It’s not a forced gapcloser. Every tank has forced gapcloser every minute and two minutes(cause dmg increase buffs). The choice between both raijins is just situational



I personally prefer gap closers being used just for gap closers. It's okay to have a couple that have damage added on to them but they should mostly not be like that. Like I don't think Dragoon really needed a dash.
I think the issue to me would be more how many of them they made be very similar rather than that they have some that aren't doing damage. Personally Thunderclap has to be my favorite gap closer in the game followed by ingress and neither of those do damage, but they're also quite different than each other. Shukuchi is very great and it does no damage as well. However a lot of the new gap closers look very similar to ones that already exist so they don't feel as great to see. Might be better when I see them in game but for now it's a little weird even if I understand the reason behind removing the damage.



am just waiting for it when they'll turn it into a role action for all jobs, shouldnt take long. maybe 8.0?
There were a few different ways to approach it. I do wonder if they tried to either make it a GCD or keep it as an oGCD but trigger GCD cooldowns. The former doesn't work well in an emergency situation and the latter probably also has issues because you don't want to lose the GCD.
I do feel like DRG should spend as little time on the ground as possible, but perhaps that's just unrealistic here.
They become completely thoughless because you'll always have them available when you need them. Planning gap closers wasn't a big ask.I, personally, like the change. This way "movement abilities" can actually be saved for movement, rather than being a weave in the rotation. Some jobs may be slightly less busy during burst, but perhaps they will increase charges to other skills to compensate for the damage, not to mention new lvl 100 abilities. We just don't know yet.
But for dragoon specifically, the gap closer should have surely been a jump, not a dash. I don't like the idea of gap closers being homogenised across jobs.
Might as well not have an ability there if it's implemented like this.



And currently they're thoughtless 'fire and forget in your burst window' in 99.9% of situations, so tomato tomato, not much has changed with them going into DT on the cognitive front. They're thoughtless now and they'll be thoughtless in DT. However, you know what they could do with the new gap closers that would create skill expression that is impossible to achieve due to the limitations of the current gapclosers requiring an enemy target due to dealing damage?
Warping to allies.
Seriously, Thunderclap is the best gapcloser in the game bar none by sheer virtue of the great plays you can make with it for uptime and movement during mechanics. I'd delete potency from gapclosers a thousand times over if it meant all melee/tanks got access to a thunderclap-clone skill.



Yes, they were always kept for damage purpose. Especially with boss hitbox doing 85% of the map.
Having them as pure mobility will result in more knockback cancel or planification to maintain more uptime, which will give more input to creativity or straight up skill.
Being able to dash to allies would be fantastic as it might open even more creativity to deal with some mechanics.
BLM is a great example, good players will try to cast as much as possible then make use of a "uber" to deal with mechanics.
If BLM dash would deal damages, it would simply be used for damage and would lose all creativity for the purpose of min-maxing.


AM/BTL:Seriously, Thunderclap is the best gapcloser in the game bar none by sheer virtue of the great plays you can make with it for uptime and movement during mechanics. I'd delete potency from gapclosers a thousand times over if it meant all melee/tanks got access to a thunderclap-clone skill.
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I definitely agree with Thunderclap being a fantastic move. Aside from being able to quickly hop to an ally like BLM, MNK's thunderclap is really good for catching up to allies and also maintaining uptime on bosses , especially with how they sometimes reposition-teleport to the edge or middle of arenas quite frequently as of late.
I recall in P5S the double-dash patterns you could just jump on the boss twice without dropping any GCDs, another example would be those alliance raid bosses that like to triple jump, you can follow each leap quite comfortably. Honourable mention to most knockback mechanics too, you can kinda skip those with a good timed leap to negate the knockback effect which is nice in the occasional cases you get KB'd more than once in 120s.
You can definitely play a MNK like a magic-less BLM with 3x uses of Aetherial Manipulation and slide across the map like crazy. (If you want)
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