
Originally Posted by
Mikey_R
After wrapping my head around this, the first thing I want to say is, Magic Hammer OP. 450 potency, no combo requirements on the GCD. Just spamming that would probably be the most damaging thing you can do, granted, it probably would cost a fair amount of MP, but it restores 50% of the damage dealt, which means, the better gear you have, the more MP you restore, which means the more you can spam it. This is probably why MP restoration isn't tied to damage dealt/received, but a fixed amount on level, just so it's easier to balance.
Mighty Guard and Forbode, basically Paladin's Sentinel and Bulwark, but stronger, so I assume you would want the Blue Mage to be a defensive, which would mean weaker attacks overall, however, at a glance that doesn't seem to be the case and it seems it would be quite strong. I haven't done any calcs to say one way or the other though, so I might be mistaken.
Your 'tank invulnerability' (using it loosely) aka Hallowed Ground/Living Dead/Holmgang equivalent, Angel Whisper, seems really really powerful. 4 minute cooldown for an instant raise AND 1000 potency heal on everyone (in range), rough numbers, that's somewhere between 15-20% of a tanks max HP. Compare that to living dead, where, if you die and activate walking dead you need the equivalent of 100% of your HP to be restored so that you don't die. and that is on a 5 minute cooldown. It is a really powerful ability for such a short cooldown with no obvious side effects.
Next, your rotation, by the way you have laid it out, I assume it is all one long combo string (if not, it needs to be made clearer IMO which bits combo and which ones are the start of a new combo, just for ease of reading), if it is a long combo string, that is long, if not, I have obviously misinterpreted, however, your only attack that increases enmity for single target looks to be the learned Blue Magic spell, which is 8th in your GCD rotation. That is way too late to have an enmity building tool, plus, it's too weak on its own and you will find yourself having to rely on it quite frequently, or even, if something goes wrong and your Co tank dies, you have no way to effectively gain some snap aggro.
Now, I just want to tear apart this rage combo (Note, I will add indicators where I THINK combos begin and end, this also ignores Magic Hammer, which still out damages everything but the finisher combo) :
[Clautraphlare > Goblin Punch > Upward, Downard Break] > [Shadow Claw > Hexa Strike] > [Quasar > Geriskogul > Drakensfiend] > {Fire Breath (Finisher)}
Converting to Potency:
[150 > 160 > 200] > [380 > 320] > [330 > 400 > 610] >{220}
Calc Averages across combos (Potency per GCD, Finisher counted as oGCD):
[170] > [355] > [447] {520 every 2 mins}
Now, to break this down, First, Shadow Claw, at 380 potency, it's a combo starter, yet, you can replace your first 5 GCDs with it and be better off. However, even better, since the last comb is the strongest, you could just spam that. If you need to do that whole long combo string to get the stacks, then, you get your 4 and you keep them. There is no point spending them as you will get more benefit holding onto them than if you used them, which means you can do the long combo 4 times, get the 4 stacks and then revert to the strongest combo, massively increasing your damage in the process. The problem here is that, you have no reason to use other combos. If you look at every other melee DPS/Tank, you will find every single combo has a reason to be used. However, you seem to have several combos that want to be the damage combo, when, that just doesn't work.
I have to stop though, because the more I dig, the more issues I see. I do research into one thing, other things come out. I started with the basics, is there anything that seems OP, I then moved into defensive cooldowns, being a tank, that is obviously important, which leads into tank invul, based on that I can compare to current tanks, see where you want it to fit in the defensive/dps side, then make comparisons on potency, and find more things that are stronger than others/make other things obsolete. I mentioned it in the 5.0 realistic job thread, but I do enjoy tearing ideas apart and I also mentioned I would prefer a general outline of rotation and what each combo does (if it has one) but don't necessarily include potencies (One last bit, if the rage combo is one long combo, the potency per GCD is 349, which means spamming Shadow Claw is your highest potency per GCD, not counting Magic Hammer, plus it has the benefit of healing).