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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by SamSmoot View Post
    But if using them will jump you into a harmful situation, then you just go use one of your weaponskill combos instead. It's not like Raijus execute automatically after a Raiton. They're not forced, just not beneficial to use in some situations.

    I guess one case where they might be beneficial is of your have to back off to avoid an AOE, you could hit the boss with Raiton at range, then Raiju to get back into melee range quickly when the AOE is done.
    Otherwise. if I'm already in melee range, and did a Raiton, then it's just two more single keys to do 850 worth of potency (with lower Ninki gain than a combo.)
    I guess the real question is whether it's a potency gain to use it over your 1-2-3 combo since potencies are still subject to change. I'm also not sure if you can use 2 Raitons back to back and get 2 separate Raiju stacks, but I'm assuming they don't and will overwrite the next Raiju buff. From what I can see, it's currently a potency gain over 1-2-3 combo.

    Again, if Raiju is a potency increase, then missing out the Fleeting Raiju combo per Raiton would be a huge drawback to the NIN gameplay flow by locking your mudra flexibility. If it's a potency gain to use it, that also means you have to stand in AoE or two to not lose the DPS increase if there's one centered around the boss since it'll disappear otherwise on a different weaponskill or you lose one on your next Raiton. You won't be able to just stay outside of AoE range and just use a double Raiton instead or use a TCJ and continue with a Raiton after if you have to stay outside of the boss' range.

    Quote Originally Posted by Seraphor View Post
    This is basically the melee equivalent of Triplecast, when there's multiple AoEs going out, and you have to be moving constantly, but in some cases, you're forced to move in and out of melee range. You get a ranged attack (Raiton), then two gap closers. Three skills back to back that mitigate any distance from the boss.
    Not exactly a melee equivalent of Triplecast. A melee-equivalent of triplecast equivalent would be just any instant-cast weaponskill in melee range. Gap closers specifically direct you towards one direction and becomes much less flexible if it forces a gapcloser in your rotation. Think about RDM. The difference is that RDM actually benefits from this since they have a melee combo and a disengage to go back into range. They have the potential to delay their melee combo because they can hold off on spending their black and white mana for a long time, especially with the new Endwalker changes, so it's not a real problem if they have to enter melee range. Ninja is pretty much the opposite. They have ranged attacks that enable them to stay within a range briefly before going back in (with Shukuchi). However, having a gap closer as part of their ranged rotation locks their ranged mobility by keeping them within melee range at all times. This creates an issue for small disengages if the AoE is big and you need a lot more time to run out of the AoE beyond just a single Raiton, but not beyond 2 Raitons.

    Imagine now if RDM was doing their melee rotation, but on your 2nd melee combo skill, displacement's effect changes and and you lose a big damage increase if you don't use it. However, displacement prevents you from using your final melee combo skill immediately by forcing you to run back to the boss to hit it will delay one to two GCDs - in other words, a downgrade to the flexibility in the skill. What does that mean? You have to save corps-a-corps specifically to counter Displacement. That also means corps-a-corps is no longer as flexible as a gapcloser tool because it's being a 'forced' gapcloser. That's basically what people believe fleeting raiju will become in terms of flexibility.
    (0)

  2. #2
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by AnotherPerson View Post
    Not exactly a melee equivalent of Triplecast. A melee-equivalent of triplecast equivalent would be just any instant-cast weaponskill in melee range. Gap closers specifically direct you towards one direction and becomes much less flexible if it forces a gapcloser in your rotation. Think about RDM. The difference is that RDM actually benefits from this since they have a melee combo and a disengage to go back into range. They have the potential to delay their melee combo because they can hold off on spending their black and white mana for a long time, especially with the new Endwalker changes, so it's not a real problem if they have to enter melee range. Ninja is pretty much the opposite. They have ranged attacks that enable them to stay within a range briefly before going back in (with Shukuchi). However, having a gap closer as part of their ranged rotation locks their ranged mobility by keeping them within melee range at all times. This creates an issue for small disengages if the AoE is big and you need a lot more time to run out of the AoE beyond just a single Raiton, but not beyond 2 Raitons.

    Imagine now if RDM was doing their melee rotation, but on your 2nd melee combo skill, displacement's effect changes and and you lose a big damage increase if you don't use it. However, displacement prevents you from using your final melee combo skill immediately by forcing you to run back to the boss to hit it will delay one to two GCDs - in other words, a downgrade to the flexibility in the skill. What does that mean? You have to save corps-a-corps specifically to counter Displacement. That also means corps-a-corps is no longer as flexible as a gapcloser tool because it's being a 'forced' gapcloser. That's basically what people believe fleeting raiju will become in terms of flexibility.
    "Not exactly a melee equivalent of Triplecast. A melee-equivalent of triplecast equivalent would be just any instant-cast weaponskill in melee range."
    You just described every single weaponskill ever.

    Melee don't have to worry about movement, they have to worry about distance. Distance is the melee equivalent to a casters movement, therefore this is the equivalent of Triplecast.
    (2)

  3. #3
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Seraphor View Post
    "Not exactly a melee equivalent of Triplecast. A melee-equivalent of triplecast equivalent would be just any instant-cast weaponskill in melee range."
    You just described every single weaponskill ever.

    Melee don't have to worry about movement, they have to worry about distance. Distance is the melee equivalent to a casters movement, therefore this is the equivalent of Triplecast.
    If you mean the melee-equivalent of triple cast for Long distance mobility, then it would be something you can use at a distance (ex: throwing daggers or raiton). That would be a true melee-equivalent of Triple cast, since triple cast enables free mobility while continually casting in whatever direction you want to move. That would be way better than what Raiju is currently since you can always use it while moving closer to the boss, or moving to the opposite side of the boss during a proximity attack mechanic without directly jumping back to the boss.


    As for Huraijin, I assume they just gave it to us because it's slightly less penalizing to die and have to get Huton back up by using this skill. Otherwise, you just use Armor Crush to upkeep the skill. It's a non-issue for this skill, though the potency for Phantom Kamataichi seems absurdly low since it's still eats up a Bunshin stack. Potencies are still subjected to change so I'm not too worried about it.
    (2)
    Last edited by AnotherPerson; 10-24-2021 at 03:05 AM.

  4. #4
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by AnotherPerson View Post
    If you mean the melee-equivalent of triple cast for Long distance mobility, then it would be something you can use at a distance (ex: throwing daggers or raiton). That would be a true melee-equivalent of Triple cast, since triple cast enables free mobility while continually casting in whatever direction you want to move. That would be way better than what Raiju is currently since you can always use it while moving closer to the boss, or moving to the opposite side of the boss during a proximity attack mechanic without directly jumping back to the boss.


    As for Huraijin, I assume they just gave it to us because it's slightly less penalizing to die and have to get Huton back up by using this skill. Otherwise, you just use Armor Crush to upkeep the skill. It's a non-issue for this skill, though the potency for Phantom Kamataichi seems absurdly low since it's still eats up a Bunshin stack. Potencies are still subjected to change so I'm not too worried about it.
    Huraijin also simplifies the reopener process during a mandatory huton drop, such as E8S transition or E11S fog. Though when you start adding abilities specifically to counter the encounter design because of how troublesome losing those buffs actually is, I start to question if you need that maintenance buff to begin with.
    (2)