


Those FFXI abilities have a 1-hour cooldown now.I do miss XI's 2-hour abilities, however the battle mechanics in that game (e.g. length of time to subdue a single, xp-granting mob) are a great deal slower than XIV's, where decisions on what WS/ability to use weighed much more heavily on the fight's outcome than what we had in both 1.0 and what we've seen of 2.0. (Even more so in this regard, from what we've seen so far in Alpha footage.)





From what I understand, the original 2 hour abilities were reduced to 1 hour because SE are planning on adding a new set of 2 hour abilities for each Job in FFXI, thus the old ones were downgraded in a sense in preparation for this.
As 2 hour abilities in FFXI traditionally were kept in reserve 'for emergencies', and not just because of their long recast, but also because many were extreme hate magnets (PLD's Invincible and WHM's Benediction to name the two worst offenders), if they were approached in the same way in FFXIV they could work as Job only abilities.
But as has been said, 2 hour cooldowns are a bit extreme for FFXIV's more faster-paced battle system, so a much reduced cooldown would be necessary (say, half an hour or something). That way it stops abuse if it was even less but still keeps it in reserve as a 'emergency/get out of jail free card'.
Irony is, a number of Job-only abilities in FFXIV were originally 2 hour abilities in FFXI.
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