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  1. #1
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    Noah Orih
    World
    Faerie
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    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

  2. #2
    Player
    Brightshadow's Avatar
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    Mar 2011
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    798
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    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.

  3. #3
    Player
    ty_taurus's Avatar
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    Noah Orih
    World
    Faerie
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    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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