As many of us have long been aware, several DPS jobs trade peak performance for some form of utility, often damage boosts in the case of jobs like DNC and NIN. Despite not being unique in its ability to cast Raise (hi SMN), RDM is infamous for paying this "utility tax" due to its ability to chain instant Verraise effects on its allies.
Today I pose the question: Why?
Presently, RDM mains will agree one of its most pressing issues is that it has a tighter MP economy than ever in Shadowbringers, living CD-to-CD on Lucid Dreaming; this is largely due to the increased costs on the majority of our skills, and the introduction of a new high-cost finisher. Previous math and tests have shown that even with Lucid Dreaming, simply by performing its primary rotation and using LD as frequently as possible -- doing everything right! -- RDM will naturally run out of MP entirely within 15 minutes.
"Oh, but 15 minutes is plenty of time! No boss encounter lasts that long, you'll hit enrage and wipe long before then!"
This is true, but you have to bear two things in mind:
One, this proves we are expending MP faster than we can recover it, which puts us in a difficult position if we ever end up being Raised ourselves since that permanently cuts a significant amount of that MP away and only allows us to regain so much.
Two, and most relevant to this immediate discussion, that 15 minute battery life runs almost 4 minutes shorter with each cast of Verraise. With Shadowbringers, we aren't close to the "raise up to 4 times in a row then pop LD" RDMs of Stormblood; we're limited to 2 to 3 Verraises per fight, period.
Yet in spite of this, SMN still isn't penalized for Raising as heavily as we are.
"Okay, well Dualcast-Verraise is a powerful utility! We should be taxed for having it!"
I'm not disagreeing that we should be taxed for it, but again: The strict MP cost (on top of being a GCD) means we suffer a great personal DPS loss each time we use it, on top of the low damage-ceiling we face just for having it.
No other utilitarian DPS is double-taxed like this, especially when most of such utilities like Trick Attack or Shield Samba are off-GCD.
If the devs wanted to, they could have put Verraise on a charge system, 2 charges with a 5 minute recovery, and removed the cost and GCD. Same number of uses per fight, same value of use, except we don't face a personal damage loss for each cast. Then they could justify having us be a DNC-level support DPS.
But I would also invite you to consider: Raises are not universally applicable, unlike group-wide heals, mitigation effects, or damage-buffs. You will always be facing some form of enemy damage and always have an opportunity to fire off a damage buff, giving those types of utilities a baseline value at all times, but Raises are only used on the occasion someone actually dies, and have a value of nil until then. As progression continues, this becomes less and less valuable as more people learn the mechanics and fewer people die, which is why RDM gradually drops off the map in favor of BLMs.
Meaning, our utility is the rare type that has a diminishing value, rather than fixed or even growing. We use our utility less and less, and our damage cap... still doesn't go up. Pair it with only Embolden -- already one of the weaker damage boosts -- and we're simply phased out for other casters.
So while we can agree that Raises are so powerful they should be taxed, the question is, should the DPS jobs that have them be heavily taxed at all times just for having them, even when they're not in use?
Or, should we be personally penalized for each Verraise cast in-the-moment, but have an at least middling DPS potential otherwise?