Special jobs in PW 2.0 are shades of their Vanilla counterparts, but with a unique blend of general PW insanity, with each unique job fitting a unique role or gimmick.
Exact details to be yet decided.
Thoughts are welcome as always!
Skillset: Holy Blade
Example Skills: Stasis Sword, Split Sword, Holy Explosion, Ward, Brace, Steelguard, Mediguard, Cure, Regen, Veil
Equip: Swords, Knightswords, Shields, Helmets, Heavy Armor, Robes
Agrias serves as a direct foil to Harbingers and have the defensive prowess of a Sentinel while not quite nailing the finer points of either. Acting as a tanky version of a Harbinger, Agrias' Holy Swordskills have targetting similar to Harbinger skills: Stasis Sword damages all units around her, Split Sword can strike a single target up to two tiles away, and Holy Explosion can damage units two tiles straight in front of her. Unlike Harbinger skills, her Swordskills consume MP, rather than HP, and although they're evadeable, they can also inflict debuffs. Stasis Sword inflicts Immobilize to aid in her tanking skills, Holy Explosion inflicts Blind, and Split Sword inflicts Silence- allowing her to defend her allies by taking the bite out of enemies.
Her other defensive skills focus on defending not so much her allies, but herself: Ward and Brace are the respective Templar and Valkyrie skills (Shell + Regen + Defending on self and Protect + Regen + Defending on self, respectively), Steelguard places all allies in Defending status (exactly as the Sentinel skill does), Mediguard places herself and adjacent allies in Defending + Regen status, and Cure, Regen, and Veil are as they are on the other jobs, giving her a pseudo-Paladin feel. To that end, the player should decide whether to focus on her MP and MA with Robes, or making her more of a tank with Heavy Armor.
Example Skills: Aim: Leg, Aim: Arm, Weapon Break, Armor Break, Meditron, Magibot, Cureborg, Launch Panel, Hide, Flee
Equip: Guns, Axes, Flails, Hats, Clothing
Innate: Item Lore
Mustadio is, effectively, now a Team Fortress 2 Engineer. Designed strictly as a support unit, Mustadio has access to crippling abilities that'll prevent enemies from harming allies, as well as Aim: Weapon to assist in that, with Aim: Armor to help soften enemies up for annihilation.
His next four skills- Meditron, Magibot, Cureborg, and Launch Panel- are all based off of PW 1.0's Sniper job Snares. In essence, Mustadio will deploy a healing ability once every X clockticks in a selected area anywhere on the battlefield. The selected area can act as a "healing zone" for allies in desperate need of medical attention. These skills will persevere, continuing until Mustadio dies or selects a different action. They consume no MP.
Meditron: Any ally who steps on the selected tile and is on it when the skill goes off has its HP restored based on MA. 1 AoE.
Magibot: Any ally who steps on the selected tile and is on it when the skill goes off has its MP restored based on MA. 0 AoE.
Cureborg: Any ally who steps on the selected tiles and are on it when the skill goes off has most common debuffs removed from them. 2 AoE.
Launch Panel: Any ally who steps on the selected tile and is on it when the skill goes off receives 100 CT.
Hide and Flee inflict Vanish and Haste on Mustadio, respectively, allowing him to change strategy as needed.
Skillset: White Lore
Example Skills: Divinity, White Wind, Mighty Guard, Angel Whisper, Pond's Chorus, Matra Magic
Equip: Swords, Staves, Hats, Robes, Clothing
Rafa is very much her PW 1.0 self, having (formerly) Blue Magic skills, with her unique twist: each of her skills hits randomly within their four possible panels of hitting. However, as a nod to the killer Rafa/Malak setup in FFH history of ages past, her skills have smart targetting. To that end, her defensive skills are far more effective when an ally is surrounded by enemies, whereas her offensive skills are far more effective when an enemy is surrounded by allies. Her skills have no CT (except Matra Magic), but consume MP.
Divinity: Deals Thunder-based Faith-ignoring damage to an enemy within 1 AoE, randomly.
White Wind: Fully restores an ally's HP and MP within 1 AoE, randomly.
Mighty Guard: Bestows Protect, Shell, Veil, Regen, and Reraise to an ally within 1 AoE, randomly.
Angel Whisper: Fully restores a fallen ally's HP within 1 AoE, randomly.
Pond's Chorus: Inflicts Frog + Poison to an enemy within 1 AoE, randomly.
Matra Magic: Inflicts damage equal to the enemy's MP within 1 AoE, randomly. Great boss/Lucavi killer, but can only be acquired in Deep Dungeon. Has a CT.
Skillset: Black Lore
Example Skills: Impiety, Magic Hammer, Acid, Frost, Limit Glove, Degenerator
Equip: Poles, Rods, Hats, Robes, Clothing
Malak is much like Rafa, sharing her gimmicks, but his skills are far more attack-oriented in nature, and he's designed to play as more of an assassin, bearing high SPD and EVD, compared to Rafa's high HP and MP. Where Rafa is all about aiding allies and defending them, Malak is about having his allies surround a foe and launching an execution upon it.
Impiety: Deals Fire-based Unfaith damage to an enemy within 1 AoE, randomly.
Magic Hammer: Reduces an enemy's MP to 0 within 1 AoE, randomly.
Acid: Inflicts several random debuffs on an enemy within 1 AoE, randomly.
