I would love to see these jobs included in XIV from existing classes so they also have 2 jobs each much like ACN does. Here are some of my ideas:
KEY:
(A) = ability off GCD, (S) = skill on GCD
Concept (Idea 1): The idea behind Time Mage (TIM) was to have a crowd control focused DPS. Using their Gravity and Demi line they can group up enemies and then Bind them or sleep them. They can make better use of THM's AoE abilities through Chainspell in this manner as well. I thought TIM was a perfect fit to THM due to THM already learning a Slow+Heavy spell, Swiftcast and Surecast. Stop is its own entity to not interfere with any DR to Stun or Silence and to function as a backup if they notice a resist in time. Outside of crowd control and their Demi line they will still function similar to a THM with liberal use of Fire and Blizzard spells. Through their Demi line they get their own unique use of Astral Fire and Umbral Ice as well as potent damage when used properly.Time Mage: Researchers from the First Dicastrial Observatorium of Aetherial and Astrological Phenomena in Coerthas have discovered a way to merge Aetherial and Astrological properties. They call this the power of Space-Time Magic or Time Magic for short. Only a Thaumaturge who has studied the inner workings of Aether found within nature and the Arcane principals of Astrology may wield the power of Time Magic.
This new form of magic focuses on honing the crowd control abilities a Thaumaturge learns in training and gains bonus damage to the unaspected Scathe spell.
You may unlock this job after achieving 30THM/15CNJ. You may also use additional ACN abilities and the Caster LB.
Abilities (Idea 1):
30: Gravity: (S) Draws enemies in a 15y radius to the target and applies weight (20s). Effect is immune to DR mechanic. Cast time: 3s. Recast: 60s. Certain large enemies not affected (such as Forgekin).
35: Demi: (S) Delivers an unaspected magical attack. Damage and MP cost are 10% of the users current MP. Recast: 20s.
40: Stop: (A) Delivers an unaspected magical attack with a potency of 100. Stops the targets attacks (5s). Recast: 30s
45: Demi II: (S) Delivers an unaspected magical attack within an area of effect that Binds (5s). Damage and MP cost equal to 5% of the users maximum MP. Recast: 20s.
50: Chainspell: (A) Casting time and global cooldown of spells are reduced to 0 (8s). Must have a casting time to benefit from GCD reduction. Recast: 420s.
Astral Fire: For each stack of Astral Fire, the Demi line of attacks has a 10% chance of adding a 15% Determination down effect (15s) to the target(s).
Umbral Ice: For each stack of Umbral Ice the Demi line of attacks has a 10% chance of adding a 15% Slow effect (15s) to the target(s).
CNJ:
Aero
Raise
Stoneskin
ACN:
Physick
Virus
Eye for an Eye
Abilities (Idea 2):
30: Aetherial Balance: (A) Fire, Blizzard and Thunder spells are converted into healing magic. Astral Fire and Umbral Ice effects are altered. Effect ends upon reuse. Recast: 5s.
35: Haste: (A) Increases Skill Speed and Spell Speed of self and party members within 15y by 30% (30s). Recast: 120s. Overwrites and is not overwritten by Selene's Fey Glow/Light.
40: Reverse: (S) Removes a single detrimental effect from target. Cast Time: 1s. MP Cost: 186.
45: Quicken: (A) Next spell is cast immediately and does not trigger the GCD. Recast: 120s.
50: Float: (A) Party members within 15y of the caster will not be damaged by the next ground based attack the are hit with (420s). Effect ends upon successful mitigation. Recast: 420s. (Examples: Ifrit/Titan Eruption/Plumes/Landslide, Demon Wall poison)
Changes To THM Abilities Under The Aetherial Phenomena Stance:
Blizzard: Invigorating Blizzard: (S) Creates a shield that heals the target with a potency of 200 when damage is received (10s). Cast Time: 2.5s. MP Cost: 106. May only be placed on one party member at a time. Overwrites and is overwritten by other tiers.
