Hyrist wrote:
Thanks for the reply.
In your story you wrote:
Quote:
During normal Guildleves, resource management with regard to TP and MP, is not really required. Where it becomes more interesting is when doing instanced dungeons or longer lasting Full Active Time Events, or FATEs. I noticed that I really had to manage my MP well when tanking as a Gladiator during Tam Tara Deepcroft runs, because a lot of the abilities the GLA has to manage also use MP. There is nothing worse than having a few mobs turn on your healer and you can't bring them back to you because you don't have any MP for Flash.
You mentioned TP and MP both regenerated earlier as well.
Do you know how other classes did as far as having to keep track of resources? And how frequent did you feel the need to manage resources?
The meat of my questions is trying to find out where you feel the sense of 'pressure' is coming from in combat. Some of the games seem to be more about managing your combat rotation than necessarily keeping track of what the monster is doing, and I was wondering where you personally felt the pressure was coming from as far as combat was concerned.
All of your resources regenerate slowly, HP, MP, TP, CP, and GP (CP and GP are for crating and gathering).
My classes in the beta are:
Conjurer: 32
Archer: 25
Gladiator: 16
Archer is the easiest of them all, it's all about keeping DOTs and Enfeebles on the mob (poison and blind). I believe there are other abilities higher up that I haven't unlocked yet, but during dungeon fights as a group I never seemed to be lacking for TP. The other thing to remember is that during combat you still have your auto attack as well, which Yoshi wants you to think of as your base damage. If you're a pure DD like Archer or Lancer, if you run out of TP you just have to wait until you regen enough to keep using abilities. Your concern is more related with spreading those abilities out in such a way as to not steal hate from the tank.
Gladiator for me was tough. You have 2 hate management abilities at 15, Flash and Shield Bash. Shield Bash is single target only, Flash is AOE. The trick is getting everything to attack you long enough to hit Flash and solidify hate. If your DD jumps in too soon or your healer casts on you before you can get Flash off, you may spend the fight trying to pull mobs back on you. That was one odd thing I reported, it seems like if the Tank doesn't take hate at the beginning of the fight they have a much tougher time getting it back. Flash uses MP and you don't have a huge pool as a Gladiator, so you can't just keep spamming it otherwise you'll be out of MP after a few mob groups.
Conjurer isn't as tough as Gladiator. You really just have to watch your MP and not steal hate. Usually the run from mob group to mob group in the dungeon is long enough to regenerate MP, unless you are spamming Cure II instead of judiciously using Cure, and Medica (AOE cure) shouldn't be used at all if you know what you're doing. It's more of a hail mary spell if your tank loses hate and everyone is taking damage.