I won't sit here and say there's a single way to pull it off, but a past idea of mine involved letting enspell damage build into a pool similar to Solace boosting divine nukes with Cures or even Cura being boosted by the WHM taking damage. In this case, I also wanted to create two styles, one pandering to a RDM wishing to be more offensive through boosting the potency of enfeebles and nukes, while the more defensive style would boost the potency and duration of all buffs.
For example, some people want Haste II. As a standalone spell, I don't want it because it does little to address RDM's overall issues. Would it be handy? Sure. Now, let's say with the above, having 75 points of Enspell damage built up would boost Haste to 20% potency with a 6 minute duration. That'll roughly translate to 3 good hits from a RDM with capped skill, be it T1s or T2s. From a grossly simplistic level, you could just have Enspell damage build points like DNC steps regardless of damage done. Either way, if you want the RDM's spells to make the party even better, the RDM can't just be chillin' in the back rarely exposing themselves to risk. Even if their hit-for-hit damage never competes with a WAR, they'll still want to be as best as possible while offering their supportive benefits brought about their engagement.
Now, the offensive end would function similarly, with a fully buffed Slow II being more like a Slow III if SE were to ever add it. My ideal when translating to nukes is to be close to a maxed magian staff in potency. As a result, the staves will still be better, but we're not so depressingly behind in damage if we opt to keep our TP generating weapon equipped, which also handles the problem of TP being lost when swapping that often cripples our hybrid style.
But the big point here is it has to be worth it. It has to do enough to offset arguments of poor damage and TP feed. It has to do enough to warrant a party slot. I still stand behind the belief the job needs gear better tailored for its diversity, and I'm not talking about watered down junk where you're better off having Uber Mage Armor and Uber Melee Armor anyway. If it's something a job needs to perform its role, don't hold back.
The only reason the above is likely to never happen is because it would require some genuine effort on SE's part to pull off. It while require them going through virtually every spell in RDM's arsenal and modify them to differ based on their "stance" chosen. I also noted increasing durations on the defensive side because once you're done doling out the buffs (even better with the +2 set), you can hop over to being more offensive until it comes time to rebuff.
Otherwise, I can go back in time and lament about how we wanted something similar to SCH's Immanence stratagem or Accession/Diffusion. Or how some of DNC's JAs would've been nice for us if the job didn't exist. But they do and they're not going anywhere. Overall, I have no interest in repeating RDM's old days as a pink mage, and become wary of that whenever backline adjustments are the sole point of interest with the assumption it would fix all the job's ills. RDM's melee game was an issue long before the cap increases. And while it's unfortunate it took other jobs growing more readily while RDM stagnated for people to share my sentiment that the job wasn't that awesome, some of the cards SE played (Enfeebling crashing as a consequence of solo abuse) were just salt on the wound.

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