

Green mage can have all instant casts, or it can be a limited job. All I can offer.If Green Mage is a thing, its basically sage level of 'free real estate' for the devs. After all what was Green Mage in prior games? A debuffer and buffer specialist. It wielded hammers.
Silences, Blinds, Elemental Damage Resist Buffs, Protect, Shell, Leap (raise move speed), Tranq (raise accuracy), spellbound (extends duration of debuffs and buffs).
I feel if it did become a thing it gets rolled into geomancy or is made into its own thing that revolves around something druidic like plants.



Yea, as if you try to go full ham with the debuff/buff specialist angle, its either a super support dps (more so than red mage and dancer combined) job OR or a healer without heals.
And pointing back to how its sage level 'free real esate' as sage's gimmick in prior games is it was red mage in that it had access to both white and black magic but lacked the physical combat aspect.


Check this out.


Unless they have solved the amount of effects an enemy can have on them at a time, this won't work out very well. One of the reasons for the DoT removal on a lot of jobs was that in situations like Eureka and Hunts mobs were getting too many DoTs applied to them and not all of them would take, so jobs like Bard and SMN would loose a good deal of DPS if they were unable to land all of their DoTs.


In my prediction it won't be until 2 expacs later at the latest, so I don't see why they can't fix the spaghetti code for that.Unless they have solved the amount of effects an enemy can have on them at a time, this won't work out very well. One of the reasons for the DoT removal on a lot of jobs was that in situations like Eureka and Hunts mobs were getting too many DoTs applied to them and not all of them would take, so jobs like Bard and SMN would loose a good deal of DPS if they were unable to land all of their DoTs.
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