FF14:Dark Knights: For the Marauder That’s Tired of Queuing As Tank

We’ll start things off with my main class, the two-handed axe-wielding Marauder. I’m a tank at heart and I loved playing my Blood Death Knight in World of Warcraft, so playing a guy in plate armor with a giant axe as a tank works great for me. It’s not ideal for everyone though, since many players will look at someone with a two-handed weapon and assume he’s there to bring the pain as melee DPS. If we had a class built around another heavy weapon like a two-handed sword, they might have an alternative, but right now the only other option those players have is the Lancer/Dragoon. A perfectly valid option for melee DPS, but it’s not the same to go from picturing yourself swinging a heavy axe/sword in plate armor to poking at someone with a lance in chainmail. So how do we take an existing tank-focused Class like the Marauder and turn him into a damage-dealing machine? Enter the Dark Knight.

There have been various interpretations of the Dark Knight in the Final Fantasy series, but for the most part they focus around characters in heavy armor that specialize in dealing damage. The bulk of this damage is from their melee weapons, often two-handed, but they also mix in dark magic, allowing them to sacrifice their defenses and even health to further damage their opponents. To mitigate their self-damaging abilities, they typically also have some manner of life draining attacks to use on their foes as well. So that gives us a heavily armored, large weapon wielding warrior with attacks that regenerate their health. Sounds familiar, huh, Marauders? We already have part of that self-healing toolkit anyway – all we’re missing is the self-damaging attacks and some actual DPS.

 

So the Dark Knight Job is a mechanical and aesthetical match to the Marauder Class, but what about lore? How do we tie the Marauder to a class that’s got a rather unpleasant reputation in mostFF games? This one’s actually fairly simple given that Marauders already have the Warrior Job. Light spoilers ahead: the storyline for the Warrior Job focuses around the “inner beast” the Warriors must learn to control. This force grants them great power, but they must always strive to maintain control lest they slip into a berserker state, lashing out at anything they lay eyes on. By the time you finish your quest chain, you’ve essentially conquered your inner beast. A similar approach could be taken with the Dark Knight Job chain, though I’d say this quest chain should have more of an internal focus. You can still have the “go here and kill X monster for a piece of your armor set” quests, but given the solo-instance nature of the majority of these quests, they should take advantage of that and add in some internal struggle.

 

Those of you who played Final Fantasy IV (FF14 RMT) might remember Cecil’s fight against his inner dark self (I refuse to call this a spoiler – you’ve had two decades to play this). In that game the struggle was meant for Cecil to cast off his ties to the dark power to follow the path of the Paladin, but we can still use the same idea for the Dark Knight. Players could go somewhere and suddenly shift to a shadowy mindscape, where something inside your Soul Crystal tries to tempt you towards evil. Resisting the call of darkness would lead to the voice sending shadowy apparitions to overwhelm you so they could take over, but the player would rise triumphant and snap back to the real world. As you move further through the story, the spirit would push harder and harder with stronger shadows until finally you face him – a shade version of yourself. Striking down your shadow self would cause the Soul Crystal to stop pulling at you as you would have shown yourself to be immune to its call, leaving the player free to continue as a free Dark Knight.

FF14 Post-Cap Progression

So how would we go about adding character progression after level cap? This is something a few other games have actually dealt with over the years. The first system is arguably the simplest – Alternate Advancement points. Players from EverQuestMarvel HeroesRift and arguably The Secret World (though that’s technically their only leveling system) will be quite familiar with these points. For those who aren’t familiar with the concept, AA points are essentially pseudo-levels. As you adventure post-level cap, rather than all of that experience going to waste, you start to fill up a new bar. Whenever that bar is filled, you gain one AA point. When you open your AA page, your character will have a variety of options available to spend those points – often this is portrayed with a series of grids. Most circles/hexes on the grid will have some minor bonus like +1% max HP, +2% run speed, bonus damage or even a damage/healing proc for their abilities. A few will have much larger boosts or even situational powers and abilities, but these cost far more AA points than the smaller bonuses.

Now that we’ve got this AA grid, some might wonder “Alright, so now I can only play my main class to get AA points?” If we were playing Rift, then yes because the AA grid is character (and therefore class) specific. Since FFXIV(ff14 rmt) lets you level everything, it would be more akin to Marvel Heroes‘ interpretation with Omega Points. Whenever I play a character there, whether it’s my 60 Star-Lord or my 20-something Gambit, I’m always making progress towards another Omega Point. No matter what I feel like playing, whether it’s my favorite or an alt I’m playing around on, there’s always some form of progress and an AA system in FFXIV should take that approach. A White Mage leveling a Pugilist just for fun wouldn’t feel like they wasted time that could have been used farming on their main. That Archer in your guild who swapped to Warrior to tank for you may not be able to roll Need for any loot, but at least he could build up AA points for his main class.

As much as I like AA systems, there is some risk to introducing a grid-based AA system such as what I’ve proposed: new players. In most cases a guild won’t worry too much about who has what AA points – balanced correctly, each point is within that “skill can cover for raw power” margin. It’s not out of the question though for a more elitist guild to use AA grid progression or even AA choices as guidelines for who’s on the frontlines and who’s getting benched. Certain AA boosts like increased elemental resistances could even lead to a guild calling for members to farm up AA points prior to a new raid boss to assist progression. Again, this is very unlikely unless you’re in that top 0.1% of guilds, but it is a potential weakness to balance around.