Hello,
For some people, Red Mage feels underwhelming and is currently one of the lowest raid-contributing DPS in the game (https://www.fflogs.com/zone/statistics/29#boss=65). I feel that Square Enix has overlooked this class, which desperately need some changes to improve its gameplay.
Hopefully, in this thread, we can discuss some changes to improve Red Mage's gameplay.
Proposed Changes
1. Jolt II
With the trait up-grade Enhanced Jolt: Increase the mana gain from 3 White and Black to 4 White and Black.
This change will bring back the consistency with the opener. Currently, if you do not get a proc you may have to delay your opener by 1 GCD, delaying your melee opener is not good in certain fights. Making this small change significantly improves the job.
2. Veraero II and Verthunder II
With the trait up-grade Scatter Mastery: Increase the Potency of Verthunder II and Veraero II to 130 Potency
I find it annoying that on two targets it is optimal to Jolt II into Impact, which just feels wrong. Plus this Job's AOE is noticeably weaker in comparison to other classes.
3. Scatter/Impact
Scatter potency increased to 150 and increasing the mana gained from 3 White and Black to 4 White and Black (same for Impact)
It feels wrong that when you go into your finishing combo, you are gaining less mana even though the skill does more damage. This skill should be a "gain" in all accounts damage and mana.
4. Acceleration
Increase the buff duration to 15 seconds and grants "Dualcast" upon execution
Have you ever had that feeling that acceleration needs to be on cooldown but you pressed it too early into your melee combo? Well, these changes should address that issue. The addition of "Dualcast" to this skill allows it to be useful during AOE rotations.
5. Manafication (Rework)
Now increase White and Black mana by 40
Enhanced Manafication - Decrease the cooldown to 60 seconds and grants 2 charges
I feel like this change will make the Job more explosive in the opener but also "removing" the issue with over-capping mana.
6. Embolden (Rework)
Increases own damage dealt by 10% and increase of damage dealt 5% for nearby party members duration last 15 seconds. 120-second cooldown
I absolutely hate the decreasing damage effect from Embolden. This change would make the feel more consistent in terms of its personal and raid contribution.
7. Engagement
Increase potency to 200
I understand that this skill might completely replace displacement, but I also do not want to jump to my death.
8. Enchanted Reprise
Increase potency to 270 and decrease recast time to 2.0 seconds
This change would allow the skill to be "DPS neutral" whether it is for mobility or mana control.