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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Dancer (DPS)

    I already made a Healer version of the Dancer and wanted to give a DPS version a try because Dancer is one of my favorite FF jobs. >///w///> ♥

    *Please Note: This was designed for fun and I do not expect SE to implement it in any way, shape, or form. Thank you."

    Dancer (DNC)
    Utility-based Mid-Range Melee DPS
    Weapon: Whipblade
    Attack Type: Slashing, Mid-Range (7-yalms)
    Armor: Scouting
    Limit Break: Resplendence (Melee)
    Cross Class: Pugilist and Rogue
    Party Bonus: Dexterity
    Important Stats: Dexterity for damage and TP for cost

    Enchanting masters of dance, these terpsichoreans weave an array of forbidden magicks and acrobatics on friend and foe alike.
    With fluidity and grace, Dancers wield weapons called Whipblades, whips covered in segmented blades the wielder can expand or retract at will.
    The Whipblade allows its user a small comfort of distance from the fray, having a standard range of 7-yalms.
    While captivating their audience with their whips, Dancers have the chance to gain Finishing Moves, which are needed to preform their special Dances.


    Special Mechanics and Skills
    Finishing Moves
    Finishing Moves are gained from landing a Critical Hit, being the one to preform a successful Limit Break, and certain Weaponskills and Abilities.
    If Limit Break is used by the user, they gain a Finishing Move per Limit Break bar used.
    Landing a Critical Hit with auto-attack or any Weaponskill or Ability that grants a Finishing Move will automatically grant them 1 stack.
    Starting out, Dancers can only have 2 Finishing Move stack but by level 40, they can have up to 5.

    Dances
    The Art of the Dancer used to preform magickal dances with a wide array of effects.
    - Chocobo Jig: Ability. Uses 1 Finishing Moves. For 30 seconds, Increase the Movement Speed of all partymembers within 15 yalms of the user. Instant cast time. 60 cooldown.
    - Climactic Flourish: Ability. Uses 2 Finishing Motes and can only be used under the effect of Trance. Damages a selected target. Additionally, makes the next Weaponskill used on the target by a partymember a Critical Hit (in the event of multiple hitting weaponskills, only the first will be affected). The user cannot gain a Finishing Move from that Critical Hit. Duration: 10 seconds. Potency of 100. Instant cast time. 90 second cooldown.
    - Curing Waltz: Ability. Uses 2 Finishing Move. Heal a selected partymember, then heal all partymembers with in 20 yalms of them for half the amount. Potency of 600. Healing Potency varies with current Attack Power. Instant cast time. 120 second cooldown.
    - Dance of the Veils: Ability. Uses 1 Finishing Move. Places a barrier on all party members with in 10 yalms of the user that will absorb the next cleansable-debuff placed on them. Instant cast time. 90 second cooldown.
    - Danse Macabre: Ability. Uses 1 Finishing Move. Revives a fallen target in a weakened state. Instant cast time. 60 second cooldown.
    - Draining Samba: Ability. Uses 4 Finishing Moves. For 15 seconds, whenever a partymember physically damages a selected target (not including Damage-Over-Time effects) they get 50 TP restored and 100 TP if they land a critical hit. Instant cast time. 120 second cooldown.
    - Frailty Polka: Ability. Uses 3 Finishing Moves. For 20 seconds, Increase the damage all enemies with in 7 yalms of the user take by 10%. Instant cast time. 30 second cooldown. Shares a cooldown with Heathen Frolic.
    - Heathen Frolic: Ability. Uses 3 Finishing Moves. For 20 seconds, Decrease the damage all partymembers with in 7 yalms of the user take by 10%. Instant cast time. 30 second cooldown. Shares a cooldown with Frailty Polka.
    - Pyrrhic Kleos: Ability. Uses up 2 Finishing Moves and can only be used under the effect of Trance. Damage a selected target. Has a 50% chance of gaining a Finishng Move. Potency of 290. Instant cast time. 60 second cooldown.
    - Reverse Flourish: Ability. Uses up all the users Finishing Moves they currently have and restore 100 TP per Finishing Move used. Additionally, the user cannot gain Finishing Moves for 10 seconds. Instant cast time. 120 second cooldown.
    - Saber Dance: Ability. Uses 2 Finishing Moves. For 15 seconds, place an effect on all partymembers within 15 yalms of the user that will attack whenever the affected damages (Not including Damage-over-Time effects) a single-enemy. Potency of 100. Instant cast time. 90 second cooldown.

