I must admit that I disagreed with setting Raise & Resurrect spells at level 14. It seemed way too low.

But after pushing my FFXI sensibilities aside, and actually listening to Cairdeas, ChiefCurrahee, Petori, Kilta_Firelotus, Anonymoose, Raze, Firon, Zahak, AlexNiculaie, Sonic_the_Hedgehog, ShinChuck, Renegade, and Laiferr ... I have to agree with them.

Raise at 14 is not the end of the world. It does indicate that the Development Team has not abandoned the concept of flexibility in the Armory System. That inherent flexibility, in general, has always been the source of potential abuse regardless of the spell or ability. But with proper balance, such risks can be mitigated.

In my mind, the more important question is not what level Raise is, but how many action points does it cost? If it stays at 2 AP, the Armory System's flexibility starts pushing against the request made by us for Class distinctiveness. We can have both, but it does have to be balanced ... or one negates the other.

SO my question to the community (since the Development Team declined to weigh in on this) is ... What should the AP costs be for these new Raise/Resurrect/Rebirth spells?