Quote Originally Posted by Netherside View Post
Invigorate. Yes, I know WARs don't share lancer abilities and we should structure play around conservation of TP (not to mention this gives peon more use) BUT I'm already getting to the point on fights like T4 that I'm fighting to take it easy on my TP use and if Square chooses to implement longer marathon-like battles, WAR and WHM are going to be the first ones running on fumes.
Warrior is meant to run out of TP and have to conserve it to some extent. Physical DPS consumes TP at a higher rate than tanks but have access to Invigorate. Warrior and Paladin consume TP at a lower rate.

Overpower is a very strong ability that is meant to be restricted by its high TP cost. You're supposed to think twice about your TP before using it. The fact that you've run out of TP means that you've overused it.

In Turn 4, what exactly are you doing to run out of TP?

Being able to hit 4+ mobs with Overpower doesn't necessarily mean that you should use it. Remember: You don't need to build as much enmity as you possibly can. You only need to generate enough aggro to stay above the DPs.

You should always enter the second phase with full TP (or at least 900). If you have less than that, you've overexerted yourself on the opening pull, probably too much Overpower.

Cross-class Flash on Turn 4. It helps you conserve TP on Phases 1 and 4, while still generating AoE aggro. Mix Flash in with Overpower and Steel Cyclone along with your single-target weapon skills. Avoid using it versus Knights. It's unnecessary (single-target is better) and it reflects damage onto you.