
Originally Posted by
brand
Jeez, after all this drivel about an issue already resolved, I spent another 5 minutes trying to find the post to which I originally wanted to respond.
I suspect Gladiator is vastly different from straight forward damage classes, and particularly in party work as I believe you were doing because nothing is more efficient than the base heavy attack. The only variation to this are the "on-proc" commands that come after a dodge/block/etc, which cost roughly half the normal swing in stamina and a single swing's earned TP (both costs are a fourth of a TP skill).
I'm with Jinko (and not necessarily disagreeing with Kuro) that TP skills need a revamp, if only in the factor of stamina cost from a low level perspective, which, judging from skill ranks, i.e. E3's Red Lotus II, should mean that these level 1 variations can be balanced without affecting late game where stats can probably turn the tide on efficiency. Right now, the almost 2x cost in stamina for 10% more damage on basic swings is awful.
[e] and finally, the whole multiplier by cost increase was how the alpha effect gauge worked, and it filled roughly in accordance to a 3 second swing on base, which you could then wait an additional 4-5 seconds to fill the 3 bars, and base bar fill time notwithstanding, that system was utter shit for anything beyond the initial attack.