Refresh II please. No increase in strength, just longer duration and recast.
En-drain, En-aspir, En-feeble(eh? eh? ...)
I still think tier 2 enspells could have potential, depending on the damage of them, for soloing purposes. But I agree with Rocl that they can't possibly do shit for end-game or group activities. But then again, I can't think of any spells that would be awesome for RDM without breaking the game. (I still want a RNG bow that occasionally fires 2-3 projectiles). WHM melee buffs seem kind of a waste of energy as well for everyone but Izzy.
I don't suppose they gave previews of the new solo waiting for party battle system thingy ma bob at fan fest did they? Or any other item examples from fields of Valor?
Some spells I'd love to see rdm get:
A spell that boosts evasion
A spell that increases casting time
A spell that decreases casting time (adds like FC II or something)
A spell that deals x damage every time the enemy casts a spell
Confusion: Target spins in a ridiculous looking circle and attacks whatever is in front of it during attack phase, if not facing party hits itself, breaks confusion.
I like Demo's idea of an enfeeble that damages a mob for casting spells or maybe even attacking, although once again it wouldn't be practical unless damage was significant.(hundred fists / chainspell would be broke on mobs)
I still wanna see them give a mage break or a decent terrorize spell, maybe balance it with short duration/long recast.
I think rdm should get bravery or faith as a JA like seigan/hasso or a spell that would overwrite each other. refreshga? would be convenient. hastega? that would pretty much free up the timer for "lolrdmmelees." I'm not advocating rdm melee don't misunderstand. just things that would be interesting. I still think we should get petrify like a stun ability.
think the only way a melee buff would help out a party would be if it included auto-refresh and a good Enaspir.
Just got home or I would have posted this earlier - I wandered around during the Moblin Maze Mongers event and grabbed different items from NPCs, so our team did something a bit different from the others. (Seriously, the employees who were running it started asking "Oh, how did you get that? I haven't seen anything like that today.")
The preset gear they gave us included Maze Tabula 01 and Maze Voucher 07 - the voucher referred to "Liquidation Squad", and it seems like that one made an arena with a single difficult enemy. I went to Muckvix's, talked to the Moblins and was able to get Maze Voucher 01 - "Sanitization Team Alpha", which involves moving through a maze and fighting several weaker monsters. I did two runs with it.
Both times, it was the same map layout. On the first run, I set Maze Runes for "beast-type monsters", "earth energy", "small monsters", and "bonus for fast completion". On the second run, I used "beast-type monsters", "lightning energy", "light energy", "bonus for fast completion", and "monsters don't move" (as in, they don't wander around, I think?)
In both mazes, we started with manticores that were found in groups of three (not really a small monster, but whatever). The first maze had rarabs deeper in the maze, the second had sheep. Partway through the maze, we found a Forcer, a large crate that shattered after being struck once. There was a sparkling spot on the floor, which was a ??? that gave a single temporary item. There seemed to be some kind of problem with it - on the first run, it said I obtained Healing Powder but I received Mana Powder. On the second, it claimed Hi-Ether but I ended up with a Hi-Potion.
Towards the end, we received a message about an ominous rumbling in the distance. The Moblins at the start of the maze had options to check structural stability; when I asked about that, they gave time remaining, so stability seems to mean how long the maze will last before collapsing. There is a rune that makes a more unstable maze, which probably means a lesser time limit in exchange for better rewards.
When the last monster was killed, a Hoardbox appeared; opening it gave everyone some exp (550 both times) and Moblin Marbles (around 20 or so each time). I went back to the Moblins after, and it looks like the cheapest items require 100 marbles, so we'll probably have to do the weaker ones a few times to start buying the better items.
Any competent party of six would have no problem with Sanitization Team Alpha, and it could probably be done with less if we could bring our own gear (and maybe make the PLD not be /WAR.)
So my question is which failfest was the real failfest?
Would be cool if RDM had regain.
All I want as a RDM are Regain (merit fun), Reflect (that ignores buffs, and effects only dmg/debuff spells), and a -ga style job ability like whm or mirror cast ability where the cast also allows you to target a party member with duplicate of the effects of a self only spell.
And a refund for my Phalanx II merits.
Fix Phalanx II and I'm happy.
wait, what did I miss about phalanx II?