Not exactly, I asked him to explain a situation where someone would need more than the hands and he did. You come off saying "you're wrong" when it wasn't a right or wrong discussion. As for your other point, saying I don't know how to properly use the job - I argued against a couple specific spells as worthless. That being said, paladin has a wide array of job abilities as well as other spells besides sleep, blind and bind to gain hate. None of those are necessary to keep enmity. They may help, I never said they wouldn't, however in my experience they've never been necessary to keep hate. Maybe that makes me a better tank than you. And then making the argument I don't know how to play one job therefore I don't know how to play the game well that's just idiotic considering how many jobs there are in FFXI. So yea, you come off like a troll dude, get over it.
Shield Bash and Sentinel are on 5 minute timers, and Flash is on a 45 second timer (minus however many seconds from haste gear). This leaves an awful lot of time for just swingin' the ol' sword or casting spells.
Let's have a quick comparison of of MP Cost vs Enmity Generated for cures and the spells available from /RDM. (CE is Cumulative Enmity, which is only removed by High/Super Jumps, taking damage, losing Utsusemi shadows, and being the target of an enfeebling magic spell. VE is Volatile Enmity, which decays at a rate of 60 CE per second.)
First, Cure III and Cure IV. We'll assume that the target of the cure is able to be healed for the full value of the cure. Cure enmity is directly related to the amount of HP restored by the spell. Specific information can be found
here.
Cure III costs 46 MP, and restores something in the neighborhood of 190 HP, which generates 138 CE and 828 VE, or
3CE/18VE per MP.
Cure IV costs 88 MP, and restores around 385 HP, generating 279 CE and 1678 VE, or
3CE/19VE per MP.
For /RDM: (Generation of CE/VE is constant for non-damaging, enfeebling-type spells, regardless of whether they land.)
Blind costs 5 MP, and generates a 1 CE and 640 VE, or
.2CE/128VE per MP.
Bind costs 8 MP, and generates a 1 CE and 640 VE, or
.125CE/80VE per MP.
Sleep costs 19 MP, and generates 320 CE and 320 VE, or
16CE/16VE per MP.
Dispel costs 25 MP, and generates 320 CE and 320 VE, or
12CE/12VE per MP.
Summary:
Cures give low to fair CE and nice VE, but are a substantial hit to MP. They have the added benefit of taking some of the enmity load away from a mage who might otherwise choose to cure the target. If you're beaten to the punch, however, the enmity gain may be reduced or nullified.
/RDM spells give lower VE per cast, but provide a much more MP-efficient way of generating CE/VE, and are a guaranteed enmity gain whenever casting is completed.
Cures can be a very effective way of generating enmity, but require lots of damage being taken by the party/alliance, and high amounts of refresh. /RDM's enmity tools become much more handy as damage taken by the group is reduced, and they don't require as much MP to be used.
TL;DR: If your most powerful hate tools are cures, someone in your group is probably fucking up.