Here's a list of spells i think would make fine additions to the RDM arsenal
Plague - Reduces Enemy MP and TP.
Phalanx III - Reduces Damage of Party Memebers in Range. Stronger than Phalanx 1 by about 10 points of damage.
Slow III - Reduces Attack Speed by 75%. - Why? Because it needs to be stronger than the level 58~ BRD spell.
Paralyze III - Proc Rate Soft cap at about 35% (Higher with the JA)
Dia IV - Defense -20%
Bio IV - Attack -20%
Blind III -
Demi - Unlocked by Special Job Ability - Reduces Enemy HP By up to 50% of Remaining HP. I.e If he's at 25% HP, THe strongest it can do is 12.5% unresisted. Move can be resisted. Certain HNMs take heavy Damage instead of Cut to HP (I.E Instead of dealing a straight %, It would as powerful as about a Tier V, and instill a strong Gravity and Bio Effect. Accuracy Based on Enfeebling Skill). With Capped Enfeebling Magic, It should land on most normal monster with 95% Accuracy for 50% HP cut.
Now, Don't give me this "Waah waah merit" crap, Ancient Magic II was outdated by the cap increase, RDM Merits need to be as well if the job wants to go anywhere. With that being said, I'd like to propose this compromise. All RDM Merit spells should be learned naturally through leveling up 76+ By Use of Scrolls... and...
Category 2 RDM Merits need to be scrapped, and replaced with -
Dia Effect - Increases Defense Down Effect of Dia by 1%, and Damage over time effect by 1 per merit.
Bio Effect - Increases the Attack down effect of Bio by 1%, and Damage over Time Effect by 3 Per Merit.
Slow Effect - Increases the Potency of Slow Effect by 2% Per Merit.
Paralyze Effect - Increases the Potency of Paralyze Effect by 2% Per Merit.
Blind Effect - Increases the Accuracy loss of Enemy by 2% per merit.
Phalanx Effect - Increases the Damage absorbed through Phalanx by 2 Per Merit.
This means, RDM Cat 2 merits aren't made worthlesss by addition of new spells, and the job just got a little more appealing, if just for a few things.


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