Frost: Deals Ice-based Faith damage to an enemy and inflicts Stop within 1 AoE, randomly.
Limit Glove: Inflicts damage equal to the enemy's lost HP within 1 AoE, randomly. Great boss/Lucavi killer, but can only be acquired in Deep Dungeon. Has a CT.
Degenerator: Inflicts Death on an enemy within 1 AoE, randomly.
Skillset: Blade of Ruin
Example Skills: Shellbust Stab, Blastar Punch, Hellcry Punch, Icewolf Bite, Mind Ruin, Power Ruin, Speed Ruin, Crush Punch
Equip: Swords, Knightswords, Shields, Helmets, Heavy Armor
Meliadoul permanently enfeebles foes by destroying their gear- and their stats. To that end, her Ruin skills are as they are in Vanilla (except Speed Ruin, which inflicts Slow on an enemy), in that they're based on Faith. She -is- a member of the Church, afterall. Meliadoul's skills, however, are pricy in MP and can be evaded, meaning that she should use Concentration or be put under Vanish status before going in for the kill.
Example Skills: Enflame, Enfrost, Enspark, Enwater, Enaero, Enstone, Endark, Enholy, Double Fire, Double Blizzard, Double Thunder, Double Water, Double Aero, Double Stone, Double Dark, Double Dia
Equip: Swords, Shields, Helmets, Heavy Armor, Robes
Beowulf is arguably the most versatile special unit in the game now, having access to two different families of schools, with each element in each. Using his innate Re-equip ability, he can change between Robes and Heavy Armor to fit whatever defensive needs are needed at the moment (at the cost of a turn). Having equal PA and MA, Beowulf can fit the melee offensive or ranged offensive roles with relative ease, assuming he has enough MP to perform his actions.
En- family magic is much as it is in FFXI and FFXIII: each En- ability releases a weapon strike that deals weapon damage, but is of a different element. In addition, each En- ability also has the chance to inflict a debuff on the enemy. En- magic works with any weapon- although Spellblade Beowulf can inherently only use Swords, if he were to use, say, Equip Ranged, or change to a different job, he can use En- magic on his ranged attacks, as well. En- magic is designed for those wanting to use a PA-based Beowulf.
Double- family magic is the closest you'll get to a Red Mage in FFT: each Double- ability releases a spell that ignores Faith and hits exactly twice using the gimmick of that element's family. For example, Double Fire will hit twice with 2 AoE, Double Aero will hit at 6 Range, Double Dia will ignore Evasion, etc. Each Double- ability costs twice the MP of its regular spell, but retains the CT cost of a single spell. Because each element has its own gimmick for a wide variety of settings, this gives Beowulf heavy magical power and a great deal of variety. Double- magic is designed for those wanting to use a MA-based Beowulf.
Skillset: Draconic Arts
Example Skills: Bahamut, Dragonforce, Dragon's Speed, Wyrmtamer, Wyrmslayer
Equip: Hats, Clothes, Robes
Innate: Brawler, Dual Wield
Reis' gimmick remains the same as Vanilla FFT, except this time she can call Bahamut to blast everything in her path... and then she can walk up to an enemy and fist it in the face- twice, with Dual Wield being unique now to Reis. As before, she has high HP and PA, but her female MA growth makes Bahamut nuking a viable option as well. She's best used if you've recruited a lot of Dragons and Hydras with Gerard.
Equip: Knightswords, Ninja Blades, Shields, Helmets, Heavy Armor
Example Skills: Iai Blow I, Iai Blow IV, etc.
Orlandu is an evade tank, akin to Ninja, but focuses on heavy damage to single enemies as opposed to debuffs. His skillset is a polished and rebranded Charge, allowing him to finish enemies with flair with a single flash of his blade- he strikes as lightning, needing to strike only once to fell his foe. Even if Snipers lose Concentrate, Orlandu won't. He's designed to strike hard, and to dodge and counter blows, akin to Hobyrim of TO (once more). He is also the only unit to get Hamedo, giving him a distinctive evasive flair unique all to him. He's different from every other version of him, but he's deadly all the same.
Exact details to be yet decided.
Skillset: Azure Arts
Example Skills: Painflare, Hellfire, Blight, Malaise, Flash Arc, Judgment Bolt, Kill, Condemnation, Roxxor, Gaia's Wrath, Redemption, Eschaton, Bleed, Gravity II, Mana Spring, Battle Cry
Innate: Beastmaster, Poach, Arcane Defense, Defense Boost
Byblos is the cooler, magically-inclined version of Gerard that can only be acquired in END- and, in fact, that's his entire gimmick. Byblos starts with no skills whatsoever and will instead gain them by battling each superbattle in DD against the Lucavi rematches. He can do just about anything- assuming you can overcome the hurdles to make him able to do anything.
Skillset: Bestial Arts
Example Skills: Chocobo Down, Pounce, Nightmare Touch, etc.
Innate: Tame, Beastmaster, Poach
Gerard is a character unique to PW, and one of (hopefully) several new characters. Gerard's gimmick is a simple one: tame beasts, make them stronger. By simply reducing an enemy monster to HP Critical, Gerard convinces it to join the party- the only way to get monsters in PW. From those monsters, Gerard can learn their skills Blue Magic style, making him a versatile (if somewhat physically-oriented) fighter.
Thoughts are welcome as always!