While I would like these spells, that would only really make cycles easier, and they would be party locked I am sure, since I can not think of any other AoE spell that is AoE by default but isn't locked to being cast on party members only. Its not a solution to the jobs issues, its an assist to the quality of the jobs performance, it would make RDM faster at throwing these spells around, but that's about it. Also, as much as Haste II sounds amazing, I highly doubt it would make RDM become a staple job, really, your talking about adding more Haste, a stat we so easily cap between gear, abilities, songs, and just normal Haste, a second tier would be cool, and would help make us more useful, but at best you might get a different song from your BRD, maybe, but not really a full reason to bring a job, it would be another side feature of the job.
What RDM needs is a good deal of unique enfeebles which we get normally and naturally, rather than by merits. When you look at RDM's spells our most important use is Enfeebling in the end, while we stand out at nothing else, Enfeebling is the one category we do better in than anyone else, but what is so unique about it? We have the same spells everyone else has, the only tier II enfeebles we even have without merits are Dia, Bio(sort of enfeeble), Poison, Sleep, and Gravity, 3 of which are learnt by other jobs as well. Our only unique enfeeble we have, not counting merits, is Gravity, nothing more, really our merit spells are all simply extra tiers of existing spells, so they are not even unique really.
If you look at enhancing we are failures at it too, though we are not masters of it and have never claimed to be, it is our secondary in a way, yet again, we share the same spells as many other jobs, giving us almost nothing that stands out. Of the ones that do stand out, Refresh is not in any way unique really, so far as the spell itself, its unique to RDM for the most part, however the effects of the spell are mimicked by many pieces of gear as well as other spells or effects. Phalanx is great, but only on lower level mobs or mobs that hit for low damage, so it loses points against higher enemies where it counts, and that's not even counting the fact SCH can make AoE at the same level of potency we get with our merit version. The last unique spells we really have are en-spells, which after the weapons we have now, where people are hitting for 400+ damage on normal hits, these are pathetic, even if you /SCH and accession them, not to mention SCH gets them from a sub, and can do the same thing, but at 35 damage a hit extra, it doesn't help most jobs anyways...
In the end, our magic side needs something new to make it stand out, without it, nothing will be a real fix without making us overpowered. The only spell I left out of everything above is Temper, which is pointless on our magic side, and would help our melee side if we get a fix to that, but that's an argument for another time...


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