1. Given that there's only one optimal place to use Invigorate, that Equilibrium generally has a greatly preferred stance choice in any given situation, and that Unmend does shit damage, there's not really any class that has this aspect of TP strategy that you seem to be looking for? As it stands, they're all inevitability. And if a Warrior has to pop Equil for healing before or during add phase, then it's a "oh shit" moment, and a diminished inevitability. There's no issue with PLD becoming the first to really manage its TP in interesting ways (if Stoneskin were faster or Clemency stronger, especially, it'd practically be the example of this TP management already), but there's no long line of precedence that PLD's trailing behind here.
2. Any TP adjustment other than reduced TP costs on weaponskills would have nearly identical results overall, without automatically being optomized, likely with unintended consequences. For instance, attaching a TP restore to blocks would flat-line OTs, attaching it to Shelltron would additionally further encourage on-CD usage, attaching it to Spirits Within would mean you have to chose between maximizing TP maintenance or actually silencing correctly and/or hitting for the full potency, and attaching it to Fight or Flight would mean that a 'jump' (enemies non-targetable) phase could not only cost you dps but also TP. Giving PLD an actual Invigorate means you hit it as soon as it won't cap, and then forget about it until it's ready again.
3. Anything that uses MP will conflict with other uses of MP. Try using two Clemency casts after having just blown your MP on this MP-attack. Conflict. Not a huge issue, at all, but it is necessarily a conflict. Moreover, it's probably not going to be the 'alternative' or means for TP management that you think it will be, unless its a weaponskill that is technically inferior to ever TP choice. In which case it also becomes an inevitability, same an Unmend. When all other choices are unavailable, use. That's it.
It would be an issue because it adjusts priorities, or put otherwise, messes with existing gameplay. And it doesn't do so by making TP management a thing; it simply punishes your TP for holding onto your snap-mitigation for a coming tank-buster. That and it again requires MT position and physically attacking enemies. Adding it to Awareness has the same issue; now you're even less likely to maximize its mitigation opportunities because you desperately need it in order to keep up TP.
Upon running out of TP you can still shield someone the other tank for some 2.1k-2.8k, or heal for twice that in the time that you could Flash. It wouldn't be a tough argument to make that that's a better periodic opportunity than Unmend. Flash is also the only opportunity a TP-exhausted Warrior has (after blowing Del-Equil), the only difference being that it hits for more for them when in DPS stance, they can put out far fewer at a time, take much longer to regenerate their cost, and most will avoid equipping the spell altogether, at which point they have no such options at all.
Warrior didn't have TP issues unless AoEing. They were already greatly more TP-efficient than PLD by nature of their free Wrath weaponskills unless the Paladin had enough of an enmity lead to make heavy use of his Shield Swipe (a TP gain but only a 4% DPS gain and an enmity loss at the time). Equilibrium was more an increased opportunity for further AoE than it was a solution for inevitable TP exhaustion. As it stands, the only TP AoEer has the only TP restore. Makes sense.
DRK has only one mana alternative to TP weaponskills, Unmend. As they have no TP AoEs, Unleash is not an alternative.
There's certainly nothing wrong with the idea of adding a damaging mana-costing Weaponskill/Spell for PLD, but let's make sure we have the right reasons for its implementation?



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