Quote Originally Posted by Rufalus View Post
TP doesn't seem important to exist. Just a bar that drains slowly then gets restored by yourself or a party member. I don't really see why sprint need to cost it all either. They gave sprint no TP cost in pvp but not in pve.

At least MP has more impact on gameplay rotations such as controlling how often BLM needs to switch from astral fire to umbral ice and causing DRK to use attacks to maintain their MP.
I think, gameplay which involve MP are more interesting because it's not really static as gameplay TP and there are more various rotations. Furthermore, it's maybe me, but the rotation for each job related to mana are different from others in the way of thinking.

If SE can do changes in the overall gameplay, it should be the rework of TP.
For me, like Piety --> MP, TP need to be dependent of a secondary stat : Bravery --> TP.
It mean, we could have more than 1000 TP.
In fact, Tank have Parry, Healer have Piety, so Dps will have Bravery.
In that case, their gameplay should change drastically.

For me, Sprint should cost 500 TP and Healer should have skills which cost TP.
Tank would keep the same system (just need to rework Parry).
DPS would have a new type of rotation or new skills which would cost a huge amount of TP.

And in the end, bye bye Accuracy.