Firstly,

I would like to state that this is not a thread about the reduced number of spells for mage classes, but rather a single ability analysis with regards to the stream lining of skills to maintain usefulness.

On to the meat of the topic.

CNJ ABL 1 - Grants AoE to next enhancing magic spell, but increases cast time.
Sounds great right? Makes your Buffs AOE! The issue is, Buff's have been streamlined down to 2 spells.

CNJ Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.

CNJ MAG. 6 - Increases the defense of all party members within range of the target.
But CNJ MAG. 6 is already an AOE Spell. So the only Enhancing Magic spell for CNJ is MAG. 5

Even with the introduction of WHM we get

WHM MAG. 1 - Removes an enfeebling effect from the target.

WHM MAG. 2 - Gradually restores the target's HP.
WHM MAG. 1 is only arguably an enhancing effect, which means there are only 2, Maybe 3 enhancing spells.

Is it really worth having CON ABL. 1? or should these other spells just have the toggle AOE option with the same effect? if its toggled on, you get the longer cast time/higher mp cost?


note: I am aware this does not take into account cross classing of skills, and unfortunately due to being at work I dont really have time at the moment to check out all of the classes, but are there enough to justify having this ability?