This is a draft, far from finished, I suspect.
And, I'm unhappy with it
The guide seems to convey what I wanted, yet somehow wrong anyway. It's posted as is because I'm at a loss on how to fix it, being unable to see its faults clearly. =/
I would appreciate suggestions on revision--as in re-envision--this article.
* * *
Red Mage's Support Job: Analysts' Introduction
Support job, commonly called "subjob" (and should not be confused with "Support role job"), is the "secondary" job a player can equip after unlocking the ability to do so via the quests Elder Memories or The Old Lady.
This guide targets intermediate players with interest in understanding the logic and reasoning behind many advocated support jobs for Red Mage. The key words here are "logic" and "reasoning"; this is not a list of all possible support jobs and some simple minded rating of "Good", "Bad", and "So-so" for players to pick from.
Put it another way, this guide is not useful for people who dislike analyzing problems in order to determine the optimal solution.
The starting point is to understand Red Mage well, and to have sufficient knowledge of every other job in FFXI. (FFXIclopedia is a good website for no-nonsense basics of each job, by the way.) Without that base knowledge, it is not possible to hold an intelligent discourse on why a particular support job choice is better or worse than another in a given context.
This guide assumes the reader has that base knowledge.
For beginners, however, the author recommends White Mage as the one must-have support job; having WHM37 is sufficient to take any Red Mage player from Lv.1 to 75. Once the beginners have a good feel for what a Red Mage is, then come back and see if this guide can open new avenues of thoughts and possibilities.
Refrences:
- http://wiki.ffxiclopedia.org/Support_job
- http://wiki.ffxiclopedia.org/Elder_Memories
- http://wiki.ffxiclopedia.org/The_Old_Lady
- http://wiki.ffxiclopedia.org/Red_Mage
- http://www.ausystem.org/~aushacho/gbox/ff/skill.html (JP)
Enhance What is Able
A Red Mage has access to many skills: melee weapons, most defensive skills, archery, various magic, etc. Of all these, sadly, a Red Mage only excels at Enfeebling Magic (and arguably Enhancing Magic), and has passable Sword plus Dagger skills.
One school of thoughts in selecting support job is based on the idea of making better use of existing skills in order to accomplish tasks the Red Mage's native ability cannot quite do.
For example, /WAR, /PLD, /DRK, and /BLU gives a Red Mage access to stronger sword weapon skills. If a RDM is intending on doing something which stronger weapon skills or more skillchain options would be good, such as breaking latent effects on certain weapons, those may be good candidates to use for support jobs.
Following that logic, one should look at a list of RDM's native skills for inspirations:
Dagger (B):
Sword (B): /WAR /PLD /DRK /BLU (access to EX weapon skills)
Club (D): /WAR /PLD /DRK /SAM (access to EX weapon skills)
Archery (D): /RNG /COR (access to EX weapon skills)
Throwing (F):
Evasion (D): /THF (access to Evasion Bonus)
Shield (F): /PLD (access to Shield Mastery)
Parry (E):
Divine Magic (E): /WHM /PLD
Healing Magic (C-): /WHM (access to Curaga, Curaga II, Erase, status effect removal)
Enhancing Magic (B+): /BLM /WHM (Escape, access to varous party bar- spells)
Enfeebling Magic (A+):
Elemental Magic (C+): /BLM (access to -ga spells)
Dark Magic (E): /BLM, /DRK (access to Drain, Aspir, Absorb- spells)
This approach, though, cannot be relied upon by itself to determine support job. For example, /WHM helps a RDM healer tremendously from access to MP efficient Curaga, Protectra, and Shellra, as well as status removal spells and party bar- spells. However, relying on using a D level melee like Club and expect support job choice to substantially enhance a Red Mage's performance against a tough opponent is simply unrealistic, especially as one levels higher. The same goes for counting on /THF to raise evasion to major source of damage mitigation against high level monsters--a bad idea.
The main use of "Enhance What is Able" is to make sure one isn't looking over some possibility simply because the combination is uncommon.
Play to Strength
This builds on "Enhance What is Able", but focus in on what a Red Mage is good at. While building around D level melee skill like Club isn't usually a good idea, the B level skill of Sword is actually not too horrible, and better, yet, if one can enhance it further with more damaging weapon skills from support job option.
