Alright, time for me to finally weigh in with my own ideas on this topic. This post may or may not be long, I just woke up and have a few ideas but my concentration is a bit waning:
Changes to BST:
Introduce new types of pet food that do not heal pets but instead increase their stats. The levels required to craft said pet food would be relatively low, more than likely 30 cap. The types of food would vary, but namely they would be: ATK+, DEF+, ACC+, EVA+, STR+, VIT+, DEX+, AGI+.
Introduce a new NPC in Nashmau that sells Jug pets and Pet food (Similar to the NPC in Nashmau that sells NIN tools). The NPC would be a standard vendor, not regional or a guild merchant. Said NPC would not carry all types of pets or pet food, but more of a selection than the merchants near the chocobo stables.
Introduce new Jug pets. The new Jug pets would have a synth skill cap of 60 Cooking/Alchemy (Various Jugs across both crafts). These new Jugs however, will be uncapped in their NQ forms, HQ increases the number made per synth. Ingredients would be obtained from various monsters in the expansion areas as well as existing zones to assure ingredients are not too rare. These ingredients will not be buyable from NPC's. New pets would include: Puk Type, Coeurl Type, Scorpion Type, and a Raptor type. To balance the strength of these pets versus other types of jug pets, they will only last a maximum of 15 minutes per jug.
THF:
Trick Attack will be made an exclusive THF ability. In similar vein to DRG's call wyvern. Sneak attack will still be gained by subbing THF, but Trick Attack will not.
Mug will now do damage based on a small dexterity modifier. Less potent than SA, but not worthless either.
PUP:
PUP will be given native MP. Native MP given will be similar to the amount that PLD has at its disposal.
PUP will be given native spells (with restrictions). MP would be useless without spells right? PUP will also be given spells of its own. As WHM spells are to PLD, so too will be PUP's. PUP will gain their white magic at similar levels to a PLD, with a restriction to certain spells.
Restrictions on Spells/Abilities for PUP: Cure III is the highest PUP will attain in cure spells. No Raise spells at all. No Bar-spells. No stoneskin or blink. No reraise. No Flash. No Sneak or Invis. No Erase. Limited access to -na spells (They will not have Viruna, Stona, or Cursna). No Teleport spells or Holy. PUP will not gain Divine seal or any form of Refresh/Autorefresh.
PUP will be given new menu's. This is to coincide with the idea that a Puppetmaster is just that, a master at controlling and manipulating their puppets. A new menu will be added for Automation Magic, allowing you to select what spell specifically you would like them to use. Another menu will be added to the Ranged attacking and Melee type pets allowing you to select what weaponskill they use during battle. A job ability menu would also be added, allowing you to control what job abilities your automation uses during battle (which is based on the parts you have equipped on your automation I believe). The downside to all these things is that it will overload your automation very quickly if you use too many job abilities too quickly, which can cause in loss of the specific automation part that grants that job ability.
PUP will be given Clear mind I at 31 and Clear mind II at 53.
PUP magic skills will all be capped at a C rank.
DRK:
DRK will be given a trait named "Two Hands." Said ability would decrease the delay (Similar to duel wield) that allows for faster swings with two handed weapons.
Scythe weaponskills will be switched with the position of Great Sword weaponskills on the SC chart. In an effort to bolster the usage of Scythe over greatsword the weaponskills of Scythe will be switched with the position of Great sword weaponskills on the SC chart. So yes, now Scythe will be able to do light.
DRK will now have access to spells earlier. Currently DRK MP is rarely used for anything but drain, aspir, and a few absorb spells. Thusly, DRK will now gain its Elemental/Enfeebling magic at the same level as RDM.
RNG:
Distance from the enemy will no longer effect the accuracy of ranged attacks. Distance no longer will effect ranged accuracy, however, the damage reduction based on distance from the enemy will remain the same.
Sharpshot's timer will be changed. Sharpshot will now last for 2 minutes and 30 seconds, the recast timer will be left at 5 minutes.
COR:
New weapons: New guns will be added for Corsair at various intervals. These guns will be both of the hexagun variety and useable only by Corsair.
New ammo: A new type of bullet will be added:
Magnum Bullet:
Level: 50
DMG 55
Delay: 210
This bullet will only be useable in the new Hexagun type weapons.
SMN:
The timer for the Bloodpact ability will be reduced. Bloodpacts will now be useable every 40 seconds.
Summoning skill will effect Bloodpact damage/effectiveness. Summoning skill will now have a direct effect on the damage of Bloodpacts. Enhancing bloodpacts will have their duration and potency affected by summoning skill as well.
The way Summoning skill is earned will be changed. Summoning skill will now be increased both by initially summoning an avatar (The way it is now) as well as when your avatar is fighting an enemy (Similar to how you would skill up a melee skill).
RDM:
Red mage sword skill will now be increased to a A- rank.
Sorry guys, that's all I got for RDM. Most of the issues with that job are perpetuated by the playerbase, not limitations of the job itself.
WAR:
WAR will gain Physical defense Up II and III. II at level 40 and III at level 60.
PLD:
PLD will now gain Physical Defense Up IV. Obtainable at level 70.
Shield will now negate damage for PLD. For Paladins only, who are the masters at using shields to block attacks, they will receive no damage when an attack from an enemy is blocked by a shield.
Flash will now produce more enmity. Not as much enmity as provoke, but close to it.
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While I don't like NIN as a tank, I understand not only its usefulness but its necessity. Without NIN we would be relying on PLD and WAR to tank, mostly PLD. NIN itself has very decent melee capability and does have its own usefulness outside of tanking that most players are unwilling to explore.
