Global cooldowns typically hover between 2.35-2.47 seconds for most classes for most of the game, depending on your skill/spell speed. Exceptions are Ninja and Monk, who have abilities built into the optimal rotations that push the cooldown lower. The way the game's stats work is that the higher your level, the more of a certain stat you'll need to achieve the same effect as what you had as a lower level character (which is particularly true for critical hit rate, though that calculation mostly takes into account the level of the enemy you're attacking too).
For the most part, having too much of either stat is actually considered a bad thing, because it leads to faster TP drain and off-globals clipping, to the point where those points in skill speed would have been better going to other secondary stats like critical hit rate. For example, Bards, considered the class with the most spammable attacks, currently hover around 2.47-2.48 second global cooldowns with their current best in slot gear. This isn't considered a problem because the way the class plays involves a lot of ability weaving between each global cooldown skill (due to the way critical hits with our damage over time ticks either reset the cooldown for one of our abilities, gives us a mini-haste, or triggers another ability for use), making the class incredibly fast-paced in actual practice. So all those points in skill speed instead go to our astronomically high critical hit rate.
Basically, the main point of leveling up is to get more abilities to weave in between each GCD, not exactly to lower it.
I think there's only two or three classes that seriously stack the stats to push their global cooldowns as low as possible, and IIRC they're Samurai and Black Mage, though I'm not too familiar with them (they're probably only to a certain breakpoint).


Reply With Quote

