Quote Originally Posted by Dyvid View Post
Hmm, it's an interesting argument really.

RDM brings Embolden : Increases own magic damage dealt by 5% and damage dealt by nearby party members by 5%. Duration: 20s
SMN brings Searing Light : Searing Light Effect: Increases damage dealt by self and nearby party members by 3% Duration: 30s

RDM has Magick Barrier : Reduces magic damage taken by self and nearby party members by 10%, while increasing HP recovered by healing actions by 5%. Duration: 10s
SMN has Radiant Barrier : Radiant Aegis Effect: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP. Duration: 30s

RDM brings Vercure : Restores target's HP. Cure Potency: 350
SMN brings Everlasting Flight : Gradually restores own HP and the HP of all nearby party members. Cure Potency: 100 Duration: 21s
SMN also has Rekindle : Restores own or target party member's HP. Cure Potency: 400 Additional Effect: Grants Rekindle to target Duration: 30s
Rekindle Effect: Healing over time when HP falls below 75% or upon effect duration expiration Cure Potency: 200
Duration: 15s


Both can cast raise though RDM can do it more quickly. The thing about raise though is once you move past learning and up to farming its less of a requirement. If people are dropping like flies during say an EX Farm Group, something is wrong.

IMO, RDM and SMN are pretty much on par with one another in terms of utility.
Magick Barrier is far better than anything Phoenix does because you can time it and it's not dependent on fight design. Mitigation is also better than healing with how bloated healer kits are (and how strong tank healing is, minus DRK). Verraise is better than Resurrection and the fact that you technically don't need to raise once you are farming just highlights how overtuned RDM is or, relatively, how undertuned SMN is because that means that RDM is superior both for prog and kills.