<div style='font: 9pt ; text-align: left; '><img src="
http://studentweb.stcloudstate.edu/smro ... /humem.jpg">
I'm playing one, actually. 27 RDM/12 BLM (need to level up BLM again some).
Red Mage is one of the most diverse and well-rounded classes in FFXI. The initial inclination is to look at them as jack of all trades, master of none. They can use decent armor, use decent swords, heal reasonably well, nuke reasonably well. They're NOT master of none, however (which is usually a severe problem in jack-of-all-trades classes in MMORPGs) - they are the complete masters of enfeebling spells, and are the best with enhancement magic too.
Debuffs in FFXI are key. A lot of debuffs are given both to RDMs and WHMs (slow, paralyze, dia [defense lowering, damage over time spell], silence, paralyze) and RDMs and BLMs (blind, bio, bind). RDMs, however, are simply better at casting them, as they can gain higher enfeebling skill than WHM or BLM - this means that against tough critters, RDMs can get their debuffs to stick while other mages cannot. Moreover, some very powerful debuffs are RDM only. Gravity slows an opponent's movement speed and lowers their evasion.
RDMs also are fantastic with enhancement magic. Sure, they have some stuff that WHMs and BLMs have, like Protect, Shell, and Blaze Spikes (damage shield). They also are the only class with access to the En- spells, which add element damage to your weapon strikes. They get some spells to help resist status attacks, like Barsleep or Barvirus. Other buffs include Phalanx and Stoneskin, both of which reduce damage taken.
Lastly, RDMs get access to some of the most useful spells around. Regen at level 21 is great, it's much more economical than using Cure spells. At 41 they get Refresh, which is a MP regen spell. At 40 they get the job ability Convert, which swaps their HP and MP values (cast cast cast cast cast cast cast cast cast cast Convert heal heal cast cast cast cast cast).
This focus on debuffing and enhancement is indicative of RDM growth. Early on they're good at melee and can solo very well (hell, a level 70 RDM/WAR apparently soloed a mission boss later on that normally requires a fully party of level 60+ characters). Their melee ability declines as you go, however, and you make the transition into full support caster. They debuff, refresh the other mages, throw in a backup heal or two, throw in a nuke/magic burst or two, and have very little difficulty getting in parties later on.
I really enjoy RDM. I'm never bored, because my role in a party keeps changing based on what's needed out of me. There's some great spells we get. While I'm still planning on going Dragoon primary (DRG/RDM, for the enhancement spells), if I don't find DRG to my liking I'd have no problem taking RDM for the long term.
After all, they DO get the pimp hat (see image).</div>
"For one thing to live, another thing must be killed. God, or whoever is responsible, deserves respect for creating such a system. It reveals that we cannot take all matters into our own hands. We need only to focus on doing our best--a simple, yet profound way to live, is it not?"