Quote Originally Posted by KianaFhey View Post
but it would have to be limited to using like occultation/semi weak heals. But now that I think about it there aren't many monster based heals in the game except "Sanguine Bite" that I know of
White Wind is in the game, and the more famous one. (More on that in a min)

Quote Originally Posted by ManuelBravo View Post
too squish even with buffs just on armor alone should give people a hint.
Base defense in this game hardly make a difference. (its why people saw +20% defense from Foresight as weak, and not a means to survive physical tank busters, At best, only worked when I stacked it with -10% dmg taken, and even then, sometimes i still died.)

As a tank in the MSQs, I felt like the solo fights were far easier as a tank. Then semi easier as a healer, and the hardest as a DPS. (DRG didnt feel any easier than BLM in how quickly the dmg stacked up on me.)
While defense does help, the high max HP is the biggest reason, followed by self healing.
I can play BLM, SMN, and RDM, with the same gear, and RDM is easily going to feel liek im "not squishy" compared to what feels like squishy BLM/SMN, due to self healing.

Looking at WAR, who uses "+Max HP" as a tank stance, alone shows that defense isnt all that important.
-X% dmg taken is king for tanking, followed by max hp and self healing.

In caster gear, that would give them good Magic Defense.
Using VIT accessories, that can slightly help their max HP, but they would have to have a natural high HP base, like the other tanks do out of fending gear. (Main issue here, is that it gives STR not INT for the secondary stats, unless we make both STR and INT add together for the dps of the BLU)

So this leaves Tank stance to be the main means of closing the gap. (personally I would want the tank stance to be a 0.5s cast, perma buff, until turned off.)
I'd also like to see a 2nd buff needing to be cast every so often, to raise general mitigation. (If we make an AoE White Wind, which acts liek a weaker Medica2, it acts as both threat, and helps lower the amount of healing healers need to do, both on them, and the group. If not that, then something like the blink spell, for higher evasion. Its not reliable for tank busters, but helps on general auto attack dmg from trash mobs)
Currently Tanks have something around 20-25% mitigation/max hp increases.
And then the go to mitigation of rampart, and some other higher potency mitigation, and a "short CD" mitigation on ramparts level. (ignoring the invincible one for obvious reasons)
Id like to see something more like The Blackest Night, where you cast a buff to mitigate dmg, but do so often. Give it a short CD, and it can be a mini Inner Beast.
But since it takes up a GCD, and does no dmg, the lost dmg would be in the tank stance, in how it doesnt reduce as much dmg as normal tank stances usually do. (same with having to cast white wind/blink equivalent)

Those alone would make BLU tanky enough, and thats not including the FFTA version fo BLU, using Damage MP to be an unkillable god.