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Thread: Dancer Tank!!!

  1. #71
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    Pipe Dreams: Dancer (the tank)

    I might as well put it in this thread over making a new thread about Dancer as a tank.

    I finished the writeup for it, so here we go. As always, I welcome feedback and criticism.
    ----------------
    Dancer

    Weapon: Shawl. Note: DNC's style of fighting involves "iron cloth" techniques, where the shawl is moved, pulled and spun in such a way that it is capable of cutting flesh. And yes, these weapons would be made by weavers.

    Core Mechanics: DNC is designed around generating finishing moves (called Flairs) and consuming them in exchange for utility skills or to mitigate incoming damage. In addition to this, DNC has to manage and switch between two main flourishes, one which enhances enmity generated and one that enhances damage dealt.

    Stats: DEX & VIT.
    Cross classes: GLA (Provoke, Awareness, Convalescence), PGL (Internal Release, Haymaker, Second Wind)

    Abilities
    01 Sharp Caress - Delivers an attack with a potency of 120. Grants Flair.
    -----Flair - Increases your evasion rate by 1%.
    02 Quickstep - Increases evasion rate by 5% per stack of Flair for 20s. Cooldown: 90s. Consumes up to three stacks of Flair.
    04 Severing Pull - Delivers an attack with a potency of 100. Combo action: Sharp Caress. Combo potency: 180. Grants Flair.
    06 Violent Flourish - Increases damage dealt by 25% for 30s. Cooldown: 2.5s. Only one Flourish effect may be active at any time.
    08 Pendulous Willow - Delivers an attack with a potency of 80 to nearby enemies.
    10 Healing Waltz - Restores 20% of own missing HP. Cooldown: 45s. Consumes two stacks of Flair.
    12 Witch Hunt - Deals damage over time with a potency of 45 for 9s. Range: 15y.
    15 Animated Flourish - Increases enmity generated by your some of your abilities for 30s. Cooldown: 2.5s. Only one Flourish effect may be active at any time.
    18 Stutter Step - Stuns target for 3s. Cooldown: 40s. Consumes one stack of Flair.
    22 Silken Spire - Delivers an attack with a potency of 100. Combo action: Sharp Caress. Combo potency: 150. Combo bonus: Increases parry rating by 15% for 20s. Grants Flair.
    26 Falling Leaf - Delivers an attack with a potency of 100. Combo action: Severing Pull. Combo potency: 220. Grants Flair.
    30 Feather Step - Attempt to evade the next direct attack aimed at you, reducing damage taken by 50%. Duration: 10s. Cooldown: 30s. Consumes one stack of Flair.
    34 Steel Wing - Delivers an attack with a potency of 120. Can only be used after evading, grazing or parrying an attack. Cooldown: 15s.
    38 Shifting Wind - Delivers an attack with a potency of 100. Combo action: Silken Spire. Combo potency: 200. Combo bonus: Increases your chance to graze attacks by 10% for 20s. Grants Flair.
    42 Box Step - Reduces damage dealt to you by 10% per stack of Flair for 10s. Cooldown: 120s. Consumes up to three stacks of Flair.
    46 Nettle - Places you at the top of the enmity list for all nearby enemies. Cooldown: 40s. Activates the cooldown of similar abilities.
    50 Trance - Allows the use of steps and flourishes without consuming stacks of Flair for 10s. Cooldown: 120s.

    Traits
    08 Prodigious Flair - Increases the Flair accumulated by you to 3 stacks.
    14 Perpetual Motion - Gain a chance to graze incoming attacks equal to 15% of your Dexterity.
    -----Graze - You barely evade attacks, reducing damage taken by 20%.
    16 Enhanced Dexterity
    20 Enhanced Quickstep - Increases the base evasion gain to 10% per stack of Flair.
    24 Enhanced Vitality
    28 Perpetual Motion II - Increase the chance of graze to 25% of your Dexterity.
    32 Divine Waltz - Increases the amount of HP restored by Healing Waltz to 30% of missing HP.
    36 Virtuous Flair - Increases the Flair accumulated by you to 5 stacks.
    40 Enhanced Stutter Step - Reduces the cooldown of Stutter Step to 25s.
    44 Enhanced Steel Wing - Using Steel Wing now also increases your defense and magic defense by 10% for 20s.
    48 Feather in the Wind - Adds to Feather Step a 50% chance to completely evade the next attack instead of graze it.

