This is my third update to this thread, I decided instead of making a new one, or it being ignored in the RDM forums that I would adjust this one. Let me know what you think.
The Remaking of Red Mage Level 1-99
Overall Adjustments
1.)Raise Red mage Elemental magic to B+ and Healing magic to B-
-The reason why I think that Healing and Elemental magic should be raised is to help Red mages use stronger nukes and cures since they basically won't have access to the endgame nukes nor cures.
2.)Changes to Enspells
-Make Enspell II similar to Enspell I
-Don't allow scholars to Accession it.
-Ok so basically we know that if Red Mage is ever gonna be able to fight in the frontlines they will need to provide some type of support in the frontlines to allow them to stay there, and a Idea that many Red Mages have is to basically make it similar to Sambas in the context of it being a buff on Red mages that puts a debuff on the monster that allows party members to inflict the enspell damage on the enemy. I think this would be a great boost to Red mages in the frontlines, but in order for this to work the debuff or how I call it "Enchanted" debuff needs to wear off quickly if the Red mage stops attacking. (Players will need to pick between this or Dancer Samba.)
3.)Red mages should gain access to the following Weaponskills Natively
-Red Lotus Blade (Swords)
-Vorpal Blade (Swords)
Traits
I feel that currently the Trait list that Red mage has is unbalanced; they have a bunch of mage traits yet no melee traits so I decided to redesign there whole trait list. Also some of you might think some traits are useless but remember Red mage is a mixture of Warrior, White mage, and Black mage and while they share traits with the mages they share nothing with Warrior so the idea is to balance out there trait list with Physical and Magical traits. (Some will be gone)
-Level10-Fast Cast
-Level15-Magic Attack Bonus
-Level20-Magic Defense Bonus
-Level25-Clear Mind
-Level30-Fast Cast II
-Level35-Attack Bonus
-Level40-Magic Attack Bonus II
-Level45-Magic Defense Bonus II
-Level50-Fast Cast III
-Level53-Clear Mind II
-Level55-Magic Fencer (NEW)-Increases the Red mage ACC/ATK by 20% when under the effect of a enspell.
-Level60-Fencer
-Level70-Clear Mind III
-Level75-Fast Cast IV
-Level80-Magic Attack Bonus III
-Level85-Magic Defense Bonus III
-Level88-Fast Cast V
-Level90-Fencer II
-Level95-Critical Attack Bonus
-Level99-Doublecast (NEW)-You have a 10% chance of the next cure or nuke you cast to be casted again. (Only takes MP for the first time that the spell is cast, the doublecast spell is free.) (Doesn't work on buffs or debuffs only cures and nukes.)
Job Abilities
-Level40-Convert
-Level50-Composure-Remove ACC bonus for balance purposes. (Magic Fencer-solves ACC problem)
-Level80-Saboteur
-Level95-Spontaneity
New Spell List
Some spells were removed especially the AOE spells because In older FFs the Specialist were the ones that had AOE magic RDM never had them.
Level1-Dia
Level3-Cure
Level4-Stone
Level5-Barstone
Level5-Poison
Level6-Paralyze
Level7-Barsleep
Level7-Protect
Level8-Blind
Level9-Barwater
Level9-Water
Level10-Barpoison
Level10-Enthuder
Level11-Bio
Level12-Aquaveil
Level12-Barparalyze
Level12-Enstone
Level13-Baraero
Level13-Slow
Level14-Aero
Level14-Cure II
Level14-Enaero
Level15-Deodorize
Level16-Enblizzard
Level17-Barfire
Level17-Shell
Level18-Barblind
Level18-Silence
Level18-Enfire
Level19-Fire
Level20-Enwater
Level20-Blaze Spikes
Level20-Sneak
Level21-Barblizzard
Level21-Gravity
Level22-Enlight
Level23-Barsilence
Level23-Blink
Level24-Endark
Level24-Blizzard
Level25-Barthunder
Level25-Invisible
Level25-Sleep
Level26-Cure III
Level29-Thunder
Level31-Dia II
Level32-Dispel
Level33-Phalanx
Level34-Stoneskin
Level35-Stone II
Level36-Bio II
Level37-Shell II
Level38-Raise
Level39-Barvirus
Level40-Ice Spikes
Level40-Water II
Level40-Enthunder II
Level41-Refresh
Level42-Enstone II
Level43-Barpetrify
Level44-Enaero II
Level45-Aero II
Level46-Poison II
Level46-Enblizzard II
Level46-Sleep II
Level47-Protect III
Level48-Cure IV
Level48-Enfire II
Level48-Haste
Level50-Fire II
Level50-Enwater II
Level52-Enlight II
Level53-Bind II (Stronger than Bind + Doesn't wear when attacked)
Level54-Endark II
Level55-Blizzard II
Level57-Shell III
Level58-Plague (Lowers MP and TP overtime)
Level60-Shock Spikes
Level60-Thunder II
Level63-Protect IV
Level65-Stone III
Level67-Water III
Level68-Shell IV
Level69-Aero III
Level71-Fire III
Level73-Blizzard III
Level75-Thunder III
Level75-Bio III (Merit)
Level75-Blind II (Merit)
Level75-Dia III (Merit)
Level75-Paralyze II (Merit)
Level75-Phalanx II (Merit)
Level75-Slow II (Merit)
Level77-Stone IV
Level77-Protect V
Level78-Baramnesia
Level79-Amnesia:Target Cannot use Abilities nor TP skills.
Level80-Water IV
Level80-Enthunder III (Addition effect:Lightning DOT)
Level81-Gain-VIT
Level82-Refresh II
Level82-Enstone III (Addition effect:Earth DOT)
Level83-Addle
Level84-Enaero III (Addition effect:Wind DOT)
Level84-Gain-MND
Level86-Fire IV
Level86-Enblizzard III (Addition effect: Ice DOT)
Level87-Gain-CHR
Level87-Shell V
Level87-Break
Level88-Enfire III (Addition effect: Fire DOT)
Level89-Blizzard IV
Level90-Gain AGI
Level90-Enwater III (Addition effect: Water DOT)
Level92-Enlight III (Addition effect: Light DOT)
Level93-Gain STR
Level94-Endark III (Addition effect: Dark DOT)
Level96-Gain DEX
Level99-Gain INT
Level99-Debilitation (Ultimate spell) (Severe hampering of attributes)