BLU is heavily protected by game mechanics, which is why it hasn't been completely crammed into the role of healer.
All it would take is a mechanic in place to ensure the RDM is still there hitting things. On the topic of using an ability to land some sort of effect on the mob, you could probably make it a 10 second duration with time extentions on the effect being granted for ever melee hit the RDM lands. That'd be a decent starting place.Clear-cut options would prevent that. The further removal of excuses to not let a RDM melee would also go a long way.Personally, I don't care either/or to stand in the front line in a party. Maybe a boost to Sword and Dagger Skill will give the DMG results you want, open up the full list of WS to use. If people don't want you melee like you did in Valkurm Dunes, they're going to make it happen.Irrelevant in a game built from the ground up on partying. Melee needs to become something more than just a solo toy.RDM can Solo just as many NM, BCNM, and other things in the game.As I mentioned in the melee thread, to build on enfeebling I'd want to see enfeebling tied more to melee. All Saboteur did was further reinforce back-lining.You want to get RDM to the front line, then there needs to be something to add to compliment what we already do best. Saboteur was a prime example of such things.I misread that as similar to an idea I saw a while back that would allow certain buffs (Refresh, Regen, Haste) be castable on self as an aura effect for a set duration, thus negating the need to cycle spells. That's make for one less excuse to keep the RDM form meleeing, specially since it's not like you need specific gear to cast any of that.The auras you talk of, you mean Holy Circle, Warding Circle, and Ancient Circle? Because they're only so useful, giving a "Killer Trait" is a situational need. I mean there's also War Cry, Rampart, Conspirator, and Blood Rage (Mind you I don't play many melee jobs as is so there maybe more... when I level them, I'll look.) which are also helpful, but what aura would you give RDM? Would it again change players minds and let you melee, because if I'm not mistaken, the above abilities work as an AoE and once it's in effect you don't have to stand near the person.There's a notable difference between gear that compliments what a job can already do and gear that helps a job do something to acceptable levels. Enhancing Sword and Chimeric Fleuret are a kick to the stomach to most Red Mages because both are stupidly difficult to get and are the only worthwhile swords that actually build on Red Mage melee. Enhancing Sword alone was more a status symbol than anything else because of the low drop rate and the fact it dropped from Bune. If there were a line of other swords that had similar stats built in (kind of like BLU and the ton of BLU-specific Kilij that were made just for them) this wouldn't be much of an issue.I know well and good about Stupid NMs, had to hunt Shikigami Weapon for 2 Weeks to finally get my first Yin Yang Robe, but if it's something you want, and you feel it's worth the time to get, then you're going to find the time to do so, or pray that SE makes a trial exclusively for RDM and their En-Spells. As for En-II, I use them all the time, it's like a constant Ninja Elemental Wheel Effect. Of course I'd like to see them hit more than once since they can only be used my main RDM regardless of the new level cap, but I can see why they don't allow it.