A few points i would like to point out. I think the dev team went the right direction by removing enfeeb skills and attaching them to combo's/skills, but there are some many folks here set on making rdm an debuffer.

I'll explain in more detail.

Making a Redmage spells cost tp would mean it would need to fight the monster in order to cast(should not be the case for all spells mostly dmg spells. This thus in turn making the WS > spell > ws combo setup kinda forced on the player.

I also think cure's and enhancing spells should cost mp and i think the DEV team should get smart and make new healing spells for the FF universe. RDM should learn a cure that in between cure/cura that heals for something like 650hp mabye they could call it Ruby heal or something.

I also had this other idea that rdm could have these non elemental spells instead of normal ele ones, something like ruin from FF 13, So this way rdm wont get stuck in the trap with only a few ele choices.


1. DBL Cast

2. Poison Thrust (ws)

3. Silence Flurry (ws)

4 Death Blossom (ws)

5. Blinding Thrust(ws)

6. Paralyzing Flurry(ws)

7. Ruin

9.Ruinaga

10 EnLight

11 Endark

12. Faith ( Increases magic attack power)

13. Bravery (Increases Attack power)

14. Ruby Heal (Cure spell)

15. Ruby Shield (-5% dmg reduction, can be AoE)

Job skill

16. Composure(enhances buffs)

17. ???(i have no name) (Next ws or spell only cost half the tp)

18. Dispel(Removes beneficial buffs from the target)

19. Ruby Charge (ws)

20. Chain Attacks(Able to use WS/spells for no tp cost for 15 secs) I thought chainspell was to magic only.

So to stay true to the Meele/Magic Hybrid i think the class/job should be made like this.LNC/WHM to help on both dmg and buffing. Invig would help it cast more spells and do mroe dmg. WHM would help it AoE it's buffs like Bravery/Faith.