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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I love class/job ideas, and I think dancer would be nice; however, here are some things I wanted to share my views on.

    Weapon: Greaves
    Why would they wear heavy armor, or anything that would hinder their dancing, it doesn't seem like a reasonable weapon for them. Honestly as many other concepts have suggested I would prefer dual tessens as their weapon of choice it would just fit them so well, and SE hasn't added an eastern type dancer to the series as of yet, that type of aesthetic would be awesome. Maybe when we go to Doma they can release an eastern based expansion with the following jobs. Also a lot of people are putting their money that Samurai would be released in the next expansion; however, in my opinion it would be better to add Red Mage next, and Samurai afterward since they are the most requested jobs and they will sell expansions.
    A.) Dancer (Healer) / B.) Shogun (Tank) / C.) Samurai (DPS)

    Jive
    Why does it have elemental damage? elemental affinities have nothing to do with Dancer, and it's not like there is any elemental weakness in this game, it could be a magical non-elemental attack.

    Curing Waltz
    Why does it have such a low potency? there is no reason for any base cure to have a potency of less than 400 since that is standard for all healers. This doesn't have an additional effect such as a (HOT) or anything to warrant such a low potency.

    Mystic Waltz
    While I can see this being the job divine seal I just feel it's unnecessary to have it work on the party members when a self-buff divine seal would be easier to program and it would serve the same purpose of raising the power of your heals. Also what is the point of this being level 4? the class needs more DPS to get to level 15 not so much support when nobody is going to be partying with them. Also a cure potency of 90? what exactly is this a divine seal, a regen either way its really underpowered as either of those effects since regen is a potency of 150, and divine seal is a flat 30% increase.

    Quickstep
    Where's the damage? really the dancer needs more damage also what type of healer do you want them to be? a "melee healer" a "healing overtime" healer, etc.?

    Dirty Dancing
    Why is this much weaker than aero it has lower damage, and a lower duration.

    Divine Waltz
    Why does it have a 50% nerf from Medica is this job so truly overpowered that it requires a 50% less efficient AOE heal.

    Drain Samba
    Instead of making it an annoying recast every minute with a duration of (15s) it could be a stance where your dancing while attacking the enemy. it'll make it a less annoying utility and give you a reason to be in Melee range assuming you want DNC to be a melee healer.

    Curing Waltz II
    So you're giving them such a weak cure at level 2 even weaker than Eos, but at level 22 even before WHM gets cure II you're giving them the strongest cure? it doesn't follow; also a potency of 950 what is the recast of mystic waltz if its less than a minute that is overpowered.

    Slow Dance
    This looks like a level 1 ability, and in addition heavy is such a weak additional effect why not actually give them slow.

    Aspir Samba
    Same response as Draining Samba.

    MP Mambo
    It's a unique effect it could be their SoS; however I would increase duration to 15s.

    Polka
    I can see this as their "virus" spell; however, they really do need damaging spells even a White Mage does more damage than them lol.

    Chocobo Jig
    Overpowered they are able to provide the same two supports of BRD at the same time, as well as a haste on a 2min recast.

    Jive II
    Finally a damaging spell but I'm also noticing that almost none of your damage spells have additional effects.

    Magical Masque
    Super overpowered, maybe if it was one hit on a 10s duration.

    Divine Waltz II
    Same potency as Divine Waltz??? and also OP for an additional effect since you'll basically want to recast it everytime it wears off. So in your concept you'll have a 15% buff for every minute (20s) due to Magical Masque.

    Heathan Frolic
    Elemental Resistance doesn't exist in this game, you can have it provide buffs to certain elements but not every element is really used ingame such as water, air, and thunder is limited.

    Chaotic Jive
    Huh? this is an AOE? also as before element affinities are pointless that's just aesthetics.

    Miracle Waltz
    it has a weaker potency than Curing Waltz II, and your effect of Mystic Waltz would raise it to a cure potency of 1200 its uber overpowered for an enhancement that you have on you for 30s. its a basically a 30s benediction

    Carnival Cancan
    This dance favors warriors, it needs to also be favorable for DRK/PLD.

    Spectral Dance
    So Spectral Dance and Mystic Waltz would make you the best healer in the world? Balance is very important nothing should be able to outbeat a WHM in raw healing power.

    Freestyle
    lol a potency of 300 and reapplying Mystic Waltz just no, now they are the best DPS healer and the best healer lmao. heck they might be better than some DPS jobs.

