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.



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