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** Story and mechanically wise to Paladins. Dark Knight forgo defensive fighting for greater offense and prefer to parry or just soak the blows while Paladins use the classic sword and board to mitigate damage by blocking. Dark Knights use shadow magic while Paladins use holy magic, Dark Knights freely weave magic into every attack while Paladins save their magic for emergencies or burst damage. Dark Knights are dedicated to the protection of the poor and vulnerable and are considered by the authorities and upper classes to be social pariahs at best and wanted vigilantes at worst, while Paladins are dedicated to the protection of royalty and are celebrated as heroes as result. Dark Knights let their emotions guide them and can fall into mania while Paladin is about enforcing an iron will and temper in protection. Even in MP expendature, Dark Knight is constantly gouging their MP away in huge chunks on their strongest attacks or best defenses and then leeching it back from their enemies while Paladin prefers to hold onto their MP until they can dump it in a predictable and consistent burst phase with ''Requiescat'' and then spend the cooldown time getting their mana back.

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** Story and mechanically wise to Paladins. Dark Knight forgo defensive fighting for greater offense and prefer to parry or just soak the blows while Paladins use the classic sword and board to mitigate damage by blocking. Dark Knights use shadow magic while Paladins use holy magic, Dark Knights freely weave magic into every attack while Paladins save their magic for emergencies or burst damage. Dark Knights are dedicated to the protection of the poor and vulnerable and are considered by the authorities and upper classes to be social pariahs at best and wanted vigilantes at worst, while Paladins are dedicated to the protection of royalty and are celebrated as heroes as a result. Dark Knights let their emotions guide them and can fall into mania while Paladin is about enforcing an iron will and temper in protection. Even in MP expendature, expenditure, Dark Knight is constantly gouging their MP away in huge chunks on their strongest attacks or best defenses and then leeching it back from their enemies while Paladin prefers to hold onto their MP until they can dump it in a predictable and consistent burst phase with ''Requiescat'' and then spend the cooldown time getting their mana back.
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** Dark Knight, as originally implemented, also shared a lot, mechanically speaking, with Final Fantasy XI's Rune Fencers. Both are greatsword specialists, with a focus on parrying as their defensive skill (at least until it was removed in Final Fantasy XIV) and a particular focus in being a magic tank that can shut down enemy spellcasters. It's an unusual case as Rune Fencers debuted in XI a mere two years before XIV, and both development teams work closely together under the same department. Since then, Dark Knight has changed mechanically, but the shared origin can still be seen.

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** Dark Knight, as originally implemented, also implemented shared a lot, mechanically speaking, with [[VideoGame/FinalFantasyXI Final Fantasy XI's XI's]] Rune Fencers. Both are greatsword specialists, with a focus on parrying as their defensive skill (at least until it was removed in Final ''Final Fantasy XIV) XIV'') and a particular focus in being a magic tank that can shut down enemy spellcasters. It's an unusual case as Rune Fencers debuted in XI ''XI'' a mere two years before XIV, ''XIV'', and both development teams work closely together under within the same department.department at Square-Enix. Since then, Dark Knight has changed mechanically, but the shared origin can still be seen.



** Story and mechanically wise to Paladins. Dark Knight forgo defensive fighting for greater offense and prefer to parry or just soak the blows while Paladins use the classic sword and board to mitigate damage by blocking. Dark Knights use shadow magic while Paladins use holy magic, Dark Knights freely weave magic into every attack while Paladins save their magic for emergencies or burst damage. Dark Knights are social pariahs at best and wanted vigilantes at worst while Paladins are celebrated heroes loved the realm over. Dark Knights let their emotions guide them and can fall into mania while Paladin is about enforcing an iron will and temper in protection. Even in MP expendature, Dark Knight is constantly gouging their MP away in huge chunks on their strongest attacks or best defenses and then leeching it back from their enemies while Paladin prefers to hold onto their MP until they can dump it in a predictable and consistent burst phase with ''Requiescat'' and then spend the cooldown time getting their mana back.

