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  1. #1
    Player
    Bureda's Avatar
    Join Date
    Jan 2022
    Posts
    250
    Character
    Bureda Ghodhand
    World
    Phoenix
    Main Class
    Rogue Lv 100
    I'll be honest the moment you said that a gap closer is as meaningful as a standing still skill my brain short circuited so I will assume you're being sarcastic. So here's some sarcasm.

    It's a good thing the clown event is happening soon. I look forward to jesting.

    After all, mudras are all about standing in melee range.

    I for one I am grateful that Square has taken away choice and replaced it with a meaningless option. But at least it's there and it makes me feel smart.

    Gap closers? No thanks. It hurts to think.
    Another combo? No thanks. Think of the controller people.
    Utility? I've yet to see it on the Ninja but I guess I will pretend to have played the job in the ages past so I can garner pointless attention from older players.
    (0)

  2. #2
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Bureda View Post
    I'll be honest the moment you said that a gap closer is as meaningful as a standing still skill my brain short circuited so I will assume you're being sarcastic.
    Lemme guess - you haven't really ran savage as a melee yet, have you? Not a dis btw, just that would explain why you don't see a value in a regular, melee weapon skill vs a gap closer, as it doesn't come up nearly as much in non-optimized, casual content.

    See, in a lot of the harder fights you have to be way more careful about your movement while still trying to maintain your uptime. You might have to execute your burst on the move, stay at max melee range in order to not get hit by a point-blank AoE that extends past the enemy hitbox or simply stay put in your assigned position in order to execute a mechanic which would wipe the group if you mess it up. In all of these situations a gap closer bringing you to the edge of the target's hitbox is a liability - that's the main reason people had an issue with the original iteration of Raijus ever since we've learnt how they work - and in those situations Fleeting being a regular melee attack becomes utility.

    On the other hand, if you have to completely disengage for a time during your burst, Forked may be the better option as it can be executed at range and brings you back into melee instantly. Hence both skills offer different utility options and can be better or worse depending on the situation.
    (7)
    Last edited by Satarn; 01-15-2022 at 06:37 PM.