For the most part lower level WSs for all jobs are capable of being used cross-class, higher level ones or WSs that have certain special effects tied to them are usually exclusive.
example: Heavy shot and Piercing arrow can be used cross class, but Shadowbind (special effect) and Wide Volley (high level) can't.
That said, there's really no reason to use WSs cross-class as you can't make combos (even if you can equip the next WS in the combo), so there isn't really a point to them being cross-class to begin with.
Some have use for incaps but nothing worthwhile needs to be incapped anyway.
Mages do not have a lot of options because there are only 2 of them in the game. Adding defensive abilities makes more sense than adding nothing.
Most likely there will be other sub-classes added come 2.0 or whenever new mage classes show up.
Gonna suck not having Stoneskin on BLM. Guess we'll have to get by another way somehow.
A lot of this doesn't make sense.
It's not like these abilities are set in stone either. I see no reason to think they won't be changed [eventually].
Not that I think including cross-class abilities was a great idea to begin with. Min/maxer are going to be pigeonholed into specific choice regardless of the system, and it makes the game much harder to balance.
In theory the game should be easier to balance when everyone is using the same skills. Predictability and all that.
This system seems poor now because everyone is pigeonholed into 5 abilities due to the current level cap. Perhaps over the longhaul, as we see more abilities become available in the base classes, the job system will appear to improve. We could see spec'ing within it like we do now with the armoury system. Just seems like a perfect example of the more things change the more they stay the same.
Hopefully they add more jobs at 2.0!
You only need TP to use Second Wind. I can't recall how much TP Quelling Strike gives to say whether it's enough for Second Wind to go, but most AoE attacks from Ifrit/Moogle seem to generate enough to use it right away.
*Edit*
Beated.
To me, a lot of these 'sub-classes' actually make a lot of sense. The only job that kinda gets screwed is WHM.
We'll have to see how potent the job-specific abilities are. If they arent that potent I can see most jobs becoming obsolete (with exception of PLD BRD WHM).
With that being said, jobs are still optional. They are another tool we can use to customize our party setups. I'm pretty sure we were all expecting jobs to be much more powerful and essentially replace classes, but it seems like there will be a good balance between the two.
WHM, screwed? What do they want that they can't access aside from Chameleon?
Am I alone in thinking this whole job system is a bit strange? I don't know why but the whole idea seems strange/weird to me.
The concept is sound, the idea of specialization etc. We'll see how the implementation goes. Have a feeling it will take several patches to balance/tweak things.
I think it will be better when they add multiple jobs you can branch out to. Ex: GLA can choose to be PLD or DRK.
lol... brain misfire this afternoon I guess. I was thinking about most of those abilities from their pre-1.19 state.