Quote Originally Posted by Karbuncle View Post
Hmmm, How about a Slew of Job Traits/Spells that enhance their Close-Range aspect? First off:

Spells:

Ward: - Limits the Damage of Severely damaging Attacks. Works like Scherzo/Earthern Armor. Single Target. This is to help the Survivability of a RDM in combat.

Enspells III - Stronger than Enspells I/II, How about say ~45/50 Damage a hit with high Enhancing Magic.

Debuff Type:
EnBlizzard III - Reduces Enemies Magic Attack. Builds Power with each hit. Starts at MAB-5, Each hit landed Reduces it by an additional 2, Cap at -25 MAB on Enemy. Effect stays on for ~45 seconds if not hit.

EnStone III - Reduces an Enemies Defense with each hit. Lowers Defense by 3% for first hit, -1% each hit after for a total of -15% Defense down on Enemy. Effect lasts ~45 seconds if not hit.

EnWater III - Reduces an Enemies Magic defense with each hit. Lowers Magic Defense by 3 for first hit, -1 for each hit after for a total of -15 Magic Defense. Effect lasts same as above

"Buffing" Enspells

EnAero III - Grants an Evasion bonus to party members in Area of Effect. Evasion Bonus Builds up the longer the RDM is in range. Starts at +15 EVA, +3 Evasion per 15 seconds after, capping at +45 Evasion. Effect stays on for ~30 seconds if RDM leaves Area of Effect.

EnFire III - Grants an Attack bonus to party members in Area of Effect. Attack Bonus starts at +15 Attack, and builds at +3 per 15 seconds after, Capping at +45 Attack. Effect stays similar to EnAero

EnThunder III - Grants an Accuracy Bonus to party members in Area of Effect. Similar buffs to the above.

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This gives bonuses to a lot of aspects of Fights. 1 increases Magical damage on the enemy, another Raises your parties attack prowess and your own, others Raise your parties survivability (reducing enemy Magic attack). It adds another aspect to Enspells and you get their full benefit from Melee range

...

Now we need a small buff to RDM DD capabilities too, to make it worthwhile in combat a bit more... Like the following.

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Job traits

JT 1
Increases your Accuracy and Attack while enspells are active.
RDM-30/50/70/90
Increases Accuracy By 7, Attack by 7. +7 each level after for a total of +28Acc/Atk with Enspells.

JT-2
Grants bonus to Magic Defense to parties members in range based on Current Enspell.
RDM:25/50/75/99
Grants +5MDB per stage.
*Bonus is based on which the Element is Strong too... I.E Enwater raises Fire Defense, Enthunder waises Water Defense, so you're not stucking using Enfire on a mob because its Attacks are firebased.

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These are just icing on the cake, the first will help improve where RDMs lack (Acc/atk Values), and the second helps your party if you're in range.

Now for Job Abilities. IDK where to go from here, But i'll try my best.

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Job Abilities

JA-1
Enhancing the Potency of your next Enspell. (including buffs/debuffs for Teir III's).
Recast: 5min
Duration: Until spell wears off.
*increaes potency of Buffs/debuffs by 25%, and Damage by 25%. I.E Attack+45 from Enfire III would gain 25% boost, meaning it would gain an additional ~11 attack.

-The balance in this is that if you switch Enspells, You won't keep the bonus, So while you can keep 1 bonus up indefinitely, Switching enspells will cause you to lose this buff.


I got nothing more :X im tapped out.


In case it was missed..