Quote Originally Posted by RydiaFey View Post
Maybe if the junction abilities were worked into the kit, and then the junction changed to a limit break so it can be made more powerful without taking away current abilities or changing the class too much.

Just brainstorming here but what if Gnb limit break junctioned the selected enemy in addition to what is does now.
it could apply a silence effect to symbolize the gnb literally stealing their magic,
and give the target a vulnerability of 10% and the gnb a 20% damage resistance to that player only, sort of like corps on rdm, to symbolize how junctions give the gnb insight into their opponents plans and memories.

Then have the limit break button combo into one preset skill of that class, something with utility instead of pure damage, like healing or crowd control, and have it start the cool down on the enemy spell, like they used it when the gnb stole it.
I'd personally love more off global cooldown skills like the dash to round off the skillset, at times the kit isn't full enough that i have 100% off global cooldown use and if there were more continuation skills (for the keen edge combo) or some off global cooldown utility (like a more minor version of heal / shield / dps skills) that would really round out the kit I think. Just having a shield a heal and a extra damage skill you can have regardless of junction would really help the play style I think. Even if they're way weaker than the junction versions of themselves I'd like to be able to have /some/ way to heal other than my recuperate skill (or healer junction)