Blizzard II: Invigorating Blizzard II: (S) Creates shields that heal targets within 10y of the caster with a potency of 180 when damage is received (10s). MP Cost: 212. Cast Time: 2s. Overwrites and is overwritten by other tiers.
Blizzard III: Invigorating Blizzard III: (S) Creates a shield that heals the target with a potency of 250 when damage is received (10s). Cast Time: 3.5s. MP Cost: 319. May only be placed on one party member at a time. Overwrites and is overwritten by other tiers.
Fire: Renewing Fire: (S) Restores target's HP with a potency of 222. Cast Time: 2.5s.MP Cost 319.
Fire II: Renewing Fire II: (S) Restores target's and nearby party members' HP with a potency of 180. Cast Time: 3s. MP Cost: 425.
Fire III: Renewing Fire III: (S) Restores target's HP with a potency of 333. Cast Time: 3.5s. MP Cost: 532.
Thunder: Regenerating Thunder: (S) Restores target's HP with a potency of 200. Grants healing over time effect to target with a potency of 200 (18s). MP Cost: 212. Thundercloud function unchanged.
Thunder II: Regenerating Thunder II: (S) Restores target's HP with a potency of 250. Grants healing over time effect to target with a potency of 200 (21s). MP Cost: 319. Thundercloud function unchanged.
Thunder III: Regenerating Thunder III: (S) Restores target's HP with a potency of 300. Grants healing over time effect to target with a potency of 200 (24s). MP Cost: 425. Thundercloud function unchanged.
Umbral Ice:
Each stack will now only restore 8% of your maximum MP.
Each stack decreases Fire line's potency by 10%.
Decreases Fire line's MP cost by 50%.
Three stacks decreases Fire line's casting time by 50%.
Astral Fire:
Each stack will now only increase Fire line's MP cost by 50%.
Each stack increases Fire line's potency by 40%, 60% and 80% respectively.
Now Increases Fire line's MP cost by 50%.
Decreases Ice line's MP cost by 50%.
Three stacks decreases Ice line's casting time by 50%.
CNJ:
Protect
Stoneskin
Aero
Cleric Stance
ACN
Resurrection
Virus
Eye for an Eye
Concept (Idea 2): This version makes the Time Mage (TIM) a healing option for the Thaumaturge. It was really hard to think of a way to change such a specifically designed class but I think I've got an idea on the right track. I reduced Umbral Ice's MP restoration for starters as that is very strong and would make TIM be the go-to healer. To keep with the theme of using the Fire line to put in the oomph and the Blizzard line to restore MP I decided to turn Fire spells into their base heals and Blizzard spells into shields that heal the target whenever they suffer damage. This way the target still gets some healing while the TIM is out of MP. I also decided to keep Fire spells really expensive with potencies similar to a WHM with full Astral Fire stacks but that's offset with the Thunder line being "Regen" type spells in addition to the Blizzard shields. Thunder spells will work like normal, apply a small base heal with a large HoT that has a 5% chance to trigger Thundercloud. Overall this would be mostly a proactive healer with their shields and regenerations. If damage is coming in hard they can add normal heals to the mix as well with the Fire line but at a large MP cost. This would be their alternative to moves like Benediction and Lustrate.
Concept (idea 1): Geomancer (GEO) is pretty straightforward. They're a magical DPS. Geomancy is a spell that functions similar to Bloodletter. Nature's Fury can critical hit to give Geomancy a chance to reset. With the normal recast they should only have to spam a couple Stone II's before their timer is ready. With the change to Cleric Stance they get to maintain a fairly good damage output for their MP costs. They will have low MND and high INT making their cures nice to have in a pinch but not very useful otherwise. Their general rotation would be Nature's Fury>Nature's Wrath>(Ignore Terrain if needed)>Geomancy>Aero>Thunder>Aero II>Stone II>Stone II>Geomancy with Geomancy whenever it gets reset. They can also replenish their own and their party's MP and aid healers with a weak Medica II if needed. This makes them function similar to a Bard as a DPS with some support options.Geomancer: A long forgotten and once banned aspect of conjury, Geomancy evokes nature's vengeance on their foe. Once deemed too disastrous to be used in battle, the elder seedseer has revoked the ban on Geomancy for the cause of the Eorzean war against the Garlean Empire. Only a Conjurer versed in the destructive forces of Thaumaturgy is allowed to learn these secret incantations.