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** Story and mechanically wise to Paladins. Dark Knight forgo defensive fighting for greater offense and prefer to parry or just soak the blows while Paladins use the classic sword and board to mitigate damage by blocking. Dark Knights use shadow magic while Paladins use holy magic, Dark Knights freely weave magic into every attack while Paladins save their magic for emergencies or burst damage. Dark Knights are dedicated to the protection of the poor and vulnerable and are considered by the authorities and upper classes to be social pariahs at best and wanted vigilantes at worst worst, while Paladins are dedicated to the protection of royalty and are celebrated as heroes loved the realm over.as result. Dark Knights let their emotions guide them and can fall into mania while Paladin is about enforcing an iron will and temper in protection. Even in MP expendature, Dark Knight is constantly gouging their MP away in huge chunks on their strongest attacks or best defenses and then leeching it back from their enemies while Paladin prefers to hold onto their MP until they can dump it in a predictable and consistent burst phase with ''Requiescat'' and then spend the cooldown time getting their mana back.
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** The pre-6.1 Dark Knight's invulnerability skill "Living Dead" was easily the hardest one to manage. Once activated, you have a 10 second period in which you can drop to zero health. Once you do, you have another 10 seconds of essentially invincibility. The downside is that you must be healed back up to maximum health before those 10 seconds are over or else you will die properly. In an uncoordinated party, Living Dead can end up being a hinderance, as your healer may not realize you've used it until you suddenly drop dead. In a prepared group however, it is probably the strongest invulnerability skill. It has a shorter cooldown and doesn't require as precise activation for maximum benefit as Hallowed Ground, it lasts longer and doesn't tether you to the boss like Holmgang, and has a longer duration and shorter cooldown than Superbolide.

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** The pre-6.1 Dark Knight's invulnerability skill "Living Dead" was easily the hardest one to manage. Once activated, you have a 10 second period in which you can drop to zero health. Once you do, you have another 10 seconds of essentially invincibility. The downside is that you must be healed back up to maximum health before those 10 seconds are over or else you will die properly. In an uncoordinated party, Living Dead can end up being a hinderance, as your healer may not realize you've used it until you suddenly drop dead. In a prepared group however, it is probably the strongest invulnerability skill. It has a shorter cooldown and doesn't require as precise activation for maximum benefit as Hallowed Ground, it lasts longer and doesn't tether you to the boss like Holmgang, and has a longer duration and shorter cooldown than Superbolide. Post-6.1 this is no longer the case, as Living Dead now gives the Dark Knight an ''absurd'' 1200-potency-per-attack lifesteal if it pops, letting them heal themselves to full in a few attacks, or just a single attack in an [=AoE=] situation, eliminating the healer dependency and a deal of the risk.
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* DubNameChange: The Paladin job is called "Knight" in Japan, which fits the Sultansworn's positions as the loyal knights protecting Ul'dah's royal family, and the series has interchanged the two's titles before. However, Paladins are generally depicted in media as religious knights with holy powers, but their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith despite the localization pasting "Paladin" over "Knight" through most of their quests. Their early abilities are also more on the physical side, and only later on in ''Heavensward'' and especially ''Stormblood'' do they start receiving more holy abilities better fitting the Paladin name, but it is still not reflected in their job quests.

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* DubNameChange: The Paladin job is called originally named "Knight" in Japan, Japanese, which fits the Sultansworn's positions as the loyal knights protecting Ul'dah's royal family, and the family. The series has interchanged the two's titles before. However, Paladins before and the title of Paladin still carry knightly connotations, but they are also generally depicted in media as more religious knights with holy powers, but while their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith despite the localization pasting "Paladin" over "Knight" through most of their quests. faith. Their early abilities are also more mostly on the physical side, and only later on in ''Heavensward'' and especially ''Stormblood'' do they start receiving more holy abilities better fitting the Paladin name, but it is still not reflected in their job quests.
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* DubNameChange: Downplayed. Gladiator's name in Japanese is actually closer to the generic title of "Swordsman", which fits a lot of the [=NPCs=] classed as Gladiators but having nothing to do with the arena. However the Gladiator's Guild the player joins is still based around the Bloodsands in Ul'dah and is an important part of the backstory for the guild's characters, though the player doesn't get to fight in it until ''Stormblood''.

