Again, MP longevity is not a bad thing. Refresh should never, ever be a "unique" aspect/point/trait of RDM. Convert is fine as is. It keeps complications and things that shouldn't have anything to do with us far away, and that's fine by me.
Absolutes never work well for enfeebles. That's largely the reason why enfeebling is so useless in the more recent events. You can't make something not cast or use TP moves and expect it to be balanced. Now, if you gave me something that reduced damage from TP moves by 15-25%, then we might be on to something. Weakeningn a mob to the point their TP moves are weaker would be a good direction, is not an absolute and allows us to help the group without becoming a buff-whore.Obviously NMs would resist it more often but not to the extent it shouldn't be used, it should have a high rate of landing on anything with the first cast, after that NMs build resist faster than other mobs would. For instance I can use it on high level worms in Gustav Tunnel and land 2-3 times if I so choose before it would be to resisted to be worth trying, where as in VW I would cast 1 time, and from there on the chances of it landing would be spotty at best. Amnesia is one of the most potent enfeebles against players (I would say the most next to silence which we already get, and muddle which has no use how it is against anything other than players) yet we have never had access to it, the only way I know of even for a player to inflict it is through WAR using the Great-axe with it as an additional effect. So I think it is fitting for RDM to finally receive one of the most potent enfeeblings in the game, and be able to restrict not only the TP gain of an enemy (which some jobs have already, RDM should have something to itself as a ultimate spell, not something other jobs have) but to be able to prevent it over a short period of time!
That being said, I'd still prefer Red Trance over any other option.


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