For example, if melee damage is really important because the target is strong against magical attacks, then /WAR not only offers EX weapon skills, but also job trait Attack bonus and job ability Berserk to further increase damage.
The counter to "Play to Strength" is that every job has weaknesses, as do every job combination. Deciding support job based on strength without regard for weakness can be problematic. For example, while RDM/WAR can do decent damage with sword thanks to EX weapon skills, Attack Bonus, and Berserk, if the task at hand calls for a Red Mage solo'ing a hard hitting monster, using Berserk full time is immediately out--in fact, straight melee'ing may have to be avoided entirely, depending on level and monster.
As with "Enhance What is Able", "Play to Strength" line of reasoning can only go so far in determining support job choices. The strength of "Play to Strength" is to direct one's attention of making a good thing better.
Shore up Weakness
This is the foil to "Play to Strength", by looking at what a Red Mage is weak at, and which weakness is relevant to the problem the Red Mage is attempting to solve.
For example, a Red Mage has some good options for stopping a monster from using extremely dangerous attacks--mainly, by keeping the monster at some distance, with some combination of Gravity, Bind, and Sleep, However, if a Red Mage must be close to the monster, or if there are other players which must be close, then those spells will not help.
This is where /DRK and /PLD comes in; /DRK offers Stun, and /PLD offers Flash. Stun nearly guarantees a chance to stop most dangerous attacks which have long enough startup time. Flash isn't as powerful, and can only help with physical attacks, but it's a lot better than nothing if the Red Mage doesn't have /DRK leveled to 37.
Of course, focusing exclusively on mitigating weaknesses will not necessarily lead to the best solution, or even a solution at all.
Imagine a RDM50 trying to find coffer in Castle Zvahl Baileys. The problem is that RDM50 can't survive many hits from the monsters, and they hover around every coffer pop location. Well, Utsusemi is the master of mitigating damage--why not go as RDM/NIN? Unfortunately, after Utsusemi: Ichi runs out, how should the RDM escape the monsters? Stoneskin and Phalanx will only hold off death for short time, which may not be long enough to activate a warp scroll.
RDM/NIN wasn't a solution, though it did cover the weakness of not being able to take hits, up to a point. The solution is obvious to most Red Mage players: RDM/BLM, and use Chainspell + Warp to escape right after opening the coffer. Instead of taking no damage for a few hits or less damage per hit, this solution greatly shortens the time the player would be exposed to powerful monster instead.
Simple application of "Shore up Weakness" will not always yield good combination.
Explore Orthogonality
This is where RDM support job search leaps from exhaustive to creative. The idea is to combine spell, ability, job traits from RDM and its support job to enable a higher level of performance or even an entirely different play style.
As an example, RDM has no native singing, wind instrument, or string instrument skills, making /BRD a seemingly unwieldily choice. Yet, in a mage heavy party, a Red Mage over Lv.49 can use RDM/BRD to add extra MP restoration to the party by using Ballad. With the extra MP, the other mages can perform better, and thus the RDM isn't hampered by a smaller MP pool and less efficient convert, since other mages can pickup the slack with their extra MP.
Along this line of thinking, pioneering players have came up with ideas such as using /NIN's Utsusemi to absorb ancient magic, /BLU for Cocoon's 50% defense up and MP efficient cure spells, etc.
It's not just high level play, either; at almost any level, RDM/BST can solo for exp chains much like a BST/RDM, except the Red Mage can enfeeble monster to make their pet-tank last longer to compensate for the inability to use pet food. RDM/PUP at low level can get nearly MP free Cure and Flash for solo'ing. RDM/WAR in Valkum Dune levels can tank by adding appropriate enfeebs such as Blind and Bind to the enmity routine along with Provoke and Cure, essentially functioning as a PLD with less defense but more MP and spell options for generating enmity.
The danger of all these outside-of-the-box thinking promoted by "Explore Orthogonality" is this: sometimes, the innovators falls in love with their ideas, and blind themselves to the merit of the more establish play styles and job combinations.
