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  1. #1
    Player
    Momo_Kozuki's Avatar
    Join Date
    Apr 2021
    Posts
    488
    Character
    Momo Kozuki
    World
    Tonberry
    Main Class
    White Mage Lv 100

    Gap Closer/Backflip with Potency, do you like them?

    In this game, it is kinda rare to see Gap Closer/Backflip to be utilized as, well, something that cut down/make distance. Most of them are ogcd with potency, and if it is ogcd with potency, people will use them in rotation no matter how small potency they offer.



    To make sure that people still have their movement skills up when situations call, SE adds charges to those skills, so you can use one charge (or two in Warrior's case), and save one for when you need it.


    Personally, I don't like this design. Monk used to have their gap-closer with potency, and I always feel clunky and weird to use a gap-closer when you are already next to the enemy like 95% of the time. When SE changes it into a pure gap-closer with zero potency, the skill feels really great to use and I know it is always available for me when situation calls, instead of having to bother with another cooldown timer.



    And you have Red Mage. They now have two charges for their gap-closer/gap-maker, and a shared-cooldown ogcd that allow you to stay instead of backflip away into danger zone. Maybe SE can nuke that shared-cooldown ogcd if there are no potency in those movement skills, and people only utilize them when they want to gap-close for melee combo, or backflip away from a close-range telegraph.


    The only gap-closers that makes sense are Dragoon's jumps cuz their jump attacks are so iconic that I don't think you can get away with with zero-potency jump (save for backflip cuz it is a backflip).


    And let's forget about Dark Knight and their, cough, Enhanced Unmend, cough.
    (6)

  2. #2
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Depends. RDM feels good to attack with potency since the Melee combo requires to be at close range, so it feels like you start your melee rotation specifically with the gap closer after dualcasting, but aren't punished if you want to add an extra oGCD between your melee combo if you don't plan on staying near the boss after. It gives a lot of flexibility how you want to use the skills. RDM having 2 separate charges for gap closing and disengaging removes the issue of using the stacks specifically for damage since you can always hold one for gap closing and disengaging instead of burning it all. The toolkit would feel a bit more empty without it IMO.

    For SAM, it's a bit different because you only want to disengage when there's an AoE or a mechanic to move away from the boss. Having Enhanced ranged attack feels good since you can dash out, attack, and then dash back in. It's sorta like RPR in this regard. It feels good when you can use your toolkit right as it adds a layer of complexity to optimization and doesn't feel like you're unable to do anything if you have to move out of melee range for any reason.

    MNK not having only shoulder tackle feels good because Thunderclap can target allies and shoulder tackle cannot be used to dash out of range. It works more like Aetherial Manipulation in that regard since the mobility tool is not always used to target an enemy. This enables the skill to have a multipurpose use with more mobility around. The only difference between MNK and a lot of other jobs is a lack of ranged attack to fall back on demand, so Thunderclap makes mobility feel a lot better than Shoulder Tackle when you need to dash in and out quickly to resume your damage at lower levels imo.

    MNK having SSS originally made it so you didn't need to get an oGCD disengage, you'd just use that instead to run outside. Thunderclap essentially smoothens this process a bit if you need to move farther than what SSS's increased movement speed would cover.
    (3)

  3. #3
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,586
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    I like backflips with potency and without potency, because both can be used for mobility.

    A lot of time in dungeons, in order to keep up with the tank while also still AOEing the mobs while the groups move, I will use the RDM backflip off of a mob to catch up with the tank. I also use it when solo running old dungeons for Wonderous Tails to backflip away from monsters as I reach them. Sure, it's only speeding up things a little, but I do like to get my stuff done quickly. Mainly so I can spend more time canoodling with my GF.
    (1)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  4. #4
    Player
    Jettinson's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    792
    Character
    Ivan Moondiver
    World
    Alpha
    Main Class
    Warrior Lv 80
    I loathe them especially now that most gap closer etc have 2 or 3 stacks so you feel you are going to lose damage if you do not start moving the cooldown...

    Using an utility movement tool point blank just for damage feels weird, it is probably why i feel much better with Monk's new Thunderclap.

    RDM is a weird case for me because unless i really need to, i always stick to Engagement over Displacement now that both have same damage and because the former is NOT a movement tool, i feel way better but at same time those 2 buttons shares the same recast timer so a bit planning or see the situation of the battle.
    (5)

  5. #5
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    I really dislike them.

    As others raid, RDM is a different case, as it makes sense to use them exactly in combination with the melee combo and not just whenever, so it makes sense for them to have potency.

    But for example for PLD I always feel weird having to weave the gap closer in the normal rotation because it does damage, no matter how tiny, and being maybe displaced a bit from where I should be (in trash packs situations, when avoiding an aoe or something) or just not having it avalaible when I actually need it as gap closer. I'd rather they'd stay as pure gap closer and something you actually use when you need one, rather than a factor in your dps.
    (3)

  6. #6
    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 Jettinson View Post
    I loathe them especially now that most gap closer etc have 2 or 3 stacks so you feel you are going to lose damage if you do not start moving the cooldown...

    Using an utility movement tool point blank just for damage feels weird, it is probably why i feel much better with Monk's new Thunderclap.

    RDM is a weird case for me because unless i really need to, i always stick to Engagement over Displacement now that both have same damage and because the former is NOT a movement tool, i feel way better but at same time those 2 buttons shares the same recast timer so a bit planning or see the situation of the battle.
    The whole point of stacks is so you DONT have to use them on cooldown. So long as that cooldown is ticking you're not wasting damage, it's only a dps loss if all charges are capped.
    So you can safely spend one and save the other for when you need it for movement.
    (4)

  7. #7
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I like them because it gives you an extra ogcd to weave while reducing button bloat. Especially on tanks.
    GNB for example has a burst rhythm with Continuation, but for those skills without a Continuation proc you can weave in the gap closer.
    (0)

  8. #8
    Player
    Jettinson's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    792
    Character
    Ivan Moondiver
    World
    Alpha
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Seraphor View Post
    The whole point of stacks is so you DONT have to use them on cooldown. So long as that cooldown is ticking you're not wasting damage, it's only a dps loss if all charges are capped.
    So you can safely spend one and save the other for when you need it for movement.
    Maybe i didn't say correctly, i meant pretty much on occasion of when i have full stacks and because now most of the movement tools have 2 stacks or 3 like Warrior, you gotta use 1 to get the cooldown going but regardless i hate that for damage purposes.
    (2)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I don't mind them as long as they have charges, allowing for up to their cooldown's time in flexibility.
    (2)

  10. #10
    Player
    RobynDaBank's Avatar
    Join Date
    Sep 2021
    Location
    Wraeclast
    Posts
    1,521
    Character
    Hope Sunflame
    World
    Twintania
    Main Class
    White Mage Lv 100
    No. En Avant is the best gap-closer IMO given its simplicity. It's always there when you want to use it, not there to be weaved into your damage and then be missing in an emergency.
    (7)
    Mortal Fist

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