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  1. #241
    Shimmy shimmy ya shimmy yam shimmy ya
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    Re: Information on New and Existing Jobs

    The next update is going to be made of so much fucking win considering how long its taking since the so much fail expansion launched. lolse

  2. #242
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Gilthas
    Though Repose was great and getting new teleport spells will be nifty, the best thing they could give WHMs would be AoE status cure spells, Divine Veil on a 10 minute timer is retarded. Hell, give SCHs single target na spells and give WHM ga ones.
    Simply giving WHM -ga status removals would be a big booster, starting at 38 and going from there...though Erase should stay single-target save for DSealing it. It'd give WHM main more attractiveness in fighting mobs that spam nasty AoEs (hello, Imps?).

    EDIT: The idea someone posted of making the level 40ish AF a new grimoire would be great, but I don't think SE is that nice.
    I think the idea of a Grimiore upgrade would be awesome as well- I've said that cutting the Arts cooldown timer in half at 40 would be a great thing, and that'd be right at the spot for it.

  3. #243
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Gilthas
    Quote Originally Posted by Infini
    WHM: Cure VI, Curaga V
    Curaga IV is already never used, why in the world would you want a Curaga V? And Cure V is already enough for single target cures, Cure VI isn't needed.
    If it shared Cure V's enmity levels, it'd be rather handy.

    Cure VI may as well be called "Nuke Undead".

  4. #244
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    Re: Information on New and Existing Jobs

    Every time I hear a "lose control of your character" idea concept, I facepalm.


    I think most jobs hardly need much improvement on the offensive front outside of new gear. This game has a horrid problem with bloodtanking and many jobs lack damage mitigation. On top of this tanks have become as rare as buffers and there is strong dependence on ninjetsu. I would hope that every job gets some damage mitigation, hopefully below subjob level, so people can have two major sources of defense which open up a lot of options in the area soloing or tanking. More than anything, bloodtanking should become more viable.

    On the mage spectrum, there is hardly a need to make spells with higher base potency of curing or damaging. Some jobs simply lack endurance. BLMs(and by extension SMN and BLU) could use to see the return of MBs through improvement.

    There does need to be improvement on jobs like PUP and SCH which have a hard time finding a purpose or come short of fulfilling their purpose.


    EDIT: Grimoire are not items, I don't think SE is about to release an AF1 that isn't an item you can equip. Animators are weapons after all, they go into a weapon slot.

  5. #245
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    Re: Information on New and Existing Jobs

