Welp, given that I play all of the current jobs, may as well try my hand at all of them....
Paladin:
Radiance
Cooldown: 60 seconds
5y radius from target
All weaponskills deal an additional half of their damage as unaspected damage to all nearby targets.
Warrior:
Lockdown
Cooldown: 90 seconds
15y radius
80 potency, pulls all targets to the caster.
Dark Knight:
Payback
Cooldown: 30 seconds
200 potency, damage increased based on amount of health missing.
Dragoon:
Spordrsla
Cooldown: 45 seconds
450 potency, removes Blood of the Dragon.
Monk:
Adrenaline Rush
Cooldown: 60 seconds
Grants a full stack of Greased Lightning.
Ninja:
Mist Shroud
Cooldown: 120 seconds
Heals the caster for 25% health and increases evasion by 30% over 20 seconds.
Bard:
Fanfare
Cooldown: 180 seconds
15y radius
Increases the damage of all party members by 15% for 30 seconds.
Machinist:
Medical Salvage
Cooldown: 120 seconds
Sacrifice your active turret to restore 30% of max health.
Black Mage:
Spark Wave
Cooldown: 60 seconds
The next Thunder spell cast hits all enemies in a 8y radius.
Summoner:
Eikonic Infusion
Cooldown: 120 seconds
Sacrifice your current pet, increasing damage by 25% and granting your spells an effect based on pet sacrificed for 20 seconds.
**Summon I: All spells can be casted while moving.
**Summon II: All spells heal the caster for 25% of damage dealt.
**Summon III: All spells deal damage to nearby targets (5y radius).
During this time, the caster is unable to summon another pet.
White Mage:
Saving Grace
Cooldown: 240 seconds
Applies Saving Grace to a party member. If that party member's HP reaches 0 while they are under the effect of Saving Grace, they are instead brought back to 50% of their max HP.
Scholar:
Emergency Tactics (stance)
Cooldown: 10 seconds
Current version as a permanent effect.
Astrologian
Gateway
Cooldown: 15 seconds
25y range
Establishes a gate at both the target location and next to the caster. Party members can use a gate to quickly move to the other gate once every 15 seconds.


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