    Offensive Weaponskills and Abilities
    - Box Step: Weaponskill. Damage a selected target. Additionally, Increase the likelyhood of Physical Attacks, Weaponskills, and Abilities inflicting Critical Damage on the target by 10% for 15 seconds. This effect does not stack with other Box Steps. Potency of 100. Instant cast time. 30 second cooldown. Shares a cooldown with Stutter Step.
    - Insult to Injury: Weaponskill. Damage a selected target. Additionally, Increase the user's Skill Speed by 5% for 20 seconds. Potency of 140. Instant cast time. 2.5 second cooldown.
    - Mincing Minuet: Weaponskill. Damage a selected target. Has a 50% chance of gaining a Finishing Move. Potency of 150. Instant cast time. 2.5 second cooldown.
    - Rudra's Storm: Weaponskill. Can only be used under the effect of Trance. Damage all enemies with in 8 yalms of the user. Additionally, deal damage over time to all enemies hit for 30 seconds. Has a 7% chance per enemy hit of gaining a Finishing Move. Instant cast time. 5 second cooldown.
    - Stutter Step: Weaponskill. Damage a selected target. Additionally, Increase the likelyhood of Magical Spells and Abilities inflicting Critical Damage on the target by 10% for 15 seconds. This effect does not stack with other Stutter Steps. Potency of 100. Instant cast time. 30 second cooldown. Shares a cooldown with Box Step.
    - Whirlwhip: Weaponskill. Damage all enemies with in 7 yalms of the user. Has a 7% chance per enemy hit to gain a Finishing Move. Potency of 50. Instant cast time. 2.5 second cooldown.
    - Witch Hunt: Weaponskill. Deal damage to a selected target over 18 seconds. Each damage over time has a 10% chance of granting the user a Finishing Move. Potency of 30. Instant cast time. 2.5 second cooldown.
    - Diving Strike: Ability. Damage a selected target. Additionally, places the user 5 yalms away from their target. Range of 15 yalms. Potency of 100. 30 second cooldown.
    - Livewire: Ability. Damage a selected target. Additionally, Stun them for 3 seconds. Has a 50% chance of gaining a Finishing Move. Potency of 120. Instant cast time. 15 second cooldown.
    - Love Tap: Ability. Damage a selected target. Has a 75% chance of gaining a Finishing Move. Potency of 140. Instant cast time. 15 second cooldown.
    - Sadistic Spikes: Ability. Place a 5 yalm valley of spikes under the user that damages and places a 20% Heavy on all enemies with in for 30 seconds. Potency of 20. Instant cast time. 2.5 second cooldown.
    - Wasp Sting: Ability. Damage a selected target from up to 15 yalms away. Has a 50% chance of gaining a Finishing Move. Potency of 50. Instant cast time. 15 second cooldown.

    Other Abilities
    - Grand Pas: Ability. Grants the user the maximum amount of Finishing Moves. Instant cast time. 120 second cooldown.
    - No Foot Rise: Ability. Grants the user 1 Finishing Move. Instant cast time. 60 second cooldown.
    - Presto: Ability. Doubles the amount of Finishing Moves the user gains from their next damaging Weaponskills and Abilities. If they do not gain a Finishing Move, they will gain 1 Finishing Move. Duration: 15 seconds. Instant cast time. 30 second cooldown.
    - Trance: Ability. Stance. Continuously drain the user's MP while increasing their Attack Speed and Critical Hit Rate by 20% but also Increases Damage they take by 10%. While under this effect, the user is not effected by MP-restoring effects. Instant cast time. 5 second cooldown.


    Skill Levels and Traits
    Skill Levels
    1. Mincing Minuet
    2. Box Step
    4. Witch Hunt
    6. Insult to Injury
    8. Presto
    10. Chocobo Jig
    12. Livewire
    15. Diving Strike
    18. Wasp Sting
    22. Dance of the Veils
    26. Frailty Polka
    30. Whirlwhip
    *Quest* 30. Curing Waltz
    34. Heathen Frolic
    *Quest* 35. Saber Dance
    38. Stutter Step
    *Quest* 40. Reverse Flourish
    42. Love Tap
    *Quest* 45. Draining Samba
    46. Sadistic Spikes
    50. No Foot Rise
    *Quest* 50. Trance
    *Quest* 52. Rudra's Storm
    *Quest* 54. Danse Macabre
    *Quest* 56. Grand Pas
    *Quest* 58. Climactic Flourish
    *Quest* 60. Pyrrhic Kleos

