I just really, REALLY wish they had made the tank mitigation moves OGCD. I have a hell of a time ever getting dragonforce or chelnonian off b/c as soon as the boss tank buster starts I'm likely already halfway through my GCD from spamming goblin punch, so that eats roughly a full second most times, then I have to get off the 2sec or longer cast of a mit move all before the tankbuster resolves, which at least in my experience (in dungeons with non-missile bosses) never fucking happens. IDK maybe I'm just doing something horribly wrong or I'm really slow but I hate it.
Ohhh good to know! I started playing right before Shadowbringers came out so I had no idea! It was apparently called Sneak Attack and was removed in 4.0.
I believe the skill was called Sneak Attack, and yeah it was just a way to use Suiton against mobs in the overworld solo since Trick Attack needed rear positional for the debuff at the time
For dungeons, anytime ultravibrate is not available, I like the two new spells that let you out "begrimed" on enemies and the Spic & Span puts the 300 potency Regen on you. It's decent damage and staying power. It's not great for raiding or bosses without add phase since it's only 50 potency regen
The Look goes in the dumpster where it belongs lmao. Spells that don't aim at your target are the actual worst. And the enmity gain from it is just not worth the hassle when mighty guard does that for you automatically.
@@mochabean5042 If you die in a raid situation, you're probably boned already. But White Wind with Mighty Guard generates _obscene_ amounts of threat, so you can do that to get threat back. And you _should_ do that as a tank for threat generation, anyway.
There just aren't a lot of cases where Candy Cane is that helpful. Addle and Magic Hammer stack, so it's nice for that. I did use Candy Cane for Shell Crusher in E12 P2, though, and it was really nice there. In general only one person will need to bring Candy Cane in a group and even then it's not always going to be super valuable.
Would I be correct in assuming "peculiar light" is used instead of "off guard" as it AOE? Otherwise is there another reason to use it instead. I know they both stack, so is it used assuming others use off guard?
@BlueAcademy thanks for the info. Also curious why cold fog wasn't in the list of tank spells since they are most likely to be hit. Is the spell potency to low now, or it due new moves like goblin punch for tanks?
@@lanier7485 In the best case scenario where you can Cold Fog and get 7 White Deaths it's only a 144 potency gain over 8 Goblin Punches. 0+7x400=2800x.6=1680 8x320=2560x.6=1536 if you miss even a single White Death it's a loss in potency, and considering what tanks need to do you're unlikely to get all uses of it.
@BlueAcademy nice to know. Was trying to figure out spells to cut/add that I already had to keep up tank survival and maintain damage. So can cut cold fog and use more primal spells. Gonna assume force field not used as it a dice roll for effect being useful for fights.
Thank for the video, very interesting but i wonder how you either keep agro or if there a need of tank swap like on raid or trial or intterupt ? Its the tank to do it or the healer/ dps ? I try to learn to play blue mage and thank to your guide idid manage to do 31/32 the carnival but still missing few spell for the moment. That why i try to get a good build as healer, tank and dps
It really depends on the encounter. There are only a handful of fights that actually require a proper tank swap (like O12SP1). Just about everything else can be handled with some combination of Diamondback and Avail. If you do need to swap, then you use Frog Legs.
@@BlueAcademy Ok thank your very much for your answer, i try to do most blue mage content i can and thank to your guide i manage to success some but there still i struggle because i lack of spell or i don't in bad timing thing. I think the job can be very fun with friend
Thanks for the video!! Question! Isn't Divination better than Blood drain? Divination has higher mp cost but higher dps plus its aoe. Am I missing something? Thanks for the clarification!
Tank tends to burn through MP fast, but depending on the fight they are pretty interchangeable. In dungeons 100% better choice as your tank classic gain on 3
@@pyrrhos8175The issue I have is that even in dungeons it's just better to Rams+Vibe than ever specifically take spells for AoE damage. Vibe kinda sucks the fun out of dungeons in that aspect unfortunately
Divination Rune is a 200mp spell that returns 200mp for every enemy hit. If you're fighting a boss, its gonna break even and not get you out of a severe mp deficit. Blood drain is a 100mp spell that returns 500mp - thats what i want if i gotta diamondback a few things in a row. I was also hopeful for divination rune, but outside of multitarget it's basically just a way to tread water rather than solve a problem. IMO.
