Quote Originally Posted by Duelle View Post
The issue is finding balance in something that procs from auto attack, which is very tricky. I would be more for creating an ability subset (which is what COR basically has in their shots) to work that mechanic in. It would deal with our lack of melee-related JAs while adding something that suggests we should stand in the front.
Basically, it boils down to Player base views. Adding more JAs won't make people say: "Hey! Totally sweet! Don't stand back there and cast, come up here and hit this." It'll be the same as it was for SMN. Run in, use your buff and then get your butt back to the rear and keep casting. I mean sheesh, look at BLU, It has two more JAs then we do, and those two are merited and may not even be used by a particular BLU, and yet they're still seen as a DD.

Personally, I don't care either/or to stand in the front line in a party. Maybe a boost to Sword and Dagger Skill will give the DMG results you want, open up the full list of WS to use. If people don't want you melee like you did in Valkurm Dunes, they're going to make it happen. RDM can Solo just as many NM, BCNM, and other things in the game.

As for proc'ing with melee hits, it doesn't have to always hit the same as an add effect on a weapon as is, and of course it'd be focused. No debuff, then the proc won't happen, and the same with En-II the longer you use it the more effective it becomes until the debuff wears, which eventually will happen.

You want to get RDM to the front line, then there needs to be something to add to compliment what we already do best. Saboteur was a prime example of such things.

Quote Originally Posted by Duelle View Post
I can see no other way to reduce the casting load that prevents us from standing in the front as things currently are. I've always held the stance that auras are warrior/paladin archetype territory, but I am willing to make an exception if it'll open up more focus on front-lining (provided there's no revamp that would remove refresh and haste entirely from the equation when the RDM is melee'ing in the front, of course).
The auras you talk of, you mean Holy Circle, Warding Circle, and Ancient Circle? Because they're only so useful, giving a "Killer Trait" is a situational need. I mean there's also War Cry, Rampart, Conspirator, and Blood Rage (Mind you I don't play many melee jobs as is so there maybe more... when I level them, I'll look.) which are also helpful, but what aura would you give RDM? Would it again change players minds and let you melee, because if I'm not mistaken, the above abilities work as an AoE and once it's in effect you don't have to stand near the person. Which would then go back to what I said earlier.

Quote Originally Posted by Duelle View Post
Said gear happens to be on stupidly rare NMs (Bune), on content people will screw each other over or not do at all (Abyssea Grauberg zone boss), or not really worth it due to being overly situational (Fencer's Ring).

If you were referring to tier II enspells, those need to be re-designed from the ground up because they currently serve no real purpose.
I know well and good about Stupid NMs, had to hunt Shikigami Weapon for 2 Weeks to finally get my first Yin Yang Robe, but if it's something you want, and you feel it's worth the time to get, then you're going to find the time to do so, or pray that SE makes a trial exclusively for RDM and their En-Spells. As for En-II, I use them all the time, it's like a constant Ninja Elemental Wheel Effect. Of course I'd like to see them hit more than once since they can only be used my main RDM regardless of the new level cap, but I can see why they don't allow it.