based on your description the spike spell you have listed, which is only the thunder element, appears to be a "buff" to a party member that adds a barrier around them that deals damage as a counter attack, similar to E4E or Vengence. more abilities like that are desirable, but adding too many could be redundant as well, so be careful.
An advanced job does not have to be complicated. Also, two things stand out to me now based on this statement and the statement you said in response to Xaikara PvP comments, "enfeebling masters". I cannot debate this, since I didn't play XI, and I defend the current Summoner iteration from those who claim "it's not a 'real' Summoner". But the primary aspect of a RDM is being a sturdy mage with access to both WHM and BLM spells, able to deal decent melee damage, and the main aspect, the ability to Dualcast. I'd say let these be the defining characteristics. You can still make them enfeeblers, but try not to place them on the same plain as XI's RDM.
If Shell is supposed to be additional magical protection then it should not be similar to Protect in from, it would work better as Stoneskin, or Manaward/Manawall (I forget which is magical at the moment)
if Bar Astral/Umbral are statuses, which is fine, what do they protect you from you still do not list that. Does Astral increase you physical defense and Umbral magical? Also if they are statuses, like SWD/SHD Oath shouldn't they be abilities?
With Aquaveil, I'm confused what you mean by "Binary Stance"
With Phalanx II, no skill/spell is like that, it's just an updated version of the previous. Why not just make both a spell then Phalanx is single target and Phalanx II is an AoE, with maybe a shorter duration but higher defense?
remember that in some games RDM is either "upgraded" or given skills similar to Mystic/Rune Knight. Adding in a few of their usual/unique skills might help balance things out.




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