Originally Posted by
Thorva
Phalanx 2 = -DT II% would help, but that would only help lower gear/skill groups get some helm wins, upper gear/skill players are already doing it without.
Remove full resist enfeeble magic would greatly increase rdm potential, however with para/slow being next to useless vs tp nm's it wouldn't change the battle enough to add more hp to nm. If you change the values from full resist to a base of 5-10% and have enfeeble skill/mnd be the potency increase up to a max value. This would increase the value of enfeeble magic again. (hasn't been useful since lvl 75)
Adding in new tier of enfeeble magic, this tier would not only ignore full resist but also add in
-m.def on dia 4,
-m.attk on bio 4,
increased potency on poison 3 (weaker than helix but last as long for those recovery moments)
-tp gain on slow 3,
para 3 to actually para the nm once in a while
blind 3 to lower nm acc enough to matter (everything AoE doesn't help much)
I am ok with addle II as it is since it increases casting time and lowers m. acc as long as we have another way to compete with geo
Rdm merit category 2 seriously penalizes rdm potential, forcing rdm to only have a maximum of 2 of those spells at 5/5 really hurts, and phalanx 2 is near useless.
Furthermore, I understand these all can't be at the same potency of geo, they need to be a good 10% weaker than idris geo. (prefer it to be above dunna) This not only prevents rdm from becoming overpowered, but also gives reason for geo's to do more than just 900 skill.
In earlier post I stated adjusting temper, I never said it was a perfect idea, I only brought it up as an idea to put rdm in the battlefield. Same with the enspell ideas, I am just trying to come up with half decent ideas and hope SE finally adjust rdm with something valuable enough to make versatile parties.
Edit:: Stoneskin II or raise the cap, this 5 pieces of gear for 180 more stoneskin is pretty sad at lvl 150 content. Wouldn't mind tranq heart being removed either.