tbh I think most the jobs merits need to be adjusted, for RDM I was thinking along the lines of something similar to, based on the second 2-hour being changed:
GROUP I
Magic Accuracy
Increases Magic Accuracy by 3 per level.
Convert Recast
-30 seconds Per level
Augments Composure Effect
Grants +10% chance of spells cast under Composure resisting Dispel effects per level. (Self and Party cast)
Enhancing Magic Duration
Increases duration of enhancing spells cast on self or party by 3% per level.
Enfeebling Magic potency
Increases potency of enfeebling magic cast by 2% per level.
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GROUP II
Faith (JA)
Recast 5:00 / Duration 30:00
Improves users affinity with the magical arts.
Grants: Magic Accuracy +3%, Magic Attack Bonus +3%, Fast Cast +4%, Spell Duration: 5% / Magic Accuracy +15%, Magic Attack Bonus +15%, Fast Cast +20%, Spell Duration: 25%
Reduces: Accuracy - 1%, Attack -1%, Combat Haste -1% / Accuracy -5%, Attack -5%, Combat Haste -5%
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Bravery (JA)
Recast 5:00 / Duration 30:00
Improves users combat affinity.
Grants: Accuracy +2%, Attack +3%, Combat Haste: 2% / Accuracy: 10%, Attack: +15%, Combat Haste: 10%
Reduces: Magic Accuracy -2%, Magic Attack Bonus - 1%, Fast Cast -1% / Magic Accuracy - 10%, Magic Attack Bonus -5%, Fast Cast -5%
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Enhancer's Gift (JA)
Recast 2:00 / Duration: 1:00 or spell cast
Allows self-cast spells to target a party member.
(Spells potency will be based only on the casters skill, equipment will not be counted)
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Enfeebler's Might (JA)
Recast 3:00 / Duration: 1:00 or spell cast
Greatly increases potency and accuracy of the next enfeebling spell cast.
(Increases Magic Accuracy and Potency +100% of the next enfeebling spell cast.)
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Might be too much, but maybe similar.
I think their shield level means they were really not intended for shields and it was just something they gave to fit the "semi-decent but not masters of combat", Beatific Shield was more an exception to the crap shields they were usually placed on.
That said I don't know if I'd give them straight dual wield though, maybe due to their dagger and sword skill being the same, maybe something like a Fencer uses in a Sword and Parrying Dagger, could balance it by putting some defensive stats/magical buffs on the dagger and dmg on the sword.
Something like:
Fencers Stance (job trait)
Allows you to equip a sword and a dagger.
Then you could add Daggers like:
Fencing Dagger
Def:30 DMG:95 Delay:183
DEX +19 AGI +19 STR +19 VIT +19 HP+50
Dagger Skill +242 Damage Taken -2% Parrying Chance +5%
Spell Interruption Rate -5%
Level 99 RDM


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