The next collection of 5 jobs i want to discuss:
Summoner:
Summoner i feel needs a total rework, but it could be VERY healthy with a quite a few small changes.
Align summoner buffs with Bard mechanics, provide 3 default slots they can occupy, change all the summoning ward buffs to take up only one slot. Moving into the healer/support stance provides an extra buff slot and maybe a tier of endgame staffs provides a 5th slot during SP. therefore easier to balance thier bufflines buffs can be more impactful than they currrently are due to healthier limit of amount they can apply.
Change summoner SP's:
Astral Flow: Duration Avatars gain thier ultimate blood pact rage or Ward depending on current stance(not both)
Astral Conduit: (Same as Tabula Rasa)DD stance: , gains High triple attack and Magic burst bonus, temporarily removes the ward cooldown penalty.
Support stance: Avatar gains immunity to its element and the element it is ascendant to and thier debuffs, provides party with a smaller buff to those resistances. Buffs last twice as long and gain x% benefit to thier potency(SMN NiTro) can support one more buff slot(works like soul voice) and temporarily removes the blood pact rage penalty.
Avatar's Fury(lvl49): Create a stance for the SMN to DD with the avatar that rewards a free cooldown refresh of Blood pact RAGE when they open or close a skill chain, or magic burst with thier avatar as well as a general cooldown reduction to blood pact rage. In trade make the cooldown for support blood pacts from blood pact ward have a longer cooldown.
Avatar's Grace(Lvl49): Create a stance that refreshes ward cooldowns whenever a blood pact the summoner uses removes a debuff from an ally (help cover Yagrush's job for SMN) and a general reduction of blood pact ward cooldowns as well as a penalty to rage cooldown.
Specific summon pet changes:
ElementalAvatars(Carbuncle(light),Ifrit(fire),Shiva(ice),Garuda(wind),Titan(earth),Ramuh(Lightning),Leviathan(water),Diabolos(dark)):
should change thier default attack behavior to standing stationary and using a ranged attack of thier elemental damage type, allow this to trigger pet double attack type traits. if a skillchain is created they will magic burst with the appropriate strongest elemental nuke they have off cooldown at the absolute end of the window(like shantoto II trust) Avatars should be at least as smart as Trusts, more likely better coded since the summoner basically has to live vicariously through thier summoned pet. all base elemental avatar's avatars favor grant resistance to the element they represent, the element they are ascendant to and resistance to any debuffs associated with those elements while in support stance, and instead provide increased magic attack and physical attack when in the damage dealer stance.
Carbuncle blood pacts:
Shining Ruby: literally Casts at level protect and shell equivalent to WHM same level and uses those buff slots not SMN buff slots Greatly increase the duration to be commensurate with protect and shell.
Mending Ruby(NEW): Gives AOE regeneration to the party commensurate with one level lower regen than same level Scholar. uses the regenerate buffslot and can overwrite or be overwritten based on potency
Glittering Ruby: Enhances MND and cure potency not random
Avatar's Favor: grants Cure potency received to party and cure cast speed to the SMN
Holy Mist: AOE
Shining light(NEW): Grants party enlight effect
Ifrit:
Crimson Howl: casts boost STR on party instead.
Meteor strike: Area of effect fire damage high damage for AOE to the target(reduced AOE penalty), but usual penalty to others in range for aoe magic damage.
Avatars' Favor(NEW): Grants resist to fire and ice and thier debuffs.
Shiva:
Diamond storm: scales with SMN skill to be commensurate with one tier lower than rdm distract at same level
Sleepga: replace with targetted sleep and sleep2 at appropriate levels.
Heavenly Strike: AOE
Provide Enblizzard blood pact ward(available through sub).
Provide ward that casts Boost-INT
Garuda:
Arial armor: shadows count scale by SMN skill. either convert to guarunteed shadows or more shadows since blink is a weaker effect than utsusemi style shadows.
Provide enaero blood pact
Wind Blade: AOE
Create ward giving Boost AGI
Titan:
Move Diabolos's Phalanx here as a ward
provide enstone party buff
Provide ward that casts Boost-VIT
Earthen armor takes a buffslot works like Migawari prevents 1 death, even from instant death effects. Maybe longer duration.
Stand Tall!(NEW): prevents all knockback a certain number of times, scales similar to aquaveil(uses a buffslot)
Geocrush: AOE
Ramuh:
Change thunderspark to be the merited one and increase its damage and paralyze potency based on Summoning skill.
Volstrike be the single target version that paralyzes available at 19
Provide a ward causing any party member who becomes stunned, or terrored to heal a small amount (takes a buff slot)
Leviathan:
Soothing Current: convert to a smaller amount of Cure potency 2 and it takes a buff slot.
Tidal Roar: increases defense of allies but competes with cocoon, defender, other type buffs. takes a buff slot.
Spring water: Give a amall buff to the total damage healed and then divide that damage by 3, and have it delive the healing in 3 pulses each pulse removes a physical debuff (ignoring non-removable auras)(paralyze, poison, amnesia, str/dex/vit down, disease, Petrification, slow, blind)
Grand Fall: AOE
Diabolos:
Nightmare: sleepga upgrading to sleepga 2 @ 99
Night Terror: puts a debuff on all sleeping monsters in the area to have all stats reduced when woken up for a short duration.
