I worded what I meant poorly. Like I said, if we had single target versions of all of the sphere spells there wouldn't be a problem. If the mechanic itself shouldn't anchor Rdm to the back. SE so far has been pretty careful adding things that are equally useful to the front and the back (Ie. Gain spells). Really despite all of our melee ideas I know that they are likely going to continue this trend spell-wise with maybe the exception of Enspell T3s (which is why imo Enspell T3s needs to be beast).
We are going to need more then just a small minor tweak to stop our white magic side being almost entirely subbable at 99. Where if Sch and Blm sub Rdm the only thing we can really bring to the table are T2 enspells and enfeebles. Where Brd/Rdm pretty much stomps our supporting ability.
I think you slightly overestimate our current power. Sure we are durable job that can solo well (though I don't think we can necessarily call ourselves the uncontested best soloer anymore), but our situations in parties is not looking so bright. Refresh II isn't enough of a niche to earn us a place by itself considering there are jobs that are much better at it and the matter is only going to get worse and worse as the few remaining things that people are going to invite us into a party for are mostly going to be all subbable by 99.
A 10% better slow over a white mage isn't going to cut it. All of your suggested spells will only enhance our soloing at best. SE is really going to need to run with the enfeebling ball if they want to keep Rdm viable, and like mentioned before a way to mitigate TP attacks is the first thing that needs to be addressed.
That TP move addle idea seems to be pretty popular though. The only problem I see with that is either that new NMs would almost have to be factory made immune to stun or the TP delay wouldn't ever be anything significant.
Even with monsters being immune to stun though it's still a powerful ability. SE can go a bit crazier with their TP attacks knowing that as long as a the TP move addle is up and it adds enough of a delay that players can survive. As long as players are paying attention a spell like this could give players just enough time to gear swap into PDT or MDT gear. That by itself is more powerful then any other spell they can likely add for us to deal with TP attacks, it lets SE go a bit crazier with their TP attacks with that expectation in mind, and, given your connection isn't terrible, adds a new dimension of skill where if you die it's likely because you weren't paying attention and didn't switch your gear.
Also, we have Break though I'm pretty sure I know what you meant.
Edit: I am in agreement wit the cycle elimination. Like I've said before. cycling one spell over and over isn't a fun mechanic. I mean if WoW got rid of Plds cycles within like its first expansion you know there's a problem with the mechanic.
Besides, like mentioned, don't hold something back because you think it's overpowered. An idea itself can't be overpowered and can be worked around to be balanced.

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