
Originally Posted by
Yugl
Well I don't see why RDM improvements need to come through melee ability. To me, it would just make for complicated scenarios that Ahlah is trying to advocate. Why not just make a spell similar to Dia/Bio (Lands, but duration may act as a resist) that gives Magic ATT/ACC down and Magic DEF/EVAs down? I agree that RDM's strength is in its enfeebling skill, and because of that, I don't see the need to increase its melee potential. All improvements to RDM can come through its spells, not necessarily its melee skill.
As noted earlier, I think RDM's role as a supporter comes from its ability to enfeeble the mob. If improvements are made, I would rather see them applied to RDM's enfeebling abilities rather than melee abilities. The reason I noted RDM's healing ability is because someone mentioned that RDM is just a glorified WHM and BLM. I was pointing out that RDM was designed as a supporter, but because of the way it was designed, it can act as healer (Refresh, Haste, Protect, Shell, Cure IV, and Phalanx though mainly because of the first two spells). If RDM were stripped of its support components, I doubt it would pose as much of a threat to WHMs. So while it may be one enhancement spell that keeps it running better than WHM, it is still better.
The points I tried to address were:
Is RDM incomplete (Unable to perform its role) without a melee component? No I don't think so, any improvements RDM "need" can be done through enhancing RDM's role as enhancer/enfeebler.
Why is RDM better than WHM? Because of its ability to keep its MP up. How does it achieve this? Refresh. Why does it have refresh? Because its a support role that gains access to enfeebles and enhancements.
On that note, WHM should get a trait that allows them to recover MP proportional to the amount of HP they cure.