Originally Posted by
Airget
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)
It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.