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Originally Posted by
Hyrist
There is two facts that need to be acknowledged about Red Mage.
1. It is a Generalist, period. There is no changing this without cutting out half of it's spell library and abilities.
False. Adjustments in potency, resources consumed and such can be the pivot points of the class depending on what you want to do. The goal there is to keep your utility intact while still being proficient at the role you, the player, has chosen. Cures being more expensive or more inconvenient to cast outside of mechanics that allow you to do so, nukes costing more and/or having shorter cast ranges and so on.
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2. It HAS a Specialist Function 2 actually.: Enfeebling and Enhancing. But they both have problems right now.
Enfeebling:
In the rapid increase in melee performance that has done nothing but climb over the years, enfeebling has become less and less of a prominent role. This is a flaw in the game's design, not with the design of Red Mage as a class. If we are going to be important, for a large group role, there needs to be a reason why enfeebles are useful.
It's not necessary to make enfeebles super important. A part of what we bring to the table, sure. The whole bag, no.
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Additionally
- Boss Monsters need to be more vulnerable to enfeebles in general.
Yes and no. More enfeebles working on a boss is fine, provided enfeebling as a whole gets a facelift to make it part of the front or back line roles without being an entire role in and of itself.
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Enhancing:
Enhancing, should be our secondary role, but has become our primary due to how efficiently monsters are slain. However, as it stands, what we offer as enhancers is outdone by every other existing support class out there. As much as Seriha comments about Red Mages not having infinite MP pools outside of Abyssea, this is in complete ignorance of the fact that evey other MP pool of every other mage class nearly doubled when Convert became available via subjob. Additionally, Refresh is such a readily available commodity with the advent of Refresh being subable , and Red Mage gaining Refresh II, that a Red Mage's own 'support' role has become unneeded.
Before we even touch the Melee aspect, this issue needs to be regarded. NOT by simply adjusting Red Mage, though some issues can be addressed this way (debuff-ga spells would solve debuffing multiple cannon-fodder issue. This should not be tied to a particular subjob either). The large group gameplay mechanic needs to change.
The support role again should be a minor facet of Red Mage, not the whole by which our party value is measured. As I've constantly said, I wouldn't mind if Refresh was an effect that affected the whole group that procced after using my suggested JA, Spellblade. That makes refresh a tertiary, thus minor, aspect of the class. It also kills the stupid busy work approach SE took when they gave RDM refresh and haste.
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As much as people believe the common wisdom that Red Mage should cycle in the front line. It's simply not how it operates in practice. Ask members that have doing it for getting close to a decade now such as myself, Zafire, Starfox, and a plethora of others who have been doggedly sticking to this sort of function on Red Mage since our first days in Vana'Diel. As Seriha has been so keen to point out, our own MP pools are not limited, and casting time HARMS our general output. But if there is to be any encouragement made to Red Mage front lines, it MUST be done on the premise that doing so limits our other functions of support. Or else any change is going to fall flat under the argument "You' still need to refresh!"
This I can agree with. This is why I've sided with the stances approach over all else. And why I'm so in support of mechanics that focus on front-lining while slightly (relative term, but I for one would not miss buff cycling and always being on cure duty) hindering support.