Nether blast: can Magic burst
Solomnescence: upgrades to gravity 2 at 99
Noctoshield: Change to resistance to mental debuffs (Addle,bind,charm,curse,Doom, muddle, Silence, sleep, Weight)
outlyer avatars:
Fenrir: Let Fenrir be the Avatar with the highest Physical attack stats(Higher str,dex,vit) focused on Physical damage.
Crescent Fang: AOE
Lunar Bay(RAGE): Grants Fenrir the Berserk Status like warrior
Lunar Cry: STOLEN warcry effect from ifrit(occupies a buff slot)
Ecliptic Growl: Occupies a SMN buff slot but buffs all stats, capping at a lower value than boost or gain probably presently 15 ish since it buffs all stats. if you want to keep the moon phase in there have the base be 10 and physical and mental vary by +1 to +5 so the buff is always good and relevant even if there is a moon phase you don't want.
Ecliptic howl: Enaspir no moon phase variance (occupies a buff slot and same buffslot as Heavenward howl)
Heavenward howl: Endrain no moon phase variance.(Occupies a buff slot and the same buffslot as Ecliptic howl)
Steal Ifrit's avatars favor of double attack here, and possibly have Fenrir specifically gain triple attack from it while party members get double attack.
Cait Sith
Change my cats damage type to slashing they got claws
Altana's grief(NEW): provides the party with Subtle blow commensurate of thier level scales with Summoner skill (occupies a buff slot)
Raise II -> raise 3 @ 99 ... aint nobody want a raise 2 anymore with exemplar xp.
reraise II -> reraise 3 @ 99 Ditto above
Siren
Let Garuda handle the enaero effect
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Sorry SMN is one of the jobs i feel needs the most work, i don't even think this would necessarily fix them but it would help them slot into parties in the same type of position a BLM or scholar might but also a WHM or SCH healer in the other stance.
Samurai:
I think by and large Samurai is in a pretty healthy place the only thing i would advocate for here is maybe making thier stances more commital and making Hasso the damage dealer stance and Seigan the tanking stance.
Dual wield 1 at lvl 1 (option to use Katana and wakizashi)
Let samurai use "katana" as well as Great Katana but give them thier own sets(katana and wakizashi, or greatkatana) based on parrying and Seigan mechanics and maybe some dt- or dt II - on the "Tanking weapons"
Hasso: provides job haste when both hands have a weapon in them(two handed weapons and dual wielding weapons, hand to hand weapons).
Seigan: Increases parry chance and number of Shadows granted by third eye as well as enmity generation while both hands hold a weapon.
I think Samurai needs very little work to qualify as a tank, and its a great and flexible DD presently.
Hasso, Seigan and third eye and meditate feel like they bring what is "Iconic" to Samurai to other jobs when subbed.
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Ninja
create ninja tool items that are not used up on cast possibly key items.
The main thing i would change about ninja is to separate it into three pieces by stance and generate a new mechanic around thrown weapons that synergizes with thief:
Change yonin to a stance so it can't be dispelled, remove the accuracy penalty and decay rate and instead impose either an attack penalty or melee haste penalty this will become the ninja's "tanking stance" it would be nice to see some Ninja gear with dt- and possibly one of the dream end game weapons providing dt II - maybe the evasion bonus needs to scale with level, i would love to see some synergy with monk dodge JA
@99 if you lose more than 2 shadows from a single enemy attack you immediately regain a shadow(perhaps by gear be able to improve this to 2)
Innin is already quite well designed to take over as the ninja's "melee dps" stance.
Change Futae into the "Magic DPS" stance: provides Faster casting of Ninjitsu, and higher debuff potency for debuffing ninjitsu
Dragoon:
Give pet DT- all the way up to 80+ percent on gear DRG will be gathering TP in.
Dragoon feels typecast to me, they are the best savage blade monkeys in the game, they also have some interesting potential despite being pinned to a "dd only" playstyle presently. I mentioned back in BST that i feel BST and DRG feel like the pet is thier "Partner" i like the idea of Dragoon being a pet job that is a little more approachable and requires less meta knowledge of the game for newer players.
Change spirit bond to be a stance rather than an activated ability that whenever the DRG recieves healing or a buff the Wyvern receives it too, the DRG will offensively breathe elemental breath matching your skillchain and magic burst any skillchain you close choosing the best element to burst with.
Guardian stance: The DRG protects its Wyvern granting DT II - to the wyvern, the wyvern will instead use healing breath whenever the DRG weapon skills targeting the lowest health party member. if the DRG completes a skillchain this healing is empowered and removes one magical debuff.
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Blue Mage:
Mainly with blue mage they need to reorganize what level they get some of thier spells and thier interaction with other classes. they dont mesh well with a lot of subjob traits and they dont provide a lot of interesting subjob mechanics outside of enmity generation for tanks.
I would move one of the dual wield spells or give a low level spell the equip benefit of dual wield so they can be the "magic based" dual wielder.
Changes to Hasso will help them as main job, there is a lot of neat stuff here that many jobs would use, but the nerfed subjob macc from blue spells makes them unviable. This job may benefit from a scholar like passive buff to blue magic allowing jobs subbing it to have one letter lower cap than a like level blue mage.
i think that change alone would make them a more viable and accessible main and subjob
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