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* DubNameChange: Downplayed. Gladiator's name in Japanese is actually closer to the generic title of "Swordsman", which fits a lot of the [=NPCs=] classed as Gladiators but having who otherwise have nothing to do with the arena. However the Gladiator's Guild the player joins is still based around the Bloodsands in Ul'dah and is an important part of the backstory for the guild's characters, though the player doesn't get to fight in it until ''Stormblood''.



* DubNameChange: The Paladin job is called "Knight" in Japan, which fits the Sultansworn's positions as the loyal knights protecting Ul'dah's royal family, and the series has interchanged the two's titles before. However, Paladins are generally depicted in media as religious knights with holy powers, but their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith. Instead their storyline characterizes the player as a KnightErrant trying to do the right thing without a proper master or any land to their name, with the localization pasting "Paladin" over "Knight" in every case. Their early abilities are also more on the physical side, and only later on in ''Heavensward'' and ''Stormblood'' do they start receiving more holy abilities fitting the Paladin name better, but it is still not reflected in their job quests.

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* DubNameChange: The Paladin job is called "Knight" in Japan, which fits the Sultansworn's positions as the loyal knights protecting Ul'dah's royal family, and the series has interchanged the two's titles before. However, Paladins are generally depicted in media as religious knights with holy powers, but their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith. Instead their storyline characterizes the player as a KnightErrant trying to do the right thing without a proper master or any land to their name, with faith despite the localization pasting "Paladin" over "Knight" in every case. through most of their quests. Their early abilities are also more on the physical side, and only later on in ''Heavensward'' and especially ''Stormblood'' do they start receiving more holy abilities better fitting the Paladin name better, name, but it is still not reflected in their job quests.
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* DubNameChange: The Paladin Job is called "Knight" in Japan, which makes sense for the Sultansworn's positions as the loyal knights protecting Ul'dah's royal family, and the series has interchanged the two's titles before. However, their storyline is the characterization of a KnightErrant trying to do the right thing without a proper master or any land to their name, with the localization pasting "Paladin" over "Knight" in every case. Paladins are generally depicted in media as more holy knights, but their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith. Their early abilities are also more on the physical side, but later starting with ''Heavensward'' and ''Stormblood'' they start receiving more holy abilities fitting the Paladin name better, though it is still not reflected in their job quests.

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* DubNameChange: The Paladin Job job is called "Knight" in Japan, which makes sense for fits the Sultansworn's positions as the loyal knights protecting Ul'dah's royal family, and the series has interchanged the two's titles before. However, Paladins are generally depicted in media as religious knights with holy powers, but their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith. Instead their storyline is characterizes the characterization of player as a KnightErrant trying to do the right thing without a proper master or any land to their name, with the localization pasting "Paladin" over "Knight" in every case. Paladins are generally depicted in media as more holy knights, but their job quests focus purely on knightly oaths and secular vows of loyalty, with no mention of any kind of faith. Their early abilities are also more on the physical side, but and only later starting with on in ''Heavensward'' and ''Stormblood'' do they start receiving more holy abilities fitting the Paladin name better, though but it is still not reflected in their job quests.

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* CounterAttack: Prior to being removed in ''Shadowbringers'', "Shield Swipe" was an attack that could only be used after blocking, which would then disorient the target and temporarily prevent the use of auto-attacks and weaponskills.



* ShieldBash: [[ExactlyWhatItSaysOnTheTin "Shield Bash"]], one of the Gladiator's signature moves, is primarily used for stunning enemies. They also had "Shield Swipe" which is a CounterAttack they can use after blocking attacks. Of course one can make the shield invisible with the Heroic Spirit Shield or Emperor's New Shield equipment, which turns their shield bash attacks into [[SwordAndFist backhands]].

