Quote Originally Posted by Nalien View Post
Let me put it this way; A true mage tank would get as much out of Foe's Requiem as Black Mage. Dark Knight gets very little out of Foe's Requiem.
Let me point out a scenario to you that shows exactly the kind of problems that arise when you don't think things through fully. You can theorize about a potential magic casting tank all you want, but when you don't take into consideration all the variables and scenarios, you wind up with very big problems. So here's the spiel:

Say they add a magic casting tank, who gets "as much out of Foe's Requiem as Black Mage." People play the class, then they queue up for say, Void Ark. Now they get in there, and boom, all 3 tanks are this wonderful magical casting tank who's moves do magical damage. Tell me, what happens then when they get to the second boss of Void Ark? You know, that boss where 1 of the two targets becomes immune to all magic damage? Who's supposed to tank that? The tank job that now does literally zero damage to that target?

How about Turn 4 of the Binding Coil of Bahamut, where certain adds reflect all magic damage. Those tanks now have to take extra damage while tanking these mobs over any of the other 3 tanks?

So tell me, what's the solution there? Make them deal some super special type of magic damage that goes through all that? Sure, that'll fix it, but then they aren't dealing magic damage with their magic spells. Now you've just introduced an entirely new damage type that the developers have to spend time coding, implementing, and balancing.

A casting tank is a lofty idea, but it's not one that will ever be realistic to add into this game specifically when you consider all the factors that have to be accounted for in order for such a job to work and still have any kind of balance with the existing 3 tanks.