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  1. #1
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100

    If you can have 1 new Off-Global cooldown skill.....

    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
    (0)
    Last edited by EdwinLi; 04-06-2017 at 01:33 PM.

  2. #2
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    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.
    (8)
    Last edited by JunseiKei; 04-06-2017 at 02:43 PM.

  3. #3
    Player
    Nestama's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    4,351
    Character
    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    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."
    (3)

  4. #4
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    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.
    (8)

  5. #5
    Player
    Singularity's Avatar
    Join Date
    Jan 2014
    Posts
    351
    Character
    Ariane Aster
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    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.
    (10)

  6. #6
    Player
    St0rmchild's Avatar
    Join Date
    Sep 2016
    Location
    Wolves' Den Pier
    Posts
    144
    Character
    Aleutia Stormdancer
    World
    Phoenix
    Main Class
    Red Mage Lv 80
    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.

    ;-)
    (8)

  7. #7
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    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.
    (10)

  8. #8
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kazrah View Post
    Dark Knight:
    Payback
    Cooldown: 30 seconds
    200 potency, damage increased based on amount of health missing.
    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.
    (2)

  9. #9
    Player
    Atlaworks's Avatar
    Join Date
    Oct 2014
    Posts
    548
    Character
    Faust Eisenhart
    World
    Malboro
    Main Class
    Machinist Lv 60
    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.
    (3)

  10. #10
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    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.
    (8)

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