I know we've mentioned that merits for our job are lackluster, to say the least in several threads on these boards. We haven't exactly put suggestions together on what we'd like to see replace our rather lackluster merits, so I figured we might give this a try here instead of trying to do a general "how'd you like your job's merits revamped?" thread.
The rules are simple.
- We're a melee mage, and as such merits for each category should be split as close to as even between stuff that favors the caster RDM and stuff that favors the melee RDM.
- We're getting rid of elemental accuracy merits and instead get two tiers of the job trait Magic Accuracy Bonus, which would give +10 M.Acc per tier at lv40 and lv80.
- Our current merit spells will become learnable scroll spells (at 5/5 potency), entirely opening up category II merits for job abilities and some such.
My contributions:
Category 1:
Convert Recast (Stays the same)
Job Trait: Magic Fencer - While under the effect of enspells, you gain 2/4/6/8/10% Double Attack rating and 1/2/3/4/5% Haste rating.
Job Trait: Elemental Chains - Casting an elemental spell reduces the cast time of the next tier up of that spell by 10/20/30/40/50%. (factored before Fast Cast) Example: Assuming the baseline cast time of Fire IV is 8 seconds, the RDM would cast Fire III, receive the Elemental Chains buff. At 5/5, it would reduce the cast time of Fire IV to 4 seconds, and fast cast would then be factored based on that temporary 4 second cast time.
Job Trait: Triage - Your healing spells have a bonus Regen effect for 10/20/30/40/50% of the amount cured for 12 seconds. Example: You cast a 1000 hp Cure IV, triage kicks in and places a regen effect on the target that heals up to an additional 500 HP over 12 seconds.
Category 2:
Job Ability: Spellblade (5:00 cooldown) - Instantly cast an elemental spell. Requires melee range and sword or dagger equipped in the mainhand. Each point increases spell potency by 20% and reduces the cooldown by 30 seconds.
Job Ability: Combined Magic (5:00 Cooldown) - If the next spell has a -ga version of it, it will cast the -ga version at 400/375/350/325/300% of the MP cost.
Job Ability: Renew (2:00 Cooldown) - Resets the duration of all buffs on the target. Additional merits decrease the cooldown by 12 seconds per merit.
Job Ability: Synchronicity (5:00 Cooldown) - Synchronizes you with one party member, copying any buff you receive to that party member. Duration of 2 hours. Effects with potency variances are copied at 5/10/15/20/25% potency (Enspells, Temper, Phalanx, Stoneskin, etc). Requires you to be within 10 yalms of the Sync target. Buff durations enhanced through Composure and gear ARE transferred to the Sync target. Spell effects reset by Renew also affect the Sync target. Cancelling Synchronicity removes all buffs from the Sync target.
Example: I'm front-lining and decide to buddy up with a SAM. So I use Synchronicity on him, which gives me and the SAM the buff Synchronized. I then proceed to cast Protect and Shell on myself. Synchronized allows that SAM to receive Protect and Shell at the same time I receive the effects, so long as he and I are within 10 yalms of each other. I cast Haste on myself and he receives Haste at the increased duration thanks to Composure. I cast Temper, and that SAM only receives up to 25% of the DA gained from Temper. So if I received 20% DA from Temper, that SAM would at most receive 5% DA. If I happen to have put points into Renew, buff durations would be reset on the SAM just like they would on me. If he cancels Synchronized, the SAM loses all the buffs that were copied over to him. I only lose Synchronized.
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And so we go from no-brainers to real choices that are dependent on our individual play styles. The guys that like to cast have options, the guys that like to melee have options. I'm iffy on Renew, as in this context it would be a JA that can be used on yourself and on others. As far as I can see, RDM would benefit the most from this JA, but there may be room to abuse; enough for me to consider changing it to self-only.
I know with this suggestion, it may suck to have to change merits if you end up having to use RDM for something else, but I think the idea behind our merits should be to support our play-styles instead of giving us the illusion of choice, which is what those elemental accuracy merits were.
Please feel free to add or post your own ideas for RDM merits. In my opinion, it's one of those parts of the job that is in dire need of attention.