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  1. #1
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    Dancer (DPS Concept)

    ---
    Quest: [All Eyes on Me?]
    Class: [DPS]
    Weapon: [Dual Daggers]
    Gear Type: [Scouting]
    Primary Attribute: [DEX]
    ---
    Brief Lore: [Garlemald Origin]

    Dancer’s a versatile, and agile… providing a means to exploit enemy weakness with their flattery, and zeal.

    In the Gerlamald these Dancers were once trained in a camp where they’d be taught to infiltrate into enemy territory by means of spirit-bonding and causing infatuation; their appeal and desire they protrude allows the enemy to drop their guard and offer an easy opening to steal important documents, gather Intel, and or dispose of valuable targets.

    ---
    *Before breaking down on how the Mechanics Work, let's talk about the Dancer's three "Dances"
    *If you want to skip all this, just go down to "Abilities Tab" And it shows all of the abilities I believe Dancer should know.
    ---
    [Dance]

    Dance is a Positional; depending on the direction the Player is positioned from the enemy [Front / Left Flank / Right Flank], determines what effect is granted to the Party: Dancers must continuously dance to keep a cycle going, and they must change its Dance every 14s

    Below, under the Abilities Tab you can read on all Three Dances.

    ---
    Dancer's Mechanic Gauge

    ---
    [The Tempo Gauge and Rhythmic Sync]

    The Dancer has a “Tempo” Meter, this meter raises and improves the Dances by 2% per cycle, maxing out at 30% for maximum buffs the effects produce.

    Upon maximizing the “Tempo” Meter, the Dancer can use the ability called: Encore.
    The Maximum Tempo is 30% for the Gauge.

    Rhythmic Sync is a Dancer’s special trait that automatically grants a Haste Potency of 2~12% per 5% Tempo. This reduces GCDs.
    • Maximum Haste is 12% when Tempo is at 30%
    • Rhythmic Sync has a 14s timer
    • Rhythmic Sync is not lost when performing Flourishes
    • Rhythmic Sync stays active for as long as the Dancer dances

    ---
    [Encore]

    Unlocks at 15% Tempo
    [Final Dance Effect] Grants Haste, Drain, and Aspir Effects to Party Member(s) within range.
    Duration: 21s

    ---
    [Dancer's Iconic Abilities]

    [Spirit Bond]: Strips all Enmity from party member(s) within range and transfers it to selected party member.

    During Spirit Bond the Dancer can remove the effect by selecting the ability again: however, Enmity will revert back to normal levels.

    [Status: Spirit Bond]
    • Enemies tagged by Spirit Bond will not receive any Enmity Generation from Party Member(s) during the effect of Spirit Bond.
    • Duration: 10s
    -
    [Eyes on Me]: Party Member Tagged with Spirit Bond receives a Substantial Increase in Defense. Party Members within range, unaffected by Spirit Bond, receive an attack bonus.
    • Target Defense Bonus: 25%
    • Attack Bonus: +5%
    • Duration: 10s

    ---
    [Dancer Abilities]

    Level / Type of Ability / Description / Recast / GCD / Other Info

    (2) Dance [10s / 2.5s] Does a Random Dance Dependent on the Position the Dancer is facing.
    • Duration: 14s
    • Additional Effect: Tempo
    • Additional Effect: Rhythmic Sync
    • Additional Effect: Sublimation

    [Sublimation is another Dancer Trait: Allows the accumulation of an HP and MP Bubble, from inflicting damage to foe, that allows the Dancer to use it for Curing and Aspiring Waltz]
    -
    • Frontal Positional - [Drain Samba] 10~20%
    • Flank Left - [Aspir Samba] 10-20%
    • Flank Right - [Haste Samba] 10~20% Haste

    (2) *[Encore] Encore is accessible once the Dancer’s Tempo is at 15%. Grants Drain, Aspir, and Haste Samba at the expense of halting the Tempo gauge at its current state. Upon the completion of the duration, the Tempo is reduced to 0.
    • Potencies Vary Depending on Tempo %.
    • Duration: 21s

    (5) Blade Dance [Instant / 2.5s] Increases Weapon Skill Potency by 20%, while decreasing Tempo bonus by 1% per successful Dance Positional.
    • Duration: Until Deactivated.

