Quote Originally Posted by ForteNightshade View Post
Except they do not. Caster balance is awful, nobody is going to deny that. However, that is entirely separate problem from melee.

If you were to buff Red Mage to deal melee level damage, you now have a job without any uptime restrictions, 10% party mitigation and both an on demand heal and raise. In what world is that remotely comparable to the current landscape, one where Red Mage was chosen over melee in FRU prog on more than a few teams despite it's awful damage? I'm all for buffing the casters but the person I quoted went to the opposite extreme. Right now running RDM/SMN and Pictro is perfectly fine in a prog setting. If RDM is pushing SAM/DRG/NIN levels, you'd be actively trolling to not have it because they offer nowhere close to the utility and flexibility.

Axe Magicek Barrier, Vercure and Verraise then we can talk about Red Mage doing melee damage. Although, there's still the uptime discrepancy.
So why is melee uptime a consideration but casting cast times aren’t. People seem so quick to forget that casters have to…….you know cast. Mechanics these days rarely force melee out of melee range but mechanics love casters running marathons around the arena to solve mechanics. Does “I can’t hit the boss when I’m not next to them” mean literally anything when you know every mechanic they made will allow you to solve it with 4 people next to the boss

Where is the compensation for caster uptime

When was the last time we got a mechanic that felt like it was designed around a turrety caster and not a melee