
Originally Posted by
Oyama
Hello,
I wish to bring up an odd situation in which Rune Fencer finds itself. Rune Fencer was marketed as a "magical tank." However, Rune Fencer's reliance on choosing a small number of elements to focus on (usually only one in order to be effective) makes it ineffective as a magical tank on the vast majority of content in FFXI. Even the Naakuals, elementally aligned monsters that were introduced in the same expansion as the job itself, can cast spells from more than one element and inflict debuffs from multiple elements as well. In fact, even one of the Celestial Avatars, supposedly the epitome of their element, gives an off-element debuff (Ramuh's Thunderspark inflicts a potent paralyze, an ice-based debuff). In a game with 8 elements and a plethora of enemies that utilize multiple of these elements in the form of damaging abilities, magical spells, and elementally aligned debuffs, a tank job that can only be reliably effective against one element at a time simply does not function well as a tank outside of very niche situations. One very common way that enemies can make use of multiple elements is simply by having an elemental casting job, such as Black Mage, Red Mage, Geomancer, or Scholar. How strange it is that the supposed "magical tank" of the game is weak against enemies with magic-wielding jobs!
I propose two very simple adjustments that together would help rectify this counter-intuitive situation.
#1: Give Rune Fencer the "Magic Evasion Bonus" Job Trait, reaching tier 6 at or before level 99. With the introduction of Blinding Fulgor as a Blue Magic spell, the trait exists in the game, and there is no good reason that Rune Fencer should not have it. The trait actually makes the most sense for Rune Fencer compared to any other job. This would provide Rune Fencer a permanent and undispellable advantage in reliably withstanding all magical damage and effects. Magic Defense Bonus and Tenacity are nice, but their values are simply not high enough, and a significant boost to magic evasion would help augment the Rune Fencer's general magical durability without tampering with those existing abilities nor adding a new ability/trait or mechanic.
#2: Add a magical resistance aspect to the enhancing spell "Foil." The simplest implementation would be to add a large generic magic evasion boost effect (ideally comparable to bar-spells) to Foil against all attacks, or at the very least to monster special abilities and magical spells, as these are the primary sources of powerful magical attacks and debuffs. The spell "Foil" is unique to main job Rune Fencers, and as a magical tank, a "bar-everything" spell unique to them would make a lot of sense. Rune Fencers have access to the existing barspells, but so do other jobs, and they can also be accessed by ANY job if they set the right sub-job. More importantly, there are so many of these barspells (pure elemental ones as well as bar-status ones) that casting any particular one of them in time for an enemy's off-element attack is nearly impossible. To make a macro for every single one of them would take up almost an entire macro pallette. Alternatively, in lieu of a general magic evasion boost, it could bestow a very large magic defense boost against all elemental damage while providing a large magic evasion boost or pure percentage resist rate boost against all enfeebling effects. I think a pure, large magic evasion boost is a simpler solution, but there are options.
Given the existence and relative ease of obtaining the Aegis shield for Paladin in the current state of the game, I don't think any of these adjustments would be unbalancing. Aegis gives a Paladin the equivalent effect of an undispellable full-time Vallation/Valiance with 24 Runes active at once! This while still allowing the Paladin to block physical attacks. This makes it a more effective magical tank than Rune Fencer by far. The adjustments I have proposed would allow Rune Fencer to continue to focus on certain elements while still maintaining excellent defenses against other elemental attacks and debuffs. It would allow Rune Fencer to be more of an accessible, competitive, viable alternative to Paladins for tanking a wide variety of situations in the game without supplanting Paladin as a tank.
Thank you for your consideration.