@THiiro totally agree! In solo clears don't tend to like waiting for vibe check's CD (or dungeons with freeze immune mobs), but in a group setting you don't need an MP gain outside of Lucid
Thank you for all of these blue mage videos!! I was surprised to see you did not recommend Schilltron, which appeared to be a GCD upgrade over Ice Spikes / Veil with additional tank bonuses. Does it mostly come down to still not being worth the potency to reapply on the regular?
Schiltron isn't _awful_ for dungeons with lots of targets, but in dungeons you also will just Vibe Check things most of the time and not get value from it. It isn't worth a spell slot in raids, unfortunately.
blood drain costs 100 mana and gives back 500 (so net 400), while divination rune costs 200 and returns 200 per enemy hit (so you net 400 when you hit 3 enemies and it's better than blood drain when you hit 4 or more). Also different is that blood drain does a 50 potency single-target attack while rune does a 100 potency aoe.
Blood drain costs 100, regens 500. Rune costs 200, regens 200 (per target). If you're running out of mana, you're likely in some sort of trial or raid situation in which case you probably only have one target. Dungeons are just gather up and vibe check.
Okay, I honestly don't understand. There's a lot of things that give more eminity, that's the tanks main purpose, and you don't have them in the list. There's a LOT of things with tank mimic bonuses, that are also not in your list. I'm going to have to sit down, and really try to figure out why those are missing. And if I can't, I'll just have to ask.
I might be able to help with a few things here. For Enmity, overhealing generates a ton of enmity. For this reason, if you need to generate a lot of enmity fast, it's usually best to White Wind, which will basically full heal 8 party members, which gets converted to enmity then multiplied by Mighty Guard. The Look is okay, but it's generally unnecessary for aggro management because of how strong the above tool is and doesn't help for swaps and overall isn't worth the spell slot. Frog Legs doesn't work like current tank provoke, but instead works like old tank provoke with a cast time on top. It can be used for tank swaps with an oGCD following it, but it's jank and most raids only use one tank. Cactguard doesn't work on yourself. It can be taken if you have two tanks, but again most content only uses one. All of the reflects (Spikes/veil/schil) are bad as we'd prefer more reliable damage and we don't really have extra slots for them anyway. Generally the key is that as a BLU tank we want our enmity tools to be fast, as we spend a lot of time on our mits since they're all full gcds or channels and our BLU dps are doing absurd dmg with moonflute openers
I still use ice spikes when pulling, as the slow does seem to help, but if the solution is to do more damage and just be better, I can try. I was also expecting peat/clean from the way folks are raving about it.
That's probably a good idea. If you stream, you might do a long stream where you show off every spell, with correct mimic, in it's best and worst case. Then maybe cut it down for a video. An entire video to say, "the look, use it for 4 facing or not at all" probably wouldn't work, but if you just do every spell...
There's also a fundamental misunderstanding here, the tank's purpose is not to generate enmity, their purpose is to take most of the hits so that nobody dies due to tanking the mobs, if you have mighty guard on and aren't just sitting there afk, you will absolutely be generating enough enmity that this will never be an issue, so frog legs, the look, those aren't really useful whatsoever because they don't provide any real utility or don't do damage, which is a tanks side job.
I just really, REALLY wish they had made the tank mitigation moves OGCD. I have a hell of a time ever getting dragonforce or chelnonian off b/c as soon as the boss tank buster starts I'm likely already halfway through my GCD from spamming goblin punch, so that eats roughly a full second most times, then I have to get off the 2sec or longer cast of a mit move all before the tankbuster resolves, which at least in my experience (in dungeons with non-missile bosses) never fucking happens. IDK maybe I'm just doing something horribly wrong or I'm really slow but I hate it.
Thank you for this video.
I really enjoy tanking as a BLU, and was a little lost on what would be usefull other then the obvious spells.
Many thanks.
If you're in a situation with a lot of adds that can't be vibed peat pelt into deep clean gives you a nice 4k heal per tick regen
Goblin punch is not the first front positional, ninja used to have Ambush(?) but you never used it cause trick attack existed
Ohhh good to know! I started playing right before Shadowbringers came out so I had no idea! It was apparently called Sneak Attack and was removed in 4.0.
