First thing's first to those who don't know what this skill does:
Increases critical hit rate of self and nearby party members by 15%.
Duration: 20s Radius: 15y
Now, this is a fantastic buff - 15% actual critical chance, added to every action, including heals, auto-attacks, and off-global attacks. It's a part of its balance in the melee inter-class balance, and I think we can all agree it's a fun addition to the class.
That said, there's a bit of a drawback ... the bloody range is too small!
Right now it's 15y. That's the equivalent of a Medica I, Aspected Helios (which, for the equivalent of WHM's Medica II, has appalling range), Succor, etc. While having those moves have a 15y radius is still a downer, healers have a very real upside when they use it: they are far less attached to any one position, and can Swiftcast if mobility/timing will be an issue. For DRG, however, the range is simply too small.
DRG in 3.0 has a very rigid rotation, so they can't detach to center themselves between the whole party (plus they'd lose auto-attacks), nor should we want them to. As it is now, a DRG at the rear of a boss pulled loosely to the center of the arena or further will outright miss off-centered players at the line where you can or can't draw aggro. Here's a loose representation of what I mean:
Basically, unless you run up (something basically all ranged are not fond of, ESPECIALLY BLM putting up Leylines + pre-casting a spell pre-pull), or the tank pulls the boss back (a hassle and a DPS loss and annoyance for all melee, not to mention outright impossible in some bosses, like A4), some people are missing the buff. It's not a very ideal range to give to a player who physically must be inches from the boss, and possibly at a very specific flank when it gets activated. There are workarounds to this, such as activating it pre-pull, or making some of your ranged lose quite of bit of their time to position themselves, but they're all not ideal. A small range buff would be a welcome quality of life buff I'd really like to see happen, and it would not interfere with the balance of the class in any way if it were buffed.
I propose the range be enhanced to 20y, like all the very important abilities that are vital to hit their target, such as Foe's, Ballad, Paeon, Medica II, etc. This would allow for a looser, more flowing formation in both the opener and at the 3/6/9 minute marks, and prevent much crying in the future for missing this most amazing buff during our openers. Thank you.