Quote Originally Posted by FaeQueenCory View Post
RDM is one of my least favorite designs... and I think the only reason why they did RDM's 109AF1 this way is because of the stats the base had.
That is one of my main points, some of the pieces have stats which do not fit their design. Hands with 0 Enhancing, but extra duration, while legs have no duration, and have the skill, or a hat which used to be used for nuking, that now will become an Enfeebling piece upon the next update. Almost everything RF related I ask for are changes which would put them more in line with their current stats and the stats of the originals.

At least it's not THF... >_>
(probably the only reason it lacks TH is because the base did too)
THF gear all had Crit DMG+, which can be used for WSs, not just any WSs, all WSs, since THF forces crits so often, making it really not that bad of gear, if you sneak or trick attack, you are probably going to use that gear while doing it.

Though there's a bit of hope for your 119 version...
(and I think they only added refresh to the body to make this an "upgrade"/sidegrade to the empy+2 body... At least that's what I've gotten from the Mage 109AF1s... They all got 2mp refresh on the "refresh" slot for that job... usually body... though I think BLM got a dmg version of whm's empy+1 pants' MP effect instead.... Let's hope for something crazy like a 4mp refresh on them in the 119 versions!)
The BLM body is an upgrade of Seidr, the body from Meeble Burrows which had the same DMG-->MP effect as the new BLM body, whats crazy is the BLM body will get upgraded, and if its, say, 5%, BLM will have infinite MP basically, at the cost of losing hardly any real DMG. So far as the Refresh goes, its ok, but I am sure its 2 still, which is so common now its meaningless to care about anymore at this point. So far as having hope for 119, that's why I made this post, I hope they take to heart my points about the gear, if they 119 it as it is, the stats will raise, but not enough to make the set truly great, we need changes to certain things which will improve the set as a whole so that when it becomes 119, its as strong as it can be, and the perfect RF set for RDM.

As to Stymie....
I don't think they're gonna change it....
Hope is about all I can do right now, I made the best cases I can on the subject, I hope they understand and will at least think about it, or reply with a reasonable argument as to why it can not be done.

The most you can hope for... is some effect from a 119AF2 piece somewhere... The AF2+2A pieces would augment 2hrs (usually by extending duration)... so it stands to reason that the 119AF2 might just add charges to Stymie...
But even then it'll still be crap...
But I see something bad on the horizon about Stymie...
Not that it's dumb and will never be used...
But what if new NMs require it's +9999999Macc boost? (I don't think anyone knows the numbers... but the way the Devs have talked about it... makes it seem like it's Macc is greater than ES... almost like it's got +BrewMacc...)
And I don't think we need more PD and FS situations.
Brew MAcc is just the MND/INT from your brew. If you have +999 INT that's at very least 499 Magic Accuracy to all Black Magic spells, needless to say, that's going to land. The issue is that no enfeeble deserves this kind of resistance or needs this kind of ability to land. If it took this ability to land, we would not count on this for a battle, we would not even care, it might be a bit of icing on the cake if we brought a RDM already, but there is nothing about RDM that puts it above other jobs to the point to bring it instead of something like SCH. Its for that reason that this ability seems to have no use, there is nothing we can do so crippling that we should need to wait 1 hour to get 1~3 minute(s) of its effects.

The issues with the ability are two grand thing, the fact Enfeebling Magic can already be landed on all targets it needs to be. And the fact that Enfeebling Magic effects are not very strong in the end, which cases a lack of need for them in the first place.

You can raise resistance to the roof, but we will do what we did before, which was not use them, this time because we can not land them, and before it was because they were all immune to it, but its the same end result really, except that with our new SP we could land it one time, that's not enough to build a strategy around, especially when SE said they did not want RDM to become critical to strategies with this ability, which is about the only time it would become an asset.