    (8) Composure [Instant / 60s] Greatly Increases Tempo Potency by 2% per successful Dance Positional and increases potency of Sambas by an additional 1%. Maximum Bonus additional percentage is 5.

    (10) Curing Waltz [Instant / 2.5s] - Upon HP Meter filling, restores HP to party members within range.
    • Cure Potency: 100

    (10) Aspiring Waltz [Instant / 2.5s]- Upon MP Meter filling, Restores MP to Party Members within range.
    • MP Cure Potency: 100

    (15) Violent Flourish [Instant / 120s] - Next Attack is enhanced with the next Tempo's Positional Dance. Attack is enhanced by the percentage of the tempo. The maximum percentage that the Dancer can use from its Tempo is 15%.
    • Tempo - 15%

    (20) Desperate Flourish [Instant / 30s] - Next Weapon Skill empowers the absorbed HP and MP drained by the Sambas and greatly increases the potency of the cure by 50%.
    • Duration 10s
    • Tempo - 5%

    (24) Building Flourish [Instant / 30s] Delivers an attack with a potency of 250 that if performed after a dance, builds the Tempo meter by an additional 5%.

    (30) Climatic Flourish [Instant / 30s] Delivers an attack with a potency of 100. Climatic Flourish can be used as a last string to a Weapon Skill Combo that greatly increases its potency. Tempo Gauge is reduced to 0.
    • Potency Bonus: 600
    • Tempo - 30%

    (36) Reverse Flourish [Instant / 30s] Causes next Weapon Skill to strike enemy twice, at the expense of consuming 50% of TP. If acted upon a Curing Waltz or Aspiring Waltz, it causes the cure to hit twice in a row.
    • Tempo - 10%

    (40) Spirit Bond [Instant / 60s] Strips all Enmity from party member(s) within range and transfers it to selected party member.

    During Spirit Bond the Dancer can remove the effect by selecting the ability again: however, Enmity will revert back to normal levels.

    [Status: Spirit Bond]
    • Enemies tagged by Spirit Bond will not receive any Enmity Generation from Party Member(s) during the effect of Spirit Bond.
    • Duration: 10s

    (40) Eyes on Me [Instant / 60s] Party Member tagged with Eyes on Me receives a Substantial Increase in Defense. Party Members within range, unaffected by Spirit Bond, receive an attack bonus.
    *Spirit Bond and Eyes on Me share the same button!
    • Target Defense Bonus: 25%
    • Attack Bonus: +5%
    • Duration: 10s


    (48) Collaborator [120s / 2.5s] Takes a Party Member’s Enmity and transfers it to another party member. The target party member that’s receiving the Enmity, will receive a slight defense bonus, and the member that’s enmity is being transferred, receives a slight attack bonus.
    • Duration: 10s
    • Defense Bonus: 3%
    • Attack Bonus: 3%

    (50) Sneak Attack [30s / 2.5s] If Positioned in front of enemy and behind a party member, the next Weapon Skill will be a Direct Hit, Critical. Enmity towards Party Member is doubled.
    • Duration: 5s

    (55) Trance [Instant / 280s] Temporarily Doubles the Tempo Gauge to 60%. Under the effect of Trance, Encore will quadruple the added bonuses while also increasing the duration.
    • Duration: 24s

    (60) Gran Pas [Instant / 120s] Allows the use of a Flourish Without using the Tempo Gauge.

    (62) Larceny [Instant / 60s] Doubles any beneficial effects given to Party Member(s) within range.
    • Duration: 10s

    (66) Quick Step [Instant / 180s] Boosts Tempo to 30% and caps Rhythmic Sync.

