Quote Originally Posted by Setesh45 View Post
True, but this "minigame" affects absolutely every job in the game. Tanks have to know where to stand, healers need to know where to stand, so do the dps jobs. It's all in regards to boss attacks, your attacks, the position of of other players, and the mechanics of the fight. In my opinion ranged classes apart from BLM have it the easiest due to having a clear view of the battlefield and the most space available to them, not having to stick to the boss to keep attacking.
For OP's sake: everything that follows is more optimization talk than anything else. The big takeaway is, at the lower end most if not all jobs are easy; at the optimal level, they all have a level of nuance that goes beyond their surface level. Play what you find fun.
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I'll cede every job is affected by positioning, however I'll argue that casters are affected by it in a unique way. Weaponskills can be used while in full motion, which a lot more players are better tuned at performing; mechanics dodging is inherently easier when you can always move free of charge.

Melees trade the mini game of, we'll call it turreting to make it distinct from just positioning, for a minigame called "uptime." They have free range of movement with more or less every gcd (there are exceptions like Samurai), but need to be within a certain range to attack. There's also positionals to consider depending on the Melee in question.

The major differences are the failure for performing the minigame and the ease of failing it. If a Black Mage flubs a Fire 4, they're dumping north of 600 potency in damage completely in the short term and potentially jeopardizing their Eno as well. A Red Mage flubs a verstone, they've lost verstone and verthunder due to how dualcast works. It doesn't take much for a caster to fail this game; a stray aoe causing a panicked motion that drops the cast for example.

A Samurai by contrast, losing a gcd jeopardizes their careful loop, but the amount of mechanics that could force the player to drop a gcd are far lower. I'm thinking Thunderstorm in Ramuh Savage as an example; despite the range it's far easier for a caster to lose damage here if they didn't come prepared than a melee because of how aoes intermittently spawn.