As time has passed over the years playing ffxi, I've listened to the outcry from the RDMs to the DEVs in regards to fixing their role in the end game party set up. Every update for RDM has failed to do that unfortunately at this point, so I wanted to present my concept that may help.
Reinvent Red Mage's Role as Enfeebler, Enhancer, and Healer
EnSpell Embed Ability (Embedment):
In a situation where a players standard magic is not enough to cripple an enemy target, RDMs will be called into the battle to "Embed" a specific enfeebling, enhancing, or healing effect using a modified Enspell technique.RDM Job Ability Embedment
Obtained: Red Mage Level 50
Recast Time: 15 secs
Duration: 0:30-3:00(Depending on enspell charge)
Description
The ability to embed the elemental nature of the users current enspell into the body of an enemy target.
The ability by itself does not activate the desired elemental effect within the enemy target, but rather primes the target so the RDM can charge the embedded element using a supporting enspell and induce the proper corisponding spell to produce the desired enfeebling, enhancing, or healing effect.
Ability Mechanics
The desired Embedment effect activation depends on (1.)which enspell is embedded, followed by (2.)which active enspell is used to charge the embeded enspell, and lastly (3.)which magic spell is cast to activate the effect.
Example:(1.) (Enspell + Embedment ability) > (2.) (Enspell charge) > (3.) (Activation Spell) = Desired effectAs all spells in ffxi are aligned with a particular elemental quality, each embedded effect will only be activated once a specific elemental combination between the embedded enspell, the enspell used to charge the embedded enspell, and the spell used to activate the effect are used. If either of the 3 steps are not supportive of one another, the RDM will see a shatering-like visual effect burst from within the enemy target signifying the improper elemental combination has resulted in a non usuable effect. Upon a successful elemental combination, however, a imploding visual effect in the center of the enemy target will appear to the RDM signifying such.
An example of a Properly executed Embedded Enfeebling elemental effect would work as follows:(1.) (Enspell "Enthunder II"(lowers the target's resistance against Earth) + Embedment ability) > (2.) (Enspell charge "Enstone II"(supports the embedded enspell) ) > (3.) (Activation Spell "Slow II"(Earth based spell) ) = Desired effect "Slow II Elemental Aura effect on Main enemy target and any surrounding enemies"[/B]Charging effect duration:
Enspell charging is achieved by striking the embedded enemy target with a supportive elemental enspell successfully multiple times. The RDM needs to successfully strike the enemy target once with the proper supportive enspell to progress to the 3rd step of activating the elemental effect. The maximum charging of the embedded enspell is only needed if the RDM wishes the effect duration to be lengthened past 30 secs(the duration of an embedment effect with only one successful enspell hit). A status icon will indicate the current charge amount of the embedded enspell as each successful hit lands on the enemy target. Once fully charged, the status icon will change to make the RDM aware of this. Certain embedded effects may require more of a charge to reach maximum duration than other effects. Additionally, the surrounding zone weather and day could effect the potency of each charge amount per hit.
Once the embedded effect is activated, depending on the nature of the effect, it can either effect the main enemy target as well as surrounding enemies, or subsequently the surrounding party members as effects are dispursed as auras eminating from the embedded enemy target. All embedded effects are based on the available spells within the magic list of the RDM activating the effect. Not all available RDM spells however will be allowed to be used to activate an embedded effect. All embedded effects function as an aura effect and while they are similar to their magic counterparts, they are actually "elemental effects" rather than magic. The overall potency of the effects will depend however on the RDM's respective magic skill rankings.
Enfeebling effects: If Dia III is used as the activation spell for the embedded effect, the enemy will be inflicted by an "Enfeebling elemental effect" Dia III and also produce an AOE Aura of the same enfeebling effect to any surrounding enemy targets.
Enhancing effects: If Phalanx is used as the activation spell for the embedded effect, the embedded enemy will be inflicted with an Aura that effects all party members within the vacinity with the "Enhancing elemental effect" of Phalanx.
Healing effects: If Cure IV is used as the activation spell for the embedded effect, the embedded enemy will be inflicted with an Aura that effects all party members within the vacinity with the "Healing elemental effect" of Cure IV every 15 seconds (Every player in the vacinity will receive the equivilant of a Cure IV every 15 seconds for the duration of the embedded effect).
Enemy elemental Resistance:
In the event that an enemy is immune to a specific enfeelbing magic spell, there could still be a chance that the use of an Embedded elemental effect will still be able to inflict a similar disired enfeebling effect. If an enemy is highly resistant to a particular element, however, a RDM will be pressed to use a maximum charged embedded effect to attempt inflicting the target, though they would not be guarunteed a full duration even if the embed is successfull. When pitted against an enemy that is highly resistant to a particular element, the enemy target will build a higher resistance after each successful embedded effect until becomming immune to the effect. This immunity can be reversed by using an opposing embedded element effect over time allowing a full reset of the enemies immunity to the previous effect.