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Time Shift limitations
Let's hear your discoveries, folks!
Brief context: Tested at lv3 Time Shift
It doesn't seem to work with Palalan Embrace, Iron Will (techs probably don't count as skills), or the Crusader skills that share a cooldown. I'm not sure if Crusader skills are actually counting as more than one cooldown and that's why it's not working, needs more testing at higher levels. Haven't tested Divine Link. Using Time Shift to place a new Hydra will cause the last one to disappear.
You can stack raincasting clouds with it, damage boost seems to be the same as a single cloud water cannon but it triggers more thunder strikes.
I think it's main use is in mass AoE like Snap Casting, but time shift applies to every skill used in order as you activated it one by one, meaning you'll use up your points on skills that has no cooldowns? Otherwise if say Fireball does not have a cooldown, you can Snap Cast + Fireball 3 times in a row. It's too bad it doesn't work for Crusader skills, I have a hard time training it in the first place without risking a actual solo boss raid to do so...
Not many players play these content anyhow and go with something more rewarding.
Time Shift does not get consumed by skills that have no cooldowns. Time shift only loses a charge when you attempt to load a skill which is already on cooldown (i.e. it must have a cooldown to begin with). Doing so consumes the charge to instantly refresh the skill's cooldown and allow you to load it.
As for its "main use", that largely depends on playstyle. It can be used for spamming AoE abilities such as Snap Cast or Lightning Rod, or to receive a single refreshment on Final Hit / Way of the Gun, or to instantly drop to negative HP through multiple Dorcha Conversions. I've also seen individuals use Time Shift as a backup for Combo: Charging Strike when attempting to burst a boss's HP through repeated Crit resets via the Revenant and Perseus knuckles.