So if you can have one new off Global-cooldown skill for a Job what would it be?
For me I would go for a....
Machinist:
Orbital Strike
Cooldown: 90 Seconds
AoE attack
600 Potency
So if you can have one new off Global-cooldown skill for a Job what would it be?
For me I would go for a....
Machinist:
Orbital Strike
Cooldown: 90 Seconds
AoE attack
600 Potency
Last edited by EdwinLi; 04-06-2017 at 01:33 PM.
White Mage:
Osmose
Cooldown: 20 seconds
Draw in ambient aether, gaining 13% MP back.
(Basically, Energy Drain without the accuracy requirement.)
White mage desperately needs more ability to refresh lost MP. Scholar and Astrologian are leaps and bounds ahead of WHM in this regard and would help sustain its ability to heal and DPS without affecting it too much.
Last edited by JunseiKei; 04-06-2017 at 02:43 PM.
Black Mage:
Manafont
Duration: 7 seconds.
Cooldown: 5-7 minutes.
All spells (excluding Flare) cost 0 MP and caster cannot be interrupted.
I heard tanks weren't having a tough enough time holding hate against BLM's, so this idea should fix that "problem."
Scholar:
"I used My Swiftcast on Shadow Flare"
Duration: the rest of the fight
Cooldown: 0
Effect: sends the dragoon to the beginning of the dungeon and doubles your damage for the rest of the fight.
Summoner:
"Actually #&@£?!%$ use Contagion damnit"
Cooldown: 60s
DoTs on target with zero duration remaining will not fall off but instead will remain (without ticking) until Carby/Garuda gets off his/her lazy ass and actually uses the skill you asked for 15 seconds ago.
All Jobs:
Drop Carry
Cooldown: until current 24-man duty ends.
Dismisses that guy that's doing nothing but making the healers' jobs harder by not giving a care about anything and rolls any loot he's obtained this run for the rest of the group.
;-)
Welp, given that I play all of the current jobs, may as well try my hand at all of them....
Paladin:
Radiance
Cooldown: 60 seconds
5y radius from target
All weaponskills deal an additional half of their damage as unaspected damage to all nearby targets.
Warrior:
Lockdown
Cooldown: 90 seconds
15y radius
80 potency, pulls all targets to the caster.
Dark Knight:
Payback
Cooldown: 30 seconds
200 potency, damage increased based on amount of health missing.
Dragoon:
Spordrsla
Cooldown: 45 seconds
450 potency, removes Blood of the Dragon.
Monk:
Adrenaline Rush
Cooldown: 60 seconds
Grants a full stack of Greased Lightning.
Ninja:
Mist Shroud
Cooldown: 120 seconds
Heals the caster for 25% health and increases evasion by 30% over 20 seconds.
Bard:
Fanfare
Cooldown: 180 seconds
15y radius
Increases the damage of all party members by 15% for 30 seconds.
Machinist:
Medical Salvage
Cooldown: 120 seconds
Sacrifice your active turret to restore 30% of max health.
Black Mage:
Spark Wave
Cooldown: 60 seconds
The next Thunder spell cast hits all enemies in a 8y radius.
Summoner:
Eikonic Infusion
Cooldown: 120 seconds
Sacrifice your current pet, increasing damage by 25% and granting your spells an effect based on pet sacrificed for 20 seconds.
**Summon I: All spells can be casted while moving.
**Summon II: All spells heal the caster for 25% of damage dealt.
**Summon III: All spells deal damage to nearby targets (5y radius).
During this time, the caster is unable to summon another pet.
White Mage:
Saving Grace
Cooldown: 240 seconds
Applies Saving Grace to a party member. If that party member's HP reaches 0 while they are under the effect of Saving Grace, they are instead brought back to 50% of their max HP.
Scholar:
Emergency Tactics (stance)
Cooldown: 10 seconds
Current version as a permanent effect.
Astrologian
Gateway
Cooldown: 15 seconds
25y range
Establishes a gate at both the target location and next to the caster. Party members can use a gate to quickly move to the other gate once every 15 seconds.
I actually expected this type of skill for DRK since release in 3.0 despite being a Tank Job. It would fit in with how Dark Knight takes damage for the group thus during down times when Healers don't need to constantly max heal the Tank the skill may be quite power skill to use during those times or right after a Tank buster attack for some good damage in return for taking a good chunk of HP from the Tank.
Well, as a Machinist main, I'd mostly want... Hot Shot to just be a 10% damage trait instead, Dismantle and Rend Mind to be packaged together into one -5% damage cooldown, and a trait that makes non-proc'd 1-2-3 shots reduce the cooldown on Quick Reload by a second. But let's see...
Machinist:
Triage
Cooldown: 45 seconds
350 potency self-heal.
Because them being the only class without one seems kind of silly. Plus, they have enough offensive OGCDs, far as I figure- enough to weave in for my entire Wildfire duration, anyway. What they need is a self-heal and some mechanic to sustain damage when their buffs are all on cooldown.
Black mage.Sure cast. (Already exists but I'd tweak it)
Next spell uninterrupted even if moving....
That small change would turn it from totallyuseless into pretty dam useful.
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