Witness the periodic promotion of RDM/NIN as damage dealer in merit parties on a certain site's Red Mage forum; the RDM/PLD debate(s) on its merits in exp parties, as well as how good it is for protecting friends from danger; etc. (Jumping over to BST side for a bit, you just may find people who insist BST/NIN can keep up with WAR/NIN before pet damage is added, a position which defies logic given the lack of native DD trait and ability on the part of BST.)
It's not that RDM/NIN is bad, or even that it's horrible for merit parties. It's just that a Red Mage can usually contribute more to a party using another support job, and in a role other than damage dealer. The same goes for RDM/PLD; under most reasonable scenarios, there is usually another support job which can do at least as well as /PLD.
Searching for new, different, and better way to do things is good; that is "Explore Orthogonality" in essence. Falling in love with one's own idea is bad, that is only a half step away from "blinding oneself to the truth".
Combining Efforts
There is no one right approach; sometimes, an intuitive leap like from "Exploring Orthogonality" will point the right combination in a blink of an eye. Other times, an exhaustive look at what's available like "Enhancing What is Able" will make sure the right solution doesn't slip through the crack. Either approach must be tempered by careful weighing of strength and weaknesses via both "Play to Strength" and "Shore up Weakness" analysis.
The one last caveat is the human angle: if the setup requires more skills from the player to use than the player can manage, or needs more gears and items than the person can afford, then it will not work.
Example: Solo'ing Bloody Coffin @ RDM64
The author of this guide barely managed to kill Bloody Coffiin as an unprepared RDM64/BLM32. The battle ended at 476 HP and 7 MP, with Refresh gone and Convert over a minute away--it was a tad too close for comfort.
What did the /BLM add? Would another support job made victory easier?
First, start with the monster: it's a Lv.50-52 crab, with abnormally high resistance to both physical and magical damage. It can casts various Red Mage spells, like Haste, Ice Spikes, Bio II, Diaga, Paralyze, etc. Toward the end, it also seemed to have build a good deal of resistance to Silence and Paralyze.
So, /BLM gave elemental enfeeb spells, Elemental Seal, Conserve MP, Aspir, Drain, and Warp; the -ga spells are not useful.
- Unfortunately, the Red Mage in question does not have very high Elemental Magic skill, so the elemental enfeeb spells would neither land nor last.
- Warp is good for a quick getaway in conjunction with Chainspell, but the goal here is to defeat the crab, not to escape from it.
- Elemental Seal is only once every 10 min; while it can help, no combination of ES + any other spell can make or break the deal. About the most useful thing from this is to Silence the crab for a good length of time
- Drain was resisted heavily, and was not a good "nuke", like elemental spells. This was tied to the underleveled Dark Magic skill, in part, but:
- Aspir did work ok of the time, but it's still only once a minute.
- Conserve MP must have helped some, though clearly not enough.
Since the author did defeat the crab, and no /BLM specific spell helped, a somewhat surprising assumption can be made: a better support job may not need to provide any useful spell.
Suppose, though, we look at a popular job with a very useful spell: /NIN and Utsusemi. Well, given Red Mage's D level evasion, there's no hope of lasting from Utsusemi: Ichi to Utsusemi: Ichi, even in full evasion setup. With long cast time and low Ninjutsu skill, recasting may be a problem when Stoneskin is down. Also, this would take away much from the precious MP pool, and lower the convert efficiency significantly.
However, /NIN does have other good points: Raiton to lower resistance against earth, Doton to lower resistance against Wind and Huton to lower resistance against Ice. Those would have made Paralyze, Silence, and Slow performed much better.
How about /WAR, /DRK, or other melee jobs for better melee offense? Warrior likely wouldn't have worked out since it only adds attack while gimping the MP pool, given the crab is high resistant to melee damage. Dark Knight has some possibilities thanks to a combination of Aspir and Attack Bonus, but it does mean smaller MP pool than /BLM.
