Being nitpicky, but the sky looks kinda crappy in that shot, and the foliage doesn't feel much improved compared to FFXI. Might be the angle though, and it would probably look a lot better in motion.
I'll give my attempt at a rough translation of some of it for those of you who can't wait.
Opens with short introduction about SE's new MMO, FFXIV, and this is a class breakdown.
A flexible class capable of wielding swords of all types. With a shield, it may act as a tank. With a light sword it can act as a fast striker. It can adapt to many situations.
Equipment introduction includes a curved scimitar and a small-sized buckler.
The third picture looks to be a stance selection...IE Warrior from WoW.
Sword's Cheer(?): Attack before the enemy, provoking it and encouraging it to attack the user.
Cover: Defend the party member behind you.
Rampart: Focus on defense over your blade, ups both physical and magical defense.
Aegis Boon: After blocking with a shield, the damage can be converted into HP recovery.
Phalanx: After a block, strike quickly from behind your shield, angering the enemy.
Red Lotus: A flaming strike with your sword.
Shield Bash: Damage + Interrupt
Spin Stroke: Deals more damage if you have aggro
Circle Slash: AoE attack
Followed by commentary by development team, who all basically say that the class if focused on being balanced in both attack and defense, will be often asked to tank for parties, but can also switch between a stabbing and slashing type attack pattern to add versatility in DPS.
Capable of using spears of all kinds, as well as javelins to attack from a distance.
Equipment shows two types of spears, one of riding and one for normal use(?)
Third picture shows that you can attack while out of the enemy's range, as well as attack multiple weak enemies.
Inspire: Erect a spear with a flag, increasing morale (party members attacking the enemy gain TP)
Ferocity: Sacrifice HP to deal massive damage
Focus: Reduce own HP to up TP
Collusion(?): Attack from behind a party member to trick the enemy into thinking he attacked (IE Trick attack from FFXI)
Dragon Sword: Push the enemy with a spear, lowering evasion and draining HP.
Overrun: Spear lunge, appears to allow the PC to charge forward colliding into the enemy and starting the battle with extra TP
Feint: Perform a feint, lowering evasion and attacking immediately with 100% accuracy
Leg Sweep: Stops movements of enemies in front of the user, ineffective on flying enemies
Moon Lance: Thrusts spear, lowers enemy TP gain
Skewer: Seems to attack multiple enemies and slow down ground enemy movement
Developers say it is a class that is half attacker, half support class. It is a class that must focus on the positioning of others during battle as well as being mindful of what abilities are used. It appears to be a mish-mash of SAM, THF, and DRG from FFXI.
Will continue in a bit.
Oh well curse you Elmer. Given that Elmer's translation doesn't seem to include the abiltiies, I'll go ahead and do that.
Whistle: Gain attention of enemy
Blindside: Larger damage from behind enemy
Chakra: Reduce TP to gain HP
Steal: Steals item (herp derp)
Phase Step: Up evasion
Jarring Strike: Appears to be Hamedo from FFT. Ups aggro.
Relentless Strike: Attack weak point, repeated use lowers critical strike.
Haymaker: Dodge and attack
Earthen Slash: Hit ground for Earth damage around Pugilist, ineffective on flying
Bloodbath: High critical strike on next attack
Defender: Attack-, Defense+
Disorient: Lower enemy evasion
Invincible Charge: Movement is possible even if hit with restricting magic
Skill Thunder: Damage, AoE larger if charged
Log split: Effective against plantoids
Fracture: After being hit, attack and seal enemy WS
Brandish: AoE attack
Ion Tempest: Donut-shaped attack around user with wind-type damage
Replenish: Attack with several arrows at once
Stride: Higher movement speed
Retrieval: Lower HP, recover arrows
Hawkeye: Next attack has high accuracy
Shadowbind: Bind enemy in place
Wide Volley: AoE attack
Quick Knock: Fan shaped AoE
Feathered arrow: Remove enemy's buff
Shrieker: Make enemy flee
???: Longer cast time, higher damage
Trance Chant: Magic cannot be interrupted
Spirit Bind: Bind caster in place(?), lowers MP costs
Roaming Soul: Casting possible while walking (Thank you SE)
Purge: Recover status of party and enemies to normal
Fire: Fire damage in area of effect
Cure: Heals party members in area of effect
Protect: Do I really need to explain this
Shock Spikes: Enemies that hit you take thunder damage and get stunned
Frost: Causes ice slip damage in area of effect
Blood Ritual: Reduce own HP, up magic damage
Thorns: Return damage done to caster back to attacker
Dark Seal: Ups magic accuracy
Initiation: Party members gain your buffs
Paradigm Shift: In exchange for spell distance, AoE is enlarged
Drain: Drain HP
Gravity: Slow movement
Sacrifice: Reduce own HP, heal other's HP
Siphon-Magi: Drain MP from enemy that cannot move
Absorb-Accuracy: Lower enemy's accuracy and ups yours
Other two classes are pretty self-explanatory.