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Thread: Dancer ideas

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  1. #1
    Player Radio's Avatar
    Join Date
    Mar 2011
    Location
    Cait Sith
    Posts
    26
    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.
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  2. #2
    Player Shibayama's Avatar
    Join Date
    Mar 2011
    Location
    Bastok for life baby.
    Posts
    142
    Character
    Shibayama
    World
    Bismarck
    Main Class
    BLM Lv 99
    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!
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