Quote Originally Posted by SirArron View Post
You'd need to point out examples of when it would ever be beneficial to use SSS strictly for movement instead of continuing to use GCD's in general, same thing applies for Wind and Fire where you seem to also give benefit to a melee dps holding off the main GCD rotation for a 'ranged' benefit. In normal raid cases, other than a cutscenes or end of first phase battles transitioning into second phases, there is no other use for SSS.

The whole point is, if these moves are oGCD's, there would be a better flow and more options to use. Fire and wind will still have the range benefit with good potency, far from uninteresting.
Every savage fight this tier has at least one use case for Six-Sided Star:
- M1S: Six Sided Star can be used before the stun/knock-up to keep your GCD rolling while incapacitated.
- M2S: At some point this fight requires you to bait puddles at the edge of the arena, far from melee range. SSS is useful as a last GCD before you run off to resolve this mechanic.
- M3S: There are consecutive knockback towers that knock you out of the boss' range; SSS keeps your GCD rolling while you're getting tossed around like a ragdoll.
- M4S: Arena break - similar to normal, but the cannon hits for much harder, so greeding is dangerous unless you have a ton of shields. SSS is used as a last GCD while you wait for the boss to join you at the edge of the arena.

I'd best describe Six-Sided Skill as a skill that you want to avoid using, but one you're glad to have when you do need to use it. Ironically, you would be leaving them with less options if you turned it into an oGCD, as they become the only melee without an on-demand GCD for forced disconnects.