Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
To make BLU tanking a thing they'd need to tweak spell even more so than they currently are.
A few change that would have helped a lot
Ice Spike : Make it an ogcd, it does less damage than any other AoE anyway so it's just for the debuff. Buff the chance to 100%
Blood Drain : Give it a small CD and increase its effect while under Mighty Guard so that BLU has a form of self sustain
Transfusion : Instead of being a one shot make it an actual heal so that BLU can heal directly the tank without relying on their current hp (a bit of an issue when dealing with boss doing raid wide damage)
Add a few effect to help BLU tank and Heal in general on different spells... (can pick any tbh they're all the same)
That would already help a lot for dungeon in general.
But there's been no proper change beside potency up. Every spell are a carbon copy of the last one with a different potency value and element (only usable in the mascarade). Nearly no spell interact with one another and only the EX spells are ogcd.
They can't really expect us to use 24 different spells, on the gcd, without cd...
BLU needs a lot of love with the next set of spells, it needs a proper mitigation tool other than diamondback, it needs proper healing other than white wind, it needs a raise or reraise, it needs a provoke and with the changes to off guard and peculiar light mighty guard should be tweaked to reflect it.
If they want blu’s to run as a party they need to make sure it has the tools to play something other than dps role effectively.
It was -70% to compensate for off guard being +50% (equaling out to roughly -20%) but now off guard is being changed to just +5% and shares a cd with peculiar light to boot so mighty guard should really lose the -70% altogether and just be increased enmity and reduce damage taken.
Last edited by Cabalabob; 10-28-2019 at 09:00 PM.
I actually had a lot of fun tanking on blu when it first dropped. My strategy was to wear vit accessories and use Diamondhide at the right moments during boss rotation. You definitely have to pay more attention than a regular tank would, but I thought it was a nice spin on tanking in a game where everyone says "all tanks are the same." What I do feel like it needs is better hate management. (provoke,single target hate spells, white wind hate generation severely reduced) I'd be fine with a mighty guard rework. But I'd hope the damage reduction part of it is a little less gross.
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