You're going to have to deal with it, guardian. Player's want it, they're going to scream about it until they get thrown a bone.

That said, I'd rather discuss the suggestions already made and keep newer ideas more along the lines of 'spin offs' to the current idea set.

Magic Penetration
Accuracy without potency is worthless. If we land a Slow II that ends up landing only 3% Slow due to immunity penetration, it still wouldn't be worth the multiple times attempting to proc it naturally, or the waste on Saboteur to force it. The root problem with enfeebles is the fact that SE pulls monsters into immunity categories on our best enfeebles with little to show for it otherwise. Cut the immunities, add new enfeebles. They've already listed both of them as adjustments.


Saboteur
I like the guaranteed land idea, though that treads a little on Elemental Seal's territory. The ability to use Saboteur to re-apply over other stacks is also a nice idea here.

Gravity
Hmm. I like but I'm not sure on the implementation. Just don't expect it to work say on wind elemental monsters and it should be ok. But really, when are people really worried about monster evasion nowadays anyways? I could see this being implemented in a stronger version of Gravity, with a more powerful evasion down on say, incredibly evasive HNMs, but then again, that's when you bring in the nuking team.

Bio/Dia changes
Kinda... pointless. Bio is our only native Dark Magic skill and Dia was once Divine. The problem with changing Bio in the way you described is that it effects not only our job, but others as well.

If we're going to claim 'ownership' of these debuffs due to the merits surrounding them, you might as well just slip Bio into the enfeebling category and have both slip and initial damage be based off of enfeebeling skill.

Otherwise just throw up Dark Arts for Bio spells. Dia isn't about slip damage anyways.

Phalanx II
Ignoring pending merit adjustments and my desire for this to be a simple scroll spell. Phalanx as a status effect itself is slipping behind in usefulness. While deducting from slip damage would be a great effect to add. I'll love for Phalanx to gain an additional effect of % damage down. When a monster is already hitting you for high amounts a set amount capped in your 20s isn't going to be all that much of a life saver.


As far as merit adjustments for our job, I'd like nothing short of an overhaul. Changing our category 1 merits completely.

Enfeebling Magic Duration
Enhancing Magic Duration
Enspell Damage Bonus
Magic Accuracy Bonus
'Quick Cast' Recast Time

This sort of category set up is far more in line with the other jobs' category 1 merits.

As far as category 2 merits go. Sack the merit requirement for having these spells. And turn them into Potency buffs for the whole line, then give us the root spells in their base form (which opens up room for even higher tiers.)

Though, you could always just add a "Enfeeble Potency" merit into Catagory I and actually give us, you know, NEW abilities/spells for the Category twos. Honestly I always thought that the RDM was among the jobs that got shafted comparably when it came to merits.