Quote Originally Posted by Kiote View Post
Classes are supposed to be for solo play. That is why he said he was not going to Change the Way they Played. These changes lean them so far toward Party play that soloing is going to be FFXI level ridiculous. Especially since all the skills you could cross class to make Soloing easier are now Class exclusive.
I'm interested. Which class you believe is with 1.20 less soloable as now?

Cross Class Skills:
GLD Abl. 1 - Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
GLD Abl. 3 (Self AoE) - Temporarily increases the defense of all party members within range. Generates massive enmity.
GLD Abl. 5 - Increases block rate and grants TP for each block made while effect is active.
GLD Abl. 6 - Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.
GLD WS 1 - Melee attack. Damage increased when executed from in front of the target.
GLD WS 7 - Shield attack. Chance to inflict Stun.

MRD Abl. 1 - Increases target enmity. Traits may trigger a chance to reduce target's attack power.
MRD Abl. 2 - Increases parry rate. Effect fades upon parrying an attack.
MRD Abl. 3 - Grants Absorb HP effect to next attack.
MRD WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
MRD WS 3 - Melee attack. Damage increased when executed from the right or left of the target.
MRD WS 6 - Melee attack. Chance to inflict Heavy when executed from behind the target.
MRD WS 9 (Frontal AoE) - Attacks targets in a cone before you. Can only be used immediately after parrying an attack.

PUG Abl. 1 - Restores HP.
PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
PUG Abl. 4 - Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
PGL WS 1 - Melee attack. Damage increased when executed from in front of the target.
PGL WS 2 - Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.
PGL WS 5 - Melee attack. Chance to inflict Stun when executed from behind the target.
PGL WS 7 - Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage.

LNC Abl. 1 - Grants TP. TP does not diminish out of combat while effect is active.
LNC Abl. 5 - Sacrifices HP to increase damage of next attack.
LNC Abl. 6 - Sacrifices HP to reduce recast time of next weaponskill.
LNC WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
LNC WS 2 (Self AoE) - AoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.
LNC WS 4 - Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
LNC WS 5 - Melee attack with low accuracy. Crit rate increased when executed from behind the target.
LNC WS 6 - Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.
LNC WS 8 - Melee attack. Can only be used immediately after missing an attack.

ARC Abl. 1 - Increases accuracy.
ARC Abl. 2 - Reduces enmity and increases TP generated by next action.
ARC Abl. 3 - Consumes MP to evade a single ranged or magic attack.
ARC Abl. 4 - Reduces enmity.
ARC WS 2 - Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.

CON Abl. 1 - Grants AoE to next enhancing magic spell, but increases cast time.
CON Abl. 2 - Temporarily halves enmity and gradually restores MP.
CON Mag. 1 - Restores a portion of the target's HP.
CON Mag. 4 - Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.
CON Mag. 6 (Target AoE) - Increases the defense of all party members within range of the target.
CON Mag. 8 - Deals wind damage to the target. Chance to inflict DoT effect.
CON Mag. 10 - Deals earth damage to the target. Chance to reduce evasion against earth magic.

THM Abl. 1 - Increases magic accuracy of next spell.
THM Abl. 2 - Increases range of next spell.
THM Abl. 3 - Gradually increases magic crit rate. Effect fades upon a successful crit.
THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
THM Mag. 2 - Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
THM Mag. 5 (Target AoE) - Deals fire damage to all enemies within range of the target.
THM Mag. 6 (Target AoE) - Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
THM Mag. 8 - Deals lightning damage to target.