Quote:
Support job abilities that are not expected to steal the limelight from main jobs as a result of the level cap increase will be allowed to come into play. Furthermore, there are plans to tweak certain job abilities, job traits, and magic spells on an ongoing basis in order to further accentuate the uniqueness of each job when used in a main role, as well as its versatility when playing a supporting role.
Like others have said in the topic, this is probably the most important paragraph in the whole thing. That's SE's way of slipping in the warning about neutering everything. :P
Second most important text would be the asterisk at the top where it says it's all subject to change anyway. We know nothing until the patch actually happens, as that ranger enmity change showed us last time.
Some of the abilities and/or spells will very likely be locked, but obviously lose some potency. We see it everywhere in the game. Utsu ni shadows lowered subbed, dnc FMs reduced to 1/step when subbed, meditate giving less TP, locking out call wyvern on drg.
Their skill system will take care of a lot of limitations (like those DRK abilities won't do much good for someone with no corresponding native skill), and they will probably police the rest and make it far less impressive than some of us are hoping for.
Sure would be fun to play around with Blu/Rdm, though, with convert, haste, refresh. raise, cure4... as well as it's offered phalanx, blink, stoneskin (even with limited enhancing)... even some easy ice spike and en-spell fun (just shy of II). No new fast cast tier, but if the sub is worth using, the fast cast would be greatly appreciated, and likely make some gear worth using more often.
Would give /nin a run for it's money, since it could have zephyr mantle and blink both, as well as haste and phalanx. /Nin's Yonin/Innin, new DW tier, and access to every ichi and ni ninjutsu (nice in some situations anyway) would be pretty wild, too, though.
Just one more thing that will be interesting to see, for sure.