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* ShieldBash: [[ExactlyWhatItSaysOnTheTin "Shield Bash"]], one of the Gladiator's signature moves, is primarily used for stunning enemies. They Prior to being removed in ''Shadowbringers'', they also had "Shield Swipe" which is was a CounterAttack they can could only use after blocking attacks. Of course one can make the shield invisible with the Heroic Spirit Shield or Emperor's New Shield equipment, which turns their shield bash attacks into [[SwordAndFist backhands]].

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* HelmetsAreHardlyHeroic: Paladin-specific gear never includes a proper helmet, usually sticking to coronets and tiaras that leave the entire head exposed.

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* HelmetsAreHardlyHeroic: Paladin-specific gear Paladin artifact armor sets never includes include a proper helmet, usually sticking to coronets and tiaras that leave the entire head exposed.



* HorseOfADifferentColor: The Paladin's tank achievement mount is a fierce lion with white fur, which comes in both armored and unarmored variants depending on the achievement. Lore-wise, during the Sultansworn's GloryDays, elite Paladins used to ride atop these armored lions, with attempts being made to restore this practice in the present.



* KnightErrant: Free Paladins, not belonging to the Sultansworn, are described as this.

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* KnightErrant: Free Paladins, not belonging to Unlike the Sultansworn, who swear oaths of loyalty to the sultanate, Free Paladins are described as this.this, swearing oaths to themselves to wander the land and help those in need.
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* KnightInShiningArmor: A lot of heavy armor equipment falls under this category, and even more so for the Paladin. In Japanese, the class' name is summed up even more succintly than Paladin as simply "Knight".

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* KnightInShiningArmor: A lot Paladins are knights of heavy honor clad in shining suits of plate armor equipment falls under this category, and even more so for sworn by oath to defend the Paladin. weak. In Japanese, the class' job's name is summed up even more succintly than Paladin as simply "Knight".
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* OathboundPower: A Paladin is empowered by keeping true to the oaths they have sworn, partially reflected in their personal resource being called the Oath Gauge, which they spend on some abilities to either defend themselves or others. Prior to being removed in ''Shadowbringers'', their stance abilities appropriately took the form of two oaths: "Shield Oath" and "Sword Oath". Using "Shield Oath" the Paladin took reduced damage and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while "Sword Oath" caused their auto-attacks to deal extra damage.

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* OathboundPower: A Paladin is Paladins are empowered by keeping true to the oaths they have sworn, partially reflected in their personal resource being called the Oath Gauge, which they spend on some abilities to either defend themselves or others. Prior to being removed in ''Shadowbringers'', their stance abilities appropriately took the form of two oaths: "Shield Oath" and "Sword Oath". Using "Shield Oath" the Paladin took reduced damage and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while "Sword Oath" caused their auto-attacks to deal extra damage.
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* OathboundPower: A Paladin is empowered by keeping true to the oaths they have sworn, partially reflected in gameplay through their Oath Gauge, which they spend to either defend themselves or others. Before they were removed in ''Shadowbringers'', they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin took reduced damage and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.

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* OathboundPower: A Paladin is empowered by keeping true to the oaths they have sworn, partially reflected in gameplay through their personal resource being called the Oath Gauge, which they spend on some abilities to either defend themselves or others. Before they were Prior to being removed in ''Shadowbringers'', they also used to have the their stance abilities Shield Oath appropriately took the form of two oaths: "Shield Oath" and Sword Oath, only one of which could be active at a time. "Sword Oath". Using Shield Oath "Shield Oath" the Paladin took reduced damage and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while Sword Oath "Sword Oath" caused their auto-attacks to deal extra damage.



* ThePaladin: Due to the job name being changed from "Knight" in Japanese, this trope initially didn't apply as while the Sultansworn are knights of honor, they aren't particularly holy and have little in the way of divine magic outside of cross-class skills, with the Temple Knights of Ishgard better fitting the bill of holy knights. However, starting in ''Heavensward'' and especially ''Stormblood'' the Paladin begins utilizing divine magic to a much higher degree, both to heal their allies and smite their foes, actually fitting this trope.

