As it has been said, we have few things unique to RDM, I agree jobs should be able to stand on their own two legs for MP lasting but it is brought up because its one of few things we have others don't. We have the same enfeebles that BLM & WHM have if both in the same party which they obviously should be, other than our merit spells which don't always make it enough to throw a RDM in your party just because you want the slightly better para/slow/blind II. Perhaps our traits should make a larger impact over the 50-99 levels so that we have a noticeable difference from those subbing RDM, as I stated I do not think a BLM should cast faster than my RDM, unless I'm completely ignoring fast cast & -cast time, gear. As for now, the only thing that makes our buffs truly greater than that of someone using RDM as a sub is we have Composure.
And amnesia only comes to mind because its something we have seen in the game for a very long time that has limited us while we have only ever had one way to use it, through a WAR not RDM, and only with an additional effect, which I feel is wrong. If they gave us it I admit it would be nearly impossible to balance especially in abyssea for the fact everything dies so fast the duration would need to be five seconds to make the mob have a chance after it wore off.
In either case I do agree a spell weakening TP attacks for the mob would be nice while not stopping them it would give us more breathing room still. My only problem with that is would it effect perhaps TP accuracy as well? Or being able to resist additional effects? Because sometimes the effects of the attack are what kills you more than the damage itself, such as Yama's Judgment from Kalasutrax(Jeuno T6 VWNM) dooming alot of your DDs, or Pinecone Bomb from Modron(Zilart T2 VWNM) sleeping the entire party for the most part. Again might be unbalancing to think of it doing something like that because it would make some TPs by the mobs basically useless, but it is simply an idea because sometimes you don't care all to much about the damage you receive from the TP, thats the least of your worries next to doom, amnesia, weakness, muddle, death, and so on. But I think in the end RDM needs a way to effect TP more than anything because we have everything else for the most part. We can stop attacks, lower accuracy, slow them down, lower evasion, stop use of or lessen the effect of spells, but still nothing we can do about TPs. About our greatest hope in the case the enemy uses a TP attack, is that we have stun. We already stop mobs being able to hit us with normal attacks, and eliminate magic as a problem, all we need now is TP/additional effects and we will be set to enfeeble mobs so much so that (provided we land the spell) the enemy will have little to no ability to win in most cases.

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