    Traits
    8. Flourish I: Allows the user to have 2 Finishing Move.
    14. Dexterity I: Increase Dexterity by 2 points.
    16. Dexterity II: Increase Dexterity by 4 points.
    20. Flourish II: Allows the user to have 3 Finishing Moves.
    24. Slipstream: When the user is Locked onto a target, increase their movement speed.
    28. Swarmstrike: Add a 21 second damage over time effect to Wasp Sting. Potency of 40.
    32. Dexterity III: Increase Dexterity by 6 points.
    36. Enhanced Diving Strike: Removes any Heavy or Bind effect on the user when they use Diving Strike
    40. Flourish III: Allows the user to have 5 Finishing Moves.
    44. Enhanced Steps: Improve Box Step and Stuttering Step's effects to 20%.
    48. Chocobo Tango: Add a 10% Attack Speed Increase to Chocobo Jig for 15 seconds.
    (6)
    Last edited by Mimilu; 01-04-2017 at 05:57 AM.

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    My concept for this was Seven from Type-0 + XI's Dancer + Tactics and Tactics A2's Dancers.
    (0)

  3. #3
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I don't know honestly after FFXI I have seen DNC evolution into a healer even in new FF spinoffs like FF dimensions. Plus this game needs more healers and tanks not everything will be a DPS.
    (0)

  4. #4
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Brightshadow View Post
    I don't know honestly after FFXI I have seen DNC evolution into a healer even in new FF spinoffs like FF dimensions. Plus this game needs more healers and tanks not everything will be a DPS.
    But Dimensions' Dancer only has one healing ability and one cleanse and XI's isn't a very good Healer because it uses TP, which you have to gain through a fight and is the same resource they use to do damage... >w>
    Dancer has become one of the jobs that can thematically fit almost any niche, which is nice. :-D
    I did make a Healer Dancer a while ago, like I said at the top of the OP... >w>
    (0)

  5. #5
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    FFXI DNC TP wasn't the problem it was that they got hit by shit in the frontlines. That problem is different with this game since there are AOE markers. And only a few fights have things that specifically target healers. We need a different type of healer to freshen up the healing in this game And to Attract more players into healing/tanking like Dark Knight accomplished.

    Also sure in some spinoffs they only got one or two healing abilities. But white Mage only gets like 4 remember rpgs and mmos don't have the same requirements. And you can't deny how influential FFXI DNC has been to the job since almost all new dancers to the series have curing waltz and drain samba. Hell I would even go as far as to say FFXI was the first game to actually give DNC a good identity and bring it into desirable state almost on par with jobs like BLU & GEO.
    (0)
    Last edited by Brightshadow; 01-04-2017 at 07:47 AM.

  6. #6
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Brightshadow View Post
    FFXI DNC TP wasn't the problem it was that they got hit by shit in the frontlines. That problem is different with this game since there are AOE markers. And only a few fights have things that specifically target healers. We need a different type of healer to freshen up the healing in this game And to Attract more players into healing/tanking like Dark Knight accomplished.
    Actually, Waltzes in XI were instant cast so being hit wouldn't be an issue, though they all did share one cooldown timer.
    I do agree that we need more healers but this thread is about a DPS Dancer, if you'd like to talk about a Healer Dancer, there's a link to a Healer Dancer thread on the OP. :-B
    (0)

  7. #7
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    I would love to see some type of cloth attacks like we saw in the stormblood trailer for DNC

    Maybe have DNC debuff the mob, good aoe attacks (in FFT dnc would hit every enemy each turn with a dance) and lots and lots of agility
    (0)

  8. #8
    Player
    ZioSerpe's Avatar
    Join Date
    Jul 2016
    Posts
    136
    Character
    Vanessa Zio
    World
    Tonberry
    Main Class
    Dark Knight Lv 80
    Wouldn't ribbons be a more fitting weapon?
    Or just a whip?
    (0)

  9. #9
    Player
    Hitsuzen's Avatar
    Join Date
    Dec 2016
    Posts
    175
    Character
    Aoshi Firedancer
    World
    Faerie
    Main Class
    Paladin Lv 80
    Sword dance with genji gloves?

    9999
    9999
    9999
    9999?
    (0)