Quote Originally Posted by Jocko View Post
I just really hope they start taking a vastly different approach to class design in ARR. Currently, the jobs are very samey; they all revolve around building TP and executing combo rotations, they all have the same amount of skills, they all have the same exact quest progression...it's all very dull. I'm hoping for classes that take differing approaches to both playstyle and development.
I don't think the devs would deviate from TP. Sure, all classes being built around the same resource system is what sounds boring and make balancing a bit difficult without class-specific rulesets, but that ship sailed when they showed us how combat was going to work out in 2.0.

Not to mention it would feel odd if the starting seven classes worked off TP and MP and then Fencer worked off combo points and Mystics got a balancing-act resource (Light/Dark Energy, Lunar/Solar Eclipse, etc).