Originally Posted by
saevel
Currently RDM is not useful for any event. As a job it provides nothing that can not be better provides by a White Mage, Black Mage or Scholar. Scholar specifically is superior to Red Mage in alliance support due to Embrava and Scholar's abilities and spells. The Red Mage community has asked for many different things to be done, and while obviously not all should be implemented something needs to be done for that job.
Blue Magic reset timers or Proc spells need adjusting in Void Watch. Currently the Blue Magic selection is so large that it requires Blue Mages to constantly reset their spells. With the 60s lock out timer in place it makes Blue Magic a liability. The community has asked that either the lock out timer be reduced or the number of Blue Magic Procs in Voidwatch be reduced.
I'm sure we'll think of something more to ask about.
Have a good day ^^
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On Red Mage, I've looked over the forum and got a good idea on where people tend to agree. I'll break it into three sections each dealing with a different part of the job.
#1 Party Support / Healing (White Magic Section)
The Cure IV update enabled Red Mages to become healers but that is not enough to earn a position as a support character. Red Mages lack party wide support spells, namely buffs, to this effect Red Mage tends to be completely left out from groups. Red Mage should be allowed to cause party wide area of effect support spells similar to the other support jobs. Create Hastega and give it to Red Mage, White Mage and allow Scholar to Accession Haste spell. Allow Red Mage to give everyone in the party their current self-cast spells, sharing these powerful buffs would go a long way to establishing Red Mage as a viable support job. Currently Spontaneity is a useless ability due to it's 10 minute recast timer. Could the developers look into changing it to 5 minutes.
#2 Magic Damage / Enfeeble (Black Magic Section)
Red Mages magic damage is fine where it is at. What isn't fine is the extremely limited selection of useful enfeebles. To make this worse, everything Red Mage can do was also given to White Mage or Black Mage, this makes bringing one of those other jobs more preferable to Red Mage. I have frequently recommended making a line of spells for Red Mage that reduce a monsters stats directly such as Reduce-INT, Reduce-STR, Reduce-Attack and so forth.
#3 Melee Damage (Warrior Section)
Red Mages melee capabilities are in a very bad place. Though there has been some progress made, in general it's only useful in soloing weak monsters. Red Mages do not believe they should be as powerful as the dedicated physical damage jobs, they would like instead to be somewhat useful to 6 member party or smaller groups. To this effect could the developers allow Red Mages access to the (WAR/BLU/PLD/DRK) Sword weaponskills of Red Lotus Blade, Seraph Blade, Vorpal Blade, and most importantly Sanguine Blade. Could the developers also look to adding Red Mage onto more melee orientated gear, the upcoming Salvage Gear update might be a good time to do this. Something else that would be a good option would be a Spell Blade Job Ability that consumed the Red Mages current enspell effect and turned it into damage and / or enfeebling effect. This would be a charge based system similar to how Corsair use's Quick Draw.
I apologize if this seems to be a big list. Much of this is a result of years of neglect from the developers, it piled up and up until it's become a mountain of requirements. The most important part is updating Red Mage such that it becomes a valuable party support job. The melee additions are of a lower priority though still needed.
Thank you and the Community Reps for their time in both translating this and you reading this.
V/R
Saevel