Ok ;;
Quote Originally Posted by Nightfox View Post
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)
Rather give up targeting other players with Brave/Faith, with having acc as well as attack. Stop as a Stun spell for RDM, but without it being the exact same, make it special by element & as an Enfeebling Spell, rather than Dark. Plague would be nice, but not to useful. Reversal seems kinda pointless seeing as most RDMs wont have TP, or if they do have it, they want to use it for themselves.
Skill Rating:

Sword Skill Rating: B+
Enhancing Magic Rating: A
Sword I definitely agree, Enhancing would be nice, but not needed, right now we can hit 500 which is cap on spell potency, however if we could reach it easier, we could put in more Fast Cast, so its good either way you go.
Weapon Skills:

Vorpal Blade
Sanguine Blade
Helps RDMs without Relic/Mythic/Emp WSs, or Req, and gives the best Sword survival WS, sounds great.
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.

Tranquil Heart II- Reduces enmity gain when casting healing magic.

Spell Precision- Slightly raises magic accuracy.

Spell Precision II- Slightly raises magic accuracy.
Rather than "Spell Precision" why not just have a "Magic Accuracy Bonus" trait, and have it scale for RDM has "Magic Attack Bonus" does with BLM? It would allow RDM to be the best at sticking spells, Sub would only give +24 and T2 of the trait where as RDM itself would get T6 of the trait, and a nice +40. Thats just my idea of it, the rest isn't bad Fencer can be dealt without, but would be nice to have, and Tranq is something we have, but your giving lower tiers, not sure if thats to help with tanking as RDM, or you don't realize this.
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)
Enfoldment is not one of my favs. RDM only has 1 spell outside of the normal spells that other jobs have, that is able to target other players, thats Refresh/II. The chances of us getting an ability that AoEs our spells, with this low of a recast at that, are unlikely.

Entrapment I fell mostly the same way about. Except I do like the idea, but it loses out on the same basis, Diaga is the only enfeeble spell we have that is AoE, and actually 1 of the only AoE enfeebles in the entire game we get access to as players. While I would like to have that power, especially since it would help us stand out, it would likely be on a 10minute+ timer, and isn't something I think would happen because of RDM's general lack of AoEs, but we can hope, this new guy likes to listen to us players it would seem so I have new faith in this game.