I believe the skill was called Sneak Attack, and yeah it was just a way to use Suiton against mobs in the overworld solo since Trick Attack needed rear positional for the debuff at the time
@@Raizearche In the before times when you needed to hit positionals to both continue a combo and gain the effects.
For dungeons, anytime ultravibrate is not available, I like the two new spells that let you out "begrimed" on enemies and the Spic & Span puts the 300 potency Regen on you. It's decent damage and staying power. It's not great for raiding or bosses without add phase since it's only 50 potency regen
I like those spells! I've been calling it the "poop scoop" combo and it's awesome for soloing.
@@BlueAcademy I love that
Can anybody explain why pequaliar light, and not bristle, whistle, moon flute, boost, offguard, condenced libra?
I've been waiting for this
Frog Legs is really only used for tank swaps in fights. If needed, it will be there as a utility spell. For most purposes it's pretty useless, though.
The Look goes in the dumpster where it belongs lmao. Spells that don't aim at your target are the actual worst. And the enmity gain from it is just not worth the hassle when mighty guard does that for you automatically.
@@BlueAcademy without frog legs, how should you go about regaining aggro if you die and get rezzed?
@@mochabean5042 If you die in a raid situation, you're probably boned already. But White Wind with Mighty Guard generates _obscene_ amounts of threat, so you can do that to get threat back. And you _should_ do that as a tank for threat generation, anyway.
Thanks for this video. Will you be updating the spell loadout for soloing maps?
That's the plan! It will probably have to wait until after I get back from Fan Fest, though.
Why not Candy Cane. We have Addle to cover magic mits.
There just aren't a lot of cases where Candy Cane is that helpful. Addle and Magic Hammer stack, so it's nice for that. I did use Candy Cane for Shell Crusher in E12 P2, though, and it was really nice there. In general only one person will need to bring Candy Cane in a group and even then it's not always going to be super valuable.
@@BlueAcademy Alright.
Would I be correct in assuming "peculiar light" is used instead of "off guard" as it AOE? Otherwise is there another reason to use it instead. I know they both stack, so is it used assuming others use off guard?
They stack and the tank will pretty much always be in melee range, so it's easier to apply with its small range.
@BlueAcademy thanks for the info. Also curious why cold fog wasn't in the list of tank spells since they are most likely to be hit. Is the spell potency to low now, or it due new moves like goblin punch for tanks?
@@lanier7485 In the best case scenario where you can Cold Fog and get 7 White Deaths it's only a 144 potency gain over 8 Goblin Punches.
0+7x400=2800x.6=1680
8x320=2560x.6=1536
if you miss even a single White Death it's a loss in potency, and considering what tanks need to do you're unlikely to get all uses of it.
@BlueAcademy nice to know. Was trying to figure out spells to cut/add that I already had to keep up tank survival and maintain damage. So can cut cold fog and use more primal spells. Gonna assume force field not used as it a dice roll for effect being useful for fights.
@@lanier7485 Yeah Force Field just sucks. You might get exactly what you need or you might get nothing.
Any thoughts on also bringing condensed libra?
I'm surprised you mentioned magic hammer but not the new candy cane
Most bosses are magical. Candy cane is nice but niche magic hammer is way better for 90% of boss encounters (in terms of savage and extremes)
Yup. For fights where it's relevant I'll mention it, but in almost every case Magic Hammer is better.
Thank for the video, very interesting but i wonder how you either keep agro or if there a need of tank swap like on raid or trial or intterupt ? Its the tank to do it or the healer/ dps ? I try to learn to play blue mage and thank to your guide idid manage to do 31/32 the carnival but still missing few spell for the moment. That why i try to get a good build as healer, tank and dps
It really depends on the encounter. There are only a handful of fights that actually require a proper tank swap (like O12SP1). Just about everything else can be handled with some combination of Diamondback and Avail. If you do need to swap, then you use Frog Legs.
@@BlueAcademy Ok thank your very much for your answer, i try to do most blue mage content i can and thank to your guide i manage to success some but there still i struggle because i lack of spell or i don't in bad timing thing. I think the job can be very fun with friend
Thanks for the video!! Question! Isn't Divination better than Blood drain? Divination has higher mp cost but higher dps plus its aoe. Am I missing something? Thanks for the clarification!
