Came up with some ideas and decided to post them after the update to see what was in store. The adjustments to the job abilities were all solid, appreciate it SE. These are some suggestions, whether it is used or ignored depends on the devs. If my fellow players like these, don't forget to hit the "Like" button on the thread.
Job Abilities:
Effusion: Drive – Thrusts the blade straight at an enemy, consuming a rune to deal a piercing damage attack which goads an enemy into attacking you. (1 min)
Effusion: Swallow – Disperses runes radiated from the caster to damage enemies within range, damage varies with runes consumed. (3 min)
Effusion: Featherblow – Strikes an enemy and inflicts them with a negative status, status effect varies depending on the runes harbored. (3 min)
Effusion: Glazad – Holds a defensive position for a short duration (3 sec), Strikes, and deals damage to an enemy. If attacked while in this position, the damage will be negated and this abilities damage increased. (5 min)
Effusion: Incortata – Holds a defensive position for a short duration (3 sec), if attacked in this position, evades and counters. Damage varies depending on the runes harbored. (3 min)
Effusion: Cupee – Places an aura around the user, insures the next normal physical attack is parried and strikes back, dealing piercing elemental damage. Damage varies depending on runes harbored. (1 min)
Effusion: Fleche Triad – Can only be used when 3 runes are harbored. Consumes runes and delivers a fast three pronged attack that deals elemental damage, accumulating enmity with each successful strike. Damage varies on runes consumed. (3 min)
Ward: Extricate – Grants you and surrounding party member’s complete evasion from the next magic spell relative to the runes harbored. (5 min)
Ward: Insurance – Places a swirl of runes around the caster and nearby party members, halving magical and physical damage for a short duration. (5 min)
Ward: Riposte – Parries incoming normal attacks, consumes a rune each time an attack is parried. If hit by a special attack, halves the damage and consumes all runes. (5 min)
Rune Garner – Increases the amount of runes accrued when using the ability “Rune Enchantment”. (30 sec)
Parry Defense – Raises physical damage reduction by a random amount after successfully parrying an attack (~30%), but reduces substantially with each hit taken (-10%).
Recast: (5min)
Duration: (2 hrs)
** (damage reduction loss will not decrease past the gained amount from this ability when hit)
Guises (Job Ability):
Guises surround the user in an aura to empower them and/or party members with runic energies. These abilities effect varies depending on the amount of runes consumed when initiating them. All guises share the same ability timers and should be used depending on the present situation.
Guise: Obviate – Places an aura around the caster which allows the caster to occasionally anticipate special attacks depending on the amount of runes consumed. (5 min)
Duration: 5 min
1 rune: 3% chance of activation.
2 runes: 6% chance of activation.
3 runes: 10% chance of activation.
Guise: Manipulate - Places an aura around the caster which allows the caster to occasionally null enmity reduction upon being hit, depending on the amount of runes consumed. (5 min)
Duration: 5 min
1 rune: 3% chance of activation.
2 runes: 6% chance of activation.
3 runes: 10% chance of activation.
Guise: Minify - Places an aura around the caster which allows the caster to occasionally reduce physical damage by a significant amount (-20%), decreases over time.
Duration: 5 min
1 rune: 5% chance of activation.
2 runes: 15% chance of activation.
3 runes: 25% chance of activation.
** activation rate reduces by 1% every 10 sec.
** minimum of 5% activation rate
Guise: All for One - Places an aura surrounding party members which absorbs minor enmity from a random member at set intervals, depending on the amount of runes consumed. (5 min)
Duration: 5 min
1 rune: 1% enmity absorption every 10 sec.
2 runes: 2% enmity absorption every 10 sec.
3 runes: 3% enmity absorption every 10 sec.
Merits:
Group 1:
Rune Enchantment Damage
Increases elemental damage of physical attacks when a rune is harbored.
+1 per level.
Rune Enchantment Resistance
Increases elemental resistance of runes when harbored.
+1 per level.
Swordplay Effect
Enhances the bonus granted by swordplay.
Evasion and Accuracy +2 per level.
Effusion Recast
Lowers recast timers for effusion abilities.
-2 sec per level.
Ward Recast
Lowers recast timers for ward abilities.
-2 sec per level.
Group 2:
Rune Calibration (Job Trait)
Adds a “Magic Defense Bonus” to runes gained by the use of “Rune Enchantment”.
+1 Magic Defense Bonus per level.
Emblazonment (Job Ability)
Negates the next negative status effect for the user and nearby party member’s. (10 min)
Decrease recast time by 1 min per level.
Effusion: Transcendence (Job Ability)
Consumes all runes and deals an elemental damage attack that ignores target’s magic resistance. (10 min)
Decrease recast time by 1 min per level.
Ward: Syphon (Job Ability)
Increases MP for user and surrounding party member’s based on the next magic attack aimed at the caster, ability applied before damage resistance of the caster. (15 min)
Formula:
MP absorbed per person = ((Target Spell Damage / 3) / number of party members)
Decrease recast time by 1 min and 30 sec per level.
Equipment (additions):
Agasaya’s collar
Spells (adjust & additions):
Foil – Decreased spell cost.
30 MP
Barlight – RDM 27, RUN 26
Bardark – RDM 29, RUN 28
Barlightra – WHM 29
Bardarkra – WHM 33