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* ThePaladin: Due to the job name being changed from the original "Knight" in Japanese, this trope initially didn't apply as while the Sultansworn are knights of honor, they aren't particularly holy religious and have had little in the way of divine magic outside of the since removed cross-class skills, with the Temple Knights of Ishgard better fitting the bill of holy knights. However, starting in ''Heavensward'' and especially ''Stormblood'' the Paladin begins utilizing divine gradually began receiving more spells, with their kit later heavily incorporating offensive holy magic to a much higher degree, both to heal in their allies and smite rotation, causing them to better fit this trope gameplay wise, though it is still not reflected in their foes, actually fitting this trope.job quests.
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* HeroicVow: A Paladin is powered by the knightly oaths they have sworn, typically to protect others and uphold the honor of those they serve, whether they are Free Paladins or Sultansworn.

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* HeroicVow: A Paladin is powered bound by the knightly oaths they have sworn, typically with the Sultansworn swearing oaths of loyalty to protect others the sultanate, to be its sword and uphold shield, and to defend the honor people of those they serve, whether they are Free Paladins or Sultansworn.the realm.



* OathboundPower: A Paladin's soul crystal grows stronger as they keep true to the oaths they have sworn and in gameplay they spend Oath Gauge to either defend themselves or others. Before they were removed in ''Shadowbringers'', they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin took reduced damage and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.

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* OathboundPower: A Paladin's soul crystal grows stronger as they keep Paladin is empowered by keeping true to the oaths they have sworn and sworn, partially reflected in gameplay through their Oath Gauge, which they spend Oath Gauge to either defend themselves or others. Before they were removed in ''Shadowbringers'', they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin took reduced damage and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.



* ThePaladin: ExactlyWhatItSaysOnTheTin. Specifically, the paladin order has its roots in the Sultana's personal guard. However, in ''A Realm Reborn'' and ''Heavensward'', they didn't really have any magic (other than Clemency in the latter) and were more akin to classic knights (as they are called in Japanese) than fantasy paladins. From ''Stormblood'' onwards they became more true to their name by gaining their unique brand of Divine Magic and a greater focus on casting spells.

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* ThePaladin: ExactlyWhatItSaysOnTheTin. Specifically, Due to the paladin order has its roots job name being changed from "Knight" in the Sultana's personal guard. However, in ''A Realm Reborn'' and ''Heavensward'', they Japanese, this trope initially didn't really have any magic (other than Clemency in apply as while the latter) and were more akin to classic Sultansworn are knights (as of honor, they are called aren't particularly holy and have little in Japanese) than fantasy paladins. From the way of divine magic outside of cross-class skills, with the Temple Knights of Ishgard better fitting the bill of holy knights. However, starting in ''Heavensward'' and especially ''Stormblood'' onwards they became more true the Paladin begins utilizing divine magic to a much higher degree, both to heal their name by gaining allies and smite their unique brand of Divine Magic and a greater focus on casting spells.foes, actually fitting this trope.



* StanceSystem: The Paladin had "Sword Oath", which increased damage dealt, and "Shield Oath", which increased enmity but decreased damage dealt, before ''Shadowbringers'' removed "Sword Oath" and changed "Shield Oath" to "Iron Will", which simply increases enmity.

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* StanceSystem: The Before ''Shadowbringers'' reworked tanks, the Paladin had two stances to switch between: "Sword Oath", which increased damage dealt, and "Shield Oath", which increased defense and enmity but decreased damage dealt, before ''Shadowbringers'' removed dealt. "Sword Oath" and changed was removed with its name reused for a trait that allows the use of the sword skill "Atonement", while "Shield Oath" to was changed into the tank stance "Iron Will", which simply increases enmity.
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* OathboundPower: A Paladin's soul crystal is the embodiment of their will and it grows stronger as they keep true to the oaths they have sworn. Before they were removed in Shadowbringers, they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.

