Redmage should be allowed to ARISE. I think these spells would give redmage new life.
"RefreshJA" Cast it more times on the team members to enhance its affect based on enhancing magic skill and gear.
"HasteJA" Cast it more times on the team members to enhance its affect based on enhancing magic skill and gear.
"PhalanxJA" Cast it more times on the team members to enhance its affect based on enhancing magic skill and gear.
"Potency aura" Increase Physical and Magical critical hit rates. critical hit rates will increase with enhancing magic skill and the number of times the effect is casted on the group up to cap.
They can be as expensive as you want them to be for balance but it would be a fun way to give redmage haste II in a sense, and it would be better overal by making it AOE just have to use MP to build its haste powers vs targeting 5 people to give haste II .
The same can be said about the rest and Phalanx II is just never going to really be very awesome. Fix Diablos phalanx and give redmage a phalanxJA that starts at the same dmg taken down and increases 3 points of damage for every recast up to maybe 12~18 points more of damage mitigated. still going to eat up alot of mp but RDM has a lot of MP to eat up.
RefreshJA, I think its fair and balanced even without talking about the final number values it will hand out. The redmage would still have to keep on top of the refresh powers, can still use refresh II for the party members you want to single out.
Despite the Hydra hat from a long long time ago. There is almost no other way to get the effect of potency besides abyssea / VW / brown casket items. Also I dont think potency effects Magical critical hit rates, let this one effect both of those. Its a fun and fair way to up the critical hit rates on players.
Overall I believe this set of Spells would increase the use of redmage and hopefully bring it back from the dead. While still maintaining balance and maybe even tipping the scales back in the players direction so long as you bring your redmage along.