2hr abilities... don't really have to be on 2 hour cool down. Quite frankly, having anything on 2 hour cool down creates a deterrent to use them, which ironically is why they're put there in the first place. On top of that, quite a few 2hrs in XI later became either niche or obsolete abilities. Outside of a few sac pulls, I can probably count on one hand the number of times I used Perfect Dodge in party play. What you people really are looking for is some sort of class specific "uber" ability. Kind of like what World of Warcraft does: each class and talent build has 1-2 special ability that defines that class, whether it's bloodlust for shamans, wings for paladins, gargoyles for death knights, or treants for druids. Notice that none of these abilities are on a cool down longer than 10 minutes, which is based around the assumption that you would clear most bosses within 10 minutes.

That being said, we DON'T need a rehash of XI. What we need is to take what worked, and add it into the game. A functioning player search and invitation tool. A streamlined battle regimen system. Additional methods of transportation outside of teleporting and running. A mailbox/messaging system. Linkshells emblems with better customization of color palettes. Arena fights to challenge players and offer rare items. These things are from XI, and can be implemented with XIV's own flair and flavor. Things like class specific abilities, while an interesting concept, really should be put on the back burner till we have these immediate concerns taken care of. Once the foundation (community interaction) is fixed, then we can look at balancing gameplay concerns and seeing if we can make those spells and abilities look more impressive.