Been a long time and a lot of talk about rdm getting some kind of decent buff.
Rdm needs more stuff... period.
Seen many different post and many request.
SE will you finally give us some sort of realistic answer about the coffin you put rdm in?
New spells, (includes ideas I have seen elsewhere)
Hastega (10% AoE)
Haste II (20%+)
Plague/Disease/Virus (whatever you want to call the tp depletion version)
Regain
Transform (likelyhood low, but I would love to turn someone into a frog)
Confuse
Reflect.... (been asked for millions of times, instead of saying it will break the game make it work like blink, 2 images with a 50% chance to activate, make it so you can cast on party members)
-ga enfeebles (maybe, I know it isn't rdm thing but still...)
Parry as a spell (targeted, not self buff, overwrites dodge/shield block spells)
Dodge as a spell (targeted, not self buff, overwrites parry/shield block spells)
Shield block rate as a spell (targeted, not self buff, overwrites parry/dodge spells)
shield block rate would also help SE with the concept of helping pld fixes, since at this moment it is ochain/aegis or gtfo, although I can see this becoming aegis pld and rdm or gtfo but less likely)
Dispell II, something that takes of multiple buffs
Attack down & defense down (overwrite each other, this way you can stack one of these spells with dia or bio, make these weaker say 10% def down added with bio III for attack down, of course if you use Attack down and Bio the stronger overwrites)
Newer stoneskin, maybe ironskin or something
Stronger forms of Blind, Para, Slow, Dia, Bio, Phalanx, Silence, Poison, Gravity, En-spells... cause seriously running off spells made for lvl 75 and under is kinda dead and has nothing to offer in endgame)
En-spells: need serious help, En-dark and En-light do way more than rdm en-spells and rdm was the first job that had enspells, shouldn't they be on top?
Blind/II: is nearly useless in endgame with all the acc that mobs get now.
Para/II: Seen this one land and get mean, but on NM doesn't have enough effect to bring a rdm to a party
Slow/II: still ok but could use a lvl 76-99 (i119) buffer.
Dia/II/III: Dia 3 good if you take a rdm, but at this point it doesn't offer enough for groups to want to take a rdm.
Bio/II/III: I would love to see a serious revamp on the dmg and the attack down effect from this spell. Unfortunately if for some psychotic reason you actually find a group willing to take a rdm to events, Dia is the merits needed not Bio
Phalanx: that dmg reduction cap is way low for end game content. (sucks enough pld and run get it give rdm a way to boost the reduction passed the cap.
Silence: I really don't know where I was going with this one. Maybe longer duration, silence II or something.
Most of rdm spells are pre-abyssea, and have yet to gain any real buffs. Where other jobs got plenty of buffs and reason to be taken to events rdm got left behind at lvl 75 content with lvl 75 spells.
Since the level cap lift we have received Break, Gravity II, and Addle for enfeeble spells. Two of which can be cast by other jobs the third doesn't offer enough -eva on mobs for rdm to come to events
Since cap we have received Temper, Refresh II, Regen II, gain spells, pro/shell V, and a couple of tier 4 nukes. Only 2 of those spells other jobs don't get and you can't even /sch accession those 2 spells for them to be worthwhile for parties. (temper and refresh II and refresh II still isn't enough to bring a rdm to party break out refresh II already)
Since cap lift rdm only received 9 job traits, and by 9 i include the higher tiers. Fast cast 4/5, Shield mastery/II (cause rdm is always in melee/tank crowds), Magic attack bonus, magic burst bonus, resist petrify, Magic defense bonus (and respectful tiers of them)
Can rdm get potency enhance job trait? Or magic acc job trait? Maybe a recast reduction rate on spells?
Job abilities, could use a little work.
Stymie was a fail and never should have been implemented if you ask me.
Saboteur is alright can't really complain
Spontaneity is mediocre at best. 10 minute recast for 1 instant cast was a joke with capped fast cast. Recast wasn't a bad idea. But for a 10 minute wait I would rather seen a job trait that reduces recast rates.
Seen that SE is trying to give rdm a dmg boost to give people a reason to play a job that they murdered with the sch boost, bringing out geo, and giving pld phalanx.
But the reason those jobs killed rdm isn't for magic dmg, it is for enfeebles and enhancing. That was what rdm was good for.
Nuking, can we add enfeebles to the nukes maybe?
Blizzard spells give frost & para,
Fire spells give burn & virus,
Thunder spells give shock & stun,
Earth spells give rasp & slow,
Water spells give drown & poison,
Aero spells give choke & silence
And so we don't break the game only a 10% chance to get the para, virus, stun, slow, poison, silence and the elemental debuffs will over write, i.e. drown overwrites burn, burn overwrites frost, frost overwrites choke etc.