Page 1 of 5 1 2 3 ... LastLast
Results 1 to 10 of 44
  1. #1
    Player
    Amatsuhira's Avatar
    Join Date
    Sep 2011
    Posts
    102
    Character
    Remmy Palazzo
    World
    Behemoth
    Main Class
    Pugilist Lv 50

    1 or 2hr abilities and ARR. Do they have a place?

    Do the 1 or 2hr abilities have a place in ARR and which would you like to see added?

    -edit: The length of time and effectiveness of these skills can be adjusted for the pace of the game. I was only hoping to push the idea of more group oriented skills that could save us from those times when 1-3 people mess up more than once. Perhaps the skill only becomes available in critical situations like when you don't have dps to get heart but it's under 5%. OR when WAR is last man alive and He can shout sacrificing himself to raise everyone without sickness.

    -For newcomers, these abilities are tailored to the job's primary role in some way and are generally powerful, and are often used in emergency situations, or as part of a pre-planned strategy. Effective use of 1-Hours can potentially change the tide of battle, or salvage an otherwise lost situation. They retain their usefulness far beyond level 1

    - Just my opinion on examples:
    -MNK I'd like to see Hundred Fists be used again (Zana Lyehga still has access to it as an npc.) but with tp regen of meditate but per hit basis instead of natural regen.
    -SMN summon full version of whatever primal you are using and it does stay on the field for duration and grants things like spikes as a 5 minute buff.
    -PLD Sacred Ground Grants any player stepping into it an automatic removal of debuffs and granting them increased resistances,defence and magic defense. This aoe lasts 3 minutes and When circle of scorn is used it intensifies both effects and also creates a ground aoe for scorn that transfers removed debuffs to target enemy.
    -BRD Something to do with a song that gives flat bonus to hp/mp/tp for 5 minutes
    -NIN Utsusemi: Ni grants each party member 2 dopplegangers that only auto attack or cast base spells but also absorb the next hit up to 2 that
    would do damage, knockback or ko.
    -Your ideas would probably be better.
    wip...
    (0)
    Last edited by Amatsuhira; 05-26-2015 at 04:04 AM.

  2. #2
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    1.0 had 15-minute cooldowns on things like Hundred Fists, Dragonfire Dive, and Benediction. Do I think they have a place in ARR? Maybe later at 99 but not now.
    (0)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  3. #3
    Player
    DarkmoonVael's Avatar
    Join Date
    Feb 2014
    Posts
    1,014
    Character
    Darkmoon Vael
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    No, the fights in ARR are not tailored to this kind power that would naturally have to be given to a cooldown with this length of timer. I believe (may be completely wrong here) the kind of abilities you are referring to are from FF11, where the fights generally took an eternity anyway (from what i have heard and from the footage i have seen from this game). In ARR, the raid fights are short, 14 mins at most, and if you did introduce these kind of abilities, they would have to completely overhaul how they design raids. Imagine going into t13, everyone have their ultimate ability up. Its either faceroll, or everyone die, wait 1-2 hours before go back in. As it is, hallowed grounds cooldown of 7 mins is seriously lengthy for this style of game, as is smn with enkindle. The pacing of ARR simply does not leave room for cooldowns on 1-2 hour timers.
    (23)

  4. #4
    Player
    Craiger's Avatar
    Join Date
    Oct 2013
    Posts
    747
    Character
    Atiqa Craiger
    World
    Phoenix
    Main Class
    Pugilist Lv 80
    It would have to be so good, that it would kinda become mandatory to wait those ridiculous times... Or they would just become waste of abilities...

    No offense, but this is one of the worst ideas I've ever seen, and it would ruin the game...

    Most statics only raid for 2 hours or less, and if would just become a stupid thing having to rely on those abilities.
    (5)

  5. #5
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    They have a place in the trash bin. Non-recyclable.
    (28)

  6. #6
    Player
    Fantasy9's Avatar
    Join Date
    Sep 2012
    Location
    Limsa Lominsa
    Posts
    241
    Character
    Geovana Fletcher
    World
    Mateus
    Main Class
    Archer Lv 80
    1.0 had these. At first they had a 2hr cd then eventually was dropped to 15 or 30 mins, can't remember. I loved the BRDs ability. It gave everyone in range +15%max HP for 1 min I think. Been so long I can't remember the specifics. I would always pop it right before Ifrit's Hellfire.
    (1)

  7. #7
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Limit breaks replaced 2h abilities
    (8)

  8. #8
    Player
    Daranion's Avatar
    Join Date
    Nov 2013
    Location
    Ul'Dah
    Posts
    296
    Character
    Daranion Thronir
    World
    Adamantoise
    Main Class
    Gladiator Lv 80
    First of all, this is not FFXI so stop thinking of it like that or trying to make suggestions it be more like that. Secondly an hour is way too long. Consider using an ability and then wiping. Everything is reset back to before the fight began except your cooldowns. Do you really want to be without that ability for an entire hour after a run goes south? MAYBE a 10 minute cooldown, so it fits within the length of time that you can do it once during a fight if it goes well.
    (3)

  9. #9
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Warlyx View Post
    Limit breaks replaced 2h abilities
    Basically. That and some of the 1h abilities do sort of exist. Hallowed Ground, Benediction; these things have presence in ARR already, and their CD is tooled to an appropriate amount.
    (3)

  10. #10
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Even the old dev team around Tanaka abandoned 2hr CD skills.
    15 minute skills is possible

    Quote Originally Posted by Fantasy9 View Post
    1.0 had these. At first they had a 2hr cd then eventually was dropped to 15 or 30 mins, can't remember. I loved the BRDs ability. It gave everyone in range +15%max HP for 1 min I think. Been so long I can't remember the specifics. I would always pop it right before Ifrit's Hellfire.
    there was never a 2hr skill in 1.0
    The strong lv 50 skills before 1.21 had only 30 sec cool down and 2000 - 3000 TP cost. They were more like finisher skills to give the enemy the final hit the moment you builded up enough TP for it.

    old Chaos Thrust: https://www.youtube.com/watch?v=N_u1OOzJogU

    And because with 1.21 not only a revamp of all skills happened, but also the combo system came ingame and skills within a combo had 0 TP cost, every class got another special skill with 15 minute CD.

    But there was never a skill with 1 hr or 2 hr CD
    (0)
    Last edited by Felis; 05-25-2015 at 10:17 PM.

Page 1 of 5 1 2 3 ... LastLast