Well, I don't think SMN and RDM should lose their Raises. I'd honestly be utterly upset if I lost Raise from Red Mage (for crying out loud, it's ALWAYS been the merging of Black and White Magic, with the Dualcast mechanic being added only as recently as Final Fantasy 5) and Summoner has it because Arcanist does. I don't think the team has the ability to set skills/spells/abilities as "job only" before level 30, so if they forced Resurrection to be a SCH only ability, that'd be at least 15 levels between Sastasha and Haukke Manor without Raise, versus every other healer who gets theirs at level 12 and just... has it.
Fully agree. Black Mage seriously needs their damage beefed up, since we do not have enough damage to make up for a lack of utility nor our lack of mobility.
Manashift costs MP because you're literally shifting MP. But in either case, QoL changes are neccessary.
Honestly, defensive utility is a massively optional supplement... but let's hear it.
Black Mage is difficult for progression because it's turrety and requires attention from both other raid members and the BLM to perform well. In areas that are dictated by movement and RNG, BLM really begins to suffer highly for their choice, much less during progression. As many have stated, BLMs seriously begin to rise in usability the better they know a fight and the better the raid accommodates to them. Preferably, a class that doesn't need accommodation to do well would make a better BLM, but I digress.
But if I were to point to something for BLM to be an underperformer, it's the fact that it doesn't do enough damage to make up for a lack of utility or its turrety nature.
Except BLM doesn't need a defensive utility beyond Manaward, which if it worked as intended, should be an occasional crutch to our turreting. Unless, of course, said utility is entirely selfish.
Former. I'd rather not waste attention nor MP of either myself nor the healers, though BLM doesn't historically have a defensive buff that wasn't Apocatastasis.
Neither, BLM doesn't play nice with others regarding resources (historically at least, keeping the resources it builds up to itself (Osmose and Drains)) nor has it ever had a Raise under its own power.
Honestly, Hallowed Ground variants would work the best for BLM since we need to stand still to hit hard.
Raise is only a crutch that doesn't win the party its victory, and players need to learn the mechanics in order to not die... unless a mechanic does come that demands perishing. My static has found that Raising actually detriments the party almost as much as leaving the party member for dead, between the party member not lining up well with mechanics and their damage already having been lost from their death... so that already leaves problems.
I think a lot of people overvalue Raise, which also happens to really affect the potency of Red Mage as a byproduct, because they're all expected to use their convenient ability to Raise whenever things go sour, whether or not it helps.