I don't understand the PvP argument since Sprint doesn't cost TP there anyways, unless that was somehow the point and I was misreading it ;
I don't understand the PvP argument since Sprint doesn't cost TP there anyways, unless that was somehow the point and I was misreading it ;
I use sprint regularly as a warrior. This is what Equilibrium is for.
Every TP using class save for Paladin has something to restore TP.
http://king.canadane.com
than please remove all the jump and movement skills from melees and tanks as well pls.... - u can't be serious... ^^'Good day
Dear SE, I think it is not right, that sprint uses all the TP. Magic classes can freely use it anytime and it really helps in many battles, but all physic classes cant use the sprint wherever they want, because they will not be able to attack
Please, rework the sprint mechanic
Thank you
Maybe I'm biased because I play PLD, where our idea of mobility is standing still even harder with Tempered Won't.
I think it makes sense to keep it the same. Really? My husband who is a DRG would be sprinting and jumping into more aoe's. That's just ridiculous.
That's the entire point of the argument. Sprint used to cost TP in PvP, but then they removed the cost because it was unfair towards jobs that used TP.
Warriors have the highest possible TP restore out of all the TP jobs that have a TP restore CD. And unless a fight as a lot of breaks, I'll likely need to use that TP restore to keep on dpsing.
I don't really see the issue of removing the TP cost from sprint.
Agreed.
Casters can use it freely but Tanks and Melee can't and that shit sucks for some fights, like grabbing towers when you get shoved all the way to the back in Sephirot. I could sprint if I was a caster, but not as a Tank... Who, you know.... Actually needs to get those towers.
I see no reason for it to cost TP--especially not all of my TP in one go. It has a 30 second cooldown anyway. Why does it cost all of it?
Dude idk what WAR you're playing but we only restore 200 with Equilibrium. Invigorate for DRG is 500.
Last edited by Pyrali; 02-03-2017 at 07:50 AM.
The only issue I'd have with that is that it'd quickly point out how many wasted opportunities we have for skill/ability alteration (via 'from stealth' or 'from sprint', etc.). Or maybe that'd be a good reasons to make the change? Hmm.
I'd personally like for it to still cost TP, but to offer more control over the amount of TP consumed. For instance, make it drain over time that gradually becomes more efficient until a given minimum drain rate. At that point, non-casters can actually use the damn thing, but it's still best used in long stretches. Further, you could give it two modes, a channel and a toggle. Press and hold to seriously dash out of there while held, though incapable of most other actions while channeling, and release to let it fall to just the normal sprint. Hit again to kill the effect / toggle it off.
That's just my personal preference that mobility should actually cost something—worthwhile in some situations and not in others, rather than being a free resource that should be maximized. Even that, though, would warrant making casters have some actual, regular use of TP... in some, distant, TP-revised future...
Every mele class has a gap closer and moving out of an AoE is not hard to do. If you know the fight, you'll know when you need to use a gap closer and save it.Good day
Dear SE, I think it is not right, that sprint uses all the TP. Magic classes can freely use it anytime and it really helps in many battles, but all physic classes cant use the sprint wherever they want, because they will not be able to attack
Please, rework the sprint mechanic
Thank you
Dude idk what WAR you're playing, but I've never seen them have TP issues in fights where I (as a DRG) would otherwise end up TP starved.
There's more to TP restore than just looking at the number on the tooltip. To put it simply:
A WAR's combo starts with a 70 TP ability, followed by the rest of the combo at 60 TP per ability, fracture at 80 TP. They can restore 400 TP every 120 seconds (2x Equilibrium at 60 second CD).
A DRG's combo starts with a 70 TP ability (both full thrust and chaos thrust combo), but it also has heavy thrust at 70 TP and Phlebotomize at 90 TP. They can restore 500 TP every 120 seconds (the CD on Invigorate).
But BLM has a gap closer to a friendly target.
Last edited by Nezerius; 02-03-2017 at 12:12 PM.
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