Quote Originally Posted by Ageofwar View Post
I have said this once I'll say it again..

When SE does come around to RDM expect to be disappointing
I would stop torturing yourself in trying to come up with COUNTLESS THREADS (geez use the thread search) on RDM job specs (i'm going to take a guess these are going to be ignored)

and the end of the day when RDM does come out (4.0 - 5.0???) I foresee threads like "RIP RDM" "Damn you SE broke RDM" showing up just because its not what the community wanted (*cough*SMN,DRK*cough*)
I have used the thread search. Didn't have much interest in the ideas coming up, which focused way more on spellblade abilities than was necessary (though I understand where that's coming from, some of my drafts tried to pull that in, and made things muddier), or tried porting too much of XI's kit without enough forethought. So I posted my own. I'd appreciate some commentary on what you think is wrong with the kit, or changes to make it better. Also note there's no design space taken up by an increased level cap that would come with 4.0, this is based entirely on what we have currently. There's room for (likely 3-5) more abilities to experiment with, and possibly additional traits, depending on SE's thoughts for 4.0.

Quote Originally Posted by VanilleFang View Post
Just wanted to point out. Your Cast for your "same as Esuna" spells is off. Esuna only takes 1s to cast, not 2.5s.
That is referring to Esuna's MP cost only. The other properties are listed as intended. Esuna's MP scaling seemed about right for these spells. That should allow for a reasonable amount of piety to balance that out, without approaching what BLM/SMN have.

Quote Originally Posted by nexas506 View Post
Not bad. Iv always been an advocate for red mages pulling from tp and mp equally for an mmo. (As opposed to using black and white magic) because of that, i would increase the tp/mp costs to a bitabove average.
As for double, just change the name to dualcast.
The main reason for their TP costs being below average (as stated above) is the fact they don't get innate TP recovery until way later in their kits compared to other classes, and Bravery (their main physical damage buff) disables TP regeneration while in use. I do need to rethink their costs with that in mind, but multiples of 50 seemed like a good catch all given the TP bar is limited to 1k. Some quick math suggests 80tp might be the way to go, though. That's enough for 12 attacks over 30s, and doubling it up for umbral sweep works without any issues. Even in the ST rotation, you'll wind up re-dotting near the end before refreshing Temper stacks too. As for Double/Triple. They exist in-game already (Chrysalis fight), so their names (and likely their animations) are getting directly ported over.

Making some more adjustments with that in mind. Thanks for the feedback.