Asura.Ina said:
Assuming google traslate is right...
Ninja: Fōkasu
For 1 minute double the damage of all critical hits (Innin) or Evade all attacks directed at the ninja (Yonin)
I still say NIN should get a JA/JT that kicks in at night, giving them insane Att/Acc/Crit Hit Rate >_>
Let's see,
WAR: Battle Scars (45s) - Gains a tremendous Attack bonus and inflicts deep wounds with every hit, causing the target to lose HP over time. Lowers targets STR, VIT, Attack, Defence. Gives the user the effect of "Haste" for the duration.
MNK: Returning Fire (Instant) - Converts damage taken into an attack directed at a target. The damage counter resets in the event of an area change, logging out or death. Damage is capped at 15,000.
THF: Rogue's Charm (15s) - Charms the enemy, erasing enmity for all alliance members in range, causing the target to become Passive for the duration.
WHM: Goddess' Hand (30s) - Grants all party members a powerful "Enlight" effect, a powerful "Regen" effect, a powerful "Haste" effect and full recovery (HP 100%, MP 100%, All negative status ailments erased) at the end of the duration.
BLM: Wizard's Stronghold (30s) - Grants the party brief stint of Invulnerability, absorbing 10,000 total damage for allies in range. Will cause spells to become uninterruptable through taking damage. Stun, Silence, Sleep and moving will still interrupt spells.
RDM: Chain of Succession (10s before the ability fires) - The user gains a 10-second Invincible effect and will have to set up at least 2 spells or abilities to be used in succession. Using the same Spell or Ability in succession increases potency. Potency is not increased for "Chainspell", "Utsusemi", "Haste", "Refresh". Sets all recast timers to 0:00:00 for abilities executed. Cannot be used to activate itself. The effect of "Chainspell" cannot be selected for use during the "Chain of Succession".
PLD: Knight's Honour (30s) - All attacks are diverted to the user. The user gains a strong Magic Defence bonus, including immunity to all Enfeebling magic. Physical Damage taken is reduced by 15%.
DRK: Mortal Wound (Instant) - The user sacrifices theirself to inflict huge amounts of damage on the target. Inflicts a guaranteed attack on the target resulting in ((UserHP - 1) * 10) points of damage. Effect stacks with potential damage bonuses from Relic Weapons. Dark Magic spells cast immediately after Mortal Wound has been used will gain increased Potency and Accuracy.
BST: Natural Affinity (30s) - The user gains a greater understanding of their surroundings. Your next "Charm" cannot fail, the resulting pet will have enhanced attributes. If a pet is already present, all of their attributes are enhanced.
BRD: One-Man Band (3min) - The user can do the job of multiple, being able to sing up to 4 songs for others.
RNG: Dion's Eye (45s) - Increases the users focus. Ranged Attacks, Ranged Weaponskills and Ranged Job Abilities cannot miss.
SAM: Inner Peace (30s) - Grants the user 300% TP, lowering Weapon Skill costs by 25%. Gives access to several previously forbidden Weapon Skills. Afterwards, gives all party members the effect of "Regain" for a short time.
NIN: Assassin's Finale (15s) - The effect of Utsusemi is enhanced, giving the user 6 "Copy Images", each performing an Elemental Ninjutsu attack, with increased damage, as they are taken. Any additional casts of "Utsusemi" while Assassin's Finale is in effect will grant the user bonus Images.
DRG: Call Wyrm (Instant) - The user sacrifices their Wyvern to summon a Wyrm to fight alongside them. This ability will cause the ability "Spirit Surge" to be used. The Wyrm will stay for 15 minutes, or until it's death.
SMN: Astral Bond (Instant) - The user summons all of their avatars at once, causing them to each use random "Blood Pact" abilities. The use of this ability causes "Astral Flow" to be activated and the users MP pool to be consumed upon use.
BLU: Immortal's Rage (1min) - The user loses control of the beast within, causing them to become a Soulflayer for the duration. The user will have access to all of the "Blue Magic" they have learned during this time. The damage dealt by all "Blue Magic" spells will be increased dramatically.
COR: Gambler's Luck (1min 30s) - All "Phantom Rolls" made by the user will be a guaranteed 11. Furthermore, the recast of the "Phantom Roll" ability will be halved.
PUP: On-Site Subject (1min) - The automaton is optimised for the duration. Has access to all Spells and Abilities, regardless of current frame and head. Gains a large "Regain" effect.
DNC: Troupe's Encore (30s) - The user evades all attacks (both Physical and Magical) directed at them for the duration. All frontal attacks will be Critical Hits. Attacks from behind will gain a damage bonus.
SCH: Fons Scientiae (45s) - Grants the user access to both Grimoires, lowers the recast of all Stratagems and increases potency of all spells.