"There's no resource management"
*Plays Arcanist as main*
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"There's no resource management"
*Plays Arcanist as main*
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Resources like TP and MP on any job in the game are only there to prevent you from using certain skills too many times. And, even then, the only consequence is a brief moments of inactivity while you regenerate back to full.
There is no strategic use of TP or MP in this game.

In an extended fight, especially semi-challenging ones, it's fairly easy to run out of TP, or MP as a WHM. The fact that Mage Ballad is 'ever' useful implies that there very much is limited resources to manage, same with Invigorate, which is only a temporary bit of extra. Needing to slow down ability use to prevent running out of TP is the same, and the more Skill Speed you have, the faster it happens.Resources like TP and MP on any job in the game are only there to prevent you from using certain skills too many times. And, even then, the only consequence is a brief moments of inactivity while you regenerate back to full.
There is no strategic use of TP or MP in this game.
Simply because resources don't matter on trash pulls, doesn't mean anything. It's not 'intended' to run out, that'd add complexity to short, common fights, which rather goes against game style.
Turn 8, TP needs to be managed and cooldowns timed for TP recovery. T9 is very mana intensive for WHM. But for obvious reasons, the more you overgear the content, the less of an issue resource management becomes. Doing content at the recomended ilvl will start to put more of a strain on resources.

Which I'd imagine is exactly how things should be. Overgearing content always makes it a breeze, and it's one of the biggest issues with our end game right now.Turn 8, TP needs to be managed and cooldowns timed for TP recovery. T9 is very mana intensive for WHM. But for obvious reasons, the more you overgear the content, the less of an issue resource management becomes. Doing content at the recomended ilvl will start to put more of a strain on resources.
Pre-50 dungeons can actually be harder then the newer 50 dungeons simply because of the level/ilvl sync. If they'd enforce an ilvl range to 'all' dungeons, we wouldn't have nearly the level of easy content we have now.
Just imagine what these dungeons are going to be like once they raise the level cap and do, presumably, enforce a sync.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste


The TP/MP system should influence combat in EVERY single encounter for EVERY single job. The system is moot if it's only for adding depth to turn 8 for bards, dragoons and monks and turn 9 for white mages.Turn 8, TP needs to be managed and cooldowns timed for TP recovery. T9 is very mana intensive for WHM. But for obvious reasons, the more you overgear the content, the less of an issue resource management becomes. Doing content at the recomended ilvl will start to put more of a strain on resources.

Main thing that irritates me about the battle engine is the huge disconnect of the AoE indicators disappearing, and then the animation of the attack going off. The attack animations should be preparing in the middle of the indicator's duration so you actually get 'hit' by the animation effect right as the indicator fades out, and not a whole second later.
Sure... resource managemnt is non existant... tell me another good joke... As a bard my TP can be drained within the first few opening minutes of a longer fight - depending if I get procs or not. T5 by the end of the initial adds I will generally be at half TP. By the time first neurolink drops I'm more likely to be at 0 TP(and I tend to already use one invigorate by this time)(it's also why I hate skill speed). So by that time I switch to auto attack to regen my TP to be able to help with conflags(oww what's that you say no strategic use?). Getting into a conflag is a godsend for me since it will allow me to usually fully regen TP. So yes there are strategic uses if you know what you are doing. I do like the 2.5s GCD. But I agree about some positional updates and certain skills taking a while to actually activate.

the only thing that bugs me, about the battle system, is the fact that BLM's procs activates only when Fire lands on the target, instead of when casted.
that usually requires that you wait till the spell lands,before the next cast, or else you lose a proc.
Did you see my badge? I'm a professional!
Overall, I really don't have a problem with the battle system, except for the "Team Jump Rope" mechanics (ie: scripted battles). I don't think it should be 100% random, but, it would be cool if bosses could mix things up from time to time. Just to keep people on their toes.
Also, I really don't have a problem with the GDC; but what would they do with stats like skill speed and spell speed if they got rid of the GDC. Not being snarky, I'm just curious. Would they allocate those numbers to various other stats? To be honest, I'm not exactly sure if spell speed effects the GDC like skill speed, or the actual casting timer.
Also, I would like the ability to do /wait 2.5 or /wait 1.5 in my macros, I think that would be nice.
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