My biggest, truest wish for Red Mage is that they'll move things around and give us Vercure and Verrraise before level 50. It's Incredibly irritating that Summoner is a better Redmage than Redmage is before level 64.

My biggest, truest wish for Red Mage is that they'll move things around and give us Vercure and Verrraise before level 50. It's Incredibly irritating that Summoner is a better Redmage than Redmage is before level 64.


I agree that at the very least they should drop the level on Vercure. If its best use (behind targetless Dualcasts) is to provide us with self-sustainability then putting such a high limiter on our healing is a poor choice.
Granting, so is making Physick purely Mind-based and removing Drain from BLMs. We can't always have a pocket healer, and some of us didn't level healer Chocobos.
Admittedly with healers losing Protect as a party buff, I would have rather seen Protect or Shell incorporated as a WHM raid utility, their method of giving temporary mitigation to the group instead of the wings cooldown they're getting. Perhaps the other as an AST skill to fit their Time Mage themes.
But for RDMs, I see your Protect/Shell and raise you: Reflect.
As I've said before in this thread, Counterattacks fit very well with the Red Mage's fencing themes, while using a Defensive skill in order to Attack is very much a mix of White and Black magical philosophies that go up their mixed-magic alley.
Last edited by Archwizard; 06-04-2019 at 12:21 PM.


Eh. If "Reflect" (or "Verreflect") wasn't an option, I'd just as soon say a RDM defensive skill should take on fencing terminology, like "En Garde".
Fleche, Contre Sixte, Riposte, Zwerchhau, Redoublement, Corps-a-corps and Reprise all kinda have a theme goin'.
I've previously suggested having a barrier-type mitigation skill by such a name that takes cues from Noctis, forming a wall of swords using the same crystal weaponry we summon for Fleche and Contre Sixte to absorb or partially block damage for us, which could then counterattack based on the damage absorbed/blocked when the effect ends (or just proc a refresh on one of our oGCD attacks).
Alternately, if we go the full Reflect route, just have a cooldown that negates exactly one incoming hit and immediately hits the boss for the damage negated.
Admittedly reprisal-based hits are a tricky sort to balance, particularly when they're not attached to a tank role. Delicate balance between flavor and creating something raid groups will game by having the RDM soak effects so the rest of the group doesn't have to (since some have already used the BLM's absorb for that).



Touche - I have to admit I like this ideaI agree that at the very least they should drop the level on Vercure. If its best use (behind targetless Dualcasts) is to provide us with self-sustainability then putting such a high limiter on our healing is a poor choice.
Granting, so is making Physick purely Mind-based and removing Drain from BLMs. We can't always have a pocket healer, and some of us didn't level healer Chocobos.
Admittedly with healers losing Protect as a party buff, I would have rather seen Protect or Shell incorporated as a WHM raid utility, their method of giving temporary mitigation to the group instead of the wings cooldown they're getting. Perhaps the other as an AST skill to fit their Time Mage themes.
But for RDMs, I see your Protect/Shell and raise you: Reflect.
As I've said before in this thread, Counterattacks fit very well with the Red Mage's fencing themes, while using a Defensive skill in order to Attack is very much a mix of White and Black magical philosophies that go up their mixed-magic alley.
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