
Originally Posted by
Ophannus
Warrior: Atacks will deal non elemental magic damage, accuracy enhanced as well. - Very useful in some situations.
Monk: 100% Counter rate, enmity greatly increased. - lol, Counters don't give Enmity and even if they did who cares?
White Mage: Grants immunity to status ailments to party members within range. - Very useful in some situations.
Red Mage: Duration and Strength of magic is enhanced(doesn't say if it's enfeebling only, as with other 2hrs, its probably a fulltime version of a previous JA, i.e in this case: Saboteur I bet.) - I can't think of a use for this really.
Thief: Full-time Trick Attack it seems. Literally says large damage and all enmity will be transferred to player in front of THF for melee hits. - More useful than PD
PLD: Significant shield block rate, damage reflection enhanced. - Less useful than Invincible.
DRK: TP-Drain Weapon. Literally Blood Weapon, but steals TP with every strike. - Depending how it works, you could use a K-club DRK to reduce a monster's TP during a zerg, lol?
BST: It seems like this one makes pets heal status ailments and all damage is absorbed, also seems like they gain Re-raise? - Probably benediction for the pet.
BRD: Translation is weird on this one, seems like it's an instant JA that vastly lowers a target's magic evasion/resistance/INT and MND. - I can't think of any current situation where I would use this.
RNG: All ranged attacks will "Strike true, pummeling the target" regardless of distance. Ammo will not be consumed during the duration of the 2hr. - Maybe more useful than EES in a zerg if you don't want the monster to move.
SAM: Avoids all special attack damage from enemies during the duration. For each special attack avoided, SAM's own WS power is greatly enhanced. - Remember that this is competing with Meikyo, I'm not sure it will see a great deal of use unless it's incredibly powerful.
NIN: Parrying is greatly enhanced, additional ninjutsu recast is halved and will not consume tools. - Even if it lasts 3 minutes, this will not be very useful.
DRG: Wyvern's HP is fully healed and status ailments removed. Wyvern's abilities are enhanced(probably fulltime Deep Breathing). - Benediction for the wyvern?
SMN: Summoning Magic recast and Bloodpact recast are set to 0, so basically Chainspell for both calling Avatars and for spamming BPs. - Okay. This will be what I use in Walk of Echoes now, at least.
BLU: Unlimited use of Unbridled Learning spells. - /shrug
COR: Up to 3 Phantom Rolls can be applied to party. - >:/ Sorry CORs. I don't see this competing with Wild Card except in very extreme events.
PUP: Enables a 2hr ability from the Automaton based on frame: i.e Mighty Strikes/Invincible/Chainspell/Eagle Eye Shot/Benediction depending on frames. - Probably more useful than Overdrive, if you can actually trust the AI to use it properly?
DNC: Grants infinite Finishing Moves, recast on Flourish is set to 0(This is probably why they gave DNC Ternary Flourish) - Depending how this is implemented . . . well, I don't want to get too hopeful. This could be Meikyo Shisui, Mighty Strikes, and permanent TA all wrapped into one though. Rudra's Storm, Climactic Flourish, and Reverse Flourish. If we can just keep Climactic up and spam Reverse -> Rudra's, this will be somewhat broken. Again, though. Ternary doesn't really have a place because it is exclusive with Climactic.
SCH: I didn't understand what this meant, I think it makes you reset enmity or something. Something about collecting enmity of all party members. - Could be useful in fights that haven't been released yet, like an Enmity Douse for your whole party?