    WAR: The new counter idea is good, if it can help WAR take less damage while tanking. Frenzy: Lv65 ability, lasts 3 mins, 5 min cooldown. Attack speed increase, but you lose control of your character.
    If you lose control of your character what will happen when the mobs dead? You might target the closest mob and get fucked up if you run into a camp Counter sounds good.
    MNK: Agree about making Guard useful. Make Chakra extend to party ala FF Tactics, maybe even restore MP. The TP idea SE suggested, should be a way for Monk to attack normally
    and deal damage, without giving the mob TP. Sort of a super Subtle Blow.
    WHM: New Teleport Spells. Hastega. Holy 2. Make healing skill worth something. AoE status cures, or a 1-3 min Divine Veil seperate JA.
    RDM: Break for a different type of stun that's earth element instead of thunder. En-spells II, or a series of enfeebling en-spells.
    BLM: high level passive traits to boost damage on MBs, up to 2x. Dramatically lower resists on MBs as well. And/or restore MP on MBs.
    Restoring 25% of the MP you use on a Magic Burst would be nice, possible bonus party effects for creating them would be desirable as well.
    THF: PD should allow you to dodge ranged as well. Aura Steal is nice, make it a base ability and work more often. Steal II and Mug II? TH4 naturally?
    Steal is fine as is, possibly a move where THF sacrifices evasion/defense for better overall DoT? Possible trap-setting abilities would be another idea (think goblin skirmishers except with various status effect bombs a THF could 'set')
    PLD: The reflect damage ability looks like a good idea. Invincible negating Magic Damage.
    PLD should have a JT to gain back MP from being hit, there is nothing broken about that and it'd help to change the stigma of them needing constant refresh to function in parties.
    DRK: endrain/enaspir spells sound good, as was suggested before. Blood weapon does need to be improved, perhaps lasting 1 min and an accuracy increase?
    Tier 3 nukes possibly could be given to DRK, or a line of Dark Based spells that would be DRK exclusive.
    BST: More variety in Jug pets that are uncapped. Not sure what else they could use.
    Uncap everything, just develop a system where you 'train' your jugpets along side you and they level up to the cap of 75. Kinda like 'Jug Skill' but of course the pets cap at your level via skill. Reskin the current pets that look like normal mobs to more Courier Carrie unique styles. Possibly allow BST to consume TP to force a certain TP move out of their pets.
    BRD: Single target songs was mentioned? Which sounds good. Different instrument types. Let them play a guitar, or a trumpet or something. Harmonize: If a couple of bards get together and play different instruments and the same song, have the effect spread to the entire alliance!
    RNG: I like the ability to tell specific distances, so it's easier to find the sweet spot.
    Possible 'Aim' Skill where ranger target certain parts of a monsters body that would cause status effects. Example: Aim: Legs = Gravity / Aim: Arm = Slow / Aim: Head = INT/MND down / Aim: Throat = Silence etc etc.
    SAM: What's suggested by SE is fine. Hesitant to suggest any other improvements.
    NIN: Merited Utsu San. Jubaku Ni. Quadra attack? Like Double and Triple, random chance to attack 4x times.
    Utsu San is overpowered if it were ingame, Jubaku:Ni/Hojo:San/Dokumori:San would be fair game. Shuriken-based weaponskills.
    DRG: Wyvern BPs sound good, as suggested. JA Lancet - absorb some HP, MP, and TP?
    Someone presented an idea where your wyvern would parry or eat some hits for you, that was a good idea imo.
    SMN: Alexander. Dramatically lower perp cost on elementals. They should be cheaper than avatars.
    BLU: Mighty Guard! Battery Charge?
    COR: The 6 charge thing is good. A regain-like DNC roll.
    Pillage (Steal) and TH1. More hexaguns, COR specific weaponskill/s. Storing Quick Draws should result in creating a Skillchain effect if you fire the correct cards at the same time.
    PUP: Waiting to see the puppet improvements; any improvements should be directed more towards the puppet, then the master
    Start a line of puppets that mimic jobs? since they have WHM, PLD, BLM, RNG, RDM just continue something like that? Warrior puppet with a Gaxe, Samurai Puppet with a GKT, Bard/Dancer puppet that sings/dances etc. All weaker than the real jobs of course.
    DNC: Passive Auto-regain (gained at perhaps 65), that gives 1TP a tick, up to 100 TP. And/or a TP samba.
    Dispelling Step, Auto-Regain, more status effect steps.
    SCH: Blink and stoneskin will be welcome. Aquaveil could be nice as well. Helixes need to tick more often and be stackable(1 per SCH). Weather spells need a shorter recast or longer duration. More charges for stratgems and/or get charges back faster. Other possible spells: Haste, Slow, Regain.

  6. #246
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    Re: Information on New and Existing Jobs

    I 100% agree with Khamsin. I love that the automaton has gotten such nice boosts lately but the problem with making the automaton more powerful atm is still the 20 minute Activate time. Making it more powerful = a terrible increase in it getting killed prematurely. To compensate that, perhaps it's time the master gets a little love.

    P.S MP recovered for Magic Bursts would be an excellent (and realistic) addition.

  7. #247
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    Re: Information on New and Existing Jobs

    Most every job needs the cap on its catII merits increased.

    Rdm doesn't need lolmelee, we need Refreshga and Hastega.

    Thief still needs help, accomplice is nicer than I thought it would be, but still too long a timer to be counted our fix for 2008.

    Drg wyrven needed #1 survivalbility, #2 some boost to its lolbreaths. Looks like SE is addressing those, I just hope they increas both of those to actually make a drg a force of its own. Personally, I think the wyrven needs some sort of unique ability (breakga?) to cement the job in ffxi.

  8. #248
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by shirak
    Most every job needs the cap on its catII merits increased.

    Rdm doesn't need lolmelee, we need Refreshga and Hastega.

