Testing the new RDM 2hr on the test server, so I thought I'd add some tidbits of info here. It seems that different spells enhance in different ways rather than a uniform 3x potency or something. Here's a few that I've tested so far. Spells were cast without any enhancing magic bonuses other than merits (+16 from merits) and without potency gear such as AFv3 for Refresh. Duration of the 2hr ability is 30 seconds.
Effect enhancement of spells
Refresh -> 5mp/tick (up 2mp/tick)
Refresh II -> 9mp/tick (up 4mp/tick)
Barspell -> 195 (up by 65)
Gain-XXX -> 17 (No change)
Protect V -> 262 defense (roughly 30% bonus)
Haste -> 22.5% haste (1.5 times normal Haste, a bit disappointing to be honest)
The following spells were cast in combat using full AFv3 +2 with stoicheion medal and MAB earrings, so their damage will be affected greatly by gear. As a result I've posted both the before and after damages of the enspells and spikes.
Enblizzard (pre-2hr) -> 26
Enblizzard II (pre-2hr, initial strike) -> 26
Ice Spikes (pre-2hr) -> 16
Enblizzard (post-2hr) -> 52
Enblizzard II (post-2hr, initial strike) -> 52
Ice Spikes (post-2hr) -> 32
Phalanx (and by extension, Stoneskin) needs more testing, since those pesky cactuars didn't use 1000 needles the few times I tried to test it and having to warp back to reset the 2hr is a bit of a drag. Make of the figures what you will. It's not as spectacular as I had personally hoped, but it might be useful for certain situations.
Edited, Aug 4th 2012 4:08am by Glitterhands