I don't like that someone (can't remember who) said that the skills in Basic Skill should be
Basic, just BECAUSE they're a part of the skillset. This is a balance patch for PvP. It is extremely important that the skills here have SOMETHING desirable going for them, otherwise we're just suppressing a few skills that could be refurbished into something viable.
Squires are pretty solid, statwise and equipment wise. I can't see any real reason to change anything, but... I do feel that Female's PA/MA is a bit out of balance, at least compared to the Male's and their Geomancer cousins. And they don't really benefit from having 8/8, as most female Squires are casters. So maybe a tiny adjustment to... I'unno, 7/9? 6/10 feels like it'd be copying Geo too much, though it'd put Males and females into perfect balance there. I mean, there are a lot of jobs for Male that share the 10 PA mark, or come extremely close to doing so, and I can see that having a very versatile job with the same MA as other jobs might give them less priority?
I dunno, they just feel unbalanced to me... Despite that they're in perfect balance at 8/8.
Accumulate and Acla- no, calling it Focus: These two are pretty much the same skill, and nothing to really change. They're balanced, if a bit quirky with the AI's usage, and make for an okay option to grab when you wanna add a few more points of power.
Bullrush: I can't be nice here. This skill... Well, it sucks. There is literally 0 reason for anyone to grab it, or Counter Tackle, for that matter. And guess what? Tsumazuku now does the exact same thing and, while it has a tiny MP cost, it doesn't hurt you. So my suggestion is this - as Tsuma is now the (unused) answer to Masamune, make Bullrush the counter to Chivalry's Iron Will and Nurse, by forcefully removing Protect/Shell/Defending, and for that matter, remove it's P-EV penalty. The self-damage already makes it undesirable as it is, and despite that it's a free skill, the fact that it can miss just makes me overlook it every single time. This, at the very least, shouldn't make that much more desirable, but would guarantee it sees SOME use, especially since Chivalry is very popular now.
Throw Stone: Awesome as it is, nothing to say here.
Heal: Ahh, Heal. I have nothing to recommend for this except maybe adding Death Sentence or Undead removal to it. Undead is more preferred.
Yell: Well, we all know the AI loves to spam this because Haste, Haste, Haste! I really don't know what to suggest for this, as both Quickening and Mune do it's job better. Hell, Haste and Haste 2 do the job better. So if it'd be changed, rather than axed, it should add buffs that make sense.
Few of which do, so I support the newer Critical-heal skill in favor. (though that'd be used over AccumuFocus, since the AI weirdly uses those when they go into Critical.)
Wish: Oh, how I Wish you were better, but that'd probably just miss it's target. Seriously, I KNOW that Wish is supposed to be a poor man's Phoenix Down, but given the current meta of antisandbag (Via Geo, usually), it hurts any unit to carry this. The same can be said of Revive, and Fairy, but at least they're on more meta skillsets. I purposefully never touch Wish and actually recommend people AWAY from it because it runs the huge risk of getting you stuck in a easy sandbag loop. What's worse? It misses. A lot. I'm sorry, but when Raise 2's accuracy is on-par with you, AND that's almost always influenced by faith to be even higher...
Look, everything does it's job, but better, and keeping it as it is for the sake of "having the option of revival on a simple skillset" does not sell it. Phoenix Down doesn't miss. Revive heals for more. Fairy is multi-targeting.
If it CAN be done, and if nobody wants to risk making it's accuracy higher it in fear it'd make Item a less used skillset, have it work on fallen Undead units. That'd give it MASSIVE use and potential, especially if Heal gains the capability to remove Undead as well. Just
SOMETHING better than what it is currently. Please.
Ultima!: Well, my old suggestion of max(PA, MA)*9 still stands, because my latest team's demise has proven that it still is, in every way, inferior to Chiri.
Yeah, I know I've made a tangent about this before, but it's not because I think it's weak. Contrary wise, it hits as HARD as Chiri, and that's fantastic... Except that in order to do so, you have to sacrifice casting speed.
Yeah, a lot of units carry M-EV and Aegis Shields and it makes Ultima on par in the on-paper effectiveness, but when it comes down to it, Chiri being instant and easier to boost just makes Ultima go back to it's old, unused corner.
So what do I suggest, aside from the new above formula? Nothing, really. That small change will take it from it's current MA reliant state and let PA focused units use it, where it'd still largely be balanced because it has such a long casting time and would require sacrificing power at the cost of casting faster, which normally is useless on a PA Powerhouse.
[joke]Or make it's AoE 2 instead.[/joke]
Changes required in lieu of abovementioned suggestions:
Well, only one currently.
Ultima Weapon: if Ultima gains that new formula, it will need it's 2H capacity dropped, otherwise it'll become an effective 20 WP monster with an unevadable proc that hits for close to 200 each pop. And even so, it just steps on Shieldrender's toes even if it loses it's 2Hands.
I'd rather not see it lose both 2H and go back to being a 33% proc, but if that's what people require for a boost to Ultima, I suppose I can be happy with that.