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...