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* OathboundPower: A Paladin's soul crystal is the embodiment of their will and it grows stronger as they keep true to the oaths they have sworn. sworn and in gameplay they spend Oath Gauge to either defend themselves or others. Before they were removed in Shadowbringers, ''Shadowbringers'', they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin took reduced damage taken and increased their [[DrawAggro Enmity]] generation in exchange for also reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.
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* OathboundPower: A Paladin's Soul is an embodiment of their will and it grows stronger as keep true to the oaths they have sworn. Before they were removed in Shadowbringers, they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.

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* OathboundPower: A Paladin's Soul soul crystal is an the embodiment of their will and it grows stronger as they keep true to the oaths they have sworn. Before they were removed in Shadowbringers, they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.
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* OathboundPower: A Paladin's Soul grows stronger the more they keep true to the oaths they have sworn. Before they were removed in Shadowbringers, they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.

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* OathboundPower: A Paladin's Soul is an embodiment of their will and it grows stronger the more they as keep true to the oaths they have sworn. Before they were removed in Shadowbringers, they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage.
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* SkillGateCharacter: Dark Knights are somewhat unique among the tanks in that their biggest defensive tool, ''The Blackest Night'' is heavily tied with their DPS output. It costs the same amount of MP as a use of Flood/Edge of Darkness, but if the shield is completely broken in the short amount of time it is up, will give you the Dark Arts status, which allows for a free use of Flood/Edge of Darkness, acting as a kind of counter-attack. The upshot of this, is that when played badly a Dark Knight that leans too heavy on attack will not be able to use their best defensive skill for tankbusters (likely requiring some heavy assistance from the healers), and a Dark Knight that is too defensive will be losing out on damage output. The key to playing well is being able to accurately predict when and where to use The Blackest Night for optimal defense **and** damage output, which usually requires at least a fair degree of knowledge about battle flow and what bosses can do.

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* SkillGateCharacter: SkillGateCharacters: Dark Knights are somewhat unique among the tanks in that their biggest defensive tool, ''The Blackest Night'' is heavily tied with their DPS output. It costs the same amount of MP as a use of Flood/Edge of Darkness, but if the shield is completely broken in the short amount of time it is up, will give you the Dark Arts status, which allows for a free use of Flood/Edge of Darkness, acting as a kind of counter-attack. The upshot of this, is that when played badly a Dark Knight that leans too heavy on attack will not be able to use their best defensive skill for tankbusters (likely requiring some heavy assistance from the healers), and a Dark Knight that is too defensive will be losing out on damage output. The key to playing well is being able to accurately predict when and where to use The Blackest Night for optimal defense **and** damage output, which usually requires at least a fair degree of knowledge about battle flow and what bosses can do.
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* OathboundPower: A Paladin's Soul grows stronger the more they keep true to the oaths they have sworn. Before they were removed, they also used to have the abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage without additional defensive benefits.

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* OathboundPower: A Paladin's Soul grows stronger the more they keep true to the oaths they have sworn. Before they were removed, removed in Shadowbringers, they also used to have the stance abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage without additional defensive benefits.damage.
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* OathboundPower: A Paladin's soul grows stronger the more they keep true to the oaths they have sworn.

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* OathboundPower: A Paladin's soul Soul grows stronger the more they keep true to the oaths they have sworn.sworn. Before they were removed, they also used to have the abilities Shield Oath and Sword Oath, only one of which could be active at a time. Using Shield Oath the Paladin reduced damage taken and increased [[DrawAggro Enmity]] in exchange for reducing damage dealt, while Sword Oath caused their auto-attacks to deal extra damage without additional defensive benefits.
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''Class and Job Questlines'': [[Characters/FinalFantasyXIVDisciplesOfWar Disciples of War]] | [[Characters/FinalFantasyXIVDisciplesOfMagic Disciples of Magic]] | [[Characters/FinalFantasyXIVDisciplesOfTheHand Disciples of the Hand]] | [[Characters/FinalFantasyXIVDisciplesOfTheLand Disciples of the Land]]\\

