Because no other job could adjust accordingly in a party. A BLM would have a harder time healing than a RDM (at the time of the release of SCH and BLU). A WHM would have a harder time nuking than a A RDM. A melees had limited to zero magic abilities..
Neither of which mattered in a party that preferred to lay the blame square on one person for any mistakes or faults in a certain department. It's not a WHM's job to nuke, it's the BLM, and if he's getting major resists, it's his fault.
If BLM needs heals, he yells at the WHM even though the WHM is healing the tank, who got smacked hard and lost hate to the BLM.
Players somehow enjoy this sense of interdependency in which few people as possible are responsible for set roles. ("You had ONE job!" is easier to say than "Who was supposed to heal that guy?")
That was the intent of tier II enspells, but they somehow failed to implement it properly.
I've said this before, but this is a mistake on the intent of Enspell IIs.
Enspell IIs should have never got a second 'tier' name, even though they are of similar design. They have a very targeted function for a very targeted and now obsolete level span. They are, very keenly designed to be a damage booster and enfeebeling assistant of 50-74, when dual wielding and multi-hit tactics start to push into the limelight for RDM's in the front lines - and never anything more than that. It has been fashioned as an alternative that allows RDM's to receive Samba effects on offhand/multi-hit builds, but that's the extent on how players have utalized it. Ultimately it was release far too late for it to be relevant and did not keep RDM's future in mind.
Alternatively, Temper is fairly nice.
I disagree. Reducing self casts helped casting for party members. It saved MP and time.
Which it's other effects were overlooked anyways as the bonuses were applied on cast. It may have given RDM some spacing in casting, for the self, but in supporting others it was fairly useless until AF3. (And even then, we only have 2 real buffs we cast on others.)
I loved RDM but the playerbase hated it and shoved it into the least usable positions or the most stressful ones. Idealy it was to be designed pretty much like a free agent on the field, spot supporting wherever it was needed. But the tried old min-max mentality of the player base despise that sort of concept because they would rather give someone a set, determinable task they can blame them for, then to tell someone they don't trust to help the party by using their own discretion. Edited, Jun 25th 2012 8:03am by Hyrist