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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Goblin 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.