    Thief still needs help, accomplice is nicer than I thought it would be, but still too long a timer to be counted our fix for 2008.

    Drg wyrven needed #1 survivalbility, #2 some boost to its lolbreaths. Looks like SE is addressing those, I just hope they increas both of those to actually make a drg a force of its own. Personally, I think the wyrven needs some sort of unique ability (breakga?) to cement the job in ffxi.
    Unique abilities eh? Then why would you say RDM's need Refreshga and Hastega, both of which are summarized by the Bard songs "Ballad" and "March"?

    I think thief could use a targettable hate transfer device to remove hate from the thief (other than Hide), which would help them out immensely (How many thieves have said the same damn thing when the person they were TA'ing moves or the mob moves away?).

    And the DRG wyvern has the same amount of HP as its owner. The difference is that pets aren't valid healing targets. If SE would make pets healing targets, many new opportunities would arise. I think it would be a good change, it would open up a new role for pet jobs.

  9. #249
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by fndragon
    And the DRG wyvern has the same amount of HP as its owner.
    No it doesn't. lol Wyverns top out at 991hp with no gear at 75.

  10. #250
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    Re: Information on New and Existing Jobs

    "Unique abilities eh? Then why would you say RDM's need Refreshga and Hastega, both of which are summarized by the Bard songs "Ballad" and "March"?"

    I didn't say rdm needs unique abilities. We need aoe refresh and haste because its such a dam pain to keep up those cycles endlessly camping those single target spell's timers.

    "I think thief could use a targettable hate transfer device to remove hate from the thief (other than Hide), which would help them out immensely (How many thieves have said the same damn thing when the person they were TA'ing moves or the mob moves away?)."

    I'm a thief, and would rather have hate gain abilities than hate loss. More hate the better for me since the job is /nin and evasion skill+. Might as well use those traits. Accomplice (which is a targetable hate transfer to remove hate lol) was on the right track, just needs lowered timer (which I doubt will happen).

    "The difference is that pets aren't valid healing targets. If SE would make pets healing targets, many new opportunities would arise. I think it would be a good change, it would open up a new role for pet jobs."

    Agreed this would be awesome, but probably not going to happen. What happens to Empathy and Spirit Link then, just throw them out the window?

    Anyways, many thanks Elmer for your info. Its like we have an embedded spy getting us info that usually is a long time coming from SE to outside Japan.

  11. #251
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    Re: Information on New and Existing Jobs

    Adjusting what I said before, to add the seemingly top level adjustments people are suggesting:

    WAR: Killed the Frenzy idea, will wait to see how the new War counter works out.
    MNK: Waiting to see the TP idea SE suggested; hoping it's a war for Monk to attack normally without the target generating TP from the hits
    WHM: New Teleport Spells. Hastega. Holy 2. AoE status cures, or a 1-3 min Divine Veil seperate JA.
    RDM: Break for a different type of stun that's earth element instead of thunder. En-spells II, that do damage and have a secondary enfeebling effect (ie, Enthunder II also has a random chance to stun. EnBlizzard has a random chance to paralyze)
    BLM: passive ability to return MP on MB's
    THF: PD should allow you to dodge ranged as well. Calculated Blows, lasts 3 mins, 5 min cooldown - Evasion is greatly lowered and chance of critical hits increased?
    PLD: The reflect damage ability looks like a good idea. Invincible negating Magic Damage. Gaining MP from being hit?
    DRK: endrain/enaspir spells sound good, as was suggested before. Blood weapon does need to be improved, perhaps lasting 1 min and an accuracy increase? T3 nukes.
    BST: Uncap all pets, reskin the current pets that look like normal mobs to more Courier Carrie unique styles. Kill Command 5 min cooldown - takes 100 TP from the BST, and commands the pet to use a specific TP move?
    BRD: Single target songs was mentioned? Which sounds good. Different instrument types. Let them play a guitar, or a trumpet or something. Harmonize: If a couple of bards get together and play different instruments and the same song, have the effect spread to the entire alliance!
    RNG: I like the ability to tell specific distances, so it's easier to find the sweet spot. Aim skills: Legs = Gravity / Arm = Slow / Head = INT/MND down / Throat = Silence etc etc.
    SAM: What's suggested by SE is fine. Hesitant to suggest any other improvements.
    NIN: Jubaku:Ni/Hojo:San/Dokumori:San. Throwing-based weaponskills.
    DRG: Wyvern BPs sound good, as suggested. JA Lancet - absorb some HP, MP, and TP? Wyvern able to parry or take some hits for you?
    SMN: Alexander. Dramatically lower perp cost on elementals. They should be cheaper than avatars.
    BLU: Mighty Guard! Battery Charge? White Wind. 1000 needles improved so that it hits more often, just raise the MP cost to 400-500.
    COR: The 6 charge thing is good. A regain-like DNC roll.
    Pillage (Steal) and TH1.(Not sure about those, as they would detract from thief) More hexaguns, COR specific weaponskill/s. Storing Quick Draws should result in creating a Skillchain effect if you fire the correct cards at the same time.
    PUP: I'm off-base, PUP itself needs upgrade. Maybe C+ or B- h2h? Better gear choices?
    DNC: Passive Auto-regain (gained at perhaps 65), that gives 1TP a tick, up to 100 TP. And/or a TP samba.
    Dispelling Step, more status effect steps? Skadi and/or Homam gear?
    SCH: Blink and stoneskin will be welcome. Aquaveil could be nice as well. Helixes need to tick more often and be stackable(1 per SCH). Weather spells need a shorter recast or longer duration. More charges for stratgems and/or get charges back faster. Other possible spells: Haste, Slow, Regain.

