User blog comment:Leolab/Shadowbringers Special: Adventurers (Final Fantasy XIV) v The Inquisition (Dragon Age: Inquisition)/@comment-422690-20190503060834

So...

Forces

Tanks (PLD, WAR, DRK, Heavy Soldiers): While the Heavy Soldiers can't self-heal the way the Adventurer tanks can, what they can do is build up Guard, which is basically a type of barrier, as well as improve their armor's defensive capabilities. The passive It'll Cost You can majorly mess up any melee attacker, as the Adventurers are going to do a lot of damage, and will likely take a lot in turn.

WAR and PLD can both dish out enormous amounts of damage, however, and the Paladin's burst phase is also a ranged magic cast, which will bypass the damage reflection. Further, the Heavy Soldiers' ability to drag someone into range can backfire thanks to a pair of skills known as Holmgang and Hallowed Ground, which prevent any WAR or PLD hooked from dying. And then... then there's DRK. Any damage that they take will only make them stronger, what with The Blackest Night or Blood Price filling their Blood Gauge, allowing for more Quietus and Bloodspillers. The Adventurers get the edge here, as they can both tank and deal more damage.

Melee DPS (DRG, MNK, SAM, Normal Soldiers): TBW

Support DPS (NIN, BRD, MCH, Scouts): TBW

Casters (WHM, SCH, AST, RDM, BLM, SMN, Battlemages): The Battlemage's biggest advantage against the Adventurers is speed. A vast majority of damaging and healing spells - including those of the PLD mentioned earlier - have a cast time, usually 2.5 seconds. Further, their spells utilize a variety of effects, from an instant area resurrection to powerful crowd control. Their few bits of armor also let them take a few more hits, allowing them to get away. The Adventurers, however, pack much more of a punch with their spells, and are actually able to heal their allies with magic. While the healers can only rez a group if they've charged a level 3 limit break, their revival spell can also be used more often.

The Battlemages are some of the Inquisition's more powerful forces, but baffling game design choices a lack of true healing spells, as their barriers decay quickly, make them less helpful than they could be. What they *can* do very well, however, is crowd control and area denial. Fire and Ice Mines, Static Cage, Fire Wall, and Ice Wall can all control where engagements happen, which is key for defending any position. On top of that, their Dispel spell lets them act like a Templar every eight seconds, and lest we forget all Adventurer skills use Aether, which means they're technically all magic. The advantage here ultimately goes to the Inquisition, because it's not a straight fight.

Synergy: TBW

W/L/T Conditions

TBW