Disco: Jig
Increase movement speed 25% last for 5 min
/lv 30
if get aggro lose 50% damage from the mob,
Disco: Jig
Increase movement speed 25% last for 5 min
/lv 30
if get aggro lose 50% damage from the mob,
Ability were like in the cut scene we can use throwing daggers ,
So make it so we can use range throwing weapon with ammo slots used at same time.
also allow us if we do throw a weapon are sambas hook to the mob,
yea throwing sucks , but half time in abyssea are damage so weak we barely get a chance to hit a mob anyway if in a alliance and at time some partys.
The only real adjustment I see dancer needing is raise the cap on finishing moves but keep the maximum consumed by any flourish at 5. I hate having just used all 5 moves with a reverse flourish into a Waltz 5 (to keep me alive) only to be confronted in 2 seconds by an ability I'd love to use Violent Flourish on if I still had any finishing moves!
god pls not, this job has way to much power imo anyway
Eh, just to comment on a few ideas:
Redundant. Any Good DNC should already be able to self skillchain Darkness, simply with Evisceration <> Pyrric Kleos. All you need is maxed out reverse flourish, to make it possible. AFv3 +1 hands, let alone +2 hands, which further enhance reverse flourish, makes it even more possible.Flourish: Unleashed Flourish
Level 80
Recast: 30sec Cost: 2 Finishing Moves
Readies target for an advanced skillchain. Requires at least 2 finishing moves.
* Acts like Wild Flourish, but allows level 3 Light and Dark skillchains.
* Possibly add a job trait instead (Chainbound Anchor), that upgrades the skillchains made by Wild Flourish.
On top of that, DNC/SAM, thanks to Sekkanoki can do double skillchain: Shark Bite to Pyrric Kleos (which does Distortion), then Evisceration, which does Darkness.
This would make DNC incredibly overpowered, when it comes to TP gain. DNC have a pretty high evasion rate, and stack evasion you're almost as untouchable as THF and NIN. The TP gain from this alone would be crazy.Job Trait: Graceful Movement
Level 45
Evading an attack grants TP as if having been hit.
(yes, this might be overkill now, but I suggested this before they introduced Tactical Parry... I still think this fits Dancer better)
Limber: No, I don't think so. While No foot rise is a merit ability, merits are incredibly easy to come by now, since just about everyone have abyssea anyway. That said, Limber is a fairly unnecessary ability. Also, it would make DD jobs a little more overpowered. Yes, they won't be able to WS, but bare in mind they will still get TP even faster, just by subbing /DNC.
Conga: I personally like this one. SCH is already capable of AoE sneak and invis, Cor and Bard is capable of AoE movement speed. (Marzurka and bolter respectively)
Want. Only so I can AoE Healing Waltz. Divine Waltz II is a decent enough AoE curing waltz ability. So, that said, instead of Center Stage, I'd rather have Healing Waltz II to be AoE healing Waltz.Job Ability: Center Stage
Duration: Until a waltz is used, up to 1 minute
Recast: 3min
Change the next Waltz used from single target to Area of Effect.
* Costs all TP, and at least twice the amount needed for the single-target waltz used.
Formal Dance is a pretty interesting idea, I'll have, with a pretty big sacrifice (Not being able to use weapon skill). This mode would make Dancer a more so 'true' support DD job, and less as a tank and melee itself. I
Mincing Minuet, I'm unsure of. I just don't see it as USEFUL to sacrifice Samba and Fan Dance with. Sure, steps do miss every now and then. Flourish seem to rarely miss (Especially violent flourish). The 'Steps always at 2' kind of make this redundant, even with one debuff at level 5, it wears out fast enough while focusing on other steps. I just don't see this useful at all.
I am a HUGE supporter of this. We NEED this. I can't tell you how many times I wish we have this whenever I fight a mob that have Ice spikes or shock spikes >.<.Flourish: Dazzling Flourish
Level 35
Recast: 20 sec Cost: 1 Finishing Move (minimum)
Dispels one beneficial status on the enemy for each finishing move.
* Can dispel multiple statuses at the cost of 1 finishing move each.
This alone makes Drain Samba way overpowered. It effectively gives DNC DRK's blood weapon ability, not to mention how fast DNC can attack and of course the Occasionally Attack 4 times weapons would make DNC near invincible, though I like the slow inflicted from Haste Samba.99 Merit: Breakdancing
This causes Drain Sambas and Aspir Sambas to inflict the drained amounts as damage to the target. Adds slow to the enemy inflicted with Haste samba.
Job Trait: Prodigy
Increases the window length one can close a skillchain in.
Level 25: +1 second
Level 50: +2 seconds
Level 75: +3 Seconds
Level 99: +4 seconds
This goes for all weaponskills opened by dancer and wild flourish, and all skillchains about to be closed by dancer, thus.
A level 99 dancer has about 8-9 seconds to close skillchains instead of 4-5. Whenever they perform a weaponskill other members of the party have 8-9 seconds to close it as well.
