The very, very basic fundamentals of all roles(DPS, Tanking, Healing) can be learned without leveling those classes. I'm talking specifically with the Mentoring time limit of 40 hours. Mentees can vary as some rush through some don't. When I joined FFXIV it was about Nov. 11, when I was lv23, it was Dec.1. I was taking it slow. My mentoring hours would have been up.
The very basic fundamentals of healing: healing of course, watching MP bars, using Cleric Stance at the right times(All newbies will be Conjurers at the beginning), knowing the effect of Cleric Stance, watching your aggro(something every role needs to know to avoid taking aggro), shielding(Protect, etc), staying within range of the tank and team to heal them, staying out of AoEs, using basic cures and AoE cures, detrimental effect removal, watching the overall status of the team.
Tank fundamentals: Keeping aggro on all enemies, position them away from your team to avoid AoEs and AoE melee attacks bosses tend to have, look at your team's classes,(I have a pugilist, I need to make sure they can get their attacks in so I must have the enemies in a position to attack efficiently), Provoking(Although technically not a "fundamental" because that is learned at lv22, you would already need to know how to tank then but Provoke is a must-know), watching your root source of enmity(TP/MP you need that to keep attacking to keep aggro), checking your team's gear(gotta know what gear they have before you do things to make decisions in the long run), knowing your enmity attacks like Skull Sunder or Savage Blade and how they work(This includes Flash range), cycling through enemies to obtain substantial aggro on ALL enemies in the group so in case a team member does not know the fundamentals of focusing, you will not lose aggro.
DPS Fundamentals: Watching your aggro so you don't take it from the tank IF they are not cycling. Stop attacking that enemy. Attack the tank's enemy, watch TP, attack, priority targets.
Once you tell them the fundamentals of the role, you may teach them the fundamentals of the class and neat tricks and cross-skills(Here's where Impulse Drive comes in, leveling Gladiator to 8 to get flash and help with AoE enmity generation, etc).
Bonus Fundamentals: You can teach them the importance of provoke, AoEing big mobs down, avoid using push attacks for no reason(Push them into tanks or away from healers or into walls to avoid moving them), using cooldowns right, using your attacks/heals right, teaching functions of traits, avoid AoEs, positionals, finishers
Those are things that a "specialist" can teach better than a non-specialist but players who play for a long time can still teach those particular things easily. Only deep job stuff requires a specialist, absolutely. That is useless though because newbies only have 40hrs.
Then there's the next section that Gunspec posted in this thread earlier. The fundamentals of the game world itself outside of fighting/combat. FCs, GCs, chocobos, sidequests unlockables, materia, dye, glamour, the market board, guildleves, guildhests, and all the other stuff the game throws at you before 30 at least minus glamour. You can teach them about the very deep options section(I think its deep, has a lot of stuff in it). Tons of stuff that you can teach outside of fighting.
^ All of these things can be done and taught by players who are at least 50(returning players and/or players who lack Heavensward). They do not, should not need a level 60 class to teach a newbie, newbie things. Your Heavensward knowledge is useless because they will never be 60 in 40hrs. The game's fundamentals were created long before Heavensward. They were created at release. Level 50s at the start of ARR 2.0(Release I mean) should be qualified to mentor as they know the fundamentals. A level 50 tank can teach just as good as a 60 tank because the fundamental skills required to teach and tank are learned at an early stage. The stuff at 60 is add-on stuff.
What SE should do is make another mentoring system for higher level players so they can engage in the next step of mentoring. Learning your class/job. THAT will require "specialists" when you get to the deepest parts of the job. But fundamentals? Basic fundamentals? That is learned through experience in the game world itself. Not leveling a healer. As a lv60 DPS, when you level a healer, you're already gonna know the general concept of healing.
Having the dungeon restriction makes no sense as you can learn the fundamentals of combat in 300 dungeons. I'm sure there are tons of people who are left out of teaching because of the requirements. Left out of teaching early fundamentals about the game itself AND combat fundamentals.


Reply With Quote




