
Originally Posted by
Nightfox
*********** Please keep comments and criticism constructive. ***********
Spells:
Bravery – Increases a target party members attack; Overwritten by Faith. (30s recast)
-They have this its called war cry, Triumphant Roar + diffusion, take your pick. but why not let RDM have it, they need buffs.
Faith – Increases a target party members magic attack; Overwritten by Bravery. (30s recast)
-SCH has this, its called Klimaform and BLU but why not I have no problem with RDM getting this.
Temper – Increases target party member’s chance of attacking twice. (30s recast)
-YES! Thank you, I have no idea why dafuq SE ever made this single cast to begin with, it should be at least party castable like haste and refresh the staples that are RDM. Self Cast makes it a waste.
Stop – Causes an enemy to stop temporarily. (45s Recast)
-This seems to be BLU's headbutt, and BLM/SCH's Break and Stun, I don't see the point of it, you're better off asking for stun, but I doubt BLM's would be willing to give that up.
Ail – Inflicts an enemy with plague. (20s Recast)
-Already stated by devs that this seems to be a over time enfeeble that hinders TP and if it were to be instated, it would most likely go to SCH.
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)
-Sounds alot like SAM JA that gives TP to party members, and PUP's tactical swap but I don't see this happening, and even than it probably wouldn't be a great contributor to RDM.
Hinder – Slightly reduces the target’s area-of-effect spell radius. (20s Recast)
- This seems week and pointless, unless it makes AoE's become Single Target and no longer devour shadows. If that was the case, this spell alone would probably get RDM back in the game.
Skill Rating:
Sword Skill Rating: B+
Enhancing Magic Rating: A
Weapon Skills:
Vorpal Blade
Sanguine Blade
-Will not improve RDM, At all.
Job Traits:
NO! No no no no no!
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.
- This might piss off WHM's & SCH's since we only have Tranquil heart 1, but giving RDM Tranquil Heart I, I can get behind.
Going to change Spell Precision to "Magical Focus" because nobody but JP's give a flying f*ck at a rolling donut about MACC, and I would have it apply to MAB, but that would defeat the native traits of MAB so lets just kick this over to enfeebles.
Magical Focus- Slightly raises magic POTENCY.
Magical Focus II- Slightly raises magic POTENCY.
(Which would be mostly for enfeebles to proc more frequently, and stick easier regardless of resistances.)
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 doubt you will ever see this because it will clearly be controversial to WHM and SCH. Since AoE has never been RDM strength, but maybe, make composure affect party members instead of just yourself so that you can extend enhancing magic duration and not worry about having to cast enhancing magic so much on others and won't need AoE. Which will also make RDM more useful, it might step a bit on SCH toes, but I think they are willing to let it go.