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''Class and Job Questlines'': [[Characters/FinalFantasyXIVDisciplesOfWar Disciples of War]] ([[Characters/FinalFantasyXIVDisciplesOfWarTank Tank]] | [[Characters/FinalFantasyXIVDisciplesOfWarMelee Melee]] | [[Characters/FinalFantasyXIVDisciplesOfWarRanged Ranged]]) | [[Characters/FinalFantasyXIVDisciplesOfMagic Disciples of Magic]] | [[Characters/FinalFantasyXIVDisciplesOfTheHand Disciples of the Hand]] | [[Characters/FinalFantasyXIVDisciplesOfTheLand Disciples of the Land]]\\
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* HealThyself: The Warrior's main gimmick is that the job's defensive abilities heas HP rather than reduce incoming damage. As such, the Warrior has a lot of ways to recover HP.

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* HealThyself: The Warrior's main gimmick is that the job's defensive abilities heas heal HP rather than reduce incoming damage. As such, the Warrior has a lot of ways to recover HP.



* DeflectorShields: "The Blackest Night" allows the Dark Knight to put an energy barrier on themself or a party member. This barrier absorbs damage totaling 25% of the maximum HP of the target. It lasts seven seconds or until it is broken and can be cast up to four times a minute so long as the Dark Knight has enough MP.

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* DeflectorShields: "The Blackest Night" allows the Dark Knight to put an energy barrier on themself or a party member. This barrier absorbs damage totaling 25% of the maximum HP of the target. It lasts seven seconds or until it is broken broken, and can be cast up to four times a minute so long as the Dark Knight has enough MP. If the shield is broken, the Dark Knight can then use Flood of Darkness or Edge of Darkness once for no cost.
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* HealThyself:

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* HealThyself:HealThyself: The Warrior's main gimmick is that the job's defensive abilities heas HP rather than reduce incoming damage. As such, the Warrior has a lot of ways to recover HP.



** "Shake it Off" applies a shield to the Warrior and all nearby party members for thirty seconds. After Level 76, it also restores a small amount of HP and applies a weak Regen effect on everyone for fifteen seconds.

to:

** "Shake it Off" applies a shield to the Warrior and all nearby party members for thirty seconds. After Level 76, it also restores a small amount of HP and applies a weak Regen effect on everyone for fifteen seconds. This shield is further increased in potency if they use it while several of their other buffs are active, but removes those buffs in exchange.
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''Antagonists'': [[Characters/FinalFantasyXIVAscians Ascians]] ([[Characters/FinalFantasyXIVEmetSelch Emet-Selch]]) | [[Characters/FinalFantasyXIVGarleanEmpire Garlean Empire]] ([[Characters/FinalFantasyXIVZenosYaeGalvus Zenos yae Galvus]] | [[Characters/FinalFantasyXIVBozjanGarleans Bozjan Garleans]]) \\

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''Antagonists'': [[Characters/FinalFantasyXIVAscians Ascians]] ([[Characters/FinalFantasyXIVEmetSelch Emet-Selch]]) | [[Characters/FinalFantasyXIVGarleanEmpire Garlean Empire]] ([[Characters/FinalFantasyXIVZenosYaeGalvus ([[Characters/FinalFantasyXIVGaiusVanBaelsar Gaius van Baelsar]] | [[Characters/FinalFantasyXIVZenosYaeGalvus Zenos yae Galvus]] | [[Characters/FinalFantasyXIVBozjanGarleans Bozjan Garleans]]) \\

Added: 411

Removed: 411

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* BarbarianHero: This is the main motif of the job, with [[TheBerserker "wild" attack styles]], bear-like AnimalMotifs, [[PeltsOfTheBarbarian fur-trimmed armor]], and skills with savage names such as "Primal Rend", "Chaotic Cyclone", and "Infuriate".
* BarbaricBattleaxe: [[BrutishCharacterBrutishWeapon Appropriately enough]], Warriors use axes as their weapons of choice for their {{Berserker}} fighting style.



