That being said, I made my own list also just for the fun on it. I left out Braver and Bladedance... because I don't feel like any current jobs represent them well enough. I kept CNJ GLD and THM the way they were.. but buffed GLD because it's pretty weak as it is.
Ryklin wrote:
GLD
T1 - Shield Wall: Reduces Damage Taken by All Party Members by 20% for 25 seconds.
T2 - Mighty Guard: Reduces Damage Taken by All Party Members by 40% for 20 seconds.
T3 - Last Bastion: Reduces Damage Taken by All Party Members by 60% for 15 seconds.
MRD
T1 - Raging Rush: Delivers an attack with a potency of 2300 on a single target.
T2 - Law of Inertia: Delivers a whirlwind attack with a potency of 3000 to all enemies near point of impact.
T3 - Knights of the Round: Delivers a fierce and ground-shaking attack with a potency of 9000 on a single target.
THM
T1 - Skyshard: Deals an attack with a potency of 1400 to all enemies near point of impact.
T2 - Starstorm: Deals an attack with a potency of 3000 to all enemies near point of impact.
T3 - Meteor: Deals an attack with a potency of 5400 to all enemies near point of impact.
CNJ
T1 - Healing Wind: Restores 25% of HP to all nearby party members.
T2 - Breath of the Earth: Restores 60% of HP to all nearby party members.
T3 - Pulse of Life: Restores 100% of HP to all nearby party members, including KO'd.
ARC
T1 - Explosive Arrow: Delivers an explosive attack with a potency of 1400 to all enemies near point of impact.
T2 - Eagle Eye Arrow: Delivers multiple shots at once with precise aim and a potency of 3000 to all enemies near point of impact.
T3 - Artemis Arrow: Delivers a divine attack from above with a potency of 5400 to all enemies near point of impact.
PUG
T1 - Burning Rave: Delivers a fiery flurry of attacks with a potency of 2300 on a single target.
T2 - Dolphin Blow: Delivers an uppercut attack with a potency of 5000 on a single target.
T3 - Final Heaven: Delivers a charge power attack with a potency of 9000 on a single target.
LNC
T1 - Hyper Jump: Delivers a quick and piercing attack from above with a potency of 2300 on a single target.
T2 - Shadow Jump: Delivers an onslaught of attacks from between the shadows with a potency of 5000 on a single target.
T3 - Dragon Dive: Delivers an attack with the spirit of a dragon for a potency of 5400 on all enemies near point of impact.
ACN
T1 - Runaway Train: Evokes the power of Doomtrain to inflict Sleep, Poison, Silence, Slow and Stun on the enemy, while draining health from the enemy with a potency of 700 to Restore 15% of HP to all party members.
T2 - Judgement: Evokes the power of Alexander to deal an attack with a potency of 1500 on a single target while Restoring 25% of HP to all party members.
T3 - Flames of Rebirth: Evokes the power of the Phoenix to deal an attack with a potency of 3000 to all enemies near point of impact, while Restoring 35% of HP to all party members, including KO'd.
T1 - Shield Wall: Reduces Damage Taken by All Party Members by 20% for 25 seconds.
T2 - Mighty Guard: Reduces Damage Taken by All Party Members by 40% for 20 seconds.
T3 - Last Bastion: Reduces Damage Taken by All Party Members by 60% for 15 seconds.
MRD
T1 - Raging Rush: Delivers an attack with a potency of 2300 on a single target.
T2 - Law of Inertia: Delivers a whirlwind attack with a potency of 3000 to all enemies near point of impact.
T3 - Knights of the Round: Delivers a fierce and ground-shaking attack with a potency of 9000 on a single target.
THM
T1 - Skyshard: Deals an attack with a potency of 1400 to all enemies near point of impact.
T2 - Starstorm: Deals an attack with a potency of 3000 to all enemies near point of impact.
T3 - Meteor: Deals an attack with a potency of 5400 to all enemies near point of impact.
CNJ
T1 - Healing Wind: Restores 25% of HP to all nearby party members.
T2 - Breath of the Earth: Restores 60% of HP to all nearby party members.
T3 - Pulse of Life: Restores 100% of HP to all nearby party members, including KO'd.
ARC
T1 - Explosive Arrow: Delivers an explosive attack with a potency of 1400 to all enemies near point of impact.
T2 - Eagle Eye Arrow: Delivers multiple shots at once with precise aim and a potency of 3000 to all enemies near point of impact.
T3 - Artemis Arrow: Delivers a divine attack from above with a potency of 5400 to all enemies near point of impact.
PUG
T1 - Burning Rave: Delivers a fiery flurry of attacks with a potency of 2300 on a single target.
T2 - Dolphin Blow: Delivers an uppercut attack with a potency of 5000 on a single target.
T3 - Final Heaven: Delivers a charge power attack with a potency of 9000 on a single target.
LNC
T1 - Hyper Jump: Delivers a quick and piercing attack from above with a potency of 2300 on a single target.
T2 - Shadow Jump: Delivers an onslaught of attacks from between the shadows with a potency of 5000 on a single target.
T3 - Dragon Dive: Delivers an attack with the spirit of a dragon for a potency of 5400 on all enemies near point of impact.
ACN
T1 - Runaway Train: Evokes the power of Doomtrain to inflict Sleep, Poison, Silence, Slow and Stun on the enemy, while draining health from the enemy with a potency of 700 to Restore 15% of HP to all party members.
T2 - Judgement: Evokes the power of Alexander to deal an attack with a potency of 1500 on a single target while Restoring 25% of HP to all party members.
T3 - Flames of Rebirth: Evokes the power of the Phoenix to deal an attack with a potency of 3000 to all enemies near point of impact, while Restoring 35% of HP to all party members, including KO'd.
What kind of limit breaks would you like to see?