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  1. #1
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100

    BLU tanking in 5.0

    I haven't played BLU in a while and in all honestly I'd rather the job get striped out and remade, but...

    With the changes to the way Tank stance works for the normal jobs do you think BLU's Mighty Guard will get the same treatment? I think it reduces your damage by what? 40% or something?

    Would this even matter if it got the same treatment? Would BLUs still take damage like a toothpick with this skill on? How would they give you the Tank Mastery Trait?

    Thoughts?
    (0)

  2. #2
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I imagine if there is any change to the skill it's because they intended to change the skill, perhaps due to feedback, and not because of the changes to tank stance. I don't think they are or should evaluate blue mage as if it was a tank, since its a . . a . . . It's a. . . L-l-limited job. . *sobs*. lol

    I think it could be fun to see passives added to blue mage spells though (like FFXI's had). Like Toad Skin increases evasion by X, when you use it it'll add oily skin which increases the potency/adds new interactions with fire magic. Mighty guard increases damage reduction by Y, when used will generate a shield for some Z incredible amount of value for a short period (nearing that HG tier, but lower cooldown/duration for higher skill value when timed well).

    Avoiding saying much else since I've made a thread and many posts on what I'd like to change but yeah.. it would be nice for blue mage not to be paper against some of the level appropriate hard content. I was a bit excited for "OP NO WAY TO BALANCE/BROKEN" job although a bit sad about the no DF aspect, but at this time I feel I didn't really get that either ¯\_(ツ)_/¯ lol (yet at least).

    I am excited to see what they're going to add though, they did mention not only new spells but perhaps new something else.

    Level cap increase and new mechanics for Blue Mage are planned for 5.1.
    Source: https://www.reddit.com/r/ffxiv/comme...shida_summary/
    (2)
    Last edited by Shougun; 06-13-2019 at 06:24 AM.

  3. #3
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    I have an impression that (if Mighty Guard would still exist for 5.1) they'd likely remove only the damage penalty from it, otherwise they'd need to have a REALLY good excuse to explain why it should stay there.

    If I were in the devs' shoes for Blue Mage though, unless they were going to make a Blue Mage/Limited Job-only duty roulette, I'd likely scrap Mighty Guard completely and buff any defensive spells to compensate.
    (1)

  4. #4
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    I don't see why they'd change it.

    Mighty Guard has its penalty because it's taking DPS job damage and turning it into Tank job damage.

    Thus there's little reason to change Mighty Guard. It's not like it matters given that "BLU Tanking" is essentially just White Wind spam.

    The skill is supposed to be a trade off, becoming a makeshift Tank at the cost of being a DPS. Rather than being a superfluous "Stance" that isn't used like with actual Tanks. If the 70% damage penalty was removed, then you'd just have all BLU's running around with Mighty Guard on all the time for free damage mitigation.
    (1)

  5. #5
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Burningskull View Post
    I haven't played BLU in a while and in all honestly I'd rather the job get striped out and remade, but...

    With the changes to the way Tank stance works for the normal jobs do you think BLU's Mighty Guard will get the same treatment? I think it reduces your damage by what? 40% or something?

    Would this even matter if it got the same treatment? Would BLUs still take damage like a toothpick with this skill on? How would they give you the Tank Mastery Trait?

    Thoughts?
    Was just thinking about this the other day.

    The correct, common sense response should be yes, but this is SE we're talking about here.

    Quote Originally Posted by Kalise View Post
    I don't see why they'd change it.

    Mighty Guard has its penalty because it's taking DPS job damage and turning it into Tank job damage.

    Thus there's little reason to change Mighty Guard. It's not like it matters given that "BLU Tanking" is essentially just White Wind spam.

    The skill is supposed to be a trade off, becoming a makeshift Tank at the cost of being a DPS. Rather than being a superfluous "Stance" that isn't used like with actual Tanks. If the 70% damage penalty was removed, then you'd just have all BLU's running around with Mighty Guard on all the time for free damage mitigation.
    SE needs to figure out if they really want to make this OP solo job as OP as they promised.

    They said it couldn't be used in DF because of how strong it is. But all of it's strongest stuff is resisted or immune most of the time. It is literally just another job that's lvl 50 with a few gimmick spells.
    (3)
    Last edited by Deceptus; 06-13-2019 at 10:15 AM.

  6. #6
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Deceptus View Post
    SE needs to figure out if they really want to make this OP solo job as OP as they promised.
    I hope they do. If it's really limited and can't be used in current content, then there's no point in trying to balance it, it should be OP enough to solo raid bosses by itself (outside of the usual two hits of X will instant kill you).
    (5)

  7. #7
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Kazrah View Post
    I have an impression that (if Mighty Guard would still exist for 5.1) they'd likely remove only the damage penalty from it, otherwise they'd need to have a REALLY good excuse to explain why it should stay there.

    If I were in the devs' shoes for Blue Mage though, unless they were going to make a Blue Mage/Limited Job-only duty roulette, I'd likely scrap Mighty Guard completely and buff any defensive spells to compensate.
    I still think if they are so goddamn intent on keeping BLU the way it is and not overhauling it they should add a tickbox under the join party in progress tickbox that is "Allow limited Jobs in party". That way BLU actually has a chance of queuing for stuff to get its dungeon/trial abilities.
    (1)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  8. #8
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by ReiMakoto View Post
    I still think if they are so goddamn intent on keeping BLU the way it is and not overhauling it they should add a tickbox under the join party in progress tickbox that is "Allow limited Jobs in party". That way BLU actually has a chance of queuing for stuff to get its dungeon/trial abilities.
    The dev argument to that unfortunately is that it would let players cheese leveling, trial and mentor roulettes by removing higher-level (usually more difficult) options that Blue Mage wouldn't be high enough level for.

    Ultimately, I'm still convinced that Blue Mage would either get its own duty roulette or be tweaked so hard to be a sensible DPS that spells like Mighty Guard would either be altered or removed.
    (0)

  9. #9
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Kalise View Post
    If the 70% damage penalty was removed, then you'd just have all BLU's running around with Mighty Guard on all the time for free damage mitigation.
    This would only be a problem if BLUs were actually in competition of any kind with other jobs. They aren't. The sky's the limit with what ridiculous things BLU could accomplish - and it was implied that very fact was why the job was made "limited" in the first place, so that they'd be free of such restrictions.

    So, yeah, 70% mitigation with no downside. Sure, why not? Even with that, folks aren't likely going to turn to BLUs to cheese content, when they can just unsync and become way more OP than a BLU, for anything a BLU would be useful in anyway...

    Pretty much only the Masked Carnivale would be affected by this, and since that caters solely to BLUs they can just balance the Carnivale against it.
    (2)

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by LineageRazor View Post
    This would only be a problem if BLUs were actually in competition of any kind with other jobs.
    Not really.

    It would be a problem in any kind of BLU related content where it's supposed to be designed where they're not running around with a free 40% damage reduction 24/7 with the ability to activate said skill before zoning in.

    I.e. Masked Carnivale.

    There's plenty of "Don't heal any damage" and "Don't use X skills" and other odd quirks to deal with there... All of which can be cheesed if Mighty Guard was free.

    Quote Originally Posted by Kazrah View Post
    Ultimately, I'm still convinced that Blue Mage would either get its own duty roulette or be tweaked so hard to be a sensible DPS that spells like Mighty Guard would either be altered or removed.
    Hmm...

    Mighty Guard altered you say?

    *Looks at every previous iteration of Mighty Guard"

    Provides Protect and Shell to all party members.







    (2)

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