BLM seems fine to me. At first I thought it was bullshit about the manaburn parties thing, but after some thought (not much) I realized that at least a few jobs can do something similar. SMN burn with avatars, Jugburn with BST and their pets, Jump burn with 6 DRG/WHM, Canon parties, etc. Most jobs have something similar to the BLM manaburn, and while it may not be as effective, changing BLM for that reason alone is silly and shortsighted.
RDM was my first job, and my first love in this game. The only thing that drove me away was the lack of melee effectiveness that RDM was originally supposed to be about. RDM does have problems aside from the low sword skill, but those are inflicted by the playerbase itself, telling RDM they can't melee, need to rest for MP, etc.
SMN I always saw as a backup DD/buffer/backup healer. I recognize that while they do not have any native healing skill and few healing spells from avatars, they do have a large MP pool and do function well as healers. Thus, I made it so they are able to do a bit more damage, and make all that sitting outside Jeuno skilling up Summoning skill more worthwhile. Neither of those will really change SMN role in the party, as they will retain the same effectiveness they have always had as healers/buffers, but now they will be able to do a bit of backup damage as well, which I believe was the original intention.
WAR honestly doesn't need much work. It is already a very good damage dealer, and definitely needs no work in that department. However, there are a limited number of tanks at higher levels. PLD and NIN are the only ones usually used for exp, with WAR/NIN only being used after they gain Utsu: Ni from their sub. So I figured increase their defense a bit, so they can tank a bit better and suit a few more situations (Ie: Lack of tanks seeking).
White mages I see as the perfect healers currently. PLD and SMN already gain autorefresh, and I don't think it would be good to start stepping on even more toes by giving them Autorefresh as well.
THF needs a few things, but not being very experienced with THF myself I added what seemed to be a few things they wanted. The main gripes I've been seeing lately is that other melee are able to perform hate control by using SATA at level 60+, thus reducing THF invite rate. THF is the top hate controlling job in the game, and I gave that back to them in a sense by not allowing other melee to perform that function. Mug not doing any damage seemed to be a gripe as well, so I thought that making Mug do damage based on a small dexterity modifier a cool idea.
PLD didn't seem like it needed -that- much to me. They gain autorefresh now, shield mastery which I hear is a great addition to PLD, as well as a decent set of spells and abilities for hate holding. I thought however that I would throw PLD some added hate control in the form of a Flash upgrade. This serves to lessen PLD reliance on the often used WAR sub. I always thought it was rediculous that SE would make a job that was quite obviously made to be a tank, but not give them an ability that produces hate as often or in the quantity of provoke (Thus limiting them to ONLY a WAR sub most of the time). Defense up was to help reduce the damage a PLD takes even more, to assist with getting invites 70+ as well as reduce the draw of parties to rely solely on a NIN tank.
BST I don't think has a lot of problems, a few, but not a lot. In an effort to increase the effectiveness of BST in both the solo and party arena's I opted to increase the effectiveness of jug pets and pet food. Using DEF+ food on a jug pet for instance could perhaps eliminate the need for natural pets when soloing (sometimes). It also serves to help out us BST who party and wish to be more on par with a few other DD's. Most of the damage comes from our pet, and when the pet only has 50% accuracy during the battle it really hurts us. ACC+ food for your pet would be wonderful, and bring up BST damage a bit without making them overpowered. The addition of the new jug pets was to ease the post 65 pain of being forced into using the only truely affordable uncapped jug in the game, Courrier Carrie. The new pets Square Enix added, while powerful, owe their creation high crafting levels and rare ingredients. That ultimately drives up the price and rarity on these items, and I didn't want to see that happen with the pets I propose adding. Also, the pet types I suggest are some of the favorites for any BST, which I think would be a welcome addition for all.
I feel bad for the Rangers, even the ones who survived the update on ranged attacks feel the pain of missing a lot. Noone had a problem really with their accuracy, but instead with the damage of their attacks. Thus why I sort of felt it would be right to give them the update that wouldn't have screwed them over so badly but still balanced them towards other jobs. I also think it's screwy how Sharpshot currently only lasts 1 minute with a 5 minute recast, so I boosted that a bit as well.
PUP needs a lot, honestly. I don't know what SE was thinking when they gave a job that has no native MP nothing but mage gear. In lieu of that I figured I would make Puppetmaster more like its name, and allow it a LOT of control over their automation, as well as give it some natural MP and spells. I feel I might have overdone it, but overall I think the spells and the levels they would be obtained will be an asset to any party without killing the rate of invites for WHM or SMN.
COR needed very little, honestly. I just thought it was dumb how the hexagun was supposed to be the COR weapon when SE introduced it, yet they only added one of them, which was level 65. I also think that COR should have access to at least one very decent type of bullet that is effective without infringing upon the Ranger job. The delay and relatively low damage of the bullet reflects the type of gun it can be used with. The Hexagun is a moderately powerful, low delay weapon. I wanted to create bullets that would reflect that ideal.
From what I hear DRK needed some upgrades as well, so I thought I would give them just what they are asking for while trying to go with SE's idea of DRK using Scythe more often. It also seemed silly to me that despite having Black magic, DRK don't use it that often save for a few spells. Way I understand it is that by the time DRK get any elemental spells they are more or less no longer useful, so I figured it would be a nice change to give DRK access to useful spells a few levels earlier.
The rest of the jobs I don't really feel the need to comment on, and I'm sure half of you are already really annoyed with me for making such a god awful long post. Please take the time to read it, as I've spent almost two hours typing it up and thinking up ideas that would be beneficial without being too overpowering or reducing the effectiveness of other jobs.
Edit: Also I want to make it clear that if any Mod/Admin see this post as being too horrendously long to be a reply in a topic, I don't have any problem with the post being removed or split into its own topic of discussion.