Blue Mage Tank Guide & Build
Goblin Punch is your primary GCD filler, hitting harder than
Sonic Boom whenever you are in position and have
Mighty Guard active.
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#124Goblin Punch
Goblin Punch deals 220 potency from the front and 120 from any
other position. It is also boosted when you are under the effect of
Mighty Guard.
Without Mighty Guard, Goblin Punch from the front matches
Sonic Boom. With Mighty Guard active and hitting from the front,
it comes in slightly under Sonic Boom without Mighty Guard, but since
Mighty Guard penalizes Sonic Boom, Goblin Punch is your stronger filler option
whenever you are in position. Keep
Sonic Boom on your bar for
situations where front positioning is not reliable.
Gameplay
Your core loop:
- Keep
Devour up at all times - Use
Goblin Punch from the front as your primary GCD filler;
fall back to
Sonic Boom when out of position - Use
White Wind to maintain threat and top up the party - Apply
Bad Breath for mitigation when needed - Keep
Peculiar Light up during Moon Flute windows - Use
Blood Drain to keep your mana high - Pop
Chelonian Gate before tank busters when convenient
Rehydration is a self-sustain option with a very slow cast time.
It lets you top yourself off without spending mana on
White Wind, which is useful during phases where you are only
taking auto-attacks. This also opens the door for the main healer to take a
Moon Flute window while you sustain yourself.
Dungeons
For dungeons, drop
Chelonian Gate,
Sonic Boom, and
Peculiar Light to make room for:
The Ram's Voice +
Ultravibration for mob packs
Hydro Pull to gather enemies
Missile for boss HP checks
Use
Dragon Force before pulling,
Hydro Pull to
group enemies, then
Ultravibration to wipe the pack.