I've been playing red mage most of the time since early release started, and after I quickly found out that swiftcast is pretty near useless on red mage since it doesn't proc dualcast (in other words, you can't use swiftcast to get two insta-cast spells back to back), I decided to try experimenting with other role abilities.
Initially surecast seemed to have promise. The very low cooldown means it is up quite often, and the thought of blocking knockback/draw-in effects was attractive. When I initially tried it, I was in the vault and found it to be an effective way to deal with the second boss as I could pop surecast as the boss casts faith unmoving and not have to worry about getting knocked around.
Now I know there should be some knockback/draw-in effects that shoudn't be blockable by any means (the bulldozer in A10 comes to mind since getting behind the bulldozer apparently causes insta-death). However, if the knockback isn't critical like in A10, I would think that stuff like sure cast and tempered will would actually work.
So, when I came to the very first boss of the very first dungeon from the expansion that brought us this change to surecast and this boss has both knockback and draw-in effects that don't do anything really important, you would think this would be a moment for the new surecast to shine, right? Wrong, it fails to work for both effects and I'm left wondering if I should try out a different ability for that slot.
As a DPS, I shouldn't often be in the situation to have my spells often interrupted by pure damage alone, so the old surecast felt like it was there for PvP purposes more than anything. As plenty of bosses do have knock-backs and draw-ins, however, I thought that maybe the new surecast might be useful.
Since my main tank job has been Paladin, I've had access to tempered will for some time and used it with some success to stop certain knockbacks/draw-ins, but I did notice that quite a few attacks ignored tempered will to the point that it felt more like tempered will was really meant to be a self remove heavy/bind type of thing. It's long cooldown also makes it harder to experiment with and unavailable much of the time within the same fight.
With so many attacks ignoring this part of surecast, it not only makes it much less useful, but also burdens the player with trying to remember what can and can't actually be blocked with it. It's hit-and-miss type stuff like this which made esuna dubious much of the time to the point where inexperienced healers would simply ignore all debuffs because esuna didn't ever seem to work (thank you for the white line telling healers what they can and can't remove) as well as on the tank side of things having mitigation that was magic only or physical only because how are we supposed to know that cannon shoots magical bullets? (glad to see rampart filling the role foresight used to because of this and that cover now works against all damage). Of course, in the damage mitigation side of things, we still have some physical/magical split... looking at you addle, feint, palisade, and apocatastasis.