Quote Originally Posted by Kitru View Post
Going with stances or en-element spells as the core "hybridization" aspect of the class just seems like a cheap cop out as does having spells that are effectively worthless outside of short periods where specific CDs are active. It shouldn't be that hard to have a class that uses the two seamlessly, since it's not like there's a massive difference between a spell and a melee attack on the back end. It would also be a lot more interesting to play a hybrid melee/caster that actually interweaves the two capabilities rather than segregating them.
Given the limitations of the armoury system and the fact this still has to fit in the PS3 cross-bars, I'll disagree.

I'd want nothing more than to see RDM get enspells as self-casted spells with long duration and access to the standard nukes. Problem is DoM classes do not have the melee foundation for it to work. Nukes can also not be cross classed into DoW classes. To develop and establish the job's melee foundation it HAS to come from a DoW class (hence Fencer), and thus play to the rules of DoW.

Even if you allowed cross-classing you have the 5-ability limit as well as balance concerns. Sword&magic hybrids sacrifice range for their ability to be decent in close combat, and I doubt the RDM soul crystal would reduce the range of select cross-classed spells to melee range for it to work out. I've been cooking up RDM redesigns since I realized the job was a buff-bot with token debuffs 7 years ago, so at this point I'm simply giving suggestions based on what I know the game's combat system can do.