@GMERC FFXI is not the only one. Not a numbered title, but RDM also had Spellblade skills in Final Fantasy Dimensions. Magic Sword was pretty much the full spellblade set, while Attune Blade was Runic. I get that nerdy compulsion to correct factual errors too, but in fact RDM has had weapon enchantments in at least 2 games, aka what I meant by occasionally.
I suggested alternative names for self or ST ally damage boosts, Bravery and Faith. Should I have also listed more synonymous names for this kind of thing, maybe Sabre and Temper? They'd all have similar results when translated into XIV abilities, damage up. One reason weapon enchantment sticks out for personal use is that it can make all RDM damage be magical and use INT instead of potentially needing stance swaps to shift between magical and physical attacks. Almost all DPS have innate full-time/nearly-full-time damage boosts, whether its Maim and Mend type traits, Poisons, Heavy Thrust, Greased Lightning, WM/GB, or Astral Fire. So what do you think RDM's should be?
There's the usual debuffs and cc that most dps or casters have, some general cross role skills to hope for, and 6 examples of moderate - strong utilities I listed, of which I hope RDM gets 2-3. I'm sorry the names of some of those things were in FFXI. None of them are all that much of a stretch from what is in XIV already. And I'm mostly concerned with things that can effect the party or one party member. That utility space is limited and powerful in making a job desirable. There's quite a bit more room for personal buffs, which some of these might very well be instead.
Specific damage type vulnerability infliction is common and part of what drives some melee jobs' rotations. Broader types (magical, physical, all) are less common and either long cooldown or like Foe's use a finite resource that might be needed for a different effect.
Combat raise.
Any of these can be self-only instead:
An offensive bonus usable on a party member like Haste/Temper/Sabre/Enspell/Bravery/Faith would be great, and would be a cooldown, not a spell. Pick one of those whose name you prefer. Alternately as self buffs or stacks resulting from combo actions or chainspells any one of these could drive a rotation or be RDM's reason to change range & attack type.
Refresh could easily be the mirror image of Goad, for mp.
Phalanx could be similar to Apocatastasis and any other damage reduction cooldown, or it could be a weak shield that stays on until its duration is up no matter how much damage is taken. Runic could be a similar ability and probably personal.
Spikes or Reflect could be used on a tank to help contribute more damage like Radiant Shield's effect.

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