    Dirty Dancing II
    Double strength of Aero II, yet the first one was weaker they need to have similar properties either they are stronger than the aero line or weaker.

    Contradance
    Mystic Waltz, Freestyle, Contradance just how much power does DNC need? its unnecessary for 3 enhancers that increase potency.

    Chaotic Jive II
    As C.Jive I need more info is this an AOE, is it like that wave attack monks have from WOW? if its a AOE its OP.
    (0)
    Last edited by Brightshadow; 10-01-2016 at 02:14 AM.

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Brightshadow View Post
    I love class/job ideas, and I think dancer would be nice; however, here are some things I wanted to share my views on.

    Weapon: Greaves
    Why would they wear heavy armor, or anything that would hinder their dancing, it doesn't seem like a reasonable weapon for them. Honestly as many other concepts have suggested I would prefer dual tessens as their weapon of choice it would just fit them so well, and SE hasn't added an eastern type dancer to the series as of yet, that type of aesthetic would be awesome. Maybe when we go to Doma they can release an eastern based expansion with the following jobs. Also a lot of people are putting their money that Samurai would be released in the next expansion; however, in my opinion it would be better to add Red Mage next, and Samurai afterward since they are the most requested jobs and they will sell expansions.
    A.) Dancer (Healer) / B.) Shogun (Tank) / C.) Samurai (DPS)

    Jive
    Why does it have elemental damage? elemental affinities have nothing to do with Dancer, and it's not like there is any elemental weakness in this game, it could be a magical non-elemental attack.
    I'll make a note in the main post of the weapon thing, as I'm not totally sold on my idea either.

    Most of Dancer's kit in this build came from multiple final fantasies. Jive is one of the earliest iterations of the 'Dance' command, coming from Final Fantasy IV: The After Years. Calca is the boy doll counterpart to Brina, and uses the Jive Command to cast random black magic on targets.

    Jive is a shoutout to Calca as well as the 'Dance' command of the early final fantasies being a randomized attack. I designed it in a way where the randomness is mostly cosmetic. Elemental damage, under normal circumstances, makes no difference; however, you can actually do some cool things with elemental resistance in this game, and I think including it in a kit is the healthiest way to do so.

    Chaotic Jive is just Holy or Gravity for the Dancer. It's no different damage wise, and the elemental thing is for the same reasons as Jive.

    This is why Heathan Frolic reduces a random resistance to 0 for 5 seconds along with the magic resistance debuff. It adds a fun little mechanic you can use to get more damage out of Jive when you're DPSing. Adding the 100% buff to Magical Masque also allows for fun instances of it, since it's also a raw damage reducer. High elemental resist grants a very small chance of negating damage entirely from certain elements. You'll use it for the magic damage reduction, but also might get some novelty elemental ignores out of it too.

    Slow Dance is the same as Stone I and Stella, it's there primarily for PvP players.

    I did number crunching on Dirty Dancing and Dirty Dancing II vs Aero, Aero II, and Aero III (remember that WHM still has 3 DoTs while DNC has 2). Aero is base 50 potency with an 18s DoT with a 25 potency. This totals at 200 Potency. Dirty Dancing is a 40 base potency with a 15s Dot of 40 potency, totaling at 240 base potency. So it's actually quite stronger than Aero. I'm concerned if it's a little too strong. Dirty Dancing II is base 50 potency with a base 45 DoT of 24s. It's only slightly stronger than Aero III which has a potency of 50 and a DoT of 40 for 24s.

    Mystic Waltz is a big one... I made it to be the bread and butter of DNC because we need something that has the core elements of a Healer, but also needs to be different than WHM, SCH, and AST. I designed DNC to be a heavy raw mitigation DNC without HoTs or Shields that relied on lots of smaller heals. This is why their base healing is weaker at face value. You should be keeping Mystic Waltz up on your team at all times, meaning every heal and buff is adding 90 potency heals to your team all the time, including their own heals and buffs. This means you're buffing your co-healer's healing output too. This is combined with Drain Samba, which returns healing to players attacking the target with the Drain Samba debuff. There are a lot of small heals going on, but I still wanted to include some emergency healing for dire situations. This is the detail that I'm most afraid of, as I really don't know where the goldilocks zone of Potency is for the Mystic Waltz heals, Drain Samba heals, and DNC's base heals. I hope this explanation was much clearer. I'll add this section to my initial post, as I think that might clear things up a bit.

