A few job ability/trait Ideas I thought up for various jobs. I might add more later. Feel free to add your own suggestions as well.
Craven Survivor (Thief Job Trait)
Increases the chance to evade enemy attacks when standing behind a party member.
Getaway (Thief Job Ability)
Enhances movement speed and evasion for party members in range when not engaged with an enemy (i.e. weapons are put away).
Prowler (Thief Job Trait)
Adds a Sneak effect to Hide. Enhances Stealth job trait while Hide is active.
Treachery (Thief Job Ability)
Transfers one third of the Thief's enmity to a chosen party member.
Waylay (Thief Job Trait)
Occasionally puts the target to sleep when the Thief uses Mug. When stacked with Sneak Attack, the sleep effect is guaranteed (although it may still be resisted).
Enervation (Blue Mage Job Ability)
Allows the next "magical" Blue Magic Spell cast to target an enemy's Elemental Weakness. Allows the next "physical" Blue Magic spell cast to temporarily grant the Blue Mage the appropriate Killer Effect against the target.
Exaltation (Blue Mage Job Ability)
Reduces the Enmity generated by the next Physical or Magical Blue Magic spell cast. Enmity Reduction is enhanced by Charisma.
Critter (Beastmaster Job Ability)
Expends a Whistle item (ammo slot), summons a creature to the Beastmaster's side (the nature of which depends on the whistle used). The creature performs a special action and then departs. Can be performed while a pet is currently charmed or summoned through Call Beast.
Growl (Beastmaster Pet Command)
Orders a jugpet to perform a Warcry.
Rear (Beastmaster Pet Command)
Increases Enmity generation for the beastmaster's pet. Enmity generation slowly degrades back to normal level. Usable on charmed monsters or jug pets.
Reckoning (Dark Magic Spell)
Allows the Dark Knight to remain active when HP is reduced to 0, but inflicts a Doom effect on the Dark Knight when HP reaches zero.
Seethe (Dark Knight Job Ability)
Enhances Magic Attack and Accuracy but reduces Store TP trait.
Malice (Dark Knight Job Ability)
Enhances the effect of Strength and Dexterity on combat calculations, but reduces the effect of Intelligence and Mind on spellcasting calculations.
Absorb Speed (Dark Magic Spell)
Inflicts a Slow effect on the target and grants a Haste effect to the Dark Knight.
Absorb Potency (Dark Magic Spell)
Reduces the target's Magic Attack and increases the Dark Knight's Magic Attack.
Absorb Prowess (Dark Magic Spell)
Inflicts a Paralyze effect on the target and allows the Dark Knight to Double Attack.
Absorb Acumen (Dark Magic Spell)
Reduces the target's Magic Accuracy and increases the Dark Knight's Magic Accuracy.
Absorb Might (Dark Magic Spell)
Reduces the target's Critical Hit Rate and increases the Critical Hit rate of the Dark Knight.
Absorb Psyche (Dark Magic Spell)
Reduces the target's Magic Defense and increases the Dark Knight's Magic Defense.
Kodegash (Monk Job Ability)
Reduces Attack Speed and Movement Speed but inflicts a Gravity effect on the target. Occasionally Paralyzes the enemy.
Mudra (Monk Job Trait)
Adds a Magic Defense Down effect to Chi Blast. Allows Chakra to potentially remove a Doom effect.
Stillness (Monk Job Trait)
Adds a TP bonus to Boost.
Counterspell (White Magic Spell)
Interrupts the casting of an enemy's spell if cast before that spell is completed. Can be resisted.
Dramatis Personae (Puppet Master Job Trait)
Enhances Pet Critical Hit rate and pet Magic Accuracy when the Puppet Master is under the effect of a Bard Song. Adds a Haste effect to the Automoton when the target is under the effect of a Samba.
Impale (Dragoon Job Trait)
Occasionally negates the effect of a Knockback and inflicts heavy damage on the target.
Rest (Dragoon Pet Command]
Commands the Wyvern to descend to the ground and rest as if the Dragoon had rested (using /heal). The Wyvern will not follow the Dragoon while Resting. Enhances the Wyvern's HP regeneration and reduces the time it takes for certain status ailments to wear off from the Wyvern.
Rejoin (Dragoon Pet Command)
Commands a resting Wyvern to return to the Dragoon's Side and adopt normal behavior.
Ululation (Dragoon Pet Command)
Transfers one half of the Dragoon's enmity to his Wyvern and potentially Terrorizes the target.
Hold the Line (Paladin Job Ability)
Enhances Shield Mastery, Enhances Parrying rate and lowers enemy Critical Hit Rate for party members standing adjacent to the Paladin.
Reanimate (Dark Magic Spell)
Revives a K.O.ed target without Weakness, but inflicts the Zombie status ailment on the target which wears off in about the same amount of time as Weakness. Target is revived with a variable number of HP based on Dark Magic skill.
Haunt (Enfeebling Magic Spell)
Creates a haunting apparition that the targeted enemy occasionally attacks instead of it's current target. The chance for the apparition to remain after being attacked is based on the Black Mage's Enfeebling Magic Skill.
Accompaniment (Bard Job Trait)
Reduces Song casting time while a battle target is under the effect of a Samba. Extends Song duration while a party member has an Automaton active.
Adagio (Dancer Job Ability)
Slows attack speed but reduces Waltz TP costs.
Center Stage (Dancer Job Trait)
Reduces Waltz recast timer when a party member has an automaton active. Enhances Samba duration when under the effect of a Bard Song.
Edited, Sep 20th 2011 3:30pm by GailC