Quetzalcoatl.Xilkk said:
»As great as corsair is, its not really versatility. Its support. Pure power multiplier for any group, sure, but corsair isn't tanking, isn't curing, has 1 limited crowd control tool, and is a phenomenal buffer and great dd. 2 roles done very well, but its only 2.
That's a preconceived notion on your part. I listed what Corsair brings to the table, and you've glossed over everything about it.
Have you ever looked at every Phantom Roll? Have you ever considered COR doing things other than increasing damage?
Because it can, you know.
For instance, if a COR wanted to try to main heal for a party, it actually wouldn't be half bad. There's tons of MP gear in the game, and there's a lot more all jobs Cure Potency than there was in the past. With Master Levels both WHM and SCH sub become quite potent even for subjobs for party healing.
So I'll give you an example for COR main healing. A main healer COR would sub Scholar. This would give them Light Arts, Cure IV, Accession Stoneskin, and Accession Regen II/III.
They would pair these things for the party with Gallant's Roll(or Dancer's Roll) and Runeist's Roll(or Magus's) to make the party extra durable and extra resistant to status ailments.
With Dancer's Roll, this allows a COR/sch to give the whole party a 52 tic regen(at ML50, 47 tic before then).
For MP concerns it gets to stack Evoker's Roll and Sublimation. Evoker's Roll can give as much as +12tic refresh on top of Sublimation.
It can also reset its own Stratagem pool with Random Deal when necessary.
No one's ever gonna do this, but it is technically something COR can do. If a COR really tried, they could main heal fairly well. It's just you know, good luck getting a COR to want to do that, and good luck in getting people to believe it'll work out OK.
But it actually wasn't uncommon in the past to have COR sub mage jobs, and participate in backline healing support like used to be standard for BRDs in a lot of circles.
And afaik, Phantom Rolls all produce 80VE/1CE per person hit by the roll, so for your whole party, you get 480VE/6CE for rolling. Quick Draw generates enmity based on damage dealt for both CE/VE. If a COR were to try to tank, they probably could with the approriate sub and gearsets. Probably decently easy with a kiting oriented strat, too.
Sounds crazy right? Well... Think about it this way...
Imagine a party that is 6 CORs. COR/pld, COR/dnc, COR/nin, COR/war, COR/sch, and COR/whm. We have 12 Roll slots available to modulate the party's functionality.
Gallant's (+42% defense for the whole party/the tanking cor mainly)
Magus's Roll (MDB+41 for the whole party/tanking cor)
Dancer's Roll (+32 Regen for the whole party/Healer cor)
Runeist's Roll (+90 MEVA for the whole party/Healer cor)
Blitzer's Roll (+23% delay reduction for the whole party/DD cor)
Samurai's Roll (+72 Store TP for the whole party/DD cor)
Evoker's Roll (+12tic refresh for the whole party/backline cor)
Healer's Roll (+24% cure potency received for the whole party/backline cor)
Chaos Roll (+56% atk for the whole party/DD cor)
Hunter's Roll (+90acc/racc for the whole party/DD cor)
Tactician's Roll (+66TP per tic for the whole party/DD cor)
Miser's Roll (+370 Save TP for the whole party/DD cor)
Note, these are the highest roll values without associated job buffs that you could possibly gain through relic hat.
You get all of that, on top of COR's inset abilities and weapon skills. COR's a job that gets to glide along both sides of the skillchain chart and make Double Light(Radiance) or Double Dark(Umbra) depending on what you need.
You can have the 3 DD CORs adjust their own rolls if they need different damage types. There are still defensive rolls that can be swapped in like Avenger's Roll if the Tank needs more durability like with super tanking and a counter build etc.
You get to 68% delay reduction for all CORs, with the dual wielding CORs able to hit delay cap with appropriate dual wield gear.
You can inflict 3 of the 4 Defense down effects. Box Step from sub for -13%, Dia II from the Cor/whm with light shot for another -17%. Then you can inflict general defense down by having one or more CORs offhand a Melt Kukri and using its enchantment until it procs for another -12.5% defense. This allows an all COR party to lower monster defense by -42.5%.
The COR/sch can crowd control if necessary with Manifestation sleep, but you also have 12 light based sleeps at a time across the whole party without it.
About the only thing you can't do is use Magic Bursts as an effective means of damage. Everything else is on the table for Corsair.
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TL;DR - By, "Versatility by Party Demand" I guess I meant versatility gained by job stacking in a party. This is the sort of reason that they made content like Sheol Gaol where subs are restricted.
Like, if you were to stack RDMs into a party, they predominantly would not gain anymore than if you had just one RDM in the party.