    Aspir Samba was meant to be like Drain Touch, and a main source of MP restoration. I'm curious about what you mean by using Drain Samba as a stance though. Do you mean it could be an Aura effect that spikes healing onto your team when they attack the boss as long as you remain in that stance? Please give me the details, as there could be room to make this more clear.

    Miracle Waltz doesn't triple its own potency, but the potency of the heal from Mystic Waltz. If you use it without Mystic Waltz, its a 400 potency instant heal. If you use it with Mystic Waltz, its a 400 potency instant heal alongside a 270 potency heal from Mystic Waltz. I have this wording issue with Curing Waltz II as well. The double on Curing Waltz II is also just on the Mystic Waltz buff.

    I agree that Spectral Dance might be out of place. I wanted something that was different from Asylum, Sacred Soil, and Collective Unconscious but wasn't sure what would be best. Got any suggestions for something different and more balanced?

    As for Freestyle, I just used Assize as a base reference. I wanted a way to reapply your Mystic Waltz and Drain Samba if they're down at the same time, but the damage isn't really the main aspect. I'll knock it down in potency if that helps.

    Contradance was designed as an emergency heal, which is why I gave it the massive recast time.
    (1)
    Last edited by ty_taurus; 10-01-2016 at 03:06 AM. Reason: length

  3. #3
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ty_taurus View Post
    I'll make a note in the main post of the weapon thing, as I'm not totally sold on my idea either.

    Most of Dancer's kit in this build came from multiple final fantasies. Jive is one of the earliest iterations of the 'Dance' command, coming from Final Fantasy IV: The After Years. Calca is the boy doll counterpart to Brina, and uses the Jive Command to cast random black magic on targets. Jive is a shoutout to Calca as well as the 'Dance' command of the early final fantasies being a randomized attack. I designed it in a way where the randomness is mostly cosmetic. Elemental damage, under normal circumstances, makes no difference; however, you can actually do some cool things with elemental resistance in this game, and I think including it in a kit is the healthiest way to do so..
    Aesthetic wise that's fine I guess, but why not add a random additional effect with the associate elements since elemental properties don't basically matter in this game. (Ice-slow, fire-addle, thunder-stun, water-poison, etc.) something unique and AST with stella I think was just a lack of ideas in SE part since stella is basically just the additional effect of stone.


    Chaotic Jive is just Holy or Gravity for the Dancer. It's no different damage wise, and the elemental thing is for the same reasons as Jive.
    Nevermind, I got confused your right it's like Holy and Gravity; however, it should have an additional effect something different than elemental damage.

    This is why Heathan Frolic reduces a random resistance to 0 for 5 seconds along with the magic resistance debuff. It adds a fun little mechanic you can use to get more damage out of Jive when you're DPSing. Adding the 100% buff to Magical Masque also allows for fun instances of it, since it's also a raw damage reducer. High elemental resist grants a very small chance of negating damage entirely from certain elements. You'll use it for the magic damage reduction, but also might get some novelty elemental ignores out of it too.
    I get that you want to add elemental weakness/strengths to DNC but wouldn't that be better for a new pure magic DPS like Geomancer that uses strategy with their nukes. Your basically adding another worry into their DPS kit while they should focus on healing. AST already tend to ignore their healing while digging for the right cards.

    Slow Dance is the same as Stone I and Stella, it's there primarily for PvP players.
    Already commented on Jive (Stella).

    I did number crunching on Dirty Dancing and Dirty Dancing II vs Aero, Aero II, and Aero III (remember that WHM still has 3 DoTs while DNC has 2). Aero is base 50 potency with an 18s DoT with a 25 potency. This totals at 200 Potency. Dirty Dancing is a 40 base potency with a 15s Dot of 40 potency, totaling at 240 base potency. So it's actually quite stronger than Aero. I'm concerned if it's a little too strong. Dirty Dancing II is base 50 potency with a base 45 DoT of 24s. It's only slightly stronger than Aero III which has a potency of 50 and a DoT of 40 for 24s.
    I guess it's fine but I still think Tier I should be on par or stronger than aero I.

