Quote Originally Posted by CapriciousOne View Post
1. For me and style of play (mostly solo) subbing RDM/WAR doesnt seem practical but maybe I will give it another try I mean it was like level 30 the last time I tried it. I jus feel in the grand scheme of things that there are plenty of spells that they give us that in the end is rarely going to be used or even worth using. Seems like this may be one of them and probably will just be another spell to waste money and mp on, hence why I suggested the trait but I see your point as well. Something this useful though would be better as a trait to me

2. Again totally agree with you but RDM doesnt have a native way to deal with more than 2 mobs at once without subbing those jobs and that is what I was referring to clarify further. solo I am usually good fending of 2 mobs as rdm/dnc but 3 or more proves trying at times. For me it is all about options which apparently SE doesnt like giving us alot of at least not to my satisfaction.

3. Totally agree again but it really would prove useful if they did and would speak more to the native ability of RDM to enfeeble. Also would be good when in a BCNM where one of the mobs is a paladin and is resistant to sleep but there is no BLM around with elemental seal or anything. Making a mob lose a turn or keeping a BLM form manafonting the party to high heaven would be nice if stun fails or there is no stunner around.

1. A PDT-% Set is a good thing to have when soloing single wield, smaller monsters aren't much of a trouble, but post 80s you're going to start running into a difference in our defensive spell scaling, that's where this set comes into play.

That said I'm more of the mind that this spell is more powerful than the trait itself, and with the possibility that it can be targeted or accessioned, it would greatly assist our other buff functions as well.

As far as wasting MP? Are you REALLY having trouble? Composure alone offsets this, more so if it prevents enspells (or even stacks with Enspell IIs which you can haste Samba on as well.) You shouldn't be having too much of a trouble MP wise. And if it stacks with traits, then you're better off adjusting your playstyle and enjoying the overall performance boost.

2. Red Mage has 3 forms of hard CC[crowd control] and 2 form of soft CC. Sleep, Sleep II, and Break can easily hold down 2-3 mobs for your killing pleasure. But if you have difficulty, you can always bind pin the third and alternate gravity, though that gets expensive over time.

What you might find helpful in the future, however, is this new JA that quickens spellcasting. (Though, no mention of recast timer reset... hmm.) Depending on how it functions it should assist in your pinning methods better without having to worry about getting new /ga spells.

3. Just keeping a good focus on the battles keeps this going as well, however. When the attention is on us, we don't need the Ga paralyze because we have ice spikes. And in any situation that involves Crowd Control, we're typically focusing on one monster at a time. So unless the monster dies quickly, our single target debuffs are fine.

As far as sleep resistant mobs, unless they're outright immune to break, that's how you get past Paladins. (Break, Gravity, Bind, repeat.) In any situation in which you'd need that much CC and a stun to boot, just sub black mage.