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Thread: Dancer ideas

  1. #11
    Player Orenwald's Avatar
    Join Date
    Mar 2011
    Location
    Sandy yo
    Posts
    123
    Character
    Orenwald
    World
    Shiva
    Main Class
    NIN Lv 95
    They need to increase samba duration for DNC main, add a new tier of Drain and aspir samba, and make those new ones last longer than the old ones so they have a purpose
    (0)

  2. #12
    Player Dawnn's Avatar
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    Mar 2011
    Posts
    65
    I would LOVE a step that inflicts slow, flash, or something of the sort

    slow step would be awesome
    (0)

  3. #13
    Player Evilaion's Avatar
    Join Date
    Apr 2011
    Posts
    10
    Character
    Mordsith
    World
    Odin
    Main Class
    DNC Lv 95
    Flash Step: Lowers Target Accuracy

    Drain Samba IV
    Aspir Samba III

    Esuna Waltz - AoE Healing waltz

    Merit Ability: <Insert Name Here> Combine 2 Sambas works only when Saber Dance Active.

    Merit Ability: <Insert Name Here> Adds MDT to Fan Dance and lowers Rate at which Fan Dance Decreases.

    Lower Flourish III Timer to 45 secs
    Add Flourish to group III that removes Buff from mob

    Separate Waltz Timers
    (1)

  4. #14
    Player MiriOhki's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    60
    Character
    Mlrlohki
    World
    Shiva
    Main Class
    DNC Lv 99
    I've been wanting a dispelling flourish for a long time, but the Status Effect per Finishing Move never occured to me. It's a very clever idea.. Very handy, but not necessarily unbalanced either, depending on the reuse timer on it. I can just imagine it being great for after a mob puts up a big load of buffs.
    (0)

  5. #15
    Player sc4500's Avatar
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    Mar 2011
    Posts
    187
    Moonwalk: long lost ability
    Quested ability. Story about how dancer and ninja had falling out would be the base. How years ago a ninja lost a dancer friend or lover and the dancer taught them the art of the shadow dance. Ninja took it to his/her grave and some how you find it again.

    Can not use ninja main/dnc or have /nin sub to use the ability.

    Lv15 get one shadow take 10 tp, recast is 30 sec or 40 sec.
    lv30 get two shadows take 20tp, recast 30-40 sec.
    lv75 get three shadows take 30 tp, recast 30-40 sec.
    lv90 get four shadows take 40 tp, recast 30-40 sec.
    When moon phase is over 90% then you dont lose any tp.

    Work like if got 19 tp get one shadow 9tp left (ect so if had 300tp only lose 10 tp) , if got 29tp the shadow get only 2 , if got 39tp and level 75 get 3 shadows, if got 41+tp and lv90 get four shadows, if had 100+ tp get. defaulted to level at for shadows.

    Reason It Would be quested for those that like still use ninja shadows.
    (1)
    Last edited by sc4500; 04-04-2011 at 04:07 PM.

  6. #16
    Player Mirielle's Avatar
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    Apr 2011
    Posts
    1
    Hmm...

    Maybe a step that adds chance for one additional attack each round based on the lvl of the daze?
    - Probably a bit too broken!

    As said before; Dispel Flourish based on FMs seems neat and relatively balanced.

    Maybe a lowbie WS for those still lvling DNC? Soloing as DNC with daggers pre-DE is a bit painful in my opinion

    + Waltz Potency capping out the same as healing magic would be nice too...

    A single target sleep dance thats affected by +CHR for duration with a high TP cost but low recast?
    (1)

  7. #17
    Player sc4500's Avatar
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    Mar 2011
    Posts
    187
    Mosh pit: ability

    give +10 attack .

    lv10 get +10
    lv45 get +20
    lv90+ get +30

    Single player gets the extra attack, if in a party or alliance get get aeo on them.

    2 or 3 dnc it stacks the attack, give all members the effect . If not main job dancer no stack will work .

    Time used is 2min reuse is 5 min .
    (0)
    Last edited by sc4500; 04-05-2011 at 02:32 AM.

  8. #18
    Player Fincat's Avatar
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    Mar 2011
    Posts
    21
    I like Conga!
    (0)
    Synthesis complete! 10/16/10~9:43pm.

  9. #19
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Another idea!

    Job Ability: Tango
    It takes two to tango. (Buffs target with the "Tango" status.)
    * This makes the dancer's waltzes more potent on their Tango partner.
    * Each dancer can only have one person buffed with their "Tango" status.
    * Multiple dancers cannot have the same target under their "tango" status, effect does not stack. (it takes only 2!)
    * Target cannot be self. (it takes 2!)

    Alternate ability based on the "Tango" concept:
    Job Ability: Tango
    Allows two dancers to dance together. (Uses the same Tango status as above, but the target must be another dancer, and both dancers must use the ability on each other to benefit from these effects.)
    * Requires 2 dancers. (can be in different parties, if in an Alliance)
    * "Steps" increase in potency when two Tango'd dancers use the same step on the same monster.
    * A step used by one dancer gives at least one finishing move to the Tango partner.
    * May open up a new set of dances that can only be done in unison, perhaps aimed at alliance-wide effects.

    A couple potential "Duo Dances" using Tango:
    MP Mambo: Grant each alliance member a status that allows the next spell cast to have no MP cost. (would need a long cooldown, and cost all TP from both dancers)
    Nameless Dance: Enfeebles the target with many abnormalities. (from FFT) Similar to "Bad Breath."
    (3)
    Last edited by AyinDygra; 04-08-2011 at 10:04 PM. Reason: Tango version 2! (I like the second one better, now that I think about it.

  10. #20
    Player Shibayama's Avatar
    Join Date
    Mar 2011
    Location
    Bastok for life baby.
    Posts
    142
    Character
    Shibayama
    World
    Bismarck
    Main Class
    BLM Lv 99
    How about a flourish on the lines of "Perfect Parry" which auto-parries attacks based on the number of Finishing Moves consumed - since you would use it in a defensive situation instead of to cause more damage it wouldn't compete with reverse flourish like Climactic Flourish does (most people would rather have another weaponskill rather than a round of crits) - it would help us gain TP because of our tactical parry trait/AF3 as well as making parrying worlds easier to level and cap for those of us who haven't with each level increase.

    Also, what about introducing a second series of finishing moves to make moves like climactic and Striking, or any other moves that "consume all FM's" more viable - like for every step you do, you generate 2/3 finishing moves and 1/2 "Extensions" that FM III's will prioritize consuming - that way we can still reverse as normal but be able to use Climactic. Flourish threes really both need much lower cooldowns though - striking would be amazing if it wasn't on such a crazy high cooldown.

    As far as jigs, there are the raise and reraise jig suggestions but our other 2 jigs have had something to do with travelling so how about something like "Reverberating Jig" - a Jig II which summons all of your party members to you with say a 30 minute cool down?
    (0)

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