Geomancers focus on the natural destructive forces of the Conjurer while still being able to aid their comrades marginally with their learned curatives. Geomancy involves a form of channeling wherein continuous damage is dealt at the cost of their mana reserves dwindling at the same time. While they still have access to curative spells, due to their training in destruction their power isn't nearly as potent to that of a Conjurer's or White Mage's.
You may unlock this job after achieving 30CNJ/15THM. You may use additional ARC abilities and the Caster LB.
Abilities (Idea 1):
Idea 1
30: Geomancy: (S) Delivers a magical attack with a potency of 200 depending on the zone/area you are in. MP Cost 140. Cast time: 3s. Recast time: 20s.
35: Nature's Wrath: (A) Next Geomancy will trigger an Add.Effect depending on its element. Recast: 120s.
40: Ignore Terrain: (A) Next Nature's Fury or Geomancy will activate an additional bar to select the element of your choice instead of the current area's element. Wears off after 20s if neither are cast. Recast: 180s.
45: Nature's Fury: (S) Envelops a designated area in a magical attack depending on the zone/area you are in dealing damage over time with a potency of 130. If damage is critical there is a 5% chance that Geomancy timer will be reset. MP cost: 128 every 3 seconds. Cast time: 3s. Ends upon Re-use. GCD is triggered at the end of casting and upon removing the effect.
50: Nature's Blessing: (S) Creates a designated area in which party members will receive Refresh. Refresh Potency: 80. Refresh Potency on user: 100 Duration: 30s. Recast: 120s.
THM:
Thunder
Surecast
Swiftcast
ARC:
Raging Strikes
Quelling Strikes
Hawk's Eye
Changes to CNJ (Idea 1):
With GEO equipped "Cleric Stance" will not swap INT and MND. Given a cooldown of 90s.
Freecure will change to Freestone: Grants a 15% chance that after casting Stone, the MP cost for your next Stone II will be 0. Buff duration: 15 seconds.
Overcure will change to Overdraft: Grants a 15% chance that after casting Aero, your next Aero II will deal critical damage. Buff duration: 15 seconds.
Support spells such as Stoneskin and Esuna will have their MP costs raised significantly.
Geomancy/Nature's Fury:
The area of effect circle is placed similar to Shadow Flare and Burning Circle. The damage done over time is larger than both of those abilities as it continuously drains your MP in similar fashion to a BRD's songs.
Earthy zone channels a sandstorm for Nature's Fury or a rock spire effect for Geomancy. Wrath: Blind. (20s)
Watery zone channels a rainstorm for Nature's Fury or a gushing spring effect for Geomancy. Wrath: Poison of 30 potency. (20s)
Snowy zone channels a snowstorm for Nature's Fury or a hail effect for Geomancy. Wrath: Slow. (20s)
Hot zone channels a heatstorm for Nature's Fury or a firenado effect for Geomancy. Wrath: Reduces determination (20s)
Breezy zone channels a windstorm for Nature's Fury or a tornado effect for Geomancy. Wrath: Reduces Evasion (20s)
Stormy zone channels a thunderstorm for Nature's Fury or a lightning strike effect for Geomancy. Wrath: Reduces enemy's critical evasion (20s).
