
Originally Posted by
Byrth
I've underlined the criticisms of magic damage that aren't really valid. Mages are actually more durable than melee in my experience because they can wear 50% PDT almost all the time (no need for TP gear), generally have access to Blink/Stoneskin, etc. Defense hardly matters, so their lack of it is unimportant. Manawall makes BLM the least-one-shottable job in the game. Back before people really figured out how to do Voidwatch, I know I ended up holding quite a few VWNMs on my BLM/RDM between Manawall and temps and it sure wasn't because the derpy support suddenly got good enough to keep people alive.
The ones that I deleted could be summarized by the one I bolded, which is the real issue with magic damage as I see it. If the outlined changes or implemented, magic DPS is going to increase a lot.
The final two underlined issues run contrary to one another. The way you buff magic damage isn't through a +11 MAB Dream Shroud, it's through Evoker's Roll, Refresh II, and Ballads. The reason you buff magic damage this way is because MP is finite (as you say). It's not really a weakness of the damage type, but rather is the way the damage type is limited. If having buffs lets you chain nuke constantly instead of resting half the time, then buffs increased your DPS by a factor of 2. That's less than melee's factor of 5 with Haste, but it's still something. If SE implements their outlined changes, this weakness will be alleviated somewhat but mage jobs will also get less durable. I don't know how it will shake out for final usage.