Quote Originally Posted by Duelle View Post
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.
First off, the abilities that can be cross-classed are based upon the class that you're currently in, not a default list. For example, a SCH can get Cleric Stance from CNJ but no other class/job can. The fact that there is a generic list that some classes share is purely coincidence. As such, it would be entirely possible for a RDM to get access to Fire and Blizzard, though I doubt they would since they use the fundamental mechanic of THM as part of their baseline function.

Secondly, just because they won't have access to the direct abilities that WHM and BLM have doesn't mean that you won't have any spells. Rather than having Fire, Blizzard, Thunder, and the like, a RDM would have its *own* versions, likely instant casts and possibly with combo attributes added.

As to fitting into the PS3 crossbars, you're inflating the number of buttons that RDM would be using. My design would keep them using a similar number as any other DoW class (which, yes, I would make it based off of; not sure where you got the supposition that it would be DoM). You would have 1 combo starter, 2-3 combo intermediates (1-2 TP "physical" attacks and 1 MP "magical"), and probably ~5 combo finishers (1 physical, 1 Fire attack, 1 Thunder attack, 1 Blizzard attack, 1 Cure/Protect attack; none of them have to be *named* Fire/Blizz/Thund either; could easily go with Flash, Freeze, Bolt, and Heal). That's *barely* more than a WAR gets and could easily be managed by having fewer off-GCD abilities to use. You could probably do without so many combo finishers, but I like the idea of having access to all of the "basic" spells. The only thing you'd "need' to do is cap the total number of abilities provided by the base class at what WAR gets.

I'd have all of the "cast" finishers deal bonus combo damage of their element and apply a relevant benefit on top of it: fire finisher applies a DoT, thunder finisher has a chance to paralyze, ice finisher applies heavy, cure finisher applies a smallish HoT to you and all allies within a small radius. Have all of them based off of attack power to prevent the normal hybrid stat problems. I'd likely give em a stance that lets em use Dex instead of Str for attack power, since I don't see FNC or RDM being strong as much as agile.

I don't think that the developers should feel restricted by the mechanics that other games used. RDM doesn't have to use the exact same spells as RDM and WHM, nor should it be *forced* to draw additionals from them to be able to perform their job. Additionals are supposed to be just that: additional abilities, not fundamental abilities. All RDM would need to do is have spells *similar* in theme to the low level spells that a WHM and BLM get. After that, it should be all unique class abilities that show that they're not just a diluted combination of two others.