Quote Originally Posted by Sarantserel View Post
I'm playing RDM this tier and went into M5 last night and started looking at M6 and I'm kind of baffled about the "melee need buffs cause of downtime, nothing for casters" while Arcadia Night Fever 1 and 2 are extremely stressful for me and the two healers, especially the 2nd one where I need to slidecast through the in-out part so I have a melee combo to handle how fast the frog cleaves are. The waves are also very awkward because I need to go stand in the outer line as a 2min window is coming up. I basically need to stay in melee range till the last second to not just delay my burst or interrupt it with weaker cast until I can get back in melee range

Then looking at M6, my most powerful AoE attacks are gated between 3 melee hits, but I also have to stay near the wall and bait puddles and the lava phase has me completely cut off from melee range for a full minute. I'm sure I'll find some way to not overcap on gauge once I actually get in there, but it sure seems like a lot more hoops to jump through than the melee DPS. The melee DPS barely need to disconnect from the boss in M5 (I think Frogtourage with the spotlights is basically the one time) and the boss gives them free positional during arcadia night fever.

Them making PCT's main movement tool worse in the same tier where they require so much movement out of casters is certainly strange.
Ive noticed this too about red mage, the job isn’t compensated for its forced ranged mechanics with its melee combo properly at all.

Ride the waves in m5s comes up in a 2 min and RDM can’t do its full burst with some funky party considerations that might be fun in a static but may serve to make the job weaker than it already is because it drifts its burst out of buffs