I've compiled a list of the new actions learnt by jobs as well as the actions the jobs can use from their cross-classes.
Lots of people are throwing their arms up in the air at the recent announcements without really looking at the finer details, instead just going "wait THM gets abilities from PUG? WTF THIS MAKES NO SENSE!" Actually, there's a lot of sense to it, and yeah, I'll shut up now. Just wanted to share this nicely compiled list for anybody who is curious about who gets what.
It goes
Class -> Job
- New job abilities
Cross-class abilities (what they do)
THM -> BLM
- Converts HP/MP
- Lightning damage
- AoE Sleep
- AoE Fire + DoT
- Ice damage, lowers enmity
Decoy (evade an attack)
Chameleon (enmity reduce)
Quelling Strike (enmity reduce)
Featherfoot (MP restore & evade)
Second Wind (instant HP restore)
All about the nukes, cross-class abilities help lower enmity from the huge
burst damage, and then evade attacks in case they do pull hate.
CNJ -> WHM
- Eliminates casting time (instant cure for example)
- Instantly restores all HP AoE
- Removes enfeebling effect
- Heal over Time
- AoE Damage
Rampart (defense)
Shield Bash (stun)
Outmaneouver (stun)
Sentinel (damage reduction)
Featherfoot (MP restore & evade)
Second Wind (instant HP restore)
Obvious - all about the healing. The cross-class abilites are less obvious, but make some sense - stunning enemies and increasing defense helps a White Mage survive in scenarios where they'd pull hate from curing (especially those massive full restores).
ARC -> BRD
- AoE Increases max HP and "magic effects"
- AoE Damage
- AoE MP restore
- AoE TP restore
- AoE accuracy increase
Cure/Protect/Stoneskin/Raise/Sanguine (support magic - bard is support)
Sacred Prism (aoes)
Resonance (increased range - useful as Bard moves around a lot)
Bard designed to "bolster companions" - essentially support class.
Cross-class enables buffs to this end.
LNC -> DRG
- Jump attack
- Jump evade and counter attack
- AoE Fire Damage
- Melee Weaponskill which draws-in
- AoE Weaponskill
Featherfoot (MP restore & evade)
Second Wind (instant HP restore)
Quelling Strike (enmity reduce)
Chameleon (enmity reduce)
Decoy (evade attack)
Designed to deal burst damage with crit hits. All cross-class abilities are aimed towards
helping the DRG evade attacks and keep enmity low.
MRD -> WAR
- Redirects damage to enemy
- Extra attack to next WS
- Redirects ally's enmity to you
- Increases Max HP and ATK (aoe), removes Sleep, and Stuns
- AoE Weaponskill
Rampart (defense)
Shield Bash (stun - unusable without shield though?)
Outmaneouver (stun - unusable without shield though?)
Sentinel (damage reduction)
Featherfoot (MP restore & evade)
Second Wind (instant HP restore)
WAR is designed to "thrive off enmity" and "turns attacks against the enemy".
Sentinel & Rampart aid this, with several abilities to Stun enemies.
PGL -> MNK
- Increases attack speed
- Adds kicks to auto-attack
- Stops enemy from moving/acting
- Converts attack to wind damage
- Twofold Melee Attack
Blood for Blood (dmg up)
Invigorate (TP)
Keen Flurry (reduce recast time)
Chameleon (enmity reduce)
Quelling Strike (enmity reduce)
MRD designed to marry offense and defense with the power of wind - associated with speed.
Cross-class abilities focus on keeping enmity down whilst allowing MRD to maintain
attack speed and damage.
GLA -> PLD
- Redirects a melee attack from ally to PLD
- Heal Over Time effect
- Immune to melee attacks
- Restores HP
- Melee attack Weaponskill (damage based on HP)
Sacred Prism (AoE buffs)
Bloodbath (absorb HP)
Provoke (enmity)
Cure (restores HP)
Support Magic Buffs (Protect/Stoneskin/Raise!) (buffs!)
PLD is all about maintaining hate and surviving.
Parry, HP absorbtion, healing, buffs and Provoke all aid this cause!
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All info and quotes taken from SE posts about class and job reforms.