Abilities (Idea 2):
30: Tornado: (S) Consumes all charges of Geomancy to deal wind damage with a potency of 180 to target and nearby enemies. Add.Effect: Spreads target's Aero and Aero II effects to nearby enemies. 15% chance to reset their timers per Geomancy charge consumed. Requires at least 1 charge of Geomancy. MP Cost: 150. Recast: 30s.
35: Flood: (A) Consumes all charges of Geomancy to deal water damage with a potency of 150 within an area of effect originating from caster. Add.Effect: 15y knockback. Binds target for 5s per charge of Geomancy consumed. Requires at least 1 charge of Geomancy. Recast: 90s.
40: Quake: (S) Consumes all charges of Geomancy to deal earth damage within a designated area. Enemies that enter this area are hit with a potency of 180 every 3s. Duration lasts for 6 seconds per charge of Geomancy consumed (maximum of 24s). Requires at least 1 charge of Geomancy. MP Cost: 220. Recast: 30s.
45: Nature's Blessing: (A) Creates a designated area in which party members will receive Refresh. Refresh Potency: 80. Refresh Potency on user: 100 Duration: 30s. Recast: 120s.
50: Geomantic Reservoir: (A) Instantly grants 4 charges of Geomancy. Recast: 300s.
THM:
Thunder
Surecast
Swiftcast
ARC:
Raging Strikes
Quelling Strikes
Hawk's Eye
Changes to CNJ (Idea 2):
Stone II will be granted a combo with Stone. Combo Potency: 210.
With GEO equipped "Cleric Stance" will turn into "Geomancy."
With Geomancy activated:
Freecure will change to Freestone: Grants a 15% chance that after casting Stone, the MP cost for your next Stone II will be 0. Buff duration: 15 seconds.
Overcure will change to Overdraft: Grants a 15% chance that after casting Aero, your next Aero II will deal critical damage. Buff duration: 15 seconds.
Geomancy:
With the Geomancy stance activated each cast of Stone or Stone II will build a charge of Geomancy to a maximum of 4 charges. These charges of Geomancy are used to execute the Geomancer's spells. Under the effect of Geomancy the potency of attack spells is increased by 10%, the potency of healing spells is reduced by 25%, support spells such as Stoneskin and Esuna will have their MP costs raised significantly. All charges of Geomancy will be lost upon deactivation.
Concept (idea 2): This idea is very similar to idea 1 in that it is also primarily meant to be an AoE caster. I was inspired when I was reminded of Flood/Quake/Tornado. I see these abilities coming from a CNJ DPS job and also see CNJ's DPS job as GEO. This made me want to create an alternative version to my original idea in which these spells would be incorporated. This time I wanted to make sure Stone got used and not just Stone II so it was given a combo. Cleric Stance is turned into a new stance called Geomancy which while active will allow Stone and Stone II to build up charges. These charges are then consumed by Flood/Quake/Tornado for strong effects depending on how many charges were used. They can support their team with healing if needed but will lose all of their Geomancy charges when they remove the stance.
Concept: This job has undergone a big change since my original idea. In reading a comment about Drain not being used on CD I wanted to address that while differentiating Dark Knight (DRK) more as its own unique entity than a DPSing Gladiator. I came up with the Diabolic Eye stance using the Malevolence mechanic. Its function is to drain the DRK's HP for a tradeoff of better ACC and damage dealt. The more HP being drained, the more damage the DRK will do. However they do still have to be smart with it. If they just let it stay at 4 stacks they'll be a hindrance on WHM/SCH's so they should make liberal use of Souleater, Blood Weapon and Drain and know when to toggle it off themselves (such as before Titan stomps). They'll also have to choose between which combo to use between the good damage and safer Rage of Halone or the better damage and risky Darkside. The HP cost for GLA weaponskills that would have normally raised enmity isn't meant to be very high, around 50HP for a 10-20 potency increase.Dark Knight: Not every Gladiator seeks to protect the Sultanate in the same manner as a Paladin. The legendary Dark Knight, once only spoken of in hushed tones, has resurfaced amongst the inhabitants of Eorzea. Gladiators hungry for power at the very cost of their own life force have sought out this individual for his forbidden training. One need only look toward the shadows of Limsa Lominsa to learn how to wield the occult powers of arcanum through their blade.