    If there are other changes that the community feels could be made, both for and against, then let's hear them. Let's get a rough list together of what we'd like, what we feel would improve the jobs, and then cram SE's suggestion box with the same list over and over.

  12. #252
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Eticket
    Quote Originally Posted by fndragon
    And the DRG wyvern has the same amount of HP as its owner.
    No it doesn't. lol Wyverns top out at 991hp with no gear at 75.
    Are drg's wyverns the same level as the drg or something lower, or has noone tried to figure that out?

  13. #253
    Sagacious Sundi
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    Re: Information on New and Existing Jobs

    Here are some ideas on new transportation spells (I don't expect them all to be added, but I think a few should):

    Teleport-Al'Taieu*: Duh
    Teleport-Olduum: Teleports to the Leypoint in Wajaom
    Teleport-Karugo: Teleports to the Spiritwell in Karugo (I don't know, I felt like adding this.)
    Teleport-Coveffe: Teleports right outside Eldieme [S]
    Teleport-Rolan**: Teleports right outside CN [S]
    Teleport-Garlaige***: Teleports right outside Garlaige [S]

    *Maybe a tele to Tavnazia instead?
    **I was also thinking Teleport-Jeuno, since I think Rolanberry Fields was the original location of the town of Jeuno? But Rolan fits the pattern of Altep and Yhoat.
    ***Teleport-Sauro also sounds nice.

    Also, the new warp spell, if added, shall be called "Allied Warp". I called it.

  14. #254
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by fantasticdan
    Quote Originally Posted by Eticket
    Quote Originally Posted by fndragon
    And the DRG wyvern has the same amount of HP as its owner.
    No it doesn't. lol Wyverns top out at 991hp with no gear at 75.
    Are drg's wyverns the same level as the drg or something lower, or has noone tried to figure that out?
    not sure if anyone has. my ls has a few diehard ballista people. I may have to see if we can do some testing.

    edit: I'm pretty sure that they are the same level as the DRG. It's been shown that their stats and traits will go up if you dismiss and call again when you level.

  15. #255
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    Re: Information on New and Existing Jobs

    Corsair having TH1 and Pillage as a steal clone would do nothing to THF. THF would still be the king of its trade, with corsair getting slightly more fleshed out.

    THF being able to set traps (traps that obviously would be like nin tools) is an idea ive always thought about, use one and after a set amount of time they go off. Being able to set them in the kiting path of a monster would help a THF to get TP instead of chasing after the monster. Apply a reasonable recast timer and requirements to have the certain tool in your inventory.

    RNG aiming for certain spots could double as an enfeeble, put all the 'Aims' on a single timer (1min?) and allow them to be subject to resists/misses etc. TP gained applies based on the weapon being used/ammo.

