View Full Version : Dancer ideas
AyinDygra
03-15-2011, 01:13 PM
Rather than posting my many ideas in separate threads or as responses to other ideas everywhere, I'm putting most of them here. Most of these have been submitted through the older Service and Support "Suggestions and Feedback" form on the website long ago, but they can be discussed here.
~*~
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)
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Job Trait: Limber
Level 15 (intentionally usable as part of the subjob from early on)
When under 50 TP, this trait would grant a limited Regain effect, similar to the latent MP refresh granted by the Gaudy Harness.
This would not let Dancers stand in the backlines as effective healers, but it would give them TP to use at the start of fights after entering new zones. If they're having a hard time hitting monsters, it would give them TP for Steps to build Finishing Moves to use Reverse Flourish, and potentially continue to be useful.
As a subjob trait for other jobs, 50tp will never be enough to use weaponskills after just waiting around. Only Samurai, using Meditate (who could do this without /dnc anyway) would be able to do that.
Yes, we do get "No Foot Rise" plus Reverse Flourish, but NFR is a merited ability at level 75... this is for use while leveling up and other utilitarian purposes as listed above.
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Jig: Playful Jig
Reduces enmity on the Dancer.
* Reduces enmity gained by all Dancer actions.
* Increases the rate that enmity decreases over time.
* May grant the same "Pax" effect given by an item during besieged and salvage.
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Job Ability: Conga
Level 50
Duration: Until the next jig is used, or 1 minute.
Recast: Short enough to be used with all jigs, please.
Form a conga line with your party! Grant the effect of the next Jig to the entire party.
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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.
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The next two abilities are unable to be used at the same time as Saber or Fan dance.
(I'd suggest either the adjustment of all "Stances" such as these: making them non-dispellable... or lowered recast timers for these abilities, including Saber and Fan dance. If we are assuming these become non-dispellable effects, the Recast of 5min is fine.)
Job Ability:Formal Dance
Level 50
Recast: 5min
Duration: 5min
Focusing on the timed steps in the formal dances of the ballroom, a dancer is able to bring out their full potential, even on the battlefield.
* Separates Waltz recast timers.
* Reduces Waltz TP Cost by 10; CWIII: normal cost 50%, new cost 40%
* Steps will not wear off as quickly, allowing more time between "re-applications."
* Sambas last longer.
* Each Waltz generates more-than-normal enmity.
* Unable to use weaponskills.
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Job Ability: Wiznaibus/Mincing Minuet (name taken from FFTactics)
Level 50
Recast: 5min
Duration: 5min
Mastering dancing with knives, every action taken by the Dancer is accompanied by a subtle attack.
* All Steps and Flourishes that hit the target cause an extra attack.
* Steps and Flourishes are more accurate and effective.
* Steps always grant 2 finishing moves, even when the effect is at level 5.
* Increases waltz recast timers.
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You knew this one was coming:
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.
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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.
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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.
---
General idea: Let pets benefit from Sambas.
Many of my other ideas were implemented under different names, with slightly different effects, so I won't re-post them all in detail here, but I'll list some :)
Flamenco stomp: damage with finishing moves - Climactic/Striking Flourish
ChaCha: Inflict level 5 step in one move - Presto (close enough)
Critical Samba: Raise crit rate of those hitting target - Feather step (close enough)
Step Mastery: Always gain an extra finishing move on steps - Was put on Mythic weapon
Ezikiel
03-15-2011, 09:52 PM
I liked Dazzling and Unleashed flourishes dazzling is great for dispel i never thought of removing more than 1 buff and taking finishing moves to do it, very nice and unleashed flourish i think it would help DNC to access higher skill chains but that may over power them slightly still liked it though. 1st vote goes to SE jumping on that Dazzling flourish though.
Miera
03-16-2011, 05:56 AM
Violent Step: Lowers enemy's attack and grants a finishing move.
Attack down {Yes, Please.} ;P
Astral Samba: Grants each landing blow magic properties. (Kind of like the MNK ability)
Why a reduce enmity job ability? Dnc is a tank job!
But many of your ideas are very good. ^.^y
Savannah
03-16-2011, 07:15 AM
I'm in love with the idea of a dispel flourish and/or an AoE erase waltz...
And I wouldn't mind having the waltz's separated by even and odds so we don't have to be completely stuck when needing to cure bomb, especially when we have all that tp sitting there. (i know that was mentioned in a previous thread somewhere)
AyinDygra
03-16-2011, 07:25 AM
Why a reduce enmity job ability? Dnc is a tank job!