    (70) Feather Step [Instant / 60s] Greatly Enhances Rhythmic Sync to speed up Dance Steps and bolsters Haste Samba.
    • Rhythmic Sync +15%
    • Haste Samba +5%
    • Duration: 14s

    ---
    [Weapon Skills]

    (1) [Spinning Double Slash]
    Delivers an attack with a potency of 150
    2.5s / 2.5s

    (4) [Somersault Slash]
    Delivers an attack with a potency of 100. Somersault Leap automatically repositions Dancer in the next Positional in the Dance Cycle.
    • Combo Bonus: Spinning Double Slash
    • Combo Potency: 200

    (25) [Pyrrhic Khelos] Delivers an attack with a potency of 100.
    • Combo Bonus: Somersault Leap
    • Potency: 280
    • Rhythmic Sync Bonus: 320

    (40) [Rudrah’s Storm] Delivers an attack with a potency of 100.
    • Combo Bonus: Somersault Leap
    • Combo Potency: 200
    • Rhythmic Sync Bonus: 220
    • Additional Effect: Defense Down -5%
    • Duration: 21s

    (56) [Mincing Minuet] Delivers an attack with a potency of 480
    • Combo Bonus: Somersault Leap
    • Combo Potency: 520
    • Rhythmic Sync Potency: 580
    • Additional Effect: Bleed
    • Bleed Potency: 25
    • Duration: 21s

    (60) [Dancing Mad] Delivers an attack with a potency of 350
    • Combo Bonus: Dance
    • Dancing Edge only accessible if Tempo is above 15%
    • Combo Potency: 580
    • Full Rhythmic Sync Potency 600
    • Rhythmic Sync lost upon use



    [Conclusion and Other Thoughts]:


    Okay, this one took me a bit; I had to sort of bounce off a lot of ideas with my buddy Aerro Hawk. Because by making the Dancer a somewhat "Positional" Job, where Somersault Leap automatically aligns the Dancer to his next Dance Positional, could be fun and stylish.

    Since in the lore I presented they were trained to infiltrate enemy territory, I added "Sneak Attack" as a Positional Ability that only worked behind a Party Member (Preferably a tank...); as far as the purposed behind the DNC's Enmity, again tied to the Lore.


    The other thought I had was Enmity; yeah, Enmity isn't TOO much of an issue in this game, but it would be fun to have a job that could manipulate it; allowing for brief moments of All Out DPS, no strings attached sort of raid mechanics to defeat certain foes.


    I know it's not a "Healer" Concept, but I really believe if we're truly going into Gerlamald Chemist should be the healer and not the Dancer.

    Thanks for reading and any feedback would be appreciated!

    Pat out!
    (2)
    Last edited by PatronasCharm; 08-02-2018 at 12:08 AM.

  2. #2
    Player
    Ameela's Avatar
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    May 2017
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    Limsa Lominsa
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    605
    Character
    Ameela Trussa
    World
    Phoenix
    Main Class
    Warrior Lv 90
    Four enmity controlling abilities as well as an AoE heal that can have more potency than any of the healers's ON TOP of an ability that essentially makes AST cards obsolete sounds a tad bit ridiculous...
    Also I can see Sneak Attack killing lots of Dancers in fights like Nidhogg and Titan, there's a reason why none of the melee DPS classes so far have had positionals in the front.
    It'd just push out BRD as it has infinitely more support abilities than it does with little to no drawbacks.
    Not to knock the idea, I'm sure a lot of thought and effort was put into it but I still think DNC would be better fit as a combo healer or something, BRD already fills the niche of DPS that's also a support quite well.