Tank tends to burn through MP fast, but depending on the fight they are pretty interchangeable. In dungeons 100% better choice as your tank classic gain on 3
@@pyrrhos8175The issue I have is that even in dungeons it's just better to Rams+Vibe than ever specifically take spells for AoE damage. Vibe kinda sucks the fun out of dungeons in that aspect unfortunately
Divination Rune is a 200mp spell that returns 200mp for every enemy hit. If you're fighting a boss, its gonna break even and not get you out of a severe mp deficit. Blood drain is a 100mp spell that returns 500mp - thats what i want if i gotta diamondback a few things in a row.
I was also hopeful for divination rune, but outside of multitarget it's basically just a way to tread water rather than solve a problem. IMO.
@THiiro totally agree! In solo clears don't tend to like waiting for vibe check's CD (or dungeons with freeze immune mobs), but in a group setting you don't need an MP gain outside of Lucid
Thank you for all of these blue mage videos!! I was surprised to see you did not recommend Schilltron, which appeared to be a GCD upgrade over Ice Spikes / Veil with additional tank bonuses. Does it mostly come down to still not being worth the potency to reapply on the regular?
Schiltron isn't _awful_ for dungeons with lots of targets, but in dungeons you also will just Vibe Check things most of the time and not get value from it. It isn't worth a spell slot in raids, unfortunately.
Is divination rune not worth it over blood drain? Or is it just worse
blood drain costs 100 mana and gives back 500 (so net 400), while divination rune costs 200 and returns 200 per enemy hit (so you net 400 when you hit 3 enemies and it's better than blood drain when you hit 4 or more). Also different is that blood drain does a 50 potency single-target attack while rune does a 100 potency aoe.
@@Tolls4You
Ah I see, I didn’t realise divination rune gave back so little mp
If you need mp in aoe then it could be useful
Blood drain costs 100, regens 500. Rune costs 200, regens 200 (per target). If you're running out of mana, you're likely in some sort of trial or raid situation in which case you probably only have one target. Dungeons are just gather up and vibe check.
Okay, I honestly don't understand. There's a lot of things that give more eminity, that's the tanks main purpose, and you don't have them in the list. There's a LOT of things with tank mimic bonuses, that are also not in your list. I'm going to have to sit down, and really try to figure out why those are missing.
And if I can't, I'll just have to ask.
I might be able to help with a few things here.
For Enmity, overhealing generates a ton of enmity. For this reason, if you need to generate a lot of enmity fast, it's usually best to White Wind, which will basically full heal 8 party members, which gets converted to enmity then multiplied by Mighty Guard.
The Look is okay, but it's generally unnecessary for aggro management because of how strong the above tool is and doesn't help for swaps and overall isn't worth the spell slot.
Frog Legs doesn't work like current tank provoke, but instead works like old tank provoke with a cast time on top. It can be used for tank swaps with an oGCD following it, but it's jank and most raids only use one tank.
Cactguard doesn't work on yourself. It can be taken if you have two tanks, but again most content only uses one.
All of the reflects (Spikes/veil/schil) are bad as we'd prefer more reliable damage and we don't really have extra slots for them anyway.
Generally the key is that as a BLU tank we want our enmity tools to be fast, as we spend a lot of time on our mits since they're all full gcds or channels and our BLU dps are doing absurd dmg with moonflute openers
I still use ice spikes when pulling, as the slow does seem to help, but if the solution is to do more damage and just be better, I can try.
I was also expecting peat/clean from the way folks are raving about it.
Honestly I'll probably make a "these tank spells are misleading" video to cover all the bases here, since that's where most of the confusion lies!
That's probably a good idea.
If you stream, you might do a long stream where you show off every spell, with correct mimic, in it's best and worst case.
Then maybe cut it down for a video.
An entire video to say, "the look, use it for 4 facing or not at all" probably wouldn't work, but if you just do every spell...
There's also a fundamental misunderstanding here, the tank's purpose is not to generate enmity, their purpose is to take most of the hits so that nobody dies due to tanking the mobs, if you have mighty guard on and aren't just sitting there afk, you will absolutely be generating enough enmity that this will never be an issue, so frog legs, the look, those aren't really useful whatsoever because they don't provide any real utility or don't do damage, which is a tanks side job.