Flourishes IV -> Finale
Consumes x Flourishes. Performs an multihit (equal to finishes consumed) attack that deals critical damage to your opponent while severely wounding them.
The attack acts like a weaponskill without SC properties. For each hit performed a potent enfeeblement is placed on the opponent.
Hit one: -10% eva
Hit two: -10% def
Hit three: -10% meva
Hit four: -10% crit evasion
Hit five: Very very potent terror/stun effect, maybe 5-10 seconds? Optionally maybe amnesia/silence?
Haste Samba II: 10% haste, +1% for each haste samba merit. Level 99? Please oh please make us on par with the mages.
As for the possibility of level 99 merits or whatever you guys are up to.
Infernal Samba: Consumes life in order to increase the potency of your attacks (Each attack does +10% dmg but also consumes that much of your life) +1% for each merit
Encore: Your next Weaponskill will only consume 50 TP but also take a dramatic loss of power.
(the weaponskill loses all fTP and stat mods, this would be used in order to help open skillchains with ease)
Recast: 5 Min, merits: -30 seconds each
Also a - Waltz Recast merit would be oh so glorious, maybe -2 seconds per, but waltzes cap out at -80% recast time.
Finishes: Increases finish cap by 1 per.
Dear se. Make Sambas Aura effects.
This would drive my BLU bonkers. Also, why?
Cool ideaFlourishes IV -> Finale
so...Souleater?Infernal Samba: Consumes life in order to increase the potency of your attacks (Each attack does +10% dmg but also consumes that much of your life) +1% for each merit
Or they could give us Wild Flourish II, letting it open tier III chains. Simpler mechanic.Encore: Your next Weaponskill will only consume 50 TP but also take a dramatic loss of power.
(the weaponskill loses all fTP and stat mods, this would be used in order to help open skillchains with ease)
Recast: 5 Min, merits: -30 seconds each
yes and yes. Though I'd put a floor on waltz recast or make it a percentage rather than a flat rate.Also a - Waltz Recast merit would be oh so glorious, maybe -2 seconds per, but waltzes cap out at -80% recast time.
Finishes: Increases finish cap by 1 per.
A longer SC window would allow us to fit more shenanigans in between our WSes in order to really get some epic numbers on our closing WSes, for example, we could go from simply:
Evisceration -> Reverse Flourish -> Dancing edge/Pyrrhic Kleos -> Distortion
And instead do
Presto -> WS1 -> Build Flourish -> Climactic Flourish/Striking Flourish -> No Foot Rise -> Step+1(presto) -> Reverse Flourish -> Closing WS
This would be possible with such an effect, alternatively it could be a chain affinity style JA with a several minute recast
"Your next weaponskill will make your opponent highly vulnerable to Skillchains"
The weaponskill opens up a 1 minute long skillchain window, instead of 3 seconds. The window would be so long you could close it with a follow up ws through normal generic TPing while solo.
So whats the difference between this and wild flourish II? Wild flourish only counts as a chain 1 Skillchain, however using this ability not only does it open up tonnes of possibilities for epic combos, but the closing skillchain has the 15% damage mod for being a chain2 Skillchain!
I think we do have a recast floor already, and Trance maxes it out, not sure if thats as low as waltzes are allowed to go
Another possibility I thought of is a powerful job trait dancer could obtain at 99
Dervish: Your prowess in combat has augmented your abilities with Skillchains
Effect: All skillchain properties of your weaponskills have upgraded by 1 tier, so:
Liquifaction/Transfixion -> Fusion
Detonation/Impaction -> Fragmentation
Compression/Scission -> Gravitation
Induration/Reverbation -> Distortion
Fusion/Fragmentation -> Light
Gravitation/Distortion -> Darkness
Finally, a new set of skillchain combos are added to dancer, allowing them a wider variety of closing combos.
Light -> Fusion/Fragmentation = Light
Darkness -> Gravitation/Distortion = Darkness
Essentially allowing you to infinitely combo darkness skillchains over and over provided enough tp (very very hard to do but it IS possible to pull off an infinite WS combo in abyssea provided a really high TP gain rate from combat through STP/Haste/Dual wield, meditate, regain atmas, and a Monarch's Drink active. I managed to chain together an entire evi-DE-evi skillchain without using reverse flourish)
But other than that this would basically open up a tonne more WS combos, for example you could do Climactic flourish -> NFR -> presto+step -> Sekka -> evisceration -> evisceration -> reverse flourish -> evisceration for 3 wses 2 darkness SCs, all proccing on Climactic flourish for sick damage.
if i recall right, Climactic doesn't stack on WS's does it?
DNC99 ~ BST99 ~ NIN99 ~ SCH99 ~ BLM98 ~ BLU96 ~ SMN91 ~ RDM90
FFXI Player (most of the time) since March 2006 [Fairy -> Sylph Server]
Completed All Main Storyline Scenarios ~ Leathercraft 100+5 Main/Cooking 101+2 Mule
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