    Quote Originally Posted by PatronasCharm View Post
    I know it's not a "Healer" Concept, but I really believe if we're truly going into Gerlamald Chemist should be the healer and not the Dancer.
    But that's already in the game, it just has an "Al" before the "Chemist".
    (3)

  3. #3
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Ameela View Post
    Four enmity controlling abilities as well as an AoE heal that can have more potency than any of the healers's ON TOP of an ability that essentially makes AST cards obsolete sounds a tad bit ridiculous...
    Also I can see Sneak Attack killing lots of Dancers in fights like Nidhogg and Titan, there's a reason why none of the melee DPS classes so far have had positionals in the front.
    It'd just push out BRD as it has infinitely more support abilities than it does with little to no drawbacks.
    Not to knock the idea, I'm sure a lot of thought and effort was put into it but I still think DNC would be better fit as a combo healer or something, BRD already fills the niche of DPS that's also a support quite well.



    But that's already in the game, it just has an "Al" before the "Chemist".
    Thank you! I may have gotten a bit overboard lol; appreciate the feedback and thanks for the chuckle.

    I'll do adjustments etc. and I really wanted it to sort of stand out as an Enmity controlling sort of job, it would be fun.

    As far as for the positional to be in front of the enemy; yeah it may put them in danger: and DNCs may die... but it would be a risk and reward.

    As far as Alchemist is concerned, I understand where you're coming from with it, but an actual Job, not a DOH, would love to see a gun-wielding healer Job that uses potions and such to heal members.

    Thanks again for your feedback! =D
    (0)
    Last edited by PatronasCharm; 07-30-2018 at 05:26 AM.
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  4. #4
    Player
    kikix12's Avatar
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    May 2017
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    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Ameela View Post
    But that's already in the game, it just has an "Al" before the "Chemist".
    Alchemist =/= Chemist.

    Alchemist is the protoscience from which physics, biology and chemistry evolved. Alchemy contains all three of those within it, with a salt of the supernatural and philosophy.

    Saying that alchemist and chemist is the same is like saying that pilot and driver are the same because both control some vehicle (and planes even "drive" before takeoff).
    (2)

  5. #5
    Player
    Freyt's Avatar
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    The Goblet 1-42
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    633
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    I was thinking of a DPS that was also an off tank and off support. Dancers would be able to tank single enemies by inflicting a debuff that made their next attack miss. It would be part of their regular rotation, perhaps toggled with a stance skill so they could choose a more dps oriented style of attack if it was more appropriate. They would also have dances that would be aoe buffs/heals, but not as strong as a healer.
    (1)

  6. #6
    Player
    PatronasCharm's Avatar
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    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Freyt View Post
    I was thinking of a DPS that was also an off tank and off support. Dancers would be able to tank single enemies by inflicting a debuff that made their next attack miss. It would be part of their regular rotation, perhaps toggled with a stance skill so they could choose a more dps oriented style of attack if it was more appropriate. They would also have dances that would be aoe buffs/heals, but not as strong as a healer.
    -Sorry for late reply(ies) I've been away at work most of the day.

    Well, technically , maybe you could tank for 10ish seconds before you die?

    So they could use Collaborator >> Spirit Bond >> Eyes on Me and give themselves a 10s tank phase. They might not survive 2 hits from lets say Kefka, or some serious NM, but they could potentially survive a weaker boss for a few seconds.

    I updated and added "Reverse Flourish," and what that does is: it either causes their next Curing Waltz / Aspiring Waltz to Cure Two times, or of course, make their next Weapon Skill hit twice.

    So they could potentially save a party wipe, or even give MP to Mages when they're in desperate need of it.

    I wanted to make Dancer (DPS) into a more fleshed out Support/DSP that took inspiration from MNK / NIN / and the Final Fantasy franchise, and of course, FFXIV style.

    Speaking of Updating, I did tweak skills etc. but again, hopefully feedback can flesh this out more; even though people either want DNC to be a healer or tank?
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  7. #7
    Player
    Paladinleeds's Avatar
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    Sep 2015
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    Ul'dah
    Posts
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by PatronasCharm View Post
    even though people either want DNC to be a healer or tank?
    I think part of it is because of the way that in Stormblood we got two VERY iconic jobs as DPS. For me, the reason for wanting it to be a healer: it'll be a Disciple of War healer, something that doesn't yet exist in this game. It's also why I believe BLU (or some some of tanky magic job) should be made a tank... a Disciple of Magic tank. This opens up 2 new avenues in which we can venture into. Making a DoW healer would mean taking a different approach to the design (even if only slightly differently), as the principles that distinguish DoW vs DoM mean they have to have different designs, as DoW focuses more on TP than MP usage for example, and is more based on physical rather than magical abilities.

