Remember, you guys asked for it ;)
First, additions to existing 2-Hour Job Ability effects:
Perfect Dodge: Allow dodging ranged attacks.
Invincible: Nullify ranged attack damage.
Azure Lore: Increase duration and apply Chain Affinity and Burst Affinity to all Blue Magic for the duration.
Benediction: Raises dead party members, and those raised do not have weakness. Always removes all status ailments, including doom, and adds "bar-all elements and status" and Regen aura for an extended duration after.
Overdrive: Each maneuver counts as three of that element active. All attachments are active, regardless of current maneuvers. Attachments that normally consume maneuvers do not. Automaton combat skills increase +20.
Eagle Eye Shot: Never misses unless target has Perfect Dodge active.
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Advanced additional 2hrs (or new 1 hour abilities!):
Warrior: Rend - Attacks ignore enemy defense for duration and inflict a "bleeding" Damage over Time effect that also reduces enemy defense. (ignored defense includes weapon-type defenses, physical defense, etc)
Thief: Master Thief - Critical hits have the same chance as Sneak Attack and Trick Attacks to increase the Treasure Hunter effect count. Critical hit rate and damage increases greatly. Hitting the enemy adds an effect that lowers the enemy's defensive critical hit evasion rate and offensive critical hit rate. All the thief's attacks include a chance to steal from the enemy. (can steal an item, gil, buff, TP, HP and MP. If the enemy does not have an item, gil or buff, it only attempts to steal the remaining options, stronger than Twilight Knife)
Monk: Grappling - Monk's defensive skills activate more often. All monk attacks gain accuracy and bypass enemy defensive skills (parry, counterattack, guard, shield) for the duration. Monk attacks have the additional effect of dealing damage to the enemy's TP.
White Mage: Divine Hammer - For the duration (fairly long), all Whm attacks are converted to "divine magic" damage. The damage done by Whm weaponskills is multiplied by at least double and split among party members in range as HP restoration. When the whm uses a weaponskill, remove an ailment from the party members in range. The Whm's weaponskills are always accompanied by the "Holy" spell, even if they have not learned the spell for normal use.
Black Mage: Mana Burst - All spells cast for the duration land with "Magic Burst" bonus. There is a chance after each spell cast, that the MP cost to cast it is distributed to party members who do not have max MP (including the Blm who cast.)
Red Mage: Spell Sword - The next offensive single-target spell cast by the Rdm is "Cast" at no MP cost during the first hit of all auto-attack rounds for the duration.
Beastmaster: Master's Rage - For the duration, grant the "all-killer" effect to Beastmaster and any pet called or charmed. This "all-killer" effect has a higher activation rate than normal killer effects. Adds 3 charges to ready. Reduces the recast of Sic. Allows the use of pet's TP moves when the pet only has 50TP through either Ready or Sic.
Bard: Hero's Song - Raises the stats of the party and raises the "effective level" of the party +10 for combat calculations. This 2hour adds a separate effect (not a song slot).
Paladin: Altana's Light - The Paladin cannot be killed when they reach 0 hp for the duration of this status. The Paladin's HP can exceed their max HP by double - this effect lasts for a while after the end of Altana's Light (their HP does not automatically drop back to their normal max HP at the end of the "Altana's Light" effect)
Dark Knight: Fearful Strikes - For the duration, critical hits inflict terror. The lower the enemy's life, the higher the Dark Knight's critical hit rate. While the enemy is afflicted with this special terror, the Dark Knight drains its HP over time.
Ranger: Death from Above - Firing arrows at high arcs, they land with tremendous force, negating any distance penalties. Since the attacks seem to come from directly above, the enemy does not know who shot them, thus not increasing the enmity toward the Ranger. Reduces time between ranged attacks.
Samurai: TP Generator (needs a better name) - For the duration, the Samurai gains +10 store TP and all of the Samurai's auto-attacks grant a fraction of the gained TP to party members within range as well. Weaponskills can give between 25 and 100% TP to each party member (rarely 100%). This sharing is not subtracted by the TP gained by the Samurai, it is generated as a bonus to the party members including the Samurai (even when solo).
Ninja: Striking Shadow Image - For the duration, as long as the Ninja has at least 1 Utsusemi shadow image active, a "pet" ninja clone will join them in battle. If Mijin Gakure is used while this is active, each shadow will add to the damage. (only one pet ninja clone will ever be present despite having multiple shadows active, however, it will continue to exist as long as any shadows are up, mimicing every move the Ninja makes, with lower power)
Dragoon: Sky Splitter - All jump timers reset, All jump recasts are reduced to 10 seconds for the duration. (Shared timers are split.) All jumps are accompanied by bright lightning strikes (just graphic effect) and the crash of thunder.
Summoner: Astral Gate - For the duration, reduces Bloodpact Rage and Ward recast timers. Summoned monster gains all stats. Perpetuation costs are suspended. Summoner cannot move, holding open the summoning circle.
Blue Mage: Mark of Zahak - Allow use of all blue magic known to the blue mage for duration, regardless of being set or not. (If they have to temporarily turn into Soul Flayers for this effect, so be it)
Corsair: Jinx - Inflicting the enemy with this status makes all sorts of things go wrong for them. They have lower chances of anything "good" happening, such as: critical hits turn into critical misses, evading an attack can turn into getting hit with a critical hit, TP attacks can backfire causing damage or effects on themselves instead. Player attacks have much higher rates of success against the jinxed enemy.
Puppetmaster: Ensemble - The current automaton temporarily disappears (if active) and each automaton available to the Puppetmaster as a full set appear together at one time, each performing a powerful attack before disappearing, and the original automaton returns to battle (if one was active). (only head and body matching appear, not combinations: Valoredge/Slashing, Sharpshot/Ranged-Piercing, Harlequin/Blunt, Stormwaker/Magical, and any future models should be added)
Dancer: Vivifying Waltz - For the duration, whenever the dancer gains 50tp, they trigger the Vivifying waltz effect which costs no TP and restores some HP to the party members within range plus gives each healed party member some TP (10-25). The count for the required 50tp is kept separate from current TP%, and excess TP earned above 50 in this separate counter is reset to 0 upon activation of the Vivifying Waltz effect each time.
Scholar: Martial Tactics - Declaring Martial Tactics on an enemy will enhance skillchain and magic burst damage to that target. Additionally, the strict time limits normally required to enable these effects are removed, and any weaponskills or magic cast on the enemy that can chain together, will chain together, regardless of the time between actions.
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I sorta held back a little... oh well.

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