
Originally Posted by
Rwolf
A huge change doesn't have to alter the core game play of Red Mage. Unfortunately most of what is suggested is just solo survival tools. It simply isn't focused on small group content and doing something that no other job can bring to the table. I agree on weapons and armor, but I don't think moving Dia back is necessary. It's practically unresistable either way. Enspells, I agree need a dramatic difference in potency given how strong Tier 1 spells are to the point, that it eclipses melee in most cases. I don't think there should be such a severe penalty however for not using the correct enspell, as that penalty doesn't exist with any other magical damage. It's always been a mob is strong against, weak against, and rest of the magical elements just do damage in between.
The resist traits through new White Magic/Black Magic defensive spells seems redundant in regard that we already have barspells. I'd rather them just scale barspells better. Rune Fencer's limited unique factor is about resisting elements moreso than any other job, I don't think Red Mage needs any more than it currently has. In the same regard, I'd personally rather see Phalanx II a scrolled spell for Red Mage only and have both tiers scale better into newer content. I think we have a lot of current spells that fit a lot of this that just have poor scaling with skill and current content.
As cool as it would be to Doublecast or Triple Cast because it has been a Red Mage staple in the series, it's just very unlikely with how the game is designed. That was the reason they initially gave us Fast Cast, but now everyone has it. Spontaneity is the closest thing we'll likely ever get to that and honestly in an age where everyone can cap Fast Cast, I really think it should be on a much lower timer or have charges.