Quote Originally Posted by Kimoi View Post
There's a difference, though. Pride weapons sacrifice a bit of starting power (being effectively Assault S + Pride effect) for extra damage later in a fight, and might not be so interesting if you have a lot of sustain or can finish fights before getting wounded enough.--
Even if you used 10 Pride weapons, it wouldn't screw you over. I wouldn't recommend it if you run 2+ healers, but the bare minimum that you'd have is still 100% Assault. And that's plenty.
Quote Originally Posted by Delete View Post
Oh, I know Pride weapons are good. I don't like to have 2 or more Pride weapons just for personal taste; I have 2 on my water team and find the damage too swingy for my taste.--
I run 2 Pride weapons in my Water grid as well, and honestly? I can't even even tell the difference between a full HP Hime and a 50% Hime. I mean, I know that the full HP one is 114% and half-HP one is 134%, but that's hardly a difference you'll notice in a single turn.

If it's swingy for you, then you're at a point where your grid is still low, no? I don't see how that'd be an issue for you. If your grid suddenly jumps from like 50% to 70% because of a boss AoE Overdrive, isn't that a huge bonus you should be happy about...?
Quote Originally Posted by Sora View Post
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Why Defender Weapons?
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Defender weapons give you a huge buffer, which is just outright amazing. I have 30% HP in my Thunder grid, and when combined with 20% HP Eidolon, it's just... well, outright amazing. Sadly, not something I can afford to do unless I have elemental advantage. But even when I need to run double elemental Eidolons, the 30% HP buffer does some amazing work.

That said, I'd advice against heavily investing in HP weapons. Dual-skill weapons are becoming more and more common, and will provide you with all HP you'll need, along with the essential damage output. So focus on dual-skills and Assaults(/Prides).