from 2 hour to 1 hour: "Invincible" (or "awakening" full TP/HP/MP cured)for all classes/ jobs = "Desperation". First I believe you should complete a story line quest to unlock this and upgrade it. 2 hours, no thanks. more quest, story, content, yes please!
~'\[[_LEGACY_]]/'~TENTs because solo-friendly content forces me to want one!
(HP + Instantly logout anywhere)
*Excalibur* Nation: Limsa Laminsahttp://na.finalfantasyxiv.com/lodestone/my/
I personally would love 2hrs.
30 minutes would be best since you'd get to use them once per raid. Maybe twice for dungeons. Wouldn't complain at once per hour either.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
Here's a vote for proper 2-hour "2 Hours". Perhaps this game's faster pace would warrant their becoming 1-Hour skills instead... But 10 Minutes? Seriously??
I'm not talking about convert, which wasn't a 2 Hour in XI, of course. Rather things that would make sense within the specifics of this game's mechanics.
For the rest of my reasoning, I refer you to this other thread
R
I agree with this guy. I'm all for an emergency trump card move, but when it's something as powerful as YOU CANT DIE FOR 30 SECONDS (Invincible) or MAX HEAL ALL PT MEMBERS AND REMOVE STATUS EFFECTS (Benediction), you best be sure it's gonna be on at least an hour cooldown. 15 Minutes, really? You guys need to think about what you're saying.Here's a vote for proper 2-hour "2 Hours". Perhaps this game's faster pace would warrant their becoming 1-Hour skills instead... But 10 Minutes? Seriously??
I'm not talking about convert, which wasn't a 2 Hour in XI, of course. Rather things that would make sense within the specifics of this game's mechanics.
For the rest of my reasoning, I refer you to this other thread
R
I have to say that I agree with the 1 hour cool-down timer as well. For the abilities to be as powerful as we think they'll be, it may be in our best interests to have at least a 1 hour cool-down on them. Being as though the players are not interested in having 2 hour cool-downs, but want the awesome benefits of the ability as opposed to the devs wanting players to use more strategy with the ability (why they would ultimately want 2 hour cool-downs) as well as the player getting the benefits, compromise on both sides of the fence, to me, says get the awesome abilities with all their potency in-tact and use proper strategy to deal with the hour long cool-down on it.
Seems like a pretty good idea to me. Definitely am not interested in a 15 minute cool-down, the abilities could lose some of their "oomph" if that was the case.
Well... "Common" sense isn't all that common anymore, now is it?
15 Minutes = one use per Primal fight, 4 uses per dungeon (let's be realistic here tho, it's still 1 use per boss at best). It fits nicely into the way our current content works and don't create situations where people will only do content with these skills on cooldown and instantly give up if they fail . 15-30 minutes cooldowns work fine with the way XIV is currently set up, imoI agree with this guy. I'm all for an emergency trump card move, but when it's something as powerful as YOU CANT DIE FOR 30 SECONDS (Invincible) or MAX HEAL ALL PT MEMBERS AND REMOVE STATUS EFFECTS (Benediction), you best be sure it's gonna be on at least an hour cooldown. 15 Minutes, really? You guys need to think about what you're saying.
2 hour is a name that was given to abilities in FF11 because they recharged every 2 hours, i think its fair to say we might get powerful moves that would be on par with those 2 hours in FF11 that have significantly shorter cool downs. Personally I would like to see the timer set to somewhere about 30mins so that it can be used once per instance.
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