An underground trade of the blade, a Dark Knight sacrifices their own HP to deal massive damage to their foes. Casting aside the Gladiator's shield for a 2-handed sword, this specialist of blades fears no other. The occult energy coursing through their soulstone contaminates several of their abilities allowing them to use their abilities in devastatingly new ways.
You may unlock this job after achieving 30GLA/15ACN. You may use additional MRD abilities and the DPS LB.
Abilities:
30: Diabolic Eye: (A) While active it slowly drains your HP. Allows the stacking of Malevolence (Max 4). Each stack of Malevolence increases damage dealt and accuracy by 5% but also how much HP is being drained. 1 stack of Malevolence will be stacked for every 1,000 HP drained. Ends upon re-use or ≤10% HP.
35: Drain: (S) Drains targets HP to replenish own HP with a magic attack potency of 400. Consumes 2 stacks of Malevolence. Cast Time: 1s. MP Cost: 284. Recast 60s.
40: Blood Weapon: (A) Allows your hits to drain 25% of the damage you deal from the target (15s). Recast: 90s
45: Darkside: (S) Delivers an attack with a potency of 180. Combo: Riot Blade. Combo Potency: 280. Combo Bonus: Grants 1 stack of Malevolence.
50: Souleater: (A) Activates when your health is less than or equal to 75%. Delivers an attack of 300 potency. If you have 4 stacks of Malevolence and under 50% HP it is guaranteed to critical. Consumes 4 stacks of Malevolence. Recast: 240s
ACN:
Virus
Bio
Ruin
LNC:
Blood for Blood
Keen Flurry
Invigorate
Malevolence:
0 Stacks = 10HP drained per 3 seconds. +5% ACC+Damage Dealt
1 Stack = 25HP drained per 3 seconds. +10% ACC+Damage Dealt
2 Stacks = 50HP drained per 3 seconds. +15% ACC+Damage Dealt
3 Stacks = 75HP drained per 3 seconds. +20% ACC+Damage Dealt
4 Stacks = 100HP drained per 3 seconds. +25% ACC+Damage Dealt
Changes to GLA abilities when equipped with DRK soul:
"Flash" will change to "Darkness."
Darkness: Deals damage with a potency of 180 within an area of effect. Combo: Circle of Scorn. Combo Effect: 25 potency damage over time (12s). If DoT criticals there's a 10% chance to reset timer on Souleater. HP Cost: 424.
Shield abilities will turn into Blade abilities (Ex: Shield Bash > Blade Bash for stun).
Attacks that would normally increase enmity will instead drain 1% HP for the benefit of gaining increased potency (potency varies on weaponskill, no more than 20).
Provoke will remain unchanged for emergency situations.
Will retain defensive buffs to balance the use of their own HP for attacks. Greatsword will maintain blocking capabilities of buffs.
