Job Ability:
Time Dilation Field
Level 20
Duration: 10min
Recast: 10min
Target: Self (Sphere)
Radius: "Wind Instrument"
MP Cost: 3mp per tick for Sphere Perpetuation
Maintain the effects of "static buffs" active on party members within the sphere effect radius, unless manually removed or dispelled.
* Drains 3mp per tick.
* The effect is active on the Jikuu Sage as well. (unlike gear spheres)
* If the Jikuu Sage runs out of MP while this is in effect, the sphere stays as an effect, but fails to halt buff timers until they have MP to spend.
* Works with things like Reraise, Refresh, Shell and Protect, but not Stances, Stoneskin, Shadows or Dedication.
* Blocks the extended buff from being overwritten by any buffs that share the same status or nullified by opposite effects.
(A very interesting sphere effect that may have strategic uses in blocking certain statuses from being nullified and extends the mana and time efficiency of other buffing jobs in the party who won't have to re-apply certain buffs for a longer period of time, letting them do other things.)
Job Ability:
Expedite
Level 25
Duration: 30sec
Recast: 1min
Any "recurring effects" on your target rapidly accelerate.
* Costs 5mp per effect that gets accelerated.
* Forces 10 "ticks" of any Sap or Regen effects to activate at one time.
* This includes "Regen", Elemental Damage over Time (Choke, shock, etc), Helices, Poison, Dia, Bio.
* This does not include "resting" or "persistent effects" like Shell, Protect, Stoneskin, Shadows.
* It has a chance to force ALL remaining ticks of either Sap or Regen effects to trigger at one time for full effect.
Job Ability:
Dimensional Weapon
Level 30
Duration: 5min
Recast: 5min
This "stance" allows you to use melee attacks from a distance by attacking through a fold in space-time. (This is a nod to the past FF games where characters took a step forward, shook their weapons a couple times, then took a step back, while their strikes hit enemies across the screen, never getting close to touching each other.)
* Drains 3 MP from the JKS for each attack. (If you have less than 3 MP, you get the "Enemy is too far away" message.)
* Auto-attacks strike the enemy "from a safe distance".
* Probably won't be able to put weaponskills into this ability, but would be nice.
* I think all FFXI monsters have this ability while they're chasing us... (haha?)
Job Ability:
Instantaneous Elocution
Level 35
Duration: 1min or until next spell is successfully cast (not interrupted)
Recast: 5min
Target: Self-only
After using this ability, the next spell can be cast instantly.
* Same effect as the new Job Ability "Spontaneity" of Red Mage... I had it here first... another reason I rushed to get these ideas up on the board... SE keeps "stealing" them
Job Ability:
Power Nap
Level 40
Target: Party member
Trigger Duration: 30sec (must rest within 30 seconds to get the actual effect)
Effect Duration: As long as you remain resting. Standing breaks the effect at any time after it is triggered.
Recast: 2min (or much less, to allow any resting to be more productive with a Jikuu Sage in the party)
Greatly increases HP and MP healed by resting.
* The first amount of HP and MP gained from resting is equivalent to having rested for a full minute and increases in leaps of three upgrade "ticks" for each completed resting moment. As soon as you leave the resting position, the effect wears off.
Job Ability:
Timekeeper
Level 45
Target: AoE Party
Duration: 3min
Recast: 10min
This protects the party from status decreasing effects.
* Protects against negative Time-altering spells. (Slow, Stop, etc)
* Protects against: Stat lowering, Stat absorbing, the "Age" spell and "effective level" reducing effects.
* Does not prevent the Pathos of Salvage (that's a bit too strong)
* This is Jikuu Sage's "Circle" ability.
Job Ability:
Pivotal Moment
Level 50
Recast: 30min
Target: All party members
MP Cost: 100mp
Upon using this ability, you remember the exact condition of the party and current enemies, their job ability and spell cooldown timers, their status effects, their HP/MP/TP and enmity levels. This becomes a pivotal moment in the battle.
* If the composition of the party changes after this is used, only those party members who were present at the time of the "snap shot" will be impacted in any way by the associated ability "Temporal Reversion."
* If you are currently engaged in battle, this ability also takes a "snap shot" of the enemy's condition.
Job Ability:
Temporal Reversion
Level 50
Recast: 15min
Target: Single Party member or enemy.
Send a party member back in time to the last pivotal moment you made note of.
(See job ability: Pivotal Moment)
* Sets their condition to the exact same amounts and durations they had at the recorded moment. (Excludes 2hr abilities)
* Drains all MP from user.
* Can target "KO"d party members, restores the player with no xp loss (the death "never happened"). (no raise sickness)
* Massively long recast.
* Will "Miss" anyone who was not present when "Pivotal Moment" was used. (recast will not be triggered by a miss)
Job Ability:
Prolonged Moment
Level 55
Recast: 5min
Duration: 2min
Target: Enemy
MP Cost: 50mp
When used on an enemy, the time "windows" that allow Weaponskills and Magicbursts to be performed are prolonged until this effect wears off.
* Somebody could use a weaponskill as soon as this ability is used and it will still skillchain with the next weaponskill used (if they CAN normally chain), even if it's a whole minute later. This allows lengthy multi-level skillchains with full opportunity to use magicbursts between the early chains and after the last skillchain has been created.
Job Ability:
Gravity Well
Level 60
Duration: 1min
Recast: 2min
MP Cost: 50mp
The enemy who has been trapped in a gravity well ("Black Hole" status) cannot escape taking damage from these special additional dimensional magic bursts in the form of: Quarter, Demi and Lifeshaver
* Quarter adds 1/4th the damage of every level 1 skillchain's full Magic burst damage.
* Demi adds 1/2 the damage of every level 2 skillchain's full Magic burst damage.
* Lifeshaver adds the full damage of every level 3+ skillchain's full Magic burst damage, and heals the party by that amount split between members.
* The damage of these magic bursts is figured on the potential unresisted damage of the resulting magic bursts, even if the magic bursts are resisted. (The damage caused by Quarter, Demi, and Lifeshaver may do more damage than the original magic bursts that cause them)
(The combination of Prolonged Moment and Gravity Well should provide for more skillchains and longer skillchains made up of more individual weaponskills, increasing the skillchain damage multipliers and more magicbursts, and more added damage from all of them. This will elevate the cooperative play of all involved, making it easier to coordinate. If my suggestion for certain new endgame events is taken favorably, these abilities will be even more useful.)
2 Hour Ability: Galaxy Stop
Duration: 30 seconds
All enemies in range stop moving and acting for the duration. They cannot guard, parry, evade, shield block or counterattack. All party members gain the maximum haste possible through gear, spells and abilities. Players also gain flee movement speed that is not removed by combat actions.