I’m mostly just spitballing ideas to explore, and present the idea of expanding job mechanic possibilities by using their big 2 minute cooldowns as a jumping off point. Potencies, and other aspects to rotations would absolutely have to be adjusted to accommodate these ideas, but this thread isn’t about numbers or whether or not these ideas could work. Some of these ideas just involve reducing their cooldowns to just be part of the general flow of a job’s rotation, but by doing so, they can be given more moving parts to them, and let them interact with other parts of their rotation.
Bloodfest
Change its name to Reload, remove its cooldown, and have it fill the Powder Gauge outside of combat, and no longer require a target. While in combat it grants one cartridge, but triggers the GCD. After the last GCD of the Gnashing Fang combo, and maybe after Double Down as well, grant a very short buff that turns Reload into Bloodfest, turning the icon red, and is now an oGCD that grants one cartridge. The idea is to treat the ability to gain bonus cartridges in combat like Continuation.
Chain Stratagem
Reduce its cooldown, and rework the ability. Instead of just being a crit debuff, make it kind of like Wildfire, but party members can also charge it up with attacks, but the SCH can use more of their own spells to charge it up themselves. Give it some flashy effects when it detonates. Also steal the PVP version of Deployment Tactics so that SCH can turn Chain into an AOE ability by deploying it to several mobs in dungeons.
Devilment
Remove its cooldown, and have it become available for an amount of time after Standard Finish while in combat. It now causes the next weapon skill or spell for you, and your partner to crit. Starfall Dance consumes your Devilment buff. The addition of the Starfall proc was good, but Devilment is still a set it, and forget it buff. This could provide the dancer a bit more agency on how they can help maximize their partner’s damage output.
Barrage
Steal how Empyreal Arrow works in PVP, and give it to PVE BRD, and rework Refulgent Arrow, and Shadowbite to be like a GCD version of PVP Empyreal Arrow. Barrage as a cooldown could double the number of hits dealt by Refulgent Arrow, and Shadowbite. BRD just needs more frequent feel good damage.
Living Shadow
Remove its cooldown, and it now copies your most recently used GCD and whatever additional effects that GCD may provide, but now costs Darkside time or some other resource. So like they could put Abyssal Drain on the GCD, and Fray would be able to double its damage, and healing output. If it’s supposed to be a simulacrum of your Darkside then why does it cost blood gauge?
Arcane Circle
Reduce its cooldown or perhaps bake it into Gluttony or some other cooldown, and significantly reduce its buff potency to make the gathering of Immortal Sacrifice stacks and Plentiful Harvest a more frequent part of RPR’s rotation. And give RPR an ability to eke out an extra stack or two for themselves to make dungeon play feel a bit better.
Wildfire
Reduce its cooldown, adjust its potency, and let it deal AOE damage. Also let it crit if the last attack to detonate it is also a crit.
Brotherhood
Reduce its cooldown or make it a buff to maintain, and significantly reduce its raid buff potency to make the gathering chakras from party members a frequent part of MNK’s rotation.


Reply With Quote


