
Originally Posted by
Daku_Naito
Let's go over the abilities once more.
Warrior
Mighty Strikes
Guarantees all attacks made with axes will be critical hits.
The best out of the Melee's 15 minute IMO, it is short, but makes a boss fight just that much quicker. Also, for a tank WAR, it gives a good amount of hate.
Paladin
Hallowed Ground
Makes you impervious to all physical attacks.
As WHM as my secondary, this is a great move for a PLD to have. It is very short, but can help a lot. But let's be honest, who is using PLD as a tank?
Dragoon
Dragonfire Dive
Delivers a jumping fire attack to target and enemies near it.
A joke of a 15 min. It looks cool, that's about it. It's usefulness is close to zero, DRGs use it just to use it as a quick but weak AOE.
Monk
Hundred Fists
Temporarily increases auto-attack speed.
Mid-tier, it can help to burn those bosses down quick.
Bard
Battle Voice
Increases maximum HP of all party members within range and enhances effect of all songs sung while active.
A great move, especially for boss fights. It gives the WHMs some leeway in certain situations, on top of increasing the other songs.
Black Mage
Burst
Deals lightning damage.
Damage, at low HP (Please don't do this with convert during Marbol before the acid has cleared) this can be very potent. Not the best, but the damage can be good.
White Mage
Benediction
Restores HP of all party members within range.
Great move, period. This is probably one of the best 15 minutes there is.
To be honest, I think out of all the new jobs, Dragoons got the worst of it. Even when you look at the Devs maybe wanting people to go back to the original classes, it takes a hit. For instance, a WAR can gladly go back to MRD and gain some abilities to make him stronger (many being DRG abilities), but if a DRG goes back to LNC, it doesn't really gain anything. Actually it loses jump. All in all, DRG should have been the highest DPS out of all the melee, with monk, but it isn't.