Quote Originally Posted by Supersun View Post
Red Mage on the other hand has only lost its history as time has progressed in this game. If you look carefully at what Red Mage had at launch and the appearance of its AF there are very strong hints that tie it into a Magical Musketeer. The Rapier and dagger specialty with the marksmanship skill along with the more formal looking garb with items named Fencer and Duelist all backed this idea of a Musketeer themed job.

This was a unique twist to the XI Red Mage. All previous Final Fantasys set as groundwork was above average white magic, above average black magic, above average melee...well, and Fast Cast. Red Mage certainly didn't obtain the rapier as the iconic Red Mage sword from other Final Fantasys and Sorcerer/Mystic Knight was the mystic swordsman.
The class would have been rather plain if it had nothing more than just auto attacks with some white and black magic. Console FFs didn't require actual synergy between different aspects of each class because the way combat was set up didn't permit for said synergy and was trivial given the way console FFs' battle systems are set up.

Looking at RDM, its versatility actually hurt the job more because, again, the different aspects of the class were not working in synergy with one another. Rather than design the class in a way that these different trades work together to help the RDM earn their spot, the devs gave us a job that for all intents and purposes was as close to a carbon copy to the console RDM as you can get from a design perspective...with shortcomings that were trivial in console games but make or break your game in an MMO.
When Red Mage was revamped though it lost all the XI specific backlore that made it special. Convert and Refresh are instead just thrown at the job with no real rhyme or reason. Nearly every other job you could ask the SE developers to map within the lore why specific jobs have specific updates and they could give you a clear and concise answer, but if you asked why Red Mage has convert and refresh I'd be surprised if they could give you a decent answer.
If you want to talk about the lore, I can tell you this: our job has next to nothing as far as XI is concerned. Someone tried to bring up Rainemard in the melee thread, but the AF story has next to nothing about RDM itself, and instead talks about a guy named Rainemard who happened to be a RDM, was an excellent swordsman and got quartered and stuffed in a box for sticking his nose where it didn't belong. That's not much to go by, really.
This is really odd considering that even now every other job is delegated buffs and abilities because they fit withing the theme of the job. I mean how many times have you read those job manifesto posts and their response is that an idea is better suited for another job or they don't want the job in response to compete with the specialist.
The main issue here is that as is so clear, we are not unanimous on what the theme of RDM is.
While they say that Enhancing is our role as well, frankly, I'm afraid that we'll only be left with the scraps after Brd, Cor, Smn, Whm, and Cors are done claiming what should be theirs and all we'll be left with are single target spells that we are expected to keep on the party of already pre-existing spells that other jobs already have more potent or AoE versions of.
This is just another example of concept and practice clashing. We wouldn't have this problem if the job was called something else and was built around a different archetype.