Dragoon is intriguing, since it can be used with haste earring, and Jump would have added a free round every 1.5 minute. Given the high defense of Bloody Coffin, maybe faster strike is better than just piling on attack to increase damage per hit? Dragoon adds Attack Bonus and Accuracy Bonus as well, of course. For /SAM, the draw is Zanshin and Meditate, a combination of a lesser double attack and free TP. While shining blade was a lot better than regular melee + en-spell, Hasso wouldn't be useful with one-handed sword, and the three minute recast time of Meditate is too long.
What about /WHM? It certainly would have been nice to have Paralyna. Compared to BLM, its biggest shortcoming is the slightly smaller MP pool, and lacking even Conserve MP to improve MP flow. The better a RDM can silence the NM, the less attractive /WHM becomes--or, the better RDM's can get away with /BLM, while mere mortals may do better on /WHM.
Stepping back a bit, and looking at what was MOST wrong, it had to be the 7 MP--more MP would have been very useful. This could be addressed with more MP gear, or food/med such asjuice, hi-ether, mulsum, etc., but how would one do it via subjob?
Well, /BRD provides free MP refresh via Ballad, right? However, that also severely damage the convert efficiency like /NIN, and the smaller MP pool leaves less margin for error without Utsusemi to extend the life of Stoneskin.
The next option to consider: /SMN. Auto-refresh, and largest MP pool for safety and Convert efficiency. With the single exception of Aspir, /SMN is not missing much compared to /BLM (which this author used); Auto-refresh beats Conserve MP handily, after all.
Conclusion: For RDM64, using SMN32 as support job would have worked out the best for the author--if the author actually had /SMN ready. Failing that, /WHM may likely edge out /BLM, given the player's mediocre playing skills.
Last Word
Often, the solution is not the support job. The author of this guide has many unleveled skills: Sword, Dagger, Elemental Magic, Dark Magic, Parrying, Evasion, etc. He also did not bring optimized gears to the NM--the Bloody Coffin was accidentally popped while in exp gear, and no food was used.
If all the skills capped or near capped, better suited gear and macros were in place, the right food and a decent supply of medicines were in inventory--if all those things were in place the NM could have been handled more easily with /BLM or any other support job.
Never fall in love with an idea, not even an idea about how to figure out the best possible support job for a Red Mage--the situation itself determines the best solution and support job choice.
And, I'm unhappy with it
The guide seems to convey what I wanted, yet somehow wrong anyway. It's posted as is because I'm at a loss on how to fix it, being unable to see its faults clearly. =/
I would appreciate suggestions on revision--as in re-envision--this article.
* * *
Red Mage's Support Job: Analysts' Introduction
Support job, commonly called "subjob" (and should not be confused with "Support role job"), is the "secondary" job a player can equip after unlocking the ability to do so via the quests Elder Memories or The Old Lady.
This guide targets intermediate players with interest in understanding the logic and reasoning behind many advocated support jobs for Red Mage. The key words here are "logic" and "reasoning"; this is not a list of all possible support jobs and some simple minded rating of "Good", "Bad", and "So-so" for players to pick from.
Put it another way, this guide is not useful for people who dislike analyzing problems in order to determine the optimal solution.
The starting point is to understand Red Mage well, and to have sufficient knowledge of every other job in FFXI. (FFXIclopedia is a good website for no-nonsense basics of each job, by the way.) Without that base knowledge, it is not possible to hold an intelligent discourse on why a particular support job choice is better or worse than another in a given context.
This guide assumes the reader has that base knowledge.
For beginners, however, the author recommends White Mage as the one must-have support job; having WHM37 is sufficient to take any Red Mage player from Lv.1 to 75. Once the beginners have a good feel for what a Red Mage is, then come back and see if this guide can open new avenues of thoughts and possibilities.
Refrences:
- http://wiki.ffxiclopedia.org/Support_job
- http://wiki.ffxiclopedia.org/Elder_Memories
- http://wiki.ffxiclopedia.org/The_Old_Lady
- http://wiki.ffxiclopedia.org/Red_Mage
- http://www.ausystem.org/~aushacho/gbox/ff/skill.html (JP)
Enhance What is Able
A Red Mage has access to many skills: melee weapons, most defensive skills, archery, various magic, etc. Of all these, sadly, a Red Mage only excels at Enfeebling Magic (and arguably Enhancing Magic), and has passable Sword plus Dagger skills.
