First of all people should need to know what role the Red mage would use: DD, Enhaing, Enfeebling, DD-Enhan, DD-Enfee...
I like the idea of Firon and Elgeron where Red mage should use tp for spells and some unique spells. Putting this together is hard if we consider what everyone wants, a close combat mage, because animation log, role, tp generation... etz.
Red Mage Spells:
- If Enhancing spells: "Berserk" (enhances attack), "YY" (enhances Magic potency), "Fortify" (enhances defense), "Haste" , "En-Fire,Blizzard,Aero,Thunder,Water" (adds elemental dmg to auto-atacks).
- If Enfeebling spells: "Bio", "Dia", "Gravity", "Burn", "Choke", "Shock", "Drown" (No paralyze, poison, silence)...
Usage of TP on Weapon skills:
- Weapons skills that lower elemental resistence.
- Normal Weapons Skills
~ "AAA" (Multi hit low acc.)
~ "Retribution" (deals magic dmg and return MP based on the dmg. Combo AAA: more mp drained)
~ "Soul break" 3000tp (one hit magic dmg that ignores magic defense based on on tp. Combo Retribution: DMG increased based on mp
Etz...
Usage of TP on Red Mage for spells:
-We can use the TP as a way of be able to perfom AoE on spells (Enfeebling, enhancing..).
Let's say we use "XX" ability (I'm bad for names) which have a low countdown (15sec-30sec?) and grants the red mage the effect of AoE to the next spell it uses. However apart of the mp cost the spell would have, the ability would add a TP cost (depends on which spell is used) for the spell to be AoE.
-We can use the TP as a way of be able to enhance the enfeeblings and enhancing magic adding effects.
Something in the lines we have 2 ablities: one for enhancing magic and one for enfeebling (1min recast) that adds additional effect (not much tho).
Berserk: attack + acc
Haste: speed att + store tp
"YY": m.potency + m.acc
"Fortify": defense + hp
Bio: tick dmg + lower attack
Dia: tick dmg + lower defense
Bleed: tick dmg + lower magic defense
Etz..
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With this we would have a Red mage close comba like everyone wants but still been a buffer or debuffer that you would want always in the party. If i had to choose i would give it for weapon a "Rappier".
Edit: Thinking about it and so far you can't have a proper and decent Close combat mage (or hybrid) due one main issue that most people cry as soon as they see those words... "Gear swap". If you don't allow gear swap you will have: a simple DD that cast spells that never lands on target/doens't buff at all or a DD which does a s**ty dmg but cast "strong" enfeebling/enhancing spells .
Note that nowadays you can't change equip while engaged as DD which would make you chose over enfeebling/enhancing or keep disengaging -> change ekip -> cast -> change ekip -> engage (like bards do now). Which would mean that you would almost never being meleeing at all and makes the "close combat mage" meanless.
My two cents. Thanks for your time.