
Originally Posted by
Swords
RDM needs more than just a spell adjustment too. Alot of their power and unique versatility was taken away by the level increase where anyone can sub /RDM and get 80% of their useful spells, and abyssea where using debuffs on non NM's aside from sleepga is impractical or useless where mobs die in 30 seconds. You could throw on a sword and be a reduced damage dealer, problem is with that RDM has been highly shafted on most real-decent melee oriented gear since the introduction of VNM and seemingly lost our ability to wear newer mid-heavy type armours we could normally use.
Tier II enspells damage are still beaten by any multi-hit weapon with Tier I enspells, and are impractical and confusing when trying to utilize the resistance down effects.
Example: Having to use Enwater II on a crab to reduce it's lightning resistance. Enfire II on Suzaku to reduce it's water resistance. Enaero II on Gamayun to reduce it's ice resistance. See where I'm going with this?
I like your idea on changing spells to potencies with the Group II merits, it gives a wider range of uses and make's them more suited to the new level cap now that the face of the game has changed so drastically in the past 6 months. I just with SE would take it a bit more seriously, when coming up with concepts for job adjustments. They seem to look at it as "everything will stay the same, we'll just give them more" instead of "lets go back and tweak whats already there and make it more viable and practical now, then give them more based on that"