via een link in een topic op reddit kwam ik nog deze informatie tegen over de nieuwe jobs:
Dark Knight skills and battle technique
The additional action classes for dark knight are gladiator and marauder. There is a switching action into tank mode called Grit Stance. During this stance, damage taken and damage dealt are reduced, while enmity generation and accuracy are increased. This would be a skill that you would always want active while main tanking.
From there, there's an opening weaponskill called Hard Slash, an enmity-generating weapon skill called Spin Slash and an enmity-generating weaponskill called Power Slash which draw hate as a three stage combo. There are also buffs and debuffs which can be applied such as a DoT called Scourge and a buff called Shadow Wall which reduces damage taken.
Low Blow is a single target technique to jump and attack the enemy (with a Stun effect) with a cool and unique kick animation. Additionally, Dark Knight has a variety of abilities including single target (Unmade) and AoE magic (Unleashed) that can increase enmity.
Salt the Earth is a ground targeted AoE skill positioned with the cursor which has a non-elemental magic attack that hits targeted enemies.
Additionally, there are multiple combo paths which have different special effects depending on the route. Some of these have MP recovery at the second stage so they can also be effective as two-step combos such as Hard Slash to Siphon Strike. After Siphon Strike, it's possible to continue with Soul Eater (HP absorption based on damage dealt, with the amount depending on certain conditions) or Delirium Blade. The combo has a debuffing effect which weakens the enemy somehow - the effect was still undergoing last minute adjustments.
The basis of dark knight which we'll describe in more detail below, and the element which will require the most skill, is utilizing the Darkness technique which consumes MP and balancing it with MP recovery techniques.
Blood Price is a MP recovery technique which allows the dark knight to recover MP when attacked. There's also an action which allows the dark knight to recover MP from his own attacks.
The Darkness action that makes a dark knight a dark knight is learned at level 30. However, this state consumes MP for increased damage and things like Mage's Ballad will have no effect (Yoshida said "you cannot be aided by others"). It's also possible to stack this with Grit Stance and since your natural MP recovery is higher than the MP consumption when you're out of battle, you should pretty much have it on all the time. Although you become stronger in this state, you'll become stronger still when you utilize Dark Arts which consumes large amounts of MP.
There are powerful new abilities that can only be used while using Dark Arts, and these will be used often. However, since MP consumption is considerably increased with Dark Arts, the margin for optimal play will be much tighter. Dark Arts does not raise attack power itself, but raises the power of individual actions or adds special additional effects when the actions are used. For example, while using Dark Arts, the weaponskills Soul Eater and Abyssal Drain are enhanced with the additional effect of absorbing HP. The defensive buff Dark Mind receives an increased amount of damage reduction.
The new Living Dead corresponds to Holmgang from Warrior, but the name suggests a slightly different effect which will set it apart. Please check this out for yourself.
For main tanking, the flow of battle will be to activate Darkness, set Grit Stance, grab the enemy with a single target magic attack, and then close the gap with Plunge Cut. From there, while earning hostility you can perform various combos interwoven with the Dark Arts state.
Actually, that series of actions should get you through the new instanced dungeons and high rank monster hunts without any problems once you understand the mechanics.
By the way, we also got a glimpse of the new level three limit break for dark knight, Ruinous Omen. An ominous black sphere is created, but we weren't allowed to publish any more details in this article. The level three limit breaks will be among the information that gets gradually released prior to the game going on sale, so hang on and look forward to that day.
Machinist skills and battle technique
The additional action classes for machinist are lancer and archer. There is a combo series using special ammunition, the ability to perform high ranged damage from a fixed location using an attachment action, and additional attack or support from the turret.
The concept behind the combo (Split Shot to Slug Shot to Clean Shot) is different from other jobs in that by using the special ammunition, the proc rate for one weaponskill to combo and power up the next weaponskill rises from a fixed lower probability to 100%. The Reload ability grants special ammunition as a stacked buff called Ammunition V while Quick Reload grants just one along with a TP recovery effect.
In addition to the shots connected by the combo described above, there are also multiple other shots as weaponskills which will need to be selected based on the situation.
