Quote Originally Posted by Dale View Post
They have unique and powerful buffs useful to both casters and melee
Such as?

At best, Haste II saves your Brd from singing one March, at worst, it adds nothing further since we're already capping magical haste. Refresh II is always nifty but largely unneeded. Dia III is lackluster in a world with Geo-Frailty, though it doesn't hurt. Distract and Frazzle II aren't bad, but those alone aren't enough to suddenly make Rdm sought after, specially when Brd's Madrigals or Geo's Precision/Torpor do more. The only unique buff Rdm has that'd I'd consider them for a slot for is Flurry II in a Rng setup, even more so if it's a fight where a Whm isn't needed.

I used to be a fan of what Rdm was capable of doing, the various options it had. Now, honestly, just go play Geo/Rdm and melee. Depending on the content, your (as well as your parties) damage will greatly benefit from Geo/Indi Frailty + Fury. /Rdm affords you the ability to keep a Haste/Flurry/Refresh rotation, spot cures, Dia II, and the full line of tier 1 debuffs, if any of that's needed, if not, get on the front lines and make things actually die faster. Rdm just has far too much to do to melee effectively, and the things it has available to do are generally too ineffective to be of real worth, beyond Haste/Flurry/Dia/Refresh.