Hello before I can no longer post I'd like to talk about fixing my favorite class thaumaturge. Currently MP is huge problem or rather the lack of MP management tools.
"our four keywords—fun, live, reboot, and rebuild"
Let me be the first to inform you that standing around waiting for mp to recover is NOT fun. While I understand that the ability Convert is incoming next patch I strongly believe that it alone will not suffice. As of right now I have 2356 HP and 3408 MP using convert would only grant me 2/3 of my mp pool at the cost of all my hp which is only about 2 extra combos before I'm back to siting around doing nothing. The following quote is disheartening as the it seems the devs don't seem get it.

Originally Posted by
Bayohne
Greetings everyone,
Yes, you're right in that the amount of MP that are required to pull off combos is quite high, but this is due to the fact the effects of these combos (and spells) are incredibly potent. As such, it was decided that they would require a large amount of MP to take full advantage of their added potential.
In regards to the comments that Disciples of War utilize their TP for actions and get waived costs for subsequent combos, this has to do with the fact that magic spells are able to used without first needing to generate TP. This is why this distinction was created.
Since the patch I think players are starting to find additional tricks to mitigate the cost of these spells and I think as time goes on even more avenues will be discovered as players adjust to the change. That said, we will continue to monitor your feedback as we always do and pass it along to the dev. team.
While yes they have to build TP the time it takes to build tp IS NOT EQUAL to the time it takes to recover mp. It takes way longer to regain mp than it does to gain enough tp for a combo. Aside from that the TP building player never has to stop, be bored, and/or lose immersion like the MP building player does. I believe using just ONE of the following possible fixes in addition to convert would alleviate the issue.
Magic Combo: A game mechanic that allows for the second spell in a combo to be cast with a 10% MP reduction in cost and the third with a 20% MP reduction in cost. (would allow for better mp management by stacking magic accuracy as you wont start a combo if your spell is resisted.)
Sanguine Delight: Critical spell strikes grant a percentage of the damage caused as MP. Just combine Enhanced Parsimony's effect with Parsimony as it's class exclusive to make space for this trait. (this allows for better mp management through stacking magic crit rate, excruciate, and luck.)
Resonance: Increases range of next cast and reduces MP cost to 0 or half. (it's a niche spell that would see more use this way and would work as a cross class-able Chainspell replacement)
MP Materia: Existing high tier materia needs could be up from around 30 to about 100.
I would really appreciate a dev response on this and also on an unrelated note I believe it should cost 8 totems for an Ifrit weapon and 12 nuts for a Moogle weapon. (seriously 20? what were they thinking....)
EDIT:

Originally Posted by
ApplePie
THM is such a joke; I just sit in a corner during moogle and watch TV while I wait for my MP to come back. Great immersion going on there! /inb4whiteknight /inb4troll /inb4etc
Exactly how I feel about the moogle fight. And playing conjurer is completely opposite!!!! it's awesome; going all out nuking during phase one, healing during phase 2, and then back to nuking during the end of phase 2. never out of mp, never bored through all that!