I kind of agree with Iyasenu on this whole deal with the cooldown. From a practical training sense, it will literally be whole missions ran just to fulfill one training requirement.
From a combat sense, as it was put earlier in this thread,
Quote from Iyasenu;1065484:
Doesn't matter how much damage it does, an enemy that dies from 5k damage won't give any more rewards if it dies from 30k damage.
In the end, Meteor really only has its appeal for high hp mobs in a
concentrated area, whose aggro can be managed such that the Meteor actually lands on them. Otherwise it's just overkill that could probably be replaced by other, more frequent skills.
So really, what appeal is there for every non-endgame mage?
Is there supposed to be any appeal for non-endgame mages?
To me, Meteor just feels like a buffed up, single shot Adniel with a DoT at the end. In my opinion, the skill does not feel like a skill. It feels more like an insta-win item, kind of like what Adniel was more or less intended to be at first. Naturally, the definition of what a combat skill "is", is up for debate.
I'm not saying that the cooldown should be low, like 3~5 min, but rather, not as high, like .. 7~15 mins.