One school of thoughts in selecting support job is based on the idea of making better use of existing skills in order to accomplish tasks the Red Mage's native ability cannot quite do.
For example, /WAR, /PLD, /DRK, and /BLU gives a Red Mage access to stronger sword weapon skills. If a RDM is intending on doing something which stronger weapon skills or more skillchain options would be good, such as breaking latent effects on certain weapons, those may be good candidates to use for support jobs.
Following that logic, one should look at a list of RDM's native skills for inspirations:
Dagger (B):
Sword (B): /WAR /PLD /DRK /BLU (access to EX weapon skills)
Club (D): /WAR /PLD /DRK /SAM (access to EX weapon skills)
Archery (D): /RNG /COR (access to EX weapon skills)
Throwing (F):
Evasion (D): /THF (access to Evasion Bonus)
Shield (F): /PLD (access to Shield Mastery)
Parry (E):
Divine Magic (E): /WHM /PLD
Healing Magic (C-): /WHM (access to Curaga, Curaga II, Erase, status effect removal)
Enhancing Magic (B+): /BLM /WHM (Escape, access to varous party bar- spells)
Enfeebling Magic (A+):
Elemental Magic (C+): /BLM (access to -ga spells)
Dark Magic (E): /BLM, /DRK (access to Drain, Aspir, Absorb- spells)
This approach, though, cannot be relied upon by itself to determine support job. For example, /WHM helps a RDM healer tremendously from access to MP efficient Curaga, Protectra, and Shellra, as well as status removal spells and party bar- spells. However, relying on using a D level melee like Club and expect support job choice to substantially enhance a Red Mage's performance against a tough opponent is simply unrealistic, especially as one levels higher. The same goes for counting on /THF to raise evasion to major source of damage mitigation against high level monsters--a bad idea.
The main use of "Enhance What is Able" is to make sure one isn't looking over some possibility simply because the combination is uncommon.
Play to Strength
This builds on "Enhance What is Able", but focus in on what a Red Mage is good at. While building around D level melee skill like Club isn't usually a good idea, the B level skill of Sword is actually not too horrible, and better, yet, if one can enhance it further with more damaging weapon skills from support job option.
For example, if melee damage is really important because the target is strong against magical attacks, then /WAR not only offers EX weapon skills, but also job trait Attack bonus and job ability Berserk to further increase damage.
The counter to "Play to Strength" is that every job has weaknesses, as do every job combination. Deciding support job based on strength without regard for weakness can be problematic. For example, while RDM/WAR can do decent damage with sword thanks to EX weapon skills, Attack Bonus, and Berserk, if the task at hand calls for a Red Mage solo'ing a hard hitting monster, using Berserk full time is immediately out--in fact, straight melee'ing may have to be avoided entirely, depending on level and monster.
As with "Enhance What is Able", "Play to Strength" line of reasoning can only go so far in determining support job choices. The strength of "Play to Strength" is to direct one's attention of making a good thing better.
Shore up Weakness
This is the foil to "Play to Strength", by looking at what a Red Mage is weak at, and which weakness is relevant to the problem the Red Mage is attempting to solve.
For example, a Red Mage has some good options for stopping a monster from using extremely dangerous attacks--mainly, by keeping the monster at some distance, with some combination of Gravity, Bind, and Sleep, However, if a Red Mage must be close to the monster, or if there are other players which must be close, then those spells will not help.
This is where /DRK and /PLD comes in; /DRK offers Stun, and /PLD offers Flash. Stun nearly guarantees a chance to stop most dangerous attacks which have long enough startup time. Flash isn't as powerful, and can only help with physical attacks, but it's a lot better than nothing if the Red Mage doesn't have /DRK leveled to 37.
Of course, focusing exclusively on mitigating weaknesses will not necessarily lead to the best solution, or even a solution at all.
Imagine a RDM50 trying to find coffer in Castle Zvahl Baileys. The problem is that RDM50 can't survive many hits from the monsters, and they hover around every coffer pop location. Well, Utsusemi is the master of mitigating damage--why not go as RDM/NIN? Unfortunately, after Utsusemi: Ichi runs out, how should the RDM escape the monsters? Stoneskin and Phalanx will only hold off death for short time, which may not be long enough to activate a warp scroll.