There are various actions available which buff the machinist or debuff the enemy with weakening effects. By using the Gauss Barrel attachment, the machinist takes up more of a fixed position significantly powering up weaponskills at the cost of adding an interruptable cast time and removing auto-attacks. The main buffs and debuffs that were confirmed are:
>Guaranteed critical hit on next attack
>Increase damage dealt
>Reduce the recast of weaponskills to a fixed shorter interval
>Heavy effect
>Bind effect
>Stun effect (Suppressive Fire)
>Silence effect
>Knockback
There are other techniques, Weapon Break and Mind Shot (physical and magical damage reduction, respectively), reminiscent of techniques from Final Fantasy Tactics. Some of the debuffing abilities share a recast timer so it will be important to choose which are best for a given situation. Machinist has a variety of other skills, including other ranged attacks, such as the conal AoE Spread Shot, DoT, and the ability to deal heavy damage by setting a time bomb or throw a grenade at your foe.
The turrets can be summoned by the Autoturret techniques (Autoturret Rook and Autoturret Bishop). Since the turrets cannot move, the basic idea is to leave them out on the field during battle (they can be removed by the Turret Recovery action). There are also actions to enhance the turret itself and to switch the mode of the installed turret. Autoturret Rook attacks a single enemy, while the Autoturret Bishop, in addition to performing automatic AoE attacks, can change mode to grant support effects of MP or TP recovery to nearby party members.
In battle, you'll leave the turret out all of the time while keeping up your DPS by properly using the Reload and attachment actions and also applying debuffs to the enemy. While it's similar to bard, this new ranged physical attack job will have a more of a planned approach.
Astrologian skills and battle technique
The additional action classes for astrologian are conjurer and thaumaturge. It's possible to switch between a pure healer and a barrier healer by using the respective Diurnal Sect and Nocturnal Sect stances. By using these two stances, the effects of many astrologian actions change.
>Aspect Benefic cures will be granted an additional regen effect with Diurnal Sect or a magic barrier which absorbs a certain amount of damage with Nocturnal Sect
>Ring of Fate will recover members within the field with Diurnal Sect or reduce damage taken with Nocturnal Sect [[sounds like Asylum vs. Sacred Soil]]
It might be easier to understand by calling Diurnal Sect the "white mage mode" and Nocturnal Sect the "scholar mode." As Yoshida mentioned in the live letter, it will be important to familiarize yourself with one of the types but also make sure you fully understand the other. Since this job is primarily a healer, it does have many basic healing techniques:
>Benefic: Equivalent to Cure, has an additional effect of granting an instant cast proc to Benefic II at a certain probability.
>Benefic II: Equivalent to Cure II
>Helios: Equivalent to Medica
>Ascend: Resuscitation with weakness
>Detriment: Equivalent to Esuna [[name doesn't really make sense, but that's what it says]]
In addition to all of the standard healing actions, it does have a new type of healing action [[presumably this is the instant heal, Dignity]] which recovers an increased amount of HP with the target at a lower HP percentage.
Furthermore, one of the other unique astrologian elements is known as Synastry. By specifying someone in advance, such as the main tank, when you cure another single player, the partner Synastry target will also be restored by 50% of the amount of HP recovered by the cured player.
Separate from the recovery techniques are the astrologian's card features. Starting at level 30, you can use Draw, [[a 30 second cooldown], to bestow a variety of beneficial effects for a certain duration. There are no negative effects on the cards - they have different effects such as increasing the damage dealt by an ally, increasing an ally's attack speed, decreasing an ally's MP consumption, and reducing an ally's TP consumption [[the two missing are decreasing damage taken and decreasing ability recast timer]].
For card-related actions, it's not all simply just drawing a card and using it. The Royal Road action consumes the drawn card to empower the next drawn card, such as giving it an area of effect. The Spread action allows you to keep a drawn card to be used at a more optimal time in the battle. If you really don't like the card you draw, you can also use Shuffle to re-draw a card. Although it seems like just luck at first, properly using these actions adds an element of player skill as well.
Although astrologian also has some basic single target, DoT, and AoE attack magic, we got the impression that its first and foremost focus is healing.
For buffs and debuffs, a buff called Light Speed allows you to cast without cast time but with decreased power for a fixed duration, an ability is available to restore MP, a new debuff action called Disable allows you to reduce the damage of the target's next action, and there is the powerful Celestial Stasis reminiscent of a Stop style action.
Overall, as a main healer in many battles it will be fundamental to understand Diurnal Sect and leverage the benefits for Aspect Benefic. You'll also need to Draw cards at each recast and decide immediately whether to use, Shuffle, or Spread the card. Although it was a bit confusing at first to immediately start at level 60, it was easier to gradually learn by first ignoring Nocturnal Sect and focusing on Diurnal Sect. In any case, this will be a third healer job that's rewarding to play, packed with new elements.