And let me guess, not using them within raid buffs is going to make you miss an enrage?for the same reason you use any other damage ability in combat.
It does damage, so it is required to kill the boss.
If you don't use it you lose damage, if you have a 10 Minute fight, that's 20 Gap Closers you are not utilizing, which is a Loss of 3.000 potency in damage.
If you don't understand that, you don't understand the game.
Mobility skills should never do damage, that is a core design flaw, you can debate if there is a secondary effect like a stun or snare to them, but not Damage.
And why would you not use those 20 gap closers, either for mobility or damage when warranted?
...0.1% enrages are not because you allocated dashes away from raidbuff/selfbuff windows and actually used a charge to dash back to a boss for uptime rather than walking.
The whole point of allocating your dashes for this is to increase your GCD uptime, which is a DPS increase and keeps your GCD cycle from drifting. You can more likely blame unlucky crit rates or one of your four DPS players making rotational mistakes before moving a dash worth 150 potency out of thousands more per buff cycle out of said cycle.
If this was ARR damage numbers, sure we can talk about it, but in Ultimates + Dawntrail, surely not.
My Point was that every little bit of damage counts, so not using your dashes for damage can make a difference.
Of course - nobody is asking you to sit on two charges of your dash and not use it and let the cooldown just drift. You have charges for this reason - use some for damage, hold one or two (WAR) where needed when it would cost you more damage from drifting GCD/using Tomahawk than you'd gain bonus potency from a raid buff window.
Late/necro, but... jesus...
Using your dashes for the actual dashing nets you around 300+ potency in conserved uptime each, while spending it in raid buffs vs. outside of raidbuffs would have net you under 50 potency per 2 minutes each.
You have two charges.
The mobility IS the largest advantage whenever there is a need for it. The damage is a fall-back that provides some portion of the potency over a given fight that the gap-closer would have by actually gap-closing, allowing you more similar apm and flair from those skills regardless of how much or little mobility is actually needed, and tightening balancing across jobs (since the value of those skills would otherwise be wholly situational).
Yes, removing damage from gap-closers means you turn them into, in effect, an easier version of a 30s CD Arm's Length/Surecast, simply removing a KB mechanic for free, etc., but not ever job needs to have the specific advantage of being able to have 4 gap-closers available across every 2 minutes with complete freedom. There are other commensurate advantages available, and removing the reward for fight knowledge (or, without it, for wise gambles) from every job just makes the game that much more homogenous and, worse, that much less engaging.
This is like saying it's ridiculous to combine a buff with a damaging ability.
So long as a fight is ended through damage dealt, there is no utility that does not indirectly increase damage done within X time.
Gap-closing does exactly that.
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