My point wasn't so much the strength of geo spells in absolute terms as in comparative terms. Even if you switched around to where rdms were unresistable and geo was resisted normally they would still be overall better debuffers. Some of the debuffs need massive upgrade or at least some sort of equalizing. Not to mention how things that buff geo debuffs (gear jas) work at full potency on all the spells all the time while but gear that increases enfeebling effect doesn't work on all spells and saboteur doesn't work on all debuffs and is highly gimped against nms. Fewer jas that enhance debuffs fewer pieces of gear that enhance the potency and by much smaller amounts etc
As far as resist and immunobreak system... the immunobreak system is more of a symptom than the actual problem. It's a very poor work around/fix to an inherently broken debuff resist system. It's there way of making mobs that are immune but not completely immune. Ie things that no amount of macc or es or anything will allow you to land but if you spam the spell enough maybe you will get an immunobreak to give a small chance to maybe get a half resist. And that doesn't even get into the stupid outdated debuff nerf that ups resistance sharply with repeated casts which makes spamming for immunobreak actually make it harder to land in the end. Or the fact you can't get more than 10 immunobreaks on a mob and it can take 2 before you can land a spell. Or partial resists where even if you did manage to land it it might wear off in just a few seconds
If they made it more mechanically like geo spells as in no ability to resist and you can have good scaling of potency with skill it might end up being competitive and give a real reason to have your rdm doing the enfeebling magic instead of any job /rdm


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