    Job Abilities
    30 Focused Momentum - Damage taken over the next 15s increases your attack power Attack power boost grows as you continue to take damage. Cooldown: 60s.
    35 Rhythm of Life - Restores 50 TP per stack of Flair. Consumes up to five stacks of Flair. Cooldown: 60s.
    40 Chasse - Increases movement speed by 30% for 6s. Cooldown: 120s.
    45 Haste Samba - Increases the attack speed of self and nearby party members by 5% for 20s. You may only have one Samba effect active at any time. Cooldown: 120s. Consumes two stacks of Flair.
    50 Aplomb - Perfectly evade most attacks for 10s. Cooldown: 300s.
    52 Layered Veils - Gain 4 stacks of Protective Veil, each stack reducing damage taken by the next attack by 10%. Each time damage is taken, one stack is consumed. Cooldown: 180s.
    54 Drain Samba - Converts 30% of the damage dealt by your and party members' attacks to HP for 15s. You may only have one Samba effect active at any time. Cooldown: 120s. Consumes two stacks of Flair.
    56 Edged Current - Delivers an attack with a potency of 100 to all nearby enemies. Additional effect: Damage over time with a potency of 25 for 24s.
    58 Lock Step - Binds target for 3s per stack of Flair. Consumes up to three stacks of Flair. Cooldown: 30s.
    60 Etoile - Reduces damage taken by party members by 15% for 10s. Cooldown: 120s.

    Achievements
    These shoes are made for dancing I-IV - Achieve dancer level 30/40/50/60.
    I got rhythm I - Complete the dancer job quest "It takes two...".
    I got rhythm II - Complete the dancer job quest "Leaving friends behind".

    Notes
    - Unlike WAR's Wrath system, Flair can be consumed piecemeal.
    - As probably noted, Flourishes are effects that mimic stances. Animated Flourish would be the default tank effect while Violent Flourish would allow the DNC to go into DPS mode as needed. Likewise, the enmity mods of Animated Flourish are actually very generous with baseline damage from abilities being lower because you're intended to build enmity then switch to Violent Flourish.
    - Flourishes can be activated for free if you are under no similar effects. Renewing the effect or switching to another Flourish consumes 3 units of Flair.
    - Sambas in this case are raid utility. Drain and Haste Samba are mutually exclusive, and while I haven't added it here, I am considering making both share a cooldown to prevent both being used one after the other.
    - Steps sort of round out the tank kit and can act as personal utility. Defensive cooldowns come in the way of Quickstep, Feather Step and Box Step, while utility comes via Lock Step and Stutter Step.
    - Animated Flourish adds the "Increased enmity" effect to the following skills: Sharp Caress, Severing Pull, Falling Leaf, Steel Wing, Witch Hunt and Pendulous Willow.
    - Speaking of Witch Hunt, the enmity applies on contact. For the sake of clarity, assuming that Shield Lob generated 100 enmity on contact, Witch Hunt would generate 100 enmity on the first tick and then generate what would be normal enmity on a DoT. In short, enmity on With Hunt is front-loaded.
    - Rather than the stagger mechanic I introduced during the alpha version of this job, I've opted to introduce grazes as a passive mitigation effect native only to DNC. Having graze "rating" scale with DEX should keep it under control.
    - While some may see that graze rate may be notably higher than parries for WAR or shield blocks for PLD, keep in mind DNC does not have the HP bonuses the plate-wearers have. This is also why the mitigation tools have relatively short cooldowns.
    - Focused Momentum is a damage buff that grows when you get hit. I haven't worked out the percentages but I was thinking something like +15% damage cap, starting at around 5% when you actually use the ability.
    - Feather in the Wind feels a bit too powerful, but I wanted to get opinions and suggestions before removing/redesigning it.
    - Healing Waltz is meant to be used as a way to save yourself if you take a heavy hit by restoring missing HP. The ability is meant to be more powerful the lower your HP.
    - Aplomb is DNC's answer to Hallowed Ground and would be subject to the same limitations.
    - Etoile is group mitigation. I'm thinking of bumping the amount mitigated to 30% to make up for the fact the DNC is not affected by it.
    - Rhythm of Life is for TP upkeep, but careless use of it may lead to you having no stacks of Flair to use for cooldowns and such.
    (2)
    Last edited by Duelle; 03-06-2016 at 08:19 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #72
    Player
    Jacost's Avatar
    Join Date
    Aug 2013
    Posts
    316
    Character
    Jeyrr Stenn
    World
    Moogle
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Alisane View Post
    As a concept, I'm all over it! The most obvious weapon that comes to mind is fans, but what else could be used?
    One concept earlier in the thread used shawls, as a weapon that a weaver could make. I was thinking along the same lines, but with ribbons.
    (0)

  3. #73
    Player
    BattleGrace's Avatar
    Join Date
    Dec 2013
    Posts
    77
    Character
    Keiga Dawnstar
    World
    Tonberry
    Main Class
    Warrior Lv 60
    since this has been resurrected from the depths of this forum Im going to comment.

    Im thinking DOM gear, but the smaller Vit in the gear would pose a problem and im not sure how this would be over come, maybe bridge it on the crystal??
    im also thinking CNJ and PUG as cross classes, this also means SE would have to make another taunt skill, would be about damn time too and would force them to think from the ground up with cooldowns and not rely on WAR or PLD for cross classes like conv and foresight.

    mostly at the end of the day i just want dancer to be a tank so i can rub it into my healers face all the time cause they think it should be a healer. wouldn't even main it but i would level the shit out of it to annoy them.
    (0)

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