    DRK has such high elemental skill for a non mage and not a damned thing to do with it. Tier 3s allow drk to fallback and do something if meleeing isnt gonna cut it.

    BST - Uncapping all jugpets at the cost of having to 'skillup' them to get your pets to level 75 would give BST the edge it needs to be a party member on top of being a capable soloer. Start the level at the level you get the jugpet and work your skill up to 75. Food and drinks you can give to your pet to increase its stats much like a player should apply. Convert player TP -> mob TP move allows you to control your pet to an extent and focus the most desirable TP move on an enemy or on allies. (AoE Rhino Guard, Bubble Curtain etc)

    NIN - JA that increases Evasion at the cost of Defense on top of the Ni/San suggestions. Ninja lacks any JA between Mijin and Sange, it desperately needs something. Perhaps on top of the EVA buff a JA that increases ranged accuracy/attack damage while using a throwing weapon.

  16. #256
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Eticket
    Quote Originally Posted by fantasticdan
    Quote Originally Posted by Eticket
    Quote Originally Posted by fndragon
    And the DRG wyvern has the same amount of HP as its owner.
    No it doesn't. lol Wyverns top out at 991hp with no gear at 75.
    Are drg's wyverns the same level as the drg or something lower, or has noone tried to figure that out?
    not sure if anyone has. my ls has a few diehard ballista people. I may have to see if we can do some testing.

    edit: I'm pretty sure that they are the same level as the DRG. It's been shown that their stats and traits will go up if you dismiss and call again when you level.
    1. Fight Ahrimans at level multiple of 5.
    2. ???
    3. Profit

  17. #257
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by Eticket
    Quote Originally Posted by fndragon
    And the DRG wyvern has the same amount of HP as its owner.
    No it doesn't. lol Wyverns top out at 991hp with no gear at 75.
    Yeah, you're right. I posted before my coffee this morning. But it is still less than the owner (usually) and prone to death.

  18. #258
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    Re: Information on New and Existing Jobs

    My thoughts:

    Love the idea of blms getting back 25% of their MP during a magic burst, but I feel it should be a new series of traits. Perhaps make each trait give back 5% of the mp, with 4-5 total traits, plus at least one or two pieces of gear that have a trait enhancement on them. A twinked blm having a total chance to re-absorb 40-45% of the mp used to cast the spell on a MB would be very nice indeed -- that would nearly double their natural MP, without the need to start throwing out ungodly amounts of +mp items, or without reducing the cost of spells, thus potentially breaking them.

    On the subject of Bst: Bst should have a "handling" skill that determines the level of their pet. Make every 2.5 or 3 skill levels of the handling skill equal one raw level of the bst. Therefore, a 75 bst will be carting around a level 71-73 mob, which could be able to do a good bit of damage not only in soloing, but in HNM as well. The bst handling skill could be increased through a combination of successful attacks by the pet, and through the use of abilities such as (naturally) call beast, sic, heel, and through giving the beast restorative items. The "handling" skill should also affect the charm rate and potency of the pet.

    Whm should get a self-targeting and person-targeting damage mitigation spell, roughly along the lines of phalanx II. A white mage is a soother, a nurturer, and above all else, an active defender. They aren't in the front lines, but they should be very good at buffing the shit out of their allies. Giving whm Phalanx II or something similiar to it -- perhaps a boosted version of phalanx that resisted a percentage of physical and magical damage (that stacked with phalanx), OR they should be able to cast a single-target version of rampart on an ally, with the same duration, and complete with the magic stoneskin effect. Whms should be unparalleled in the field of healing and restoration, as well as protection without getting hit. Make the defense mitigation strong -- 33% or something, with merits upping that percentage by 3% with each upgrade. Make it so that everyone WANTS to bring a whm to events for more than just RIII fodder in case things go sour.

    Thats what SE has to do -- SE has to make people WANT to take jobs, and to that, you've got to do for them what you did with sam and thf -- you've got to give them some seriously good meat. Sam got seigan, hasso, fucking soboro, overwhelm -- everything. Thf got a fairly easy ride to TH4-hood, some sweet DPS boosts on some key daggers, fucking FEINT, and they'd better keep getting more adjustments.

