First off, I posted this suggestion under a different thread but felt it deserved it's own thread.
As a RDM, I often look at what I would love to see certain things. As we move forward to lvl 99, I'm left wondering how SquareEnix will keep the balance between nuking, solo enhancements spells, enfeeblement, and melee damage. Is tacking on an additional tier to all existing spell enough? MY answer is NO.
There come a certain point where spell strength clashes with job distinctions. What makes a redmage different from blackmages(nukers), scholars, and WHM? It's the ability to melee AND enhance/enfeeb.
Im so tired of just adding another level of spells. RDM are never going to compete with blackmages nuke strength, nor a WHM curing capacity, no a samaurai's melee damage...no should we. However with a little tweaking SE can create a new series of enfeeblement which requires RDM's not only to melee, but to do so continually to maintain the enfeebs at optimum levels.
The new Enspell I propose are "En-status". Combining the Enspell 2 model with enfeebling magics would truly bring Redmage to the front line. While regular Enspell 2 damage and elemental resistance effect were lacking, I imagine a status effect while starting weak would decrease a mobs resistance to status effects and increase effect potency to a cap.
Thes are some of the "en-status" effects I propose...
- Enaddle ~ (aka Addle 2).
- Enparalyze ~ (paralyze III).
- Engravity ~ (gravity II)
- Enshock ~ (stun%)
- Enslow ~ (slow III)
- Enpoison ~ (poison III)
- Endia ~ (not India, dia IV)
- Enbio ~ (Bio IV)
- Enblind ~ (Blind III)
All these spell would initially start at a values slightly lower then the proceeding tier and quickly cap at maximum values. The duration effect would be totally dependent on whether a mob resisted initial strike, but as their resistance fell based on repeat striking by redmage, would take effect and build to cap. As such duration is based on whether a mob is alive AND a redmage continually striking it.
As such, I imagine a strong decay effect would kick in if a RDM stops swinging. Or, NM natural resistances would kick in(unable to stun for example). That being said, I can imagine Enbio, endia, and Enpoison having particularly strong returns on both HP/tic but effects.
I was playing around with the idea of 2 Enspell being activated at a time(only while dual wielding). That is, a dual wielding RDM can have only ONE elemental and ONE status Enspell up. Perhaps, halving initial effects but can still cap effect.