Consider: Conga + Playful Jig + cancel playful jig on self.
Consider: Conga + Playful Jig + cancel playful jig on self.
ic
Thats great
Anneliese
03-19-2011, 07:00 AM
I like all your ideas AyinDygra :] they're really creative and sound fun, Unleashed Flourish makes soloing darkness on dnc more convenient since it takes 100% tp, reverse flourish, then the rest of the tp you just got to solo it :)
Personally what I'd love to see too is some sort of Tp drain samba of the sort and something to put 2 sambas up at once :P one effect for each hand
Radio
03-19-2011, 07:41 AM
Great ideas! Perhaps maybe when the ball room buff is up the dnc could be able to use certain flourishes on other party members-- IE "hey guys, I can't use my weapon skill but I know the drk needs help with dd so here's a building flourish on the house! /ja "Building Flourish" JohnnyDarkKnight. Maybe not haha, but I still like the ideas.
Shibayama
03-30-2011, 07:52 PM
One thing I absolutely love about the Dancer community is there is always a sense of fun and originality that goes perfectly with the nature of the job. I agree that Dazzling flourish would be awesome - it would be able to work on the system we have in place while being powerful enough to give dancer some clout in bigger fights. Conga line sounds so awesome too haha.
I have some ideas that aren't new abilities but might be worth looking into.
1) Steps scale with level: The potency of steps increases every 30 levels or so. Some people have complained on other forums that steps take a lot of effort to maintain while other jobs have abilities or spells that have a similar potency for 1 move. Therefore, how about buffing the potency of steps so that getting and keeping a daze effect at level 5 is worth all the effort. You can't get the same enfeebling accuracy/potency from subbing redmage or bard as apposed to max level, so why should dancer be any different?
2)Increasing the Finishing Move Limit - Our FM counter has a max of 5 and because of that it causes some problems with our Flourishes. For the most part, people tend to prefer to keep their finishing moves for reverse flourish for a self skillchain. Since you want all 5 (or perhaps 4 with the Charis Bangles +2's TP modifier) it makes it hard and a lot of times, unreasonable to expect players to choose to use Climactic Flourish or any future "effect is made grater the more FM's consumed" Flourishes - would increasing the limit past 5 to maybe 15-20, making those abilities cap out at 5 work? Or would there be a problem with how fast you can accrue steps vs how fast you can use reverse flourish, thus making more than 5 do nothing? Perhaps also lower the timer of our Flourish 3's - its hard to make good use of these abilities since they have such a long timer...
3) Sambas: Great abilities but they sort of lose their ooph a bit at the higher levels, and for the most part, haste samba is more of a priority. What do you guys think about sambas? Would you like to see exsisting sambas buffed? Maybe have the ability to have 2 sambas up at once? Or all new sambas with new effects (perhaps a flat TP gained per-hit buffing samba?).
I really like this job and I hope we give SE some ideas for how to make this great job even more fun!
Orenwald
03-30-2011, 10:11 PM
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 :D
Dawnn
03-31-2011, 03:03 AM
I would LOVE a step that inflicts slow, flash, or something of the sort
slow step would be awesome
Evilaion
04-04-2011, 06:59 AM
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
MiriOhki
04-04-2011, 12:07 PM
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.
sc4500
04-04-2011, 03:34 PM
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.
Mirielle
04-05-2011, 01:00 AM
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?
sc4500
04-05-2011, 02:24 AM
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 .
Fincat
04-05-2011, 11:12 PM
I like Conga! :D
AyinDygra
04-06-2011, 08:13 AM
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."
Shibayama
04-07-2011, 04:08 PM
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?
sc4500
04-07-2011, 09:57 PM
Disco: Jig
Increase movement speed 25% last for 5 min
/lv 30
if get aggro lose 50% damage from the mob,
sc4500
04-07-2011, 10:06 PM
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.
Glamdring
04-07-2011, 11:47 PM
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!
Alukat
05-01-2011, 01:17 PM
god pls not, this job has way to much power imo anyway
Suirieko
05-04-2011, 06:24 AM
Eh, just to comment on a few ideas:
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.
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.
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.
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)
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.
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)
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.
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.
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.
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.
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 >.<.
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.
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.
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.
Chiibi
05-13-2011, 01:21 AM
Dear se. Make Sambas Aura effects.
Kasandaro
05-13-2011, 02:46 AM
Job Trait: Prodigy
Increases the window length one can close a skillchain in.
