I'd go for the Bluemage
Unlike DPS, heal and tank have fewer jobs which makes the job identity even more important.
From a visual standpoint at least, each job must feel very different.
The 3 main theme are currently
Holy Tank
Dark Tank
Physical / Rage Tank
The Blue Mage does not fit any of the above, which would allow the devs to make a very unique tank. The "Magical Tank"
Also, the fact that Blue Mage has to be smashed in the face to learn his skills also fit the "tank" theme quite well.
FF14 being its own thing, the blue mage doesn't have to be a Int based user. In fact, assuming no drastic change on the itemisation, it would be best if Blue Mage wear plate like all tank for the sake of not creating another gear category. There is enough gear categories as it is. We don't need more "ninja-style" gear. Especially not for a tank.
Also, due to the way new job get their skills in FF14, the blue mage would be very easy to implement. "Oh, did you hear of that monster? Go their and fight it! I'M sure you'll learn something useful". The flexibility of the job arsenal could also help SE design a very unique job as they'd have very little limitation to what skill they could give it as almost anything is done by a mob somewhere.
Finally, I can't stress this point enough, FF14 is not FF11, even Yoshida start being sick of people comparing the two games. If they ever do the blue mage, it will not have access to all the skill from all the mobs in the entire game. You won't be able to cast miracle because Alexander did it on you.
However, the Geomancer could also fit as there is no "elemental tank".
Using nature skill as shield, rock shield and stuff could work. why not.
As a side note, people often call for the beast master as a pet-tank.
This will not happen for a few reason.
1 -SE does not want pet to tank or be remotely good at doing someone else's job. The SMN titan nerf and progressive diminution of pet value is a good example.
2 -A pet tank would mean that if the pet dies, the player doesn't, which would go against SE philosphy of making all tank equal (weither or not they achieve this goal is a different story). A tank who can die repeatidely from tank burst would have a net advantage. On the otherhand, counter balancing this by making that the pet death result in the player death would make 3 even worst.
3 -The game isn't made around managing two character at once. Too many fight require tight positioning. Asking a player to control both his character and the pet would simply make the job too hard to play, especially on controller (unless they rework the zone targeting system).


". The flexibility of the job arsenal could also help SE design a very unique job as they'd have very little limitation to what skill they could give it as almost anything is done by a mob somewhere.
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