    As for your ideas, I must admit, much as I would prefer DNC to be a healer, you've put a lot of thought into it, and it does look pretty well fleshed out.
    (2)
    White Mage ~ Scholar ~ Paladin
    Quote Originally Posted by Spiroglyph View Post
    Boi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing

    As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.

  8. #8
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Paladinleeds View Post
    I think part of it is because of the way that in Stormblood we got two VERY iconic jobs as DPS. For me, the reason for wanting it to be a healer: it'll be a Disciple of War healer, something that doesn't yet exist in this game. It's also why I believe BLU (or some some of tanky magic job) should be made a tank... a Disciple of Magic tank. This opens up 2 new avenues in which we can venture into. Making a DoW healer would mean taking a different approach to the design (even if only slightly differently), as the principles that distinguish DoW vs DoM mean they have to have different designs, as DoW focuses more on TP than MP usage for example, and is more based on physical rather than magical abilities.

    As for your ideas, I must admit, much as I would prefer DNC to be a healer, you've put a lot of thought into it, and it does look pretty well fleshed out.
    Yes, I agree, but I'll say this, Red Mage coming in as a DPS did bring me back from my overly long hiatus. We do need some changes when it comes to the design work of the coming jobs, may it be a melee healer, or heck a Chemist, ranged shooter healer: (Which I've suggested in a previous post http://forum.square-enix.com/ffxiv/t...Healer-Concept), or a Magic Tank [Which I want, I am so ready for a tank that's somewhat of a caster] preferably Blue Mage.

    The idea I proposed for the team was an easy way of adding Dancer (yeah I'm no coder, game designer, etc. so not sure HOW easy it would be) but making it share gear with Ninja, renaming the Ninja weapon to Shinobi, putting the word Dagger for Dancer, and perhaps giving us 3 jobs for the new expansion.

    Chemist Healer (Ranged Shooter), Blue Mage Tank, Dancer (Dual Daggers) DPS =D

    But again, I can only wish! I am just so eager to see what we'll be teased this year as to what Job we will be getting. Maybe I shouldn't get my hopes too high!
    (0)
    Last edited by PatronasCharm; 08-01-2018 at 08:15 PM.
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  9. #9
    Player
    Paladinleeds's Avatar
    Join Date
    Sep 2015
    Location
    Ul'dah
    Posts
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by PatronasCharm View Post
    Chemist Healer (Ranged Shooter), Blue Mage Tank, Dancer (Dual Daggers) DPS =D
    The problem with this is demand for Chemist doesn't seem to be that high. Blue Mage and Dancer demand though is through the roof. So you fix the tanks and DPS with new highly requested stuff, but healer kinda gets left out. Sure it gets a new job, but at the same time there's not a massive demand for it, so people are more likely to swing to it. Plus, Chemist being ranged wouldn't break the formula as much as Dancer being healer allowing for a melee focused healer. Every one (including your Chemist suggestion) puts you at range, safely away from the group. Dancer healer would break away from that, having you swing and swoon through the battlefield. And as they've shown with Dark Knight going from DPS in previous games to tank in this one, they aren't afraid to change things up in this game. So yeah, as much as I appreciate your suggestion and it's very well thought out, I am going to have to disagree with it.
    (3)
    White Mage ~ Scholar ~ Paladin
    Quote Originally Posted by Spiroglyph View Post
    Boi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing

    As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.

  10. #10
    Player
    Alestorm's Avatar
    Join Date
    Mar 2016
    Posts
    1,085
    Character
    Oraina Fhey
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Biggest issue is the weapon choice, as Rouge/Ninja already use daggers. It could use a long ribbon or a fan maybe.
    (1)

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