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  1. #18
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Kazrah View Post
    So I'll go through it as if it was the ORMOA setup I work with:

    For the Origin, the Garlean setup isn't too bad and more or less covers the bases for story components. The biggest hurdle would be the whole "Garleans can't naturally manipulate aether" thing that bars most of them from being spellcasters, and what ones Garlemald does have are typically from lands they took.

    For the Role, I've always been on the fence when it comes to Blue Mage as a tank simply because despite looking like it'd have to be a tank, not only has it never historically been a tank, but less than half of all Blue Mages in the series learned spells specifically by getting hit (most of them just had to see the ability to learn it regardless of whoever got hit). I've warmed up to it slightly over the years, but I'm still convinced that devs would rule out the Blue Mage of XI simply because almost anything in that game could tank if you built it correctly.

    With the Mechanics, you really shouldn't want anything more complex than Dark Knight in terms of tanking just because of the fact that tanks usually have a lot more to worry about than just their damage rotation. I'd also recommend leveling at least one tank (preferably all three) to max level in order to get a better understanding of what a tank in FFXIV should have.

    On Outfitting, the hammer is an interesting touch, and surprisingly not that much of a stretch given past Blue Mages. However, between the use of such a hammer and the whole Garlean theme, this Blue Mage doesn't seem like it'd be that much different from most ideas for the Judge job you mentioned in the lore. Also, if it's going to use a shield, it does require a different way of taking advantage of it than Paladin does, but its current state doesn't seem to take advantage of blocking at all. In fact, it's a Blue Mage; maybe that tome could make a barrier for a shield instead of having to use an actual one. The sabers would probably fit more with the visual themes the job has had before, but so would a saber or cutlass and a tome for a visual offhand.

    When it comes to Abilities, I mostly agree with Mikey in that a lot of things seem either overinflated, overly complicated by tank standards, or just outright overpowered. Angel Whisper would make more sense as something like a 15 second buff that upon death resets the caster's HP to 25% of max with a 3 minute cooldown, maybe longer. If you wanted a group heal, White Wind could be something like a 400 potency AoE heal with a 1 minute cooldown (putting it in line with Equilibrium). There's some other stuff too, but this all goes back to needing to level tanks further to get a better perspective.

    The overall TL;DR: It's kinda interesting, but best to keep leveling your tanks before doing more adjustments. Don't rely on your tank friend, since however knowledgeable they might be, they're still not going to be able to give you anywhere near as much insight as you actually leveling your tanks to max and doing some higher-end group content with them.
    Thanks for the feedback as always Kazrah, I did a few tweaks here and there with what you and Mikey mentioned; I also simplified the rotation a bit and added numbers as to when they appear in the actual rotation.

    I was playing with DRK before my last break and I'll pick it up where I left off; my PLD is 55 I believe, and I'll be sure to play around with them a bit more after I finish the story scenario.

    Changed the shield to a "mana shield," because it really wouldn't be much different it acting like an aetherial shield, rather than a physical one he holds.

    Changed the ability "Forebode," to Manachanneling, that increases Mana Shield activation rate by a %.

    Removed the Cure granted by angel whisper to something along the lines as you described.

    So when it comes from "Learning" an enemy ability, to me, for something like FFXIV would feel like so much of a stretch. Even though most enemies use combos on us players like we do on them, AKA: Helldive, or some other random ability.

    Would the dev. team go to that stretch to add an enemy ability from each enemy? I am not sure; maybe the coding might be a nightmare, even though in FFXI they made it look so easy... get hit by the ability, learn the ability (maybe)

    I changed Learning to be in-tune with the Correlation Tome, so its learned ability goes off whatever stance the Blue Mage is in.
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    Last edited by PatronasCharm; 06-10-2018 at 08:46 PM.
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29