    Mystic Waltz is a big one... I made it to be the bread and butter of DNC because we need something that has the core elements of a Healer, but also needs to be different than WHM, SCH, and AST. I designed DNC to be a heavy raw mitigation DNC without HoTs or Shields that relied on lots of smaller heals. This is why their base healing is weaker at face value. You should be keeping Mystic Waltz up on your team at all times, meaning every heal and buff is adding 90 potency heals to your team all the time, including their own heals and buffs. This means you're buffing your co-healer's healing output too. This is combined with Drain Samba, which returns healing to players attacking the target with the Drain Samba debuff. There are a lot of small heals going on, but I still wanted to include some emergency healing for dire situations. This is the detail that I'm most afraid of, as I really don't know where the goldilocks zone of Potency is for the Mystic Waltz heals, Drain Samba heals, and DNC's base heals. I hope this explanation was much clearer. I'll add this section to my initial post, as I think that might clear things up a bit.
    So their unique mechanic is mantra I'm sorry just having a bit of a rough time understanding it looks like a divine seal but on the targets. Whats the cure potency for because your heals are doubled/tripled when used under this effect?

    Aspir Samba was meant to be like Drain Touch, and a main source of MP restoration. I'm curious about what you mean by using Drain Samba as a stance though. Do you mean it could be an Aura effect that spikes healing onto your team when they attack the boss as long as you remain in that stance? Please give me the details, as there could be room to make this more clear.
    Well I didn't know if this was a melee healer so the concept of making Aspir/Drain samba a stance is basically making it an automatic HOT based on your attacks. but like the drain samba of FFXI if you stop attacking the mob the healing stops. But if your dancer isn't a melee healer than you could make it a debuff that you cast on the mob I guess.

    Miracle Waltz doesn't triple its own potency, but the potency of the heal from Mystic Waltz. If you use it without Mystic Waltz, its a 400 potency instant heal. If you use it with Mystic Waltz, its a 400 potency instant heal alongside a 270 potency heal from Mystic Waltz. I have this wording issue with Curing Waltz II as well. The double on Curing Waltz II is also just on the Mystic Waltz buff.
    Ah, I understand now its a wording issue. Basically whatever cure you cast mystic waltz would also cast a 90potency cure depending on the bonus from the cure now I understand well I guess that's fine.

    I agree that Spectral Dance might be out of place. I wanted something that was different from Asylum, Sacred Soil, and Collective Unconscious but wasn't sure what would be best. Got any suggestions for something different and more balanced?
    It's fine since Mystic Waltz isn't divine seal as I thought lol. only thing I would suggest is something more unique the healers don't have to be copies of each other that's something I think SE should rid their minds of. they need healers that are completely different like how SCH & WHM were in 2.0-3.0 and honestly with the problems they have had with AST copying whm/sch and the lack of interest thanks to the unimaginable problems with the job they might go that route in the future.

    As for Freestyle, I just used Assize as a base reference. I wanted a way to reapply your Mystic Waltz and Drain Samba if they're down at the same time, but the damage isn't really the main aspect. I'll knock it down in potency if that helps.
    Potency is fine, its the misunderstanding on mystic waltz (thought it was divine seal)

    Contradance was designed as an emergency heal, which is why I gave it the massive recast time.
    Actually since Mystic Waltz isn't a divine seal I would raise the potency to 100% lol.
    (0)
    Last edited by Brightshadow; 10-01-2016 at 03:42 AM.

  4. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
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    Limsa Lominsa
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    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I see, I'm gonna play with the wording of Mystic Waltz to make it more clear. That's a huge issue that needs to be 100% obvious.

    I'm interested in the stances concept. I imagine you mean that Drain Samba would heal allies attacking your target as long as you're attacking them, like a short debuff of 5 seconds that is continuously applied to all enemies you damage. Aspire Samba would be to restore your MP while you attack your target. The big issue with this idea is that it's a very DPS reliant Healer, and I'm not sure the developers would be okay with that. I like the idea, but I think the whole kit would need a lot of work to work around it.

    I was thinking the Dancer's DPS could be melee range, but wasn't thinking that far ahead. If you or anyone else wants to think about how that could be balanced for XIV, I'd love to hear the details.

    I also agree that we don't need to stick too heavily to the mold with things like Spectral Dance. A ground AoE does actually fit quite well with the concept of a DNC though. The first name I gave that spell was 'Dance Floor' actually, but I thought it sounded bad. How does moving the MP/TP Refresh from Chocobo Jig as the benefits of Spectral Dance and make Chocobo Jig just the Attack Speed Boost. The original reason I compiled those two was because of how some players complain that attack speed boosts from AST's Arrow Card make them run out of TP faster, or how BLMs Can run out of their MP faster, and thus get off 1 less fire spell before needing to switch to Blizzards. I wanted to counter that.
    (0)
    Last edited by ty_taurus; 10-01-2016 at 04:01 AM.

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