i should be able top switch and be at full
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i should be able top switch and be at full
Because you naturally have 400GP. Anything else is just gear adding on to it.
It's the same reason you're not at max MP or HP when switching to a DoW class.
Actually when you switch to -any DoW/DoM- job from DoL/DoH, it starts you off at 0 MP
When you switch to -any- DoL class from DoW/DoM it starts you off at 400 GP.
The difference is?
Going to a combat class takes about 40-45 seconds to reach your full MP/HP when changed in a sanctuary.
Going to a Gathering class takes about 2minutes to restore 200 GP.
Please don't misinform people.
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As for the OP:
I agree, I would like it if when we changed in sanctuaries, we were given a full replenishment of GP for our gatherers. It's pretty clear the game keeps track of our GP ticks regardless of job (So thankfully, I can get on a Combat class, kill for about 5 minutes, then get on Gathering and have 400 GP.)
I understand their reasoning though. They want you to use Cordials if you want more GP, and since most gathering doesn't -require- the use of GP (You can mine anything without it really, you just won't get as much / as many HQ's) they want it to be a more limited resource.
Compare this to Crafters who have to consume items when crafting, and I guess I see the logic, but it just comes off as annoying. It's especially bad if I choose to log out my character immediately after mining, and when I log in and want to hit a node I have an abritrary wait time because it -doesn't- track GP ticks while signed out.
no when i switch anywhere i should be full damn
Well there wouldn't really be a way to stop you from switching to DOW -> Switching back to DoL, so you'd basically be arbitrarily stuck switching rapidly between the two. Putting the switch in the Sanctuary meanwhile would require you to go to town or be in a town for the switch to have it take an effect.
I get your point and I share your frustration to be sure. Perhaps it would be better if they programmed it as it currently is when it tracks your GP and gives you the maximum you have from gear on XD I think this is perhaps the point that Canadane wanted to make - your Base GP is 400 so it restores up to 400 max while you're online.
Let me share my frustration with you. When you have skills that uses 80%+ of your total GP on a single node and refreshment rate at 5 GP every tick/3sec on top of that cordials give only 300 GP with 4min cool down, it makes you wonder why do we have skills from the first place.
You must have missed when you started at 0 GP when switching from a battle class. Starting at 400 is a blessing really.
You have a base 400 GP... the reason you don't get more when switching is because the extra is from the gear you switch into.
You can, with Cordials and Hi-Cordials. And Cordials are pretty cheap (800gp each at times) on the MB. During a heavy gathering session, I'll be drinking Cordials on cooldown. With that and good timing, you can hit the nodes at 9, 10, 11, and 12, bang bang bang bang.
It works like this:The last node is really tight tho. And if the third node is the 11PM Adamantite, I generally head off for DarkSteel (1AM) instead.
With food, I can start the run at 650 GP.
Gathering for bulk requires 500 GP.
GP regens at 300 per Eorzean hour.
Cordials restore 300 GP, Hi-Cordials (available for blue scrip) restore 400 GP. Both have a 4 minute oooldown (which is 82 or so Eorzean minutes).
What is annoying me the most is when I have full GP (600+), switch to non-gatherer by accident, switch back and now I only have 400 GP >.<
The difference is that DoW/DoM have a base GP of 400, something that was added in 2.15
The following changes have been made to gathering points (GP).
Players will now also accumulate GP when playing as a Disciple of War, Magic, the Hand.
GP will no longer reset when changing to a non-gathering class.
Does not make it any less annoying...
Which wasn't the point of the post you partially quoted. The answer to his question was "HP/MP regenerate very quickly in comparison to GP."
I wouldn't mind it nearly as much if they at least upped the GP regen rate. Add in a trait somewhere along the line that increases GP regeneration, or make it %-based, just something that's better than (at end-game) less than 1% of your total GP per tick.
Which is because Combat, Crafting and Gathering are built around different resource paradigms.
Combat is built around a ~100% HP/MP/TP per ~150 sec fight with less than 30 sec between fights paradigm for pacing.
Crafting is built around a 100% CP per craft paradigm to allow consecutive crafting without downtime.
Gathering is built around a 100 GP per minute in order to limit HQ item glut.
Because you could burn all your GP on one node, switch to DoW or DoM, switch back to have full GP and burn it on the next.
I get it, with my gear i'm just over 650 GP and it takes ages to fill up after burning all on a collectible node. But thats what Cordials are for.
Doesn't make it any less annoying when you're trying to get things you're on-level for ^^; Whether it's for GC handins or just for your crafting needs. I do understand that they're based on different balances; that doesn't keep me from wishing it went a little bit faster.
(Along the same lines... Why keep TP-restore items PvP only? ;_; Mages can use ethers at any time, bar item cooldown, to restore their skill resource. </sidenote>)
If this was possible atm i would abuse it to hell while doing unspoiled nodes, bacially you would never need to use GP pots if you could get max GP everytime you switch classes. It would be nice but i understand why it doesnt work like that atm.
I can understand why it doesn't seem to make sense while leveling, but at endgame, you really only collect from 1 important node at a time, draining almost all of your GP in the process. Then you return to a town or teleport off to wherever the next node is (ie. Coerthas Western Highlands -> Azys Lla -> Dravanian Hinterlands). If you could easily recover all of your GP between those nodes without any items that would be nice, but the items would be mostly useless and they'd probably drop the number of scrips any of those things are worth/ up the number of materials required for recipes to compensate.
I really just dislike that GP doesn't seem to regenerate while you're in an instance (I think) or logged out. Otherwise 400 when you switch to the class is fine. If you're at all serious about gathering you definitely have at least a few dozen cordials on you all the time.
Sure, doing this would be nice. Also exploitable, so it'll never happen.
and this kind of complaint when cordials are dirt cheap is laughable.
I don't think anyone is seriously asking to have GP suddenly be maxed when they change to their DoL classes. Rather, the complaint seems to be that GP stops regenerating at 400 while you're not in a DoL class.
I don't see why DoW/M and DoH classes couldn't just have 1,000 base GP, rather than 400. This would allow even the best geared DoL players to use their DoW/M and DoH classes to do things while waiting for GP to build back up, and would avoid accidentally resetting GP to 400 when one needs to quickly change to a non-DoL class. 1,000 GP would be more than high enough for at least another expansion or three.
It would change absolutely nothing with the rate of HQ obtainment, as GP would still only regenerate at the set rate.