Haven't said much lately, but the word is finally out on the November 2013 update having the new Special Abilities (the "one-hours").
So, after, what, two years of waiting?, here they are...
WAR: Blazing Rush: Increases Double Attack rate.
That's _IT_? Unless you mean it allows the WAR to bust whatever caps on DA rate that their gear give or something, that's all the WAR gets?
MNK: Inner Strength: Increases Max HP
Unless the harder Adoulin stuff is meant to be SO HARD that you literally need a MNK with over 9000 HP... Not a very promising start.
WHM: Asylum: Massive party increase to enfeebling magic and Dispel.
So kinda half-Perfect Defense plus a little bit... OK, this one makes more sense than the first two.
BLM: Subtle Sorcery: Decreases emnity, increases magic accuracy.
That sounds more a Job Ability than a one-hour!!
RDM: Stymie: Greatly increases next enfeebling spell.
RDM is _USELESS_!!!
THF: Larceny: Steals one positive status effect from the enemy.
Independent of Aura Steal and the like. OK. Has it's uses.
PLD: Intervene: Shield attack to greatly reduce attack power and accuracy of the enemy.
So an OFFENSIVE PLD 1-hour... Interesting.
DRK: Soul Enslavement: Blood Weapon, except TP this time.
Weapon skill still has to hit. :)
BST: Unleash: Shortens recast timers of Sic and Ready, increases chances of Charm.
BRD: Clarion Call: Adds one more song effect that can be given to players.
The more songs, the more you are of worth to a large-scale hyper-game/Adoulin event.
RNG: Overkill: Reduces ranged attack delay, increases double and triple shots.
Nice for ranged fights, of which there are at least a few.
SAM: Yaegasumi: Evasion of techniques increased, TP bonus as you evade more.
So is this Weapon Skills or something else?
NIN: Mikage: Grants bonus number of attacks to main-hand weapon to the number of Utsusemi shadows you have.
So now we finally get Hundredhanded-Whateverhisnameis in Mamook's main effect...
DRG: Fly High: Shortens Jump recast.
Ergh. Could be great, could be terrible. Hope these SPs work on a different timer.
SMN: Astral Conduit: Reduces Blood Pact recasts.
SMN is becoming more and more useless with the Perfect Defense nerf!! I mean, what, Garuda and spam Predator Claw???
BLU: N. Wisdom: More BLU spells become available.
Probably most of the Adoulin stuff and other overpowered stuff. Which see the JA post-75, I think.
COR: Cut Cards: Reduces SP time for party members.
Note: Doesn't take it to zero, probably. Probably cuts it by a percentage/half or something.
PUP: Heady Artifice: Puppet uses it's SP, SP depends on the type of head.
Probably the list we had before. One of the few initial survivors, it looks like.
DNC: Grand Pas: Flourishes cost nothing.
Isn't that part of Trance? Ew....
SCH: Caper Emissarius: All party emnity goes to the party member of your choice.
GEO: Widen Compass: Geomancer spells now have wider effect.
Again, that seems like a lesser Job Ability.
RUN: English Name Unknown: Greatly reduces magic accuracy of enemy.
Yeah, sure, whatever...
God, do most of these suck.