Quote Originally Posted by ShadowViper View Post
Simple MMO mechanics when a job doesn't fit in a role because its too diverse its usually not used. Regardless of where they buff are ability if we dont have a role in the group we aren't going to get invited for most events.
Because most players tunnel vision themselves to see one role per job, leaving jobs like RDM in the dark. There's a reason MMO design has moved in the direction of having hybrid classes that can put focus on one of several possible roles. It pisses less people off and opens up freedom of gameplay in group content. SE and RDM just need to be dragged into the new century of hybrid design and drop the BS.
At 75 we were close enough to the main jobs we are "borrowing" from that we could help support and fill in those roles, now that lvs have increased that gap has gotten bigger and SCH has stayed closer to those jobs, which is where it should be. As for taking the job back to where the job was at 75 as a support then yeah, look at our main skills - enfeebling and enhancing - these are support skills not dd not healing yet again because we got so focused on "borrowing" from other jobs we have falling behind other jobs in both those areas because we don't get spells that show that we are the specialist for those fields.
False. At 75 you brought a RDM if you needed heals+haste+refresh, needed CS+Stun or needed someone to help the BLM with crowd control in dynamis. Our swords mattered little, as did our nukes.

Again, you want the invites that come with having something very few people are willing to do (the number of people who rode the Refresh gravy train far outnumbered the people who would willingly level BRD). I don't want our job to go down that route again. Not without proper alternatives within RDM for the front liners and the melee camp.

When I state self buffing I'm referring to the ability to alter our stats to optimize for one role over another. Temper is +5~20% DA not 20% static, the RDM needs a 500 skill build and I've met very few who have, maybe it'll increase who knows. We need other spells similar to Temper that give us +FC, +Cure Pot, +MAB, ect. They should overwrite each other so as not to be overpowering. This would allow a RDM to adjust and tailor their stats to the specific role their performing.
I like this idea. I'd preffer JAs and modes instead of actual spells, but I wouldn't mind getting something that gave us more MAB or Cure Potency and such.
Give us a move that temporarily locks out the target's TP moves for a short period of time
This falls under absolutes. We need less of this and more of actual debuffs.