Quote Originally Posted by cactuarzzzz View Post
And why do you need vercure when

in ES1 you have melee who can take prey debuff from you

in ES2 no melee who got second wind/bloodbath need to use it if healer is competent.

You said vercure is just a cure 1 and imply it's insignificant but then you kinda contradicted yourself by saying if you can't use this weak heal in raid it is a big deal.
I honestly don't think you know how to play to red mage at it's current fullest potential since you haven't gotten the points that have been made and if you're not playing the job at the fullest potential than there's often a good chance that additions you want for the job might not be what is best for the job.

If you have a stance that ups your damage by taking away vercure, there is a chance that the job itself will be hindered because than it would be cut out of any ability to heal itself that other jobs have (which vercure as is can be helpful in dungeon and while soloing and since they took away stance dancing from other jobs to uncomplicate them why would they re introduce such a mechanic anyways). This will hurt the casual player mostly.

Taking away vercure to increase damage would hurt the hard core ability because you would take the ability to prep dual cast right before the end of a downtime phase (which means you can cast a higher potency spell quicker and can bypass jolt). I also don't see them trying to provide another slot just to allow this since they are trying to get rid of button bloat (hence all the additional slashes we had going into Shadowbringers) and while red mage itself currently doesn't suffer from it, I don't see why they would waste creating an ability that is not needed.