
Originally Posted by
Byrth
Anything more than 5 Finishing moves is almost wasted until they update our Flourish options.
Useful Flourishes (generally):
1) Violent Flourish - 1 FM, Stun, subject to normal melee Acc, returns a hit worth of TP. About as magically accurate as Head Butt.
2) Striking Flourish - 2 FM, forces a DA and about a 50-60% crit rate with AF3+2 body regardless of WS. Only worth using with Rudra's Storm
3) Reverse Flourish - 1-5 FMs, gives back 26/40/57/77/100 TP with 1/2/3/4/5 FMs respectively with AF3+2 hands and 5/5 Reverse Flourish merits. 77 TP is enough to self-skillchain with WS TP return + 1 attack round.
So we can stun once between Reverse Flourishes as long as it gives 5 FMs per Step. Striking Flourish isn't useful without Rudra's, so it isn't an issue if you're using the Mythic anyway.
Sekka for Steps isn't that useful, because there are scant few times when you want to spend less than the maximum amount of Steps. Increasing the number of Finishing Moves to 10 (and leaving Reverse Flourish capped at 5) would nicely compliment the Mythic though, and would make sure additional Finishing Moves weren't wasted as often.
JA delay reduction is a fix that the job needs (especially for Waltzes) but I'd rather not restrict that to the Mythic. Though it wouldn't benefit Dancer directly (because we already cap delay reduction in a lot of situations), Haste Samba +1~5 would have been much more useful than Step Accuracy.