User blog comment:Leolab/Hawke's Party (Dragon Age 2) v Adventurers (Final Fantasy XIV)/@comment-5465602-20170527045907

BeastMan14’s “Strange Magic” Edges

Main Tank: Adventurers. In terms of what both tanks can provide to their team as a whole, I feel Argasar is much more effective as both as a damage sponge and a damage dealer. Aveline’s primary strength here is resisting enemy attacks and soaking up damage, but that doesn’t leave her as much room to operate defensively. Arsagar, on the other hand, is capable of not only drawing fire towards himself, but also dishing out some devastating attacks of his own, making him a much more versatile member of his team.

Off Tank: Hawke’s Party. See above but now reversed. Carver’s Templar abilities are much more dangerous to the Adventurers than Aldwyn’s Warrior skills are to Hawke’s party. Carver can basically clean up most of the Adventurers skills and assets in this battle, forcing them to focus on him while he can effectively fight them due to being an incredibly powerful tank on his own. (He was actually my most used warrior during my Dragon Age 2 playthrough.) Meanwhile, Aldwyn is mostly just a berserker, who will be dangerous but nowhere near as useful to his team.

Caster: Adventurers. Leo and Merrill have similar abilities, but Leo benefits from not having to draw from his own life force to use his signature abilities and being able to heal when he has to. He can also defend his team much more effectively than Merrill can thanks to his Manawall, which could block out the majority of the party’s attack’s against him.

Melee 1: Adventurers. The Dragoon may not be as capable of dealing group damage as Fenris, but he more than makes up for it in the sheer amount of damage he can leave across the battlefield. While Fenris stays focused on one singular target, Aurifort can leap around the battlefield, dealing damage all over and weakening Hawke’s crew as a whole with far more powerful attacks.