* BarbarianHero: This is the main motif of the job, with [[TheBerserker "wild" attack styles]], bear-like AnimalMotifs, [[PeltsOfTheBarbarian fur-trimmed armor]], and skills with savage names such as "Primal Rend", "Chaotic Cyclone", and "Infuriate".
* BarbaricBattleaxe: [[BrutishCharacterBrutishWeapon Appropriately enough]], Warriors use axes as their weapons of choice for their {{Berserker}} fighting style.
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* BarbarianHero: This is the main motif of the job, with "wild" attack styles, [[PeltsOfTheBarbarian fur-trimmed armor]], and skills with savage names such as "Primal Rend" and "Infuriate".

to:

* BarbarianHero: This is the main motif of the job, with [[TheBerserker "wild" attack styles, styles]], bear-like AnimalMotifs, [[PeltsOfTheBarbarian fur-trimmed armor]], and skills with savage names such as "Primal Rend" Rend", "Chaotic Cyclone", and "Infuriate".

Added: 350

Changed: 25

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![[CounterAttack Marauder]] and [[TheBerserker Warrior]]

to:

![[CounterAttack Marauder]] and [[TheBerserker [[BarbaricBattleaxe Warrior]]


Added DiffLines:

* BarbarianHero: This is the main motif of the job, with "wild" attack styles, [[PeltsOfTheBarbarian fur-trimmed armor]], and skills with savage names such as "Primal Rend" and "Infuriate".
* BarbaricBattleaxe: [[BrutishCharacterBrutishWeapon Appropriately enough]], Warriors use axes as their weapons of choice for their {{Berserker}} fighting style.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Dark Knight, as originally implemented, also shared a lot, mechanically speaking, with Final Fantasy XI's Rune Fencers. Both are greatsword specialists, with a focus on parrying as their defensive skill (at least until it was removed in Final Fantasy XIV) and a particular focus in being a magic tank that can shut down enemy spellcasters. It's an unusual case as Rune Fencers debuted in XI a mere two years before XIV, and both development teams work closely together under the same department. Since then, Dark Knight has changed mechanically, but the shared origin can still be seen.

Added: 268

Removed: 225

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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Though almost all of their weapons are greataxes, there are a few greathammers that they can use, such as the Dwarven Mythril Hammer. This is purely visual and does not affect how their abilities work though.


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* HumongousHeadedHammer: [[TheBerserker Warriors]] have access to a handful of war hammers in place of their usual axes. These hammers have heads the size of their wielders' torsos to go hand-in-hand with the superhuman strength granted by mastering one's Inner Beast.
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Made a mistake by adding Tural to "Other Realms" instead of "Nations of Hydaelyn" with the initial post; correcting the error now.


''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]] | [[Characters/FinalFantasyXIVTural Tural]]\\

to:

''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]]\\
Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]] | [[Characters/FinalFantasyXIVTural Tural]]\\Thule]]\\
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''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]]\\

to:

''Nations of Hydaelyn'': [[Characters/FinalFantasyXIVTheEorzeanAlliance The Eorzean Alliance]] | [[Characters/FinalFantasyXIVIshgard Ishgard]] | [[Characters/FinalFantasyXIVDragonHordes Dragon Hordes]] | [[Characters/FinalFantasyXIVOthardAndHingashi Othard and Hingashi]] | [[Characters/FinalFantasyXIVSharlayanAndThavnair Sharlayan and Thavnair]] | [[Characters/FinalFantasyXIVTural Tural]]\\
Thavnair]]\\
''Other Realms'': [[Characters/FinalFantasyXIVTheVoid The Void]] | [[Characters/FinalFantasyXIVTheFirst The First]] | [[Characters/FinalFantasyXIVTheWorldUnsundered The World Unsundered]] ([[Characters/FinalFantasyXIVPandaemonium Pandæmonium]]) | [[Characters/FinalFantasyXIVUltimaThule Ultima Thule]]\\Thule]] | [[Characters/FinalFantasyXIVTural Tural]]\\

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