Concept: The Berserker (BRS) underwent massive changes since my original idea. It was originally intended to be a DPS option for Marauders but due to conversations in this thread I became inspired to make it the tank option for Pugilists. To offset their lower HP, defense and magic defense I gave them up to 34% reduced damage taken when they are using their abilities. This comes primarily through altering the affect of Greased Lightning through the use of the Instinct stance (24%). The other part comes from Fists of Earth (10%). They also were given very good evasion and chances to evade hits entirely to help in their damage mitigation. With Instinct up Featherstep will have a 1 time guarantee of evading the first non-auto-attack in addition to its normal evasion increase. Inner Calm raises their evasion and critical evasion by vast amounts and ensures the next hit won't land if they get struck with the effect up. While Inner Calm is active they can see a maximum of 95% evasion due to Instinct's evasion bonus. They have Marauder and Gladiator cooldowns to further extend their survivability and enmity building. Their damage mitigation is offset by their naturally low potency attacks and the removal of the damage increase from Greased Lightning.Berserker: Washed up on the shores of La Noscea, a man clasping an axe and garbed in the skins of a wolf was found. Acting feral, not many an adventurer wished to find out his origins. That is, until he showed his skill when attacking in an animalistic rage. A fledgling Pugilist was the first to befriend this strange man, how exactly no one knows, but in doing so he learned the man belonged to a secluded tribe inhabiting a small island to the west of Limsa Lominsa. In his tribe they honor taking on the traits of animals in their attacks. The Pugilist vowed to return him to his tribe and upon doing so was granted the knowledge of their fighting style. Due to his knowledge of animal forms in his own art he caught on very quick. He showed the tribe how easily he could move like an animal without an axe and impressed them very much. Not having a name, the Pugilist called this adaptation of their style "Berserking" after the animalistic fit it instills. He eventually made his way to Wolves Den, garbed in the iconic animal skins of the tribe, to train those wild enough to travel there in the ways of the Berserker.
To become a Berserker, one must first be competent in not only the power of your own fists but also the ferocity of a Marauder. The Berserker moves madly to dodge devastating blows and reduce the amount of damage they sustain but due to this their own attacks don't deliver as much damage as they once did. Using the Berserker's Instinct one may enrage their target with the changing of which monster they're mimicking.
You may unlock this job after achieving 30PGL/15MRD. You may use additional GLA abilities and the Tank LB.
Abilities:
30: Instinct: (A) Raises evasion by 50%. Greased Lightning stacks now reduce damage received by 8% each instead of damage dealt, attack speed unchanged. Abilities that change you to Raptor Form or Coeurl Form will now increase enmity. Featherfoot will guarantee you evade the first non auto-attack in addition to its normal effect. Effect ends upon re-use.
35: Mad Rush: (S) Rushes to target and delivers an attack with a potency of 110 from a maximum distance of 15y. Changes form to Raptor.
40: Howl: (A) Increases own maximum HP by 20% and nearby party members' HP by 5% (45s). Add. Effect: Increased enmity. Recast: 240s
45: Eject: (A) 15y knockback and binds target in place (20s). Places you on the top of their enmity list for the duration of the bind. Recast: 50s.
50: Inner Calm: (A) Increases evasion by 45% and critical evasion by 80% (20s). If struck with an attack you will be guaranteed to evade the next attack. Featherfoot may not be executed while under the effects of Inner Calm. Inner Calm overwrites Featherfoot. Recast: 300s
Changes to Pugilist abilities:
Abilities with a bonus to direction are now only effective from the front.
MRD:
Foresight
Bloodbath
Skull Sunder
Mercy Stroke
Berserk
GLA:
Savage Blade
Flash
Provoke
Awareness
Instinct also facilitates in their enmity generation by giving their attacks that change them to Coeurl Form or Raptor Form increased enmity. An interesting mechanic that I think would be fun is the Mad Rush and Eject combination. Mad Rush primarily functions as an enmity grabbing pull (instead of bringing the monster to you it brings you to the monster). However, if you're fighting multiple targets and its getting to be a little too much you can Eject one of them and not have to worry about it going after anyone else with its ranged attacks. If you finish off the monsters you're currently fighting you can then Mad Rush up to them to get hate and start the fight faster. If they break from their bind and start going after another party member you can Mad Rush to them to grab their attention again. If the healer DC's midfight and you won't be able to kill the monster before they get back you could also Eject the enemy until your party recovers enough to finish it off.
