So I read in some thread here in the General Discussion (sadly I don't remember which thread, if someone can point me towards it I'll link the thread and paste the Dev comment as well) that they are looking at reworking the abilities that rarely get used on each class/job. I really hope they don't leave any out, so I thought it'd be good to compile a list of abilities the community generally never uses, or even just abilities that you use all the time that need a slight rework.
To make it easy format it like so, or in another similar way:
Class/Job: Black Mage/THM
Ability name: Freeze
Reason for disuse:
Low potency, long cast time, and nearly useless additional effect. I've used it a grand total of 3 times in low level dungeons when we needed more CC than two Sleeps could provide.
Suggested Change: Possibly make it the Ice version of Flare giving 3 stacks of Umbral Ice and a new additional effect, possibly Slow on all the enemies it hits. A potency increase would be nice.
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Ability name: Thunder (Thunder 1)
Reason for disuse: Becomes completely useless once Thunder 2 is unlocked. There is literally no point in making an ability useless by introducing a different ability to replace it at a higher level without making some use of the original.
Suggested Change: Either make all 3 Thunders stack, or make each of them have a different additional effect so we have a choice when Thundercloud procs. It would also be nice if using Thundercloud added the DoT duration to the current one applied rather than replacing it, what way if you get a Thundercloud after the first 2 ticks you aren't just resetting it. This could happen for either using any Thunder ability or just one specifically.
Thunder 3 will be our go to hard hitting nuke with no additional effect, Thunder 1 should have it's current lower potency and possibly give some additional benefit to the caster seeing how every other class already has most boss debuffs covered. A Haste effect would be nice, shortening our cast time or increasing our movement speed or something. Maybe Thunder 2 could be the ability that adds the DoT duration, and it would be the ability to use when Thundercloud procs right after we applied it.
It'd be cool (but probably unnecessary) if they buffed the chance for Thundercloud to say 10%. If I'm lucky I'll get like 4 within a minute or two but generally I get one, maybe two in a boss fight, and surprisingly often none at all. When I first got the Thundercloud trait i thought it was awesome, until I for Firestarter. If SE is looking at buffing BLM's ability to DPS while dealing with movement mechanics, the easiest solution could be increasing the chance for Thundercloud.
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Ability name: Scathe
Reason for disuse: I actually use this ability somewhat frequently, but it is such low potency that it almost feels useless, and I usually only have time to cast it like once or twice before the movement is done (That being said, I haven't done any difficult content on my BLM even the first Coil, I just hit 50 a few days ago so I'm sure my opinion of some of these abilities isn't quite valid in more difficult content).
Suggested Change:Either give Scathe a slightly higher potency of say 130-150, or just straight up buff the chance for double potency to 50% or so. I don't know what it was like before they nerfed it, so I can't comment on that, but I've heard a lot of people say they should just revert it to pre-nerf.
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Ability name: Lethargy
Reason for disuse: Honestly, I forget about it. It's on a secondary hotbar (I use a controller) and it's just not that useful to use on cooldown compared to something like Virus to even remember it. I mean sure, there's no reason to NOT use it on cooldown, the Slow helps I'm sure.
Suggested Change: Honestly not sure if it even needs a change. Based on the name there's not much they could change about it - the effects do what the name implies. The cooldown is really low so there's really nothing to complain about there. Any suggestions?
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Class/Job: ACN/SMN/SCH
Ability name: Bane
Reason for disuse: It's not that I don't use it, I use it all the time. But not being able to hit more than three (it is 3 and not 4 right) targets is terrible. There's no reason it can't hit all the targets in it's very short radius. Yes our DoTs are powerful, but first we have the limitation of needing to cast all three DoTs, which takes a long time. So long in fact that if you try doing it to the main target everyone else is hitting, they will die before you get all 3 casted, so you can't hit Bane in time. Second, we have the short radius, although I believe it was increased in an earlier patch. Third is the fact that is has a 10s cooldown, and can only be used 3 times every minute at max, assuming we don't use Aetherflow for something different.
I feel that the cast time alone of all 3 DoTs is reason enough that it should spread to all nearby targets.
