Quote Originally Posted by Nightfox View Post
Spells:


Bravery – Increases a target party members attack; Overwritten by Faith. (30s recast)

Faith – Increases a target party members magic attack; Overwritten by Bravery. (30s recast)

Temper – Increases target party member’s chance of attacking twice. (30s recast)

Stop – Causes an enemy to stop temporarily. (45s Recast)

Ail – Inflicts an enemy with plague. (20s Recast)

Reversal - Swaps current TP with a member in your party. (Only applicable if user’s TP is equal to or higher than target’s TP.) (1min 30s Recast)

Hinder– Slightly reduces the target’s area-of-effect spell radius. (20s Recast)
Temper and Faith have been mentioned before and people more articulate than I will comment on them. Temper I've viewed like a physical En-spell, and would prefer to see it Accessionable rather than single party target, but if you'd rather have it cast on other players more power to you.

Stop is basically Stun, or Terror if you want the mob's animation to stop also. If you go with it inflicting Terror, you could stagger the effects of Stun and Terror to prevent an enemies action so there's some use for it. There is no Terror spell for black magic so it's a viable spell to get provided it's not resisted to hell and back.

Now Plague is more of a solo tool. Any more than 2 people hitting a mob and I doubt you'll see much of an effect. In all likelihood it would fall to the wayside as a "useless" spell.

Reversal is better used as a job ability, not a spell. I can't think of any realistic situation in which it could be used since RDM does not have a method of gaining TP without melee. Maybe between VW fights.

Hinder is a spell I like. If it is treated like DNC steps and stacks with itself to reduce the mob's AoE range even further it could be a powerful tool in battle. This spell would certainly needs to be able to overwrite itself. We all know the NMs will inevitably use their 1-hit Deathga move in between when it wears off and while we're reapplying it.

Quote Originally Posted by Nightfox View Post
Job Traits:


Fencer- Increases Critical Hit Rate when wielding with the main hand only. Grants a TP Bonus to weapon skills.

Fencer II- Increases Critical Hit Rate when wielding with the main hand only. Grants a TP Bonus to weapon skills.
Fencer I've never understood with RDM, is it because it is an honestly useful ability or because it's called Fencer? Would RDM still want it as badly if it were called Finesse instead?

Quote Originally Posted by Nightfox View Post
Job Abilities:


Enfoldment – Triples MP cost of an enhancing magic spell and converts its range to an area-of-effect spell. (1 min)

Entrapment- Triples MP cost of an enfeebling magic spell and converts its range to an area-of-effect spell. (1 min)
I know RDM wants a place in parties, but literally taking a page out of SCH's book isn't doing it. The only benefit is that you don't need the corresponding Arts to use them. The 1 minute recast hurts more than helps to be honest. SCH's advantage to AoE enhancing is they can crank them out one after the other with stratagem charges.

As a contribution, I'll propose a job ability.

Reset - Resets enhancement durations to their initial value for party members within Area of Effect. (Recast should be between 2.5 - 5 minutes)

If a player has Berserk active and there are 30 seconds before it wears off, Reset will return the duration back to its initial time of 3 minutes. Berserk's recast is unaffected. Berserk will not be reinstated if it wears off before Reset is used.
For enhancements with variables like Stoneskin or Utsusemi, the enhancement will be reset back to its maximum duration and effect based on the RDM skill if applicable. Utsusemi: Ni would be reset back to 4 shadows, while Stoneskin would be based on the RDM enhancing skill. This could be good or bad. If an unskilled RDM uses Reset, you could end up with a weaker Stoneskin than you started, while a skilled RDM could boost Stoneskin to the cap regardless of the skill of the initial caster using Reset. Not sure if gear bonuses should play a part in the effect or even if it should be the RDM's gear or the targets gear.

2-hour abilities are not affected by Reset. If they were, expect a much longer recast.