Ugh. This is getting painful.

I'm going to leave out a number of what I think are the sillier arguments and just try to focus on a couple of points. Otherwise, I'll be typing all night.
Quote Originally Posted by RichardButte View Post
1. How much aggro does buffing generate? I've buffed mid-fight and never pulled aggro from it...
I don't know how to answer that question. It generates some. It's not like I can give you a number, since nobody outside of SE knows the equations going on behind the scenes.

I've buffed mid-fight and pulled aggro. I've seen other healers do it, too. It happened a lot more before they changed the enmity generation, and it still happens. It doesn't happen every time, but it happens.
2. How is there strategy involved in buffing mid-fight?
Let's take an example from later in your opus.
I admit, I've not played endgame content, but I can't see stopping to toss a buff on a tank when I'm too busy furiously healing him/her instead.
That's where the strategy comes in. You've got to figure out when you can re-buff. And you've got to consider the amount of aggro you're pulling. You've got to time it so that your tank doesn't die because you've missed a heal.

Yes, it's not much of a worry on lower level mobs when the fight is over in 30 seconds. But it becomes a concern when you start doing fights that last 20 minutes.
There is a colossal difference between "remaining vigilant" and "desperately healing the tank", mainly that (as the name implies) remaining vigilant is a constant, and I don't think the cost of that constant should be tedium.
But if you're "desperately healing the tank" and also trying to figure out when/how you can re-buff, how is that tedious? If "desperately healing the tank" is fun and challenging, how does adding in another thing to worry about make it suddenly boring?
You mean like the strawman of suggesting I play another class instead of making suggestion to improve this one
No. You're still using it incorrectly. Suggesting that you might enjoy playing another class is not attributing a false argument to you. It's a suggestion. It was intended to be helpful.
And yes, saying "There's nothing wrong with the class, the problem is on your end" IS a strawman because, rather than acknowledge a piece of valid criticism for what it is, you've chosen to try to shift the argument to being about my inability to enjoy the class.
No. You're still using it wrong.

And you're using another strawman. I never said nor implied that there's a problem on your end. People like different things. There's nothing wrong with that. If you don't like buffing, then don't buff.

Why are you acting like I'm attacking you? I'm just suggesting that you might like other classes. Why is that so offensive?
Saying "try another class" isn't the answer and will ultimately be the death of this game.

Good thing the devs aren't that narrow-minded...
The devs want you to try more classes. They encourage it. If you enjoy the other class more, how will that hurt FFXIV? Presumably, you'll be playing more and complaining less. That's a good thing for FFXIV, and for you.
Your advice was to play another class if I didn't like this one. I pointed out that such advice isn't going to fly when all classes should be enjoyable to play.

Again, how did all those other devs manage to develop games with enjoyable classes but SE can't do it?
How would you know that there are no enjoyable classes? You haven't tried them. Here's your Lodestone entry:

http://lodestone.finalfantasyxiv.com...cicuid=1736665

Your axe rank is zero. Your sword rank is zero. Your lancer rank is zero.

You have no idea whether those classes are fun to play. You haven't even equipped a weapon for them.

Try them. You just might like them.
I've enjoyed playing every single class in WoW, Aion, PSO and Lineage, and that includes classes that had buffs that needed to be regularly recast. No class in ANY of those games, however, had buffs that needed to be recast every five minutes.
Let's go to the WoW Wiki and see if this is true:
Quote Originally Posted by WoW Wiki
* Strength and Agility (+1395 Strength and Agility at Level 85)
o Death knight [Horn of Winter] Generates 10 Ruinic Power. Lasts 2 minutes, 3 minutes with Glyph of Horn of Winter.
o Hunter [Roar of Courage]ω δ Cat and Sprit Beast Aura
o Shaman [Strength of Earth Totem] Lasts 5 minutes.
o Warrior [Battle Shout] Generates 20 Rage. Lasts 2 minutes.

* Haste - Increases group's melee, ranged, and casting speed by 30%
o Shaman [Bloodlust]/Shaman [Heroism] Lasts 40 seconds.
o Mage [Time Warp] Lasts 40 seconds.
o Hunter [Ancient Hysteria]ω δ Core Hound ability. Lasts 40 seconds.
2 minutes? 40 seconds? Those are less than five minutes, right?
So yeah, the aggro system in this game came straight out of WoW,
You've got it backwards. FFXI was released in 2002. WoW was released in 2004. FF was first.