Given the tons of ideas I see in this thread, Im going to rehash mine. The reason? They could be implemented before Monday's update because they would require little to no additional programming and would benefit RDM's right a way. They were as follows (slightly modified to make more sense):
1. RDM needs to have it's Parry skill greatly enhanced. If the focus on RDM is 'fencing' (ie, Fencers Earring, Fencers Ring, Fencing Degen, Estoqueur's gear) then we need to have at least a B in parry. I can understand the low shield skill, but Parry is a must.
2. RDM must have the 'Fencer' trait. To not have this trait on a job who's relic armor is obviously based on fencing (Duelists gear, Estoqueur's gear, anything with 'Fencer' in the name) is really just dumb. Sound harsh? Well it is! The equivalent would be having a skill called 'Warriors Rage' and not giving it to WAR!
3. Fencer V: RDM exclusive, make it high level, 80 or 90. Leave the critical hit rate and TP bonus from Fencer IV and instead add 'Occasionally attacks twice' (sword only) and 'Occasionally counter-attacks after parrying' (sword only). This would give RDM's a good increase in damage output in a party, but also help out a little (just a little) during solo play.
It would be simple for Square to toss this into the upcoming update, and the benefits for solo'ing RDM's or those that don't often use /NIN would be great! (I myself have taken to /DRK). The added 'Double Attack' would make us more relevent in parties as we could increase damage output and pull of weaponskills more often, and the 'Counter attack' would help greatly during solo runs, as RDMs dont have a great damage output anyhow, and every little bit counts. And I still stick to my guns that because many items related to RDM contains the word Fencer, we need to have our parry skill moved to an B (or mabe even an A).

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