a "tank" has nothing to with how their abilities work but how they look with their equipment and what sort of role they play in combat. Tanks are those that look like the biggest threat and fight at the forefront, the reason tanks deal less damage is because tanks are the ones that engage with their opponents head-on clashing with their weapons while everyone else pokes from behind.

    But, you're also wrong on the barrier and general tank stuff. There are a few cases where something akin to it is employed.

    Bravely Default/Second:
    Adversity:
    For three turns, your P.Atk, M.Atk, P.Def, and M.Def all rise by 10% each time you accumulate damage equal to at least 25% of you maximum HP.
    *The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.

    Absorb Magic:
    Triggers at the start of the turn.
    Nullify damage from magic attacks during that turn and restore your MP by the amount of MP used to attack you.

    Life or Death:
    Your P.Atk, M.Atk, P.Def, and M.Def each rise 50%, but you suffer doom status.

    Bravely Default 2:
    Strength in Adversity:
    Every time you take 25% HP damage, attack, magic attack, defense and magic defense increases by 10% for 3 turns.

    Last Resort:
    Physical and magical attack power increase as HP is reduced.

    FFX-2+Last Mission:
    They can have passives for nullifying debuffs/ailments.
    (1)
    Last edited by Aluja89; 02-23-2022 at 08:56 PM.