{snip}
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.
This would drive my BLU bonkers. Also, why?
Flourishes IV -> Finale
Cool idea
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
so...Souleater?
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
Or they could give us Wild Flourish II, letting it open tier III chains. Simpler mechanic.
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.
yes and yes. Though I'd put a floor on waltz recast or make it a percentage rather than a flat rate.
This would drive my BLU bonkers. Also, why?
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!
yes and yes. Though I'd put a floor on waltz recast or make it a percentage rather than a flat rate.
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 :o
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.
Chrisstreb
06-15-2011, 01:51 AM
if i recall right, Climactic doesn't stack on WS's does it?
Byrth
06-15-2011, 01:58 AM
if i recall right, Climactic doesn't stack on WS's does it?
Climactic forces a crit on the first hit of WSs that can already Crit, but does not affect WSs that cannot crit. It's basically just Evisceration for us.
Ninian
06-15-2011, 04:45 AM
I agree with Suirieko, some of the ideas were interesting/useful, but a whole lot of them aren't particularly useful, and some are overpowered.
Something not mentioned that I'd like to see is a new Samba. In party situations with x2 March and haste spell, Haste Samba is completely useless. To top that off, Drain/Aspir are useless as well. Dancer needs a buffing ability that will make it desired, and unfortunately I'm not quite sure what it needs to be. Perhaps a Samba or Aura(could even be sphere-like) effect that acts like a mini Razed Ruins, etc. We need a powerful buff or we'll just be completely phased out, used only as a solo job.
As it stands now, DNC has not earned it's party slot, and I'd like to see that changed.
Byrth
06-15-2011, 05:36 AM
TP drain Samba that depends on base delay?
Ninian
06-15-2011, 07:54 AM
Yeah, that'd help. Probably would need some other buff as well.
Cytan
07-04-2011, 02:00 AM
I would like to say that i like all your ideas, except Unleashed Flourish. While it would be an interesting concept, DNC can already to solo darkness skillchains. I'll admit, it take 5 finishing moves, but it does significant damage.
I really loved the idea of Formal Dance. It would make the job much more enjoyable, and would give it a slightly better method of tanking.
Geebee
07-13-2011, 07:09 AM
I like the idea of a Dispel flourish, think DNC needs that from day one
Geebee
07-13-2011, 07:12 AM
also pets benefiting from sambas was taken out just after DNC was released, I guess they deemed it unfair or w/e, shame really, but proves it can be brought back in if they needed it to be
Kit_Katz
07-16-2011, 06:17 AM
I like all but the "Formal Dance" idea, specifically the last stipulation to the ability. It seems like a good "tank mode" but no WS would make it very hard to tank. There should however be some sort of "main heal mode", I agree. Dnc is touted as a healer but is sadly very lacking in this department.
Hopefully Square Enix will take note of some of what the OP, myself, and others suggest. Dnc being my main, I have become painfully aware of the limitations to my Curing and Buffing potential. Most notably, the only truly USEFUL Waltz (those with a recast 8sec or LESS) can not cure a significant enough amount of HP. Waltz potency needs to be enhanced, and recast for higher tier waltz needs to be drastically reduced to make Dnc show any semblance of being a "healing/support" class (You see any other reasonable "Cure" with a Twenty Three Second Recast? I think not). The fact of the matter is Dnc just can not stack up in this respect, even with the best gear available to the job. My RDM is horrible, and very weak in terms of a healing class, but I would still recommend using it over Dnc for any healing or buffing duties hands down in any and all situations. To me this is saddening because I love Dnc so much.
Dnc also is lacking in the enhancement department for party members. The only really viable option to use as a Samba in group situations is Haste samba, with Drain being a mediocre 2nd when shit hits the fan or on tough solos. The additional limitation of only being able to activate one of these at a time makes them far inferior to any other supporting roll job, filling more of an "afterthought if we have a free space" job. That free space however is often just as aptly filled by almost any other class with little to no change in overall performance.
Lack of versatility on the battlefield is also noticeable, I agree with many peoples requests that a "Dispel" ability could help with this issue. Enhancing my damage dealing potential is one thing, and can be fun! But I would rather have much more revision in the way of being a "Versatile entertainer" as the job adjustment notes calls it.
In summary, Dnc is a very fun and useful job, but its roll and what it brings to a fight is very easily filled by an assortment of other classes, and makes Dnc not worth the slot in a party if it means sacrificing having another job in that place. So I hope to see a decent amount of overhaul in this regard.