I've been considering the usage of the new jobs endgame and have thought of a few things that could be used.
Lets start with BLU, since I have the most to say about it.
Mostly, it seems to be amazing on HNMs. I'll make a list of spells/things to watch for.
1000 needles - If it works as it seems like it will work, as cactuars use it, as 1000 damage that can't miss and cant be resisted, it will be
Cocoon - Simply put, it may make BLU a viable tank (wtf?) or be a great boon to PLD/BLU (wtf again.) 50% defense bonus is a TON.
Killer Traits for PLD/BLU - Since obviously a PLD/BLU isn't going to be using a ton of blue magic, setting it up so it gets an appropriate killer trait could be a major boon.
SCing Blue Magic - Though SMN SCs are underused the fact that BLU needs not sacrifice normal capabilities (IE Blood Pact timer) to SC means it could be very useful on HNMs.
Superslow - Many mob abilities give stronger slow than players have access to. If a BLU ability allows that to be used, it will be amazing.
TP Reduction - BLU has a TON of TP reducing moves, which would be revolutionary and amazingly useful, closing the Mage/Melee gap on a lot of HNMs.
Random Damage Abilities - Who knows how useful these will be, but don't forget them :wink:
Bad Breath - Once again, who knows how effective it will be, but if it works...
Jettatura - If it can land, terror would be DAMN useful.
Enmity Down Abilities (see: Hydro Shot) - Allowing spell spammage with less enmity would be awesome.
Diamond Hide - SMNs arent so special now that BLUs learn a 'stoneskinga'
Lowing - Plague on enemies... holy shiite
Thats it for BLU, now COR
For COR its going to be interesting. I doubt anybody thinks they will be able to damage HNMs (maybe a stray shot or two) but the effectiveness of rolls and maybe shots could be awesome. Random deal is of course also godly for certain jobs who have awesome, long cooldown abilities (hai2u 2hs) as is the 2h. As for subs, I likely see the old standby WHM since the ranged attacks will likely suck or maybe BRD since it will have free time to sing and Evoker+Ballad would be nice. Heres rolls I could see coming into play:
Fighter's Roll - Double attack is always good and could be awesome on HNMs, just like everything else
Rogue's Roll - In case you've never meleed Kirin, heres a fun fact for you: Your hit rate maxxes out at around 60% and even then you hit a bunch of 0s which might as well be a miss. The one exception is critical hits, which ALWAYS deal good damage, so on really really hard HNMs, critical hits are huge damage AND huge TP gain.
Monk's Roll - Subtle Blow could be revolutionary or be utter shit depending on the potency
Samurai Roll - Store TP, Duh
Ninja Roll - Evasion, duh
Hunter Roll - Acc, duh
Evoker's Roll - Refresh, DUH
Gallant's Roll - If its potent, it could be great, do not forget about this one.
Wizard's Roll - MAB duh.
the Pet Bonus Rolls - Honestly, this is totally unexplored territory, I have no idea how useful this could be.
Note: Rolls such as Chaos Roll are done by % NOT a static amount, so they have major potential.
As for PUP, I honestly have no clue on endgame potential. Its a strange unknown of a job currently and will pretty much only be able to be figured out in practice it seems.
Discuss away bitches.