Byrth,
To answer your questions.
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Trying to make meleeing (or anything that involves being under 20' from the monster) an essential part of the Red Mage job will fundamentally exclude you from hard-monster endgame, the same way that it excludes Dancer.
Define this. You can not state such a position with such an ambiguous supporting point. Anything that effects RDM or DNC will effect SAM, WAR, DRG, DRK, PLD, MNK, NIN, THF, BLU the same way to the same extend whether it be paralyze, petrification or silence. RDM is not inherently more susceptible to negative status effects, if anything the opposite is true as I can give myself 150 ME to one element and whatever ME / resist to one status-ailment.
You also can not assume the RDM is the healer in the above as being the main healer immediately excludes you from being within aoe range, main heal duties do not mesh with hitting things with sharp pointy things nor do they mesh with blowing things up.
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SE is clearly pushing RDM back towards the healing/support role with the healing magic patch.
This is false. SE refused to give out Cure V to prevent RDM and SCH from becoming main healers. They actually told us this after people kept asking for it. It has taken them over a year, from the first time we asked, to finally get around to helping RDM and SCH in healing. The answer is a change to the way the cure formula works such that healing magic skill becomes more effective then MND at increasing cure power. This seems (its still on test server) to have increased Cure IV by 30~40%. It still less then Cure V and creates an astronomical amount of hate if spammed, but it is sufficient to allow a RDM and SCH to support heal. WHM's can cast both Cure IV and Cure V, RDM's and SCH's only have one Cure IV and a much smaller Cure III. RDM will not be able to main heal a melee party, they take too much aoe damage, SCH might with smart use of their stratagems and Regen V buff. What RDM will be able to do is support heal by quickly tossing Cure IV's around on people who hit low HP. I've done this at 75, it works as advertised. Being engaged on a target does not disable Cure, you can test this out if you doubt. Being engaged does not disable macro swapping, it doesn't disable enfeebling spells either. Being within melee range and main healing are exclusive due to the amount of casting required coupled with the amount of attention needed towards people's HP bars and status effects, not due to some hidden quirk with RDM's spell list and equipment.
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If they gave Red Mage a spell called "Temper" that gives 20% DA to its target (anyone in party, up to 20' away) and "Gain-STR" for +25 STR (anyone in party, up to 20' away), do you think they would ever be invited to a Voidwatch Party to use them? You know, that might be enough to get them in to a melee party as a healer.
You and I both know it wouldn't. VWNM is about procing then slaughtering, you wouldn't put a RDM into a melee party as that would be a waste of a COR or BRD slot. Instead you'd put them the same place their put now, in the BLM party helping the BLM's hit procs. I've been invited many times to VWNM as a RDM/SCH with two BLMs, my assigned procs are typically Tier II - IV + Helix's along with the enfeebling procs. This allows the BLMs to split AM's and GA / JA between the two of them resulting in much faster magic proc times. The only counter to this argument is that putting a third BLM would have the same effect, which is correct. You'd be sacrificing the RDM specific procs but those are so small and rarely show up. Ultimately both do the exact same job with RDM having a slight advantage with the miniscule procs.
I've said it before, your not getting Temper in it's current form ever. It originally was 5% static, then we asked enough and they decided to make it scale with enhancing magic. SE is not going to let us put that much DA on someone without some sort of drawback, both COR and BRD can only put two buffs per person. If they allow it to be single targeted they would nerf the crap out of it. I'm willing to bet gil on the above statement, and I don't gamble. That is how sure I am of it.
I've said on numerous occasions that SE should never of created the self-cast versions of Gain / Bar spells and instead just gave both WHM and RDM the same aoe spell. SE said they didn't want to do that. You seem to of interpreted that as they wouldn't be against giving RDM a single target version, but that wasn't their intent. They didn't give us aoe's because they didn't want us buffing you and instead wanted WHM to be the one doing it. If you want barspells and +25 STR then go ask your WHM to do it as SE intended.
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2) Make all Enhancing magic stack with Accession.
3) Allow Composure's Triple duration to stack with the AF3+2 set when a Composured and Accessioned spell targets yourself. You would end up with 5.85 times duration on players other than yourself.
4) Fix Enspell IIs so they proc on both swings, even if the damage doesn't increment between additional effects of the same attack round.
I agree and would absolutely love it if these were implemented. I have no problem using accession to buff a bunch of people.
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"Or we could just fix RDM's native enhancing magic and let them target other players."
Is just
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1) Make RDM-specific magic from Barspells to Enspells to Gain spells to Temper all single-target instead of self-target.
Said differently.
And
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"The NA players are asking for RDM's spells to be able to target other players again."
Is wrong, SE never took away any of our spells. Our other target-able spells are exactly the same as they were at 75, Haste, Refresh, Protect, Shell, Phalanx II, if anything it's technically grown since the introduction of Refresh II. /SCH allows all except Refresh II, Haste and Enspell II to be cast on other players.
Most of your argument is just a rehash of what people said after SE introduced Temper. They didn't change their mind then, they won't change it now. It isn't going to happen because SE doesn't want it to happen.
Plus you would NEVER go RDM if they introduced these changes. Your entirely too aggressive a player to be content spamming the same three to four spells every 4~5 min on a bunch of jocks bragging about their e-peens. Your own e-peen requires that you join in somehow and such you would ask someone else in your LS to come RDM so you could come MNK or WAR or whatever job it is you play now.
That could be alleviated if SE would be reasonable and made cast / recast really short. A 1s cast time and 3~5s recast on all those spells would make them somewhat more endurable to cycle.