Posted April 14, 2023
kohlrak: In a party, the idea is the white mage keeps the tank alive while the mages do the real work and the tank bodies the damage. You see this played out really, really well in MMOs. In Final Fantasy tactics, i usually use tanks and 1 ranger and 1 or 2 mages (both which have white magic as secondary) for this very reason. It's very effective
That's if game balance favors tanking. In other words, it needs to be possible for a character to be a target of most of the attacks, for that character to be significantly harder to damage than the rest of the party, and for healing balance to favor single-target healing. On the other hand, if the defense difference between builds isn't as big, and the healing balance favors multi-target healig, then you have a different situation. Assuming a high attrition game, the strategy then becomes one where you don't build a single tank, but rather one where it makes sense to rotate your party, so that when a character gets low on health, you move the character to safety and put a healthier character in their place. Then, once you run out of healthy characters, that's when you heal, as it is less taxing on your healing resources to wait until this point. (I'd actually like to see games that are balanced like this a bit more often; it's an interesting idea, and definitely different from the more common (in modern times) approach where one character just tanks all the damage.)
kohlrak: Tanking is pretty effective against a ranger and reasonably so. The idea is the tank will progress on the ranger who can't aim, do full pull, and keep distance at the same time. Eventually the tank will catch the ranger and it's game over for the ranger. Ranger is effectively the "tank magic damage instead" or "avoid." This goes back to how dex-class varies per game. Sometimes it's a ranger, sometimes it's a thief, etc. Either way, they focus on targeting one target and hopefully getting a high damage "snipe shot" in. Mages hit a number of targets or a single target while staying just out of range. Tank just progresses on the target like it doesn't even hurt. I think this gets ignored because rangers are becoming rarer encounters in games compared to before (or at least it seems that way).
Again, that depends on the game, and if the game has build variations, may depend on the build. My Fuzzy Ranger in Ultima 3 could likely deal with a tanking enemy just by casting Mentar; if that doesn't kill the enemy, physical attacks will. Then again, maybe Ultima 3's mechanics are a bit too primitive for this to be a thing.
kohlrak: A fully balanced character should not be viable. That doesn't mean you can't have balance, but if you're fully balancing all skills, you don't specialize in anything, and you're not taking on a real role: which defeats the whole purpose. But a good "red mage" would have some basic phyiscal armor, use white magic to become the tank that they are, pick one physical weapon to be good with, and some black magic for when hugging the enemy isn't a good idea. In particular, the red mage should have most difficulty with mobs of enemies, while being versatile against any solo boss, but they will still ultimately still employ the mage strategy (oddly enough, this is your Geralt or codevein mages).
I disagree. In developing a game, one should strive to have as many roles as possible be viable, and that includes fully-balanced characters. The strength of a balanced character, in games where such a thing is viable, is that they can fill whichever role is needed in a particular situation. Also, white magic in the Final Fantasy series is generally not used for tanking, with FF1's RUSE/Blink spell being the only real exception. Even then, I note that, even though the spell is level 1, red mages can't actually learn that spell until after class change.
Post edited April 14, 2023 by dtgreene