    Its time for SE to pop the hood on some of these jobs, throw out that shitty 4-cylinder, and pop in a V-10 supercharged. Give people a reason to want to drive a drg around. Give people a reason to want to take that whm for a spin.

  19. #259
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    Re: Information on New and Existing Jobs

    Quote Originally Posted by fndragon
    Quote Originally Posted by Eticket
    Quote Originally Posted by fndragon
    And the DRG wyvern has the same amount of HP as its owner.
    No it doesn't. lol Wyverns top out at 991hp with no gear at 75.
    Yeah, you're right. I posted before my coffee this morning. But it is still less than the owner (usually) and prone to death.

    Yeah, I've always been in support of more healing/curing options for wyverns.

  20. #260
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    Re: Information on New and Existing Jobs

    BRD: Single target songs was mentioned? Which sounds good. Different instrument types. Let them play a guitar, or a trumpet or something. Harmonize: If a couple of bards get together and play different instruments and the same song, have the effect spread to the entire alliance!
    Maybe make BRDs able to put a 3rd song on party members using a new instrument type, but restrict it to certain types of songs. For example, take things like Carols, Paeons n' such that would rarely be used in lieu of stronger offensive songs, and let them be a 3rd active song if used with that new instrument type.

    While BRDs are strong already, mostly it's due to buffing a party above and beyond. A RDM or WHM can Protect (Minne), Haste (March x 1.5), Shell (no equal), Barspell for element and status (2x Carol), Refresh (2x Ballad) for RDM, Regen (Paeons), inversely give ATT, ACC, and EVA up with enfeebles, though some only with RDM...in short, they can provide many of the common BRD song boosts, albeit via using MP, without the limit of only two effects at at time.

    A single RDM/WHM can in effect buff a party nearly as much as 6 BRDs can, depending on the buffs used. For a job that is natively equipped to do little but buff, it seems like it'd be reasonable to have a little more capacity to do so.
    Limiting type of effect per song slot would keep things reasonable. 2x Offensive and 2x Defensive, all things considered, wouldn't be that outlandish. It'd just let BRDs take more advantage of some songs.

    RDM: Break for a different type of stun that's earth element instead of thunder. En-spells II, that do damage and have a secondary enfeebling effect (ie, Enthunder II also has a random chance to stun. EnBlizzard has a random chance to paralyze)
    En-II like that have long been discussed on RDM boards. Break would be nice too. Personally I think RDM changes should be more along the lines of things that do little or nothing for the RDM themselves, and only really do much if the RDM is partied.
    Maybe something like a 225 WS (since we don't get one otherwise) that consumes TP and MP to restore HP/MP of surrounding party members equal to the TP spent...but costs the same in MP (or maybe up to 300HP/150MP for 150MP cost). It'd be pointless solo, but possibly quite nice to have in a small group situation.
    A SCH-like JA to make the next Enhancing spell AoE for a greater MP cost would be a nice addition as well, and again pointless to the solo RDM.

    Maybe give BLM and DRK a new spell that drains HP and convert it to MP.

    BST: Uncap all pets, reskin the current pets that look like normal mobs to more Courier Carrie unique styles. Kill Command 5 min cooldown - takes 100 TP from the BST, and commands the pet to use a specific TP move?
    Uncapping all jugs is way overdue. What would also help is to scale jugs with the BST. A common issue for them is that jugs have a reasonably fixed performance, but a BST needs their damage to compensate for the lack of any other DD stats, JAs, or traits. The relative boost of a jug pet as you gear better, get buffed up from food, BRD, etc becomes smaller and smaller...and so the gap between BSTs and jobs like WAR that have those native abilities widens.

    BST is a master + pet team. Both parts of that team need to scale up or the combined performance suffers.

    NIN: Jubaku:Ni/Hojo:San/Dokumori:San. Throwing-based weaponskills.
    IMO, rather than San enfeebles, I'd rather see new types. One that would be appropriate for NIN might be something that causes the mob to take more critical hits, could be themed around pressure points (Ninjas did use spike rings and such to strike them).

    Might be overpowered, but thematically I'd also find it appropriate for some sort of counterattack or lowered mob evasion when a shadow is struck rather than the NIN. I mean, a ninja would take advantage of a confused opponent I would assume.

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