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4-05-2010 @ 1:56PM
This actually mimics Final Fantasy XI's "TP" mechanic quite closely. In FFXI, all classes gain "TP" by connecting swings on a mob. The amount of "TP" you get is based on swing speed. You can also get "TP" from taking damage but it is not a major mechanic for any class. "TP" is then used in tiers (i.e. 100, 200, 300) to use "Weapon Skills" which are special attacks determined by weapon type. The more TP you have when you use a WS (you have to have 100 TP to use a WS) the more of a specific modifier you get from the WS.There are still differences though (obviously the way that Rage and TP are used is different and Crits giving more Rage and off-hand given less are far different) but for the most part they are exactly the same.Oh, and I am not saying that WoW "stole" the idea from FFXI. In fact, I thought it was inevitable that Blizzard was going to have to do something based on an external factor to fix Rage. The only real factor that doesn't scale with gear and is normalized across all weapons is swing speed. Another interesting thing to pull from FFXI is the fact that there are certain gear builds (FFXI has modifiers to increase TP gained per swing) that can be put together to get the exact amount of TP per swing to use WS faster. I can very much see this happening in WoW. People are going to want to use weapons that get them round numbers for using abilities. For example if one weapon speed gets you 24 Rage per swing and another gets you 25 Rage per swing, you may actually want the slow weapon just because you will be able to use an ability like Whirlwind on your first swing instead of waiting for two swings.In FFXI, the TP system is pretty strong, and I think that it was a good choice for Blizzard to use for the Rage system.
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