RDM/NIN wasn't a solution, though it did cover the weakness of not being able to take hits, up to a point. The solution is obvious to most Red Mage players: RDM/BLM, and use Chainspell + Warp to escape right after opening the coffer. Instead of taking no damage for a few hits or less damage per hit, this solution greatly shortens the time the player would be exposed to powerful monster instead.
Simple application of "Shore up Weakness" will not always yield good combination.
Explore Orthogonality
This is where RDM support job search leaps from exhaustive to creative. The idea is to combine spell, ability, job traits from RDM and its support job to enable a higher level of performance or even an entirely different play style.
As an example, RDM has no native singing, wind instrument, or string instrument skills, making /BRD a seemingly unwieldily choice. Yet, in a mage heavy party, a Red Mage over Lv.49 can use RDM/BRD to add extra MP restoration to the party by using Ballad. With the extra MP, the other mages can perform better, and thus the RDM isn't hampered by a smaller MP pool and less efficient convert, since other mages can pickup the slack with their extra MP.
Along this line of thinking, pioneering players have came up with ideas such as using /NIN's Utsusemi to absorb ancient magic, /BLU for Cocoon's 50% defense up and MP efficient cure spells, etc.
It's not just high level play, either; at almost any level, RDM/BST can solo for exp chains much like a BST/RDM, except the Red Mage can enfeeble monster to make their pet-tank last longer to compensate for the inability to use pet food. RDM/PUP at low level can get nearly MP free Cure and Flash for solo'ing. RDM/WAR in Valkum Dune levels can tank by adding appropriate enfeebs such as Blind and Bind to the enmity routine along with Provoke and Cure, essentially functioning as a PLD with less defense but more MP and spell options for generating enmity.
The danger of all these outside-of-the-box thinking promoted by "Explore Orthogonality" is this: sometimes, the innovators falls in love with their ideas, and blind themselves to the merit of the more establish play styles and job combinations.
Witness the periodic promotion of RDM/NIN as damage dealer in merit parties on a certain site's Red Mage forum; the RDM/PLD debate(s) on its merits in exp parties, as well as how good it is for protecting friends from danger; etc. (Jumping over to BST side for a bit, you just may find people who insist BST/NIN can keep up with WAR/NIN before pet damage is added, a position which defies logic given the lack of native DD trait and ability on the part of BST.)
It's not that RDM/NIN is bad, or even that it's horrible for merit parties. It's just that a Red Mage can usually contribute more to a party using another support job, and in a role other than damage dealer. The same goes for RDM/PLD; under most reasonable scenarios, there is usually another support job which can do at least as well as /PLD.
Searching for new, different, and better way to do things is good; that is "Explore Orthogonality" in essence. Falling in love with one's own idea is bad, that is only a half step away from "blinding oneself to the truth".
Combining Efforts
There is no one right approach; sometimes, an intuitive leap like from "Exploring Orthogonality" will point the right combination in a blink of an eye. Other times, an exhaustive look at what's available like "Enhancing What is Able" will make sure the right solution doesn't slip through the crack. Either approach must be tempered by careful weighing of strength and weaknesses via both "Play to Strength" and "Shore up Weakness" analysis.
The one last caveat is the human angle: if the setup requires more skills from the player to use than the player can manage, or needs more gears and items than the person can afford, then it will not work.
Example: Solo'ing Bloody Coffin @ RDM64
The author of this guide barely managed to kill Bloody Coffiin as an unprepared RDM64/BLM32. The battle ended at 476 HP and 7 MP, with Refresh gone and Convert over a minute away--it was a tad too close for comfort.
What did the /BLM add? Would another support job made victory easier?
First, start with the monster: it's a Lv.50-52 crab, with abnormally high resistance to both physical and magical damage. It can casts various Red Mage spells, like Haste, Ice Spikes, Bio II, Diaga, Paralyze, etc. Toward the end, it also seemed to have build a good deal of resistance to Silence and Paralyze.
So, /BLM gave elemental enfeeb spells, Elemental Seal, Conserve MP, Aspir, Drain, and Warp; the -ga spells are not useful.
