Scythe could not close Light. Didn't help that they nerfed Guillotine's accuracy. That's why high level DRK's got laughed at for using a scythe, since you could Sneak Attack + Spinning Slash (great sword) and do a ton of damage AND close lv3 Light.
Personally I don't know what to expect because what it was in XI doesn't fit into XIV. I'm personally hoping for a melee/magic hybrid dps with support functions ~a la mch/brd. I'd be ok with a tank, really hoping it's not a healer because after Astro I think they've proven they need more ideas to come up with a unique healer.
What I find absolutely grating is that there are other healing models they could have used, but instead went for a job that mimics WHM and mimics SCH. Makes the two years of discussions on other healing models (HoTs, transfusions, attack heals) seem like a waste. =/
Except what Dark Knight after 2005 was using /THF? /NIN was the norm at all times. Also Darkness was just as good which it could close. Furthermore, Insurgency could close Light. The fact that Light was preferred over Darkness only points out a glaring issue with the magic system and that Thunder > all. Also... Who the hell was doing Skill Chains after 2005? DPS was far higher to just use weapon skills as they became available rather than farting around waiting other members to do a big combination attack.
That's why weapon skills like Guillotine, Raging Rush, and Rampage were preferred over skill chains, especially in burn parties.
Ah yes, the Enhancement Shaman. I really wanted to play it a lot but stuck with Elemental and my main set of Healing on Shaman. Still, the Enchancement set was fun and I can see it being used as a template for Red Mage. Granted I last played Enhancement early Cata so I have no idea how it is now days (that and WoW in general as I stopped about 3/4th into Cata content wise)
You guys read it here first. Next Primal? Red Mage.
We shall be getting the Doom Train Job in the next expansion.
Considering how much of Eorzea is underground in caverns or just collapsed and visible from atop cliffs there is a great deal that can go into a subterranean expansion. As this game seems to follow the line FFXI did with expansions (azyss Lla seems to look a lot like Tui Lia) the next is most likely underground comparable with Chains of Promathia culminating with a near miss or weakened ressurrection of Zodiark, with a trip across the sea slated for the 3rd expansion.
My experience with Enhance was mostly during Wrath, so I'm not too hot on the mechanics from back then (RNG Maelstrom Weapon procs, the fact the spec was so complex you needed to run combat simulations to figure if a piece of gear was an upgrade at all).
Incidentally, I was Ret during that time, which I see as a possible template for RDM as well. Seals = enspells, Crusader Strike = some melee attack, Judgment = Magic Sword, Exorcism = ranged nuke with limited use, Flash of Light = some healing spell. Hell, WotLK's Art of War (auto attacks having a 25% chance to make your next Exorcism or Flash of Light instant cast) mechanic would be perfect on RDM.
Oh man Enhancement Shaman at the beginning of WoW. Get that Rockbiter self buff that would add agro to each hit, and the first few dungeons you WERE the tank AND healer. Good times.
For the females yes, for the males, they were straight up dragons, and no human looking bits.
(The reason the horns are not on forhead like that, is because its easier to place the horns at the ear for most gear, and then they dont need to edit the current games models much, if at all.)
The Abyssea Area everyone complains about started in 2009. I'm talking about the ToAU and WoTG eras when the cap was still 75. In about 2007 or so, every job was given access to Mythic Weapon Skills which were obtained in a similar manner to the quested WS before and required completing skill chains to get, but each one was designed to be the opposite element of whatever the other quested skill was... so you can't really complain about Light. Either way, even before ToAU came out, the popular set up for an XP/MeriPo party was a BRD RDM Melee DPS x4. Once Two-Handed Weapons were rebalanced and Duel-Wield was rightly nerfed, the WS of choice was multi-hit attacks. So this was before what you want to call nerfed.
Also, anything you call a nerf was to old content in preparation for raising the level cap for the final expansion. I never got to play the final expansion, but I'm pretty sure I remember a lot of my friends saying that it was just as difficult as anything pre-abyssea. Abyssea was merely intended to expedite the leveling process, because let's face it, the XP system in XI was absurd.
I think tanks and healers are covered for now and more than enough...I think since they are only doing probably two jobs in the next expansion they will both be DPS.
1. Red Mage or Blue Mage...probably Red Mage first because Yoshi-P just doesn't ever seem confident when he talks about it so Red Mage Melee Caster DPS.
2. SAM will be melee dps.
I think adding another healer or tank right now would just cause more issues with groups and I think they know that and will just give dps more choices for a while.
All I have to say is when the DRK craze hit, I was enjoying those "Adventurer in need(DPS)" and getting queues in 10 seconds. It didn't last but a few days but man I didn't take it for granted.
Conversely, remember when NIN hit and all the DPS queue times went through the roof? If they do RDM & SAM at the same time, it would be foolish to make them both DPS jobs.
Since SE has already indicated they're leaning toward melee DPS on SAM, I don't think RDM will be DPS. My preference would be to have RDM be heals with melee & ranged DPS options. I'm not really excited by any of the current healing jobs, and I think I'd enjoy RDM more thematically.
On a separate note, did anyone catch the quest NPCs that were dressed like RDM & BLU?