
That would be easily solved by adding a "Cleric Stance" ability to Red Mage, mandatory for dealing competitive DPS, applying a boost to magic damage and considerable penalty to Healing, establishing his Healing as secondary just like damage is for White Mages.
Last edited by Nurvus; 11-30-2015 at 10:57 AM.



You'd have to use the AST caveat for Sects and disable switching mid-combat. Otherwise you end up with an overpowered job.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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