- Unfortunately, the Red Mage in question does not have very high Elemental Magic skill, so the elemental enfeeb spells would neither land nor last.
- Warp is good for a quick getaway in conjunction with Chainspell, but the goal here is to defeat the crab, not to escape from it.
- Elemental Seal is only once every 10 min; while it can help, no combination of ES + any other spell can make or break the deal. About the most useful thing from this is to Silence the crab for a good length of time
- Drain was resisted heavily, and was not a good "nuke", like elemental spells. This was tied to the underleveled Dark Magic skill, in part, but:
- Aspir did work ok of the time, but it's still only once a minute.
- Conserve MP must have helped some, though clearly not enough.
Since the author did defeat the crab, and no /BLM specific spell helped, a somewhat surprising assumption can be made: a better support job may not need to provide any useful spell.
Suppose, though, we look at a popular job with a very useful spell: /NIN and Utsusemi. Well, given Red Mage's D level evasion, there's no hope of lasting from Utsusemi: Ichi to Utsusemi: Ichi, even in full evasion setup. With long cast time and low Ninjutsu skill, recasting may be a problem when Stoneskin is down. Also, this would take away much from the precious MP pool, and lower the convert efficiency significantly.
However, /NIN does have other good points: Raiton to lower resistance against earth, Doton to lower resistance against Wind and Huton to lower resistance against Ice. Those would have made Paralyze, Silence, and Slow performed much better.
How about /WAR, /DRK, or other melee jobs for better melee offense? Warrior likely wouldn't have worked out since it only adds attack while gimping the MP pool, given the crab is high resistant to melee damage. Dark Knight has some possibilities thanks to a combination of Aspir and Attack Bonus, but it does mean smaller MP pool than /BLM.
Dragoon is intriguing, since it can be used with haste earring, and Jump would have added a free round every 1.5 minute. Given the high defense of Bloody Coffin, maybe faster strike is better than just piling on attack to increase damage per hit? Dragoon adds Attack Bonus and Accuracy Bonus as well, of course. For /SAM, the draw is Zanshin and Meditate, a combination of a lesser double attack and free TP. While shining blade was a lot better than regular melee + en-spell, Hasso wouldn't be useful with one-handed sword, and the three minute recast time of Meditate is too long.
What about /WHM? It certainly would have been nice to have Paralyna. Compared to BLM, its biggest shortcoming is the slightly smaller MP pool, and lacking even Conserve MP to improve MP flow. The better a RDM can silence the NM, the less attractive /WHM becomes--or, the better RDM's can get away with /BLM, while mere mortals may do better on /WHM.
Stepping back a bit, and looking at what was MOST wrong, it had to be the 7 MP--more MP would have been very useful. This could be addressed with more MP gear, or food/med such asjuice, hi-ether, mulsum, etc., but how would one do it via subjob?
Well, /BRD provides free MP refresh via Ballad, right? However, that also severely damage the convert efficiency like /NIN, and the smaller MP pool leaves less margin for error without Utsusemi to extend the life of Stoneskin.
The next option to consider: /SMN. Auto-refresh, and largest MP pool for safety and Convert efficiency. With the single exception of Aspir, /SMN is not missing much compared to /BLM (which this author used); Auto-refresh beats Conserve MP handily, after all.
Conclusion: For RDM64, using SMN32 as support job would have worked out the best for the author--if the author actually had /SMN ready. Failing that, /WHM may likely edge out /BLM, given the player's mediocre playing skills.
Last Word
Often, the solution is not the support job. The author of this guide has many unleveled skills: Sword, Dagger, Elemental Magic, Dark Magic, Parrying, Evasion, etc. He also did not bring optimized gears to the NM--the Bloody Coffin was accidentally popped while in exp gear, and no food was used.
If all the skills capped or near capped, better suited gear and macros were in place, the right food and a decent supply of medicines were in inventory--if all those things were in place the NM could have been handled more easily with /BLM or any other support job.
Never fall in love with an idea, not even an idea about how to figure out the best possible support job for a Red Mage--the situation itself determines the best solution and support job choice.
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