So the Devs posted the Geo and Run merits and they were promptly translated - Here's what we got:
Group 1
Rune Enchantment Effect
Elemental resistance of rune enchantment increases by +2 per merit.
Vallation Effect
Magic defense increases by +1 per rune per merit.
Lunge Effect
Lunge accuracy increases by +3 per rune per merit.
Pflug Effect
Resist rate increases by +1 per rune per merit.
Gambit Recast
Recast is reduced by 10 seconds per merit.
Group 2
Job Trait: Inspire
Enhances Vallation and Valiance with casting speed reduction.
Additional merits decrease casting speed by 10%.
Job Trait: Sword Sleight
Enhances Swordplay with a Subtle Blow effect.
Additional merits increases the Subtle Blow effect by +5.
Job Ability: Battuta
Recast Time: 5 minutes, Duration: 90 seconds
While in effect, grants a bonus to parry rate. Additionally, upon parrying, attacks will be countered with damage dependent on the enchanted runes present when the parry was activated.
Additional merits increase the parry activation rate by 4% per merit and the counterattack damage by +4 per rune per merit.
Job Ability: Rake
Recast Time: 5 minutes, Duration: 30 seconds
Consume active runes to reduce the elemental resistance of the target.
Additional merits extend the effect duration by 3 seconds per merit.
Thoughts: Well, I'd be lying if I said I wasn't pretty disappointed in these, since rather than being the awesome job fixes we were expecting them to be, it's mostly continuing on with SE's current train of thought with the job as a magic tank. Some of the abilities look interesting but some are down right bad. Looking at some of them...
Rune Effect vs Vallation damage and Pflug Effect: So this comes out to 10 extra resistance per rune for 30 more with 3, vs -15% more elemental damage taken with Vallation (no Valliance? Guess we'll have to see) up, and +15 stat resistance with 5/5 in each of these. One flat out cuts your magic damage taken while the other I'm assuming helps you flat out resist damage and enfeebles? How exactly would Pflug resist rates vs more elemental protection factor in? Thoughts on this?
Lunge Effect Vs Gambit Recast: I feel like they got these backwards somehow - everybody was hoping for Lunge Recast from what I've seen. Lunge Accuracy seems about as useful as Step Accuracy for DNC merits IMO, and the gambit recast assumes that you either a) will be using this to boost your lunges and enspell damage, which seems like a moot point since its only for Gambit and not Effusions in general. b) have somehow teleported yourself back to 2005 and manaburn parties and throwing more black mages at something to win is still a thing.
However I could be wrong since I'm wondering - does Gambit effect Skillchain and Weaponskill damage on the target as well? I haven't seen anything that says that anywhere.
G2's:
Sword Sleight: Wow, more subtle blow! - said no one ever. I don't get what SE's thought process with this one is, could have been damage taken -, or added attack or something but subtle blow? This gives me the sinking suspicion that our AF is going to end up being a glorified Alcede's harness with the generic light armor accuracy, evasion and subtle blow with some dex and agl, since only heavy armor jobs seem to get things like weaponskill damage or occasionally absorbs damage taken.
Battua: this is more on the right direction, if only it lasted a bit longer - is there really any reason to have this ability last 90 secs but with a 5 min recast? If anything keep the duration the same but make it last 3 mins or something. However it's hard to argue with 20% extra parry/counter rate, assuming it breaks the current parry cap, so i'm thinking 5/5 here.
Inspire: this will def be at least a 4/5 in my book, since getting 45% fast cast would help with keeping those buffs like stoneskin and blink up, though as a galka I worry about my limited MP reserves since I already need to keep up flash and foil if I want to keep hate or whatever.
Rake: So... how is this ability different from Gambit? It seems like it does the exact same thing.
I was really hoping for more impressive merits than this, hell I was mostly gunning for Foil II (aoe tp move protection - I feel like If SE focused more on AOE party protection for mobs that use nasty AOE TP moves and lots of status ailments rather than MAGIC TANK we'd get somewhere with it) or some more exclusive enhancing spells.
Right now its looking like:
5/5 Battua 4/5 Inspire 1/5 rake (depending on what this actually does, if not i'm just gunna 5/5 inspire)
Honestly I have no clue on the G1's.