Ok, here's my thing on Paladin vs Ninja.
Its just like how Damage Dealer's all basically have the same goal in mind, but they all have different ways of doing it that actually really matter ( I wish more english speaking players would realize this more for more dynamic party mechanics) Dark Knights are bare bones with some magic but thats they're charm. Samurai are low end regularly, but they speed up the skillchain process with they're highly flexible WS's as well as the AF that increases Meditation potency (I hate it when people say that other jobs that can sub for meditate make Samurai totally useless, no one else can use those G.Katana WS's)and bring MB's out faster, Dragoons can shed hate instantly, Monks are the masters of spam damage, Ranger's are the puller/physical nuker class, Warrior's are the most flexible melee job in the game, Thieves well..you all must know what they do.
The thing is, is they all basically have one ultimate purpose, hit the enemy. But they all have very different ways of doing it that affect the party (and work well with some others more than some) dynamics.
Its the same thing with Warrior's, Ninja's, and Paladin's. Warrior's and Ninja's are Tank/Damage Dealer's, meaning they can be put into either position, although Warrior's are more Damage Dealer than Tank by a bit, and Ninja's are a bit more tanks than Damage Dealer's since you can do almost the same things in either catagory, and unless your partied with a Paladin out of desperation for whatever reason you're usually the best candidate to tank. Paladin's are dedicated Tanks, they just cannot be put into a damage dealer role at all (Thats too bad, I loved how defensively offensive FFTA Paladin's were, especially with Duel Wield) They all have one ultimate goal, to negate the enemy's attack. But they all have very different ways of doing it. Warrior's are really tanks only of necessity, they really do seem to be the lesser threat of the Tanks but the fact they can slip from Damage Dealer into tank so fluidly is very useful. Ninja's are tanks that rely a lot more on party formation and are more complex to deploy, but that extra effort gets great results, and Paladin's are just full blown shields.
Weither or not Ninja's were originally meant to tank is irrelevant, the fact is is that it gives parties variety to choose from. I've noticed lately lots of player's have adopted this philosophy that you need 3 melee's (2 DD's and one Tank), and 3 backline, and thats it. It doesn't matter what the three melee's are as long as they're melee. But thats just sub par to me, the variety in classes means you can think of party dynamixs to make a party flow more, as some jobs just work better with others than some.
Warrior's are Damage Dealer's that can tank, Ninja's are variety that can tank and damage, Paladin's are pure defense. Its all about choices.
So to me, as far as tanks go its irrelevant really to try to make one better over the other. Its like saying Ninja's suck because they take physical damage harder than Paladin's but thats irrelevant because thats not what they're specialty is. Or its like saying Paladin's suck because they can't damage deal very well, thats not they're thing either.
I won't name names but even though all jobs have specific uses, some of the damage dealer classes are in a bit of a disadvantage compared to others. But for the tanks I think its a farely equal worth.
Offense <> Offense/Defense >< Defense
Warrior Ninja Paladin
It covers the three levels of a tank class pretty broadly.
Its just like how Damage Dealer's all basically have the same goal in mind, but they all have different ways of doing it that actually really matter ( I wish more english speaking players would realize this more for more dynamic party mechanics) Dark Knights are bare bones with some magic but thats they're charm. Samurai are low end regularly, but they speed up the skillchain process with they're highly flexible WS's as well as the AF that increases Meditation potency (I hate it when people say that other jobs that can sub for meditate make Samurai totally useless, no one else can use those G.Katana WS's)and bring MB's out faster, Dragoons can shed hate instantly, Monks are the masters of spam damage, Ranger's are the puller/physical nuker class, Warrior's are the most flexible melee job in the game, Thieves well..you all must know what they do.
The thing is, is they all basically have one ultimate purpose, hit the enemy. But they all have very different ways of doing it that affect the party (and work well with some others more than some) dynamics.
Its the same thing with Warrior's, Ninja's, and Paladin's. Warrior's and Ninja's are Tank/Damage Dealer's, meaning they can be put into either position, although Warrior's are more Damage Dealer than Tank by a bit, and Ninja's are a bit more tanks than Damage Dealer's since you can do almost the same things in either catagory, and unless your partied with a Paladin out of desperation for whatever reason you're usually the best candidate to tank. Paladin's are dedicated Tanks, they just cannot be put into a damage dealer role at all (Thats too bad, I loved how defensively offensive FFTA Paladin's were, especially with Duel Wield) They all have one ultimate goal, to negate the enemy's attack. But they all have very different ways of doing it. Warrior's are really tanks only of necessity, they really do seem to be the lesser threat of the Tanks but the fact they can slip from Damage Dealer into tank so fluidly is very useful. Ninja's are tanks that rely a lot more on party formation and are more complex to deploy, but that extra effort gets great results, and Paladin's are just full blown shields.
Weither or not Ninja's were originally meant to tank is irrelevant, the fact is is that it gives parties variety to choose from. I've noticed lately lots of player's have adopted this philosophy that you need 3 melee's (2 DD's and one Tank), and 3 backline, and thats it. It doesn't matter what the three melee's are as long as they're melee. But thats just sub par to me, the variety in classes means you can think of party dynamixs to make a party flow more, as some jobs just work better with others than some.
Warrior's are Damage Dealer's that can tank, Ninja's are variety that can tank and damage, Paladin's are pure defense. Its all about choices.
So to me, as far as tanks go its irrelevant really to try to make one better over the other. Its like saying Ninja's suck because they take physical damage harder than Paladin's but thats irrelevant because thats not what they're specialty is. Or its like saying Paladin's suck because they can't damage deal very well, thats not they're thing either.
I won't name names but even though all jobs have specific uses, some of the damage dealer classes are in a bit of a disadvantage compared to others. But for the tanks I think its a farely equal worth.
Offense <> Offense/Defense >< Defense
Warrior Ninja Paladin
It covers the three levels of a tank class pretty broadly.



It seems my limit now is about 10k xp. After that I gotta take a break. And like you said my pt is usually a little dissapointed, but as they are my set they understand which is nice. Ninja players go through a lot of pain at high level.

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