Also, does this ability really have a chance to reset your DoT timers? Never noticed this before o.O Maybe it should be guaranteed to reset the timer to the enemies it spreads to.
Suggested Change: Make it spread to ALL nearby targets, for reasons listed above.
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Class/Job: SCH
Ability name: Sacred Soil
Reason for disuse: I do use this ability a lot, but honestly it is lowest on my priority for Aetherflow use. Well not true, Bane is as a healer obviously, but it is lowest on my priorities after Lustrate and then Energy Drain. First off 10% damage reduction isn't much at all, even when it affects your entire team.
As an easy example, think of Titan's Stomps. They deal what, ~700 damage? 10% of that is 70 damage per stomp reduced. Definitely not a lot, and even if you add up that 70 damage from all 8 players that's a whopping 560 damage prevented. While that number on a single target is a lot, in a group it isn't that great considering you aren't curing up every person with single target Physicks, and with AoE curing it's just as easy to heal through that 70 damage per stomp and save your stack of Aetherflow for Energy Drain to get your MP back, or a Lustrate for a just in case moment.
Also, the 20% chance for a free Succor is WAY too low for the amount we cast Sacred Soil. Even if you always use all 3 stacks of Aetherflow on it, it has a cooldown of 30s, so you can do it twice a minute. If you use Sacred Soil, you're going to want to AoE cure 90% of the time.
Suggested Change: 20% damage reduction and a 40% chance for a free Succor. It's surprising how common it is for people to not bother stacking in my Sacred Soil (probably because they have other player's animations off), and 20% isn't overpowered for consuming a stack of Aetherflow which could otherwise be spent recovering to full MP from half, or saving a tank who takes spike damage with Lustrate. And Succor is a fairly low heal and low bubble that you usually have to use it twice, so a higher chance at a free one would be great.
On an unrelated note, in general I'd like to see more procs or use for Crit on Scholar. As it is only Adlo has a special effect when you crit. I'd love to see Physick have a chance for something, whether it be a free Adlo or something. Succor would be nice if it had the same Crit effect as Adlo, and I actually don't see why it doesn't.
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Just a bit of a notice, these changes for WHM are coming from me as a SCH main. I rarely ever play WHM, but I feel these changes are necessary for my WHM friends.
Class/Job: WHM
Ability name: Presence of Mind
Reason for disuse: Too short of a duration, too long of a cooldown and too low of a potency. I can't remember how much it shortens cast times but I'd have to guess .1-.2 seconds.
Suggested Change: Either shorten the cooldown to 1m like Divine Seal make it shorten the cast time by 0.5s or so, or shorten it to 2-3m and make it reduce cast times by about 1s. I'd also suggest changing the duration to 15s to match Divine Seal regardless of other changes.
Also not quite important enough to make it's own thing for, but I'd like to see the enmity of Regen and the regen effect of Medica 2 lowered by half or so. I'd actually like for it to give no enmity at all so you don't have to worry about pulling groups of enemies without waiting for it to wear off or manually removing it (which is difficult and annoying to do with a controller), but this will never happen.
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Class/Job: Gladiator/Paladin
Ability name: Sword Oath/Shield Oath
Reason for disuse: N/A
Suggested Change: Honestly the only thing that needs to be changed, is the levels you get these. They need to be swapped. There is never a time (except for solo play, in which case you'd want to be a Gladiator anyways) you want to be in Sword Oath before level 50. There is no 8 man content pre-50 where you have two tanks and one of them will be DPSing.
Paladin is a TANKING class, and needs it's main TANKING ability as soon as you become that job. Sword Oath may help marginally with Enmity, but why would you try to hold enmity over the DPS classes by... increasing your own dps? They are not a great class/job for damaging anyways, so this will barely help you at low levels. I mean, Warriors get their Enmity ability at 30, why not Paladins as well?
I know this doesn't matter for anybody at 50, or even 40 now but I'm sure there are a lot of new players who are having a more difficult time than they need to be while tanking, deterring them from tanking in general.
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And that's all I can think of for now. I only really play SCH/BLM, WAR occasionally, and WHM occasionally, so I'm sure other people can think of some more changes for other classes.