Concept: Templar (TMP) is the tank option for lancer. This tank specializes in parrying attacks due to LNC's innate Keen Flurry, avoiding status ailments and countering damage. Their base Lancer attacks see some changes with this soul equipped. Blood for Blood sees its effects being entirely inverted, functioning as a mini Shield Oath/Discipline. All "Thrust" abilities will have increased enmity on them. This makes their primary tanking combo True Thrust>Vorpal Thrust>Full Thrust. Off tanking they can utilize Impulse Drive>Disembowel>Chaos Thrust. Chaos Thrust will see minimal increase to enmity, enough to stay up on the hate list but not enough to worry about taking hate; the DoT will not see additional enmity, just the initial hit. They can also focus on stuns using Leg Sweep with its transition to being on the GCD. Their ability Lifebreak encourages them to use their DoT's for additional enmity and healing. With the way blocking scales in comparison to parrying, they will be on par for PLD's mitigation in that field, slightly stronger on lower tiers but evening out with higher tiers. They're a bit of a mix of LNC, WAR and PLD as far as playstyle goes, getting some cooldowns to prevent damage and some some to heal or increase their HP while maintaining their own unique qualities.Templar: After the Calamity many refugees sought safety within the walls of Ul'dah. However, not all of them were so lucky. One young woman was one of these unfortunate. In hopes of planting her roots in the city she joined the Gladiators guild but found wielding both sword and shield very taxing on her frame. She struggled to keep the attention of her foe while protecting herself with her shield but more often than not she would leave herself open for attack while swinging her sword. Frustrated, she found herself wandering outside of the city until she came upon the village of Little Ala Mhigo. The natives didn't take kindly to an outsider but one man felt sorry for her when he saw her wounds from the journey. Seeing her form with the blade he knew she wouldn't stand a chance and began to teach her how to wield a lance. Surprised at how natural it was for her to yield the man suggested they spar. At first he had the upper hand until his newly trained apprentice began using the abilities she learned as a Gladiator. Without the shield distracting her, she found it much easier to mitigate the damage from his attacks by parrying and triumphed. She was now invigorated and having bested one of their own, the Ala Mhigan refugees took her in. She began training fellow Lancers in the art of defense and soon became renown as an exceptional Templar.
Those wishing to follow in her footsteps must show to her their prowess with a Lance and their commitment to defend.
To unlock this job you must achive 30LNC/15GLA. You may use additional MRD abilities and the Tank LB.
Abilities:
30: Astra: (S) Makes you immune to the next negative status effect placed on you (20s). Upon successful immunity, Astra will wear off and not grant the immunity buff for 10s on reuse. Increases enmity in all nearby enemies. MP Cost: 248
35: Discipline: (A) Reduces damage taken by 20% and damage dealt by 20%. Increases Parrying Rate by 20%, Parrying Strength by 5% and enmity. Wears off upon reuse.
40: Faith: (A) Increases HP recovery of healing magic on you and raises maximum HP by 10% (60s). Recast: 180s
45: Lifebreak: (A) Heals user for 150 potency per damage over time effect placed on enemy by the Templar. Add.Effect: Increased enmity and 40 potency Regen (15s). Enmity increase varies with the number of damage over time effects. Recast: 120s.
50: Bonecrusher: (A) Incoming frontal auto-attacks will be countered with 40 potency (user takes no damage) (15s). Add. Effect: Parrying Rate increased by 80%. Parrying Strength increased to 65% . Recast: 300s.
GLA:
Provoke
Flash
Convalescence
Awareness
MRD:
Foresight
Bloodbath
Fracture
Mercy Stroke
Changes to LNC abilities when equipped with the Templar Soul:
"Thrust" abilities will have increased enmity. Amount varies per ability.
Blood for Blood: Effects are inverted. Damage dealt will be reduced by 20% and damage taken will be reduced by 25%.
Piercing Talon: Add.Effect: Increased enmity.
Ring of Thorns: Combo Bonus: Add.Effect: Increased enmity.
Leg Sweep: Placed on GCD.
Heavy Thrust: Loses directional requirement.