I also enjoy filling many different roles on RDM, but your perspective seems a little out of date.
Frist off, it's pretty clear that SE does not want RDM anywhere near a tanking role ever again. They specifically made RUN for the purpose after all, and i'm fairly okay with that, RDM never really had great tanking tools to begin with, it was just it's durability against magic that got exploited, and i'm happy to utilize that durability for other roles. Being one of the few people still standing after a Ninja explodes in Dynamis is a great benefit for a support role.
Also, while I fully agree that RDM needs help in the attack area with regards to melee, the changes to composure along with the addition of the weapon Crocea Mors, turns RDM pretty effectively into a kind of magic monk, with auto attack damage in excess of 1k per swing on main hand when enspell damage is added. Admittedly this has some drawbacks on boss monsters that significantly reduce magic damage. So something to help with enspell damage on bosses would be very helpful, it could be something as simple as more gear combining both physical and magical accuracy, which seems to be the way they are going already. That being said, I would still like to see RDM get some kind of physical attack bonus to help with WS damage. 16k Sanguine blade is great but once again it falls off sharply on bosses and even then 16k is nothing compared to properly buffed physical WS. Saber spell please.
As far as nuking goes, RDM already has access to almost the best nuking gear you can get, the job simply lacks enough traits and abilities to back it up. Not really sure how to fix that as nuking in general has pretty much fallen out of favor, so it's really a problem for all nuking jobs at this point.
Healing... I don't think anything can really make RDM a healer again at this point. Even SCH can't really keep up. Pretty much WHM only again and even then a lot of content pushes most WHMs to their limit, to the point where most people simply prefer bots to any human player...
Debuffing I think is better then what a lot of people give it credit for. At this point Distract is just as good if not better then the accuracy buffs that other jobs can give, the only problem is the time it takes to stick it on everything. A simple fix here would be to just make it aoe, Distractga III, done. Dia almost works for attack, but the problem is that Dia III is not appreciably better then Dia II which all jobs can get through a subjob. Other debuffs are situational at best but still can be used to some advantage.
One thing you didn't address is a buffing role, which I think is probably RDMs biggest hurdle for access to content. A lot of things RDM could potentially do are simply filled by other jobs that are buffers rather then debuffers. RDM is great for crowd control, even though we only get sleepga I from BLM sub, our enfeebling duration augments mean it lasts even longer then sleepga II, not to mention our magic accuracy guarantees it hardly ever fails. There are tons of uses for crowd control across a variety of events. The problem is that the slot universally goes to BRD because they can sleepga plus give out insane buffs. If RDM could get a few more buffs to stay competitive that would make them much more desirable for other support roles as well. Some suggestions for this would be things like simply allowing Haste II alone to hit the magic haste cap, since BRD can already do this with just 2 of their 4-5 songs. Removing the limitations on Inundation would be a significant damage buff as well even though that's still a debuff. I'm hesitant to give away too many of our self buffs, like Temper, as that would marginalize our own melee capability, but RDM does need a few more buffing options simply due to the mechanical limitations of debuffs in general.

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