So... what's the reasoning for Blue Mage still having a massive damage reduction penalty for Mighty Guard when not even tanks have that anymore?
So... what's the reasoning for Blue Mage still having a massive damage reduction penalty for Mighty Guard when not even tanks have that anymore?
To be honest, as weak as BLU magic is, they shouldn't have had that damage reduction penalty at all to begin with.
Especially now that alot of it's spells have a 50% falloff on other enemies.
It's odd that a job that is restricted from going into the DF because it would be "overpowered" truly isn't at all.
a funny thing i find is that in almost EVERY OTHER final fantasy game Mighty Guard is a PARTY WIDE buff...addmitidley, with the way SE set the game up that kinda functionality may cause a problem or two -- not due to the blue mage itself, but the way they are forcing the game to play.
I feel like this will get changed, because you're absolutely right, it doesn't make a lot of sense. I feel like it got forgotten. Hopefully the blue update will address it
Fwiw, some of the carnivale fights make use of the mighty guard mechanic as a way to defeat them. I.e. do dmg without it and then turn it and diamondback on for the ultimate that otherwise would kill you.
As for comparing blue mage to tanks currently, that's not even apples and oranges. It's apples and pterodactyls. When BLU get access to their own DF soon, it may change as party roles for that system get solidified.
As it is right now (-40% taken, -70% dealt) it will have to change. I don't think they'll entirely remove the penalty from damage dealt, but instead change it to something like 20-30%. If the spell was straight up -damage taken% without any penalty, everyone in the party would be using it constantly and just bounce the mobs/boss back and forth due to the enmity generation.
Might Guard costs 0 MP to cast. Just don't use it and start to use CC and combos to survive better without Might Guard. It's only for tanking. It needs the damage penalty, or else everyone will just use it, or they will change it to a cooldown and less duration. It serve it's purpose.
50% falloff damage is not a nerf. Before we had 130 potency for spells, now we have 220. 50% of 220 is 110. Sure it's less, but it balances well with the single target potency buff.
Last edited by LeoLupinos; 11-23-2019 at 08:19 PM.
because tank's tank stance is for enmity. tanks now have passive damage reduction built into the class with or without tank stance on. make the damage reduction less? sure, but take it away and that breaks the design.
"A heartbeat without harmony
Is moonlight without dark"
Tank DPS is about 50% that of a regular DPS class. It feels fair to have that trade off in place in order to maintain that “Jack-Of-All-Trades” identity.
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