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  1. #1
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100

    I don't like using flourish on dancer

    As much as I love proccing every single skill it's a pain to have to move into melee range for rising windmill and bloodshower. For a ranged dps you have to stay awfully close to the boss just to land some of your skills.

    It would honestly be nice if Flourish gave enhanced versions of the aforementioned skills that have increased range and damage (15y would be nice since it's the same as the dances.)
    (1)

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  2. #2
    Player
    Kidria's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    198
    Character
    Kidria Scyen
    World
    Zalera
    Main Class
    Dark Knight Lv 81
    Honestly DNC're like the RDM of the physical range role and are more of a mid-range than full range. I guess that's why you get 3 stacks of your dash skill; dash in, do moves, dash out. It makes the job feel faster and busy honestly, altho the GCD kinda kills the Flourish feel to me. I'd rather Flourish made your procs have the same GCD as your step motions during it's duration, kinda like how Rapid Fire worked on old MCH.
    (3)

  3. #3
    Player
    Irohma's Avatar
    Join Date
    Feb 2015
    Posts
    24
    Character
    Lilith Veiga
    World
    Behemoth
    Main Class
    Dancer Lv 90
    I enjoy that part =/. It make us move around more and it has an incentive. You can always just move away after spending these procs and return to throwing your chakrams. Also, when you use the Finishing dances you need to get close too, so it seems this flow of moving in and out is part of what it is be a dancer. Those who enjoy staying put in the distance have a lot of options (BLM, BRD and MCH).
    (4)

  4. #4
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kidria View Post
    Honestly DNC're like the RDM of the physical range role and are more of a mid-range than full range. I guess that's why you get 3 stacks of your dash skill; dash in, do moves, dash out. It makes the job feel faster and busy honestly, altho the GCD kinda kills the Flourish feel to me. I'd rather Flourish made your procs have the same GCD as your step motions during it's duration, kinda like how Rapid Fire worked on old MCH.
    Honestly I would have no problem going into melee range for rising windmill and bloodshower except the skills are only better than your typical 1 2 ranged combo because of the proc chance, which in itself doesn't seem rewarding. RDM has a 1200 potency finisher for the melee combo where all you get for stepping into melee range is a CHANCE to get a 150 potency ogcd which has a chance to give you a 200 potency ogcd.

    Albeit I haven't leveled to 80 yet and I'll probably get used to it, but it definitely doesn't feel rewarding to get procs considering the abysmal potency
    (0)

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  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    250 beats 200 (your basic range spammer) and 300 beats 250 (your basic ranged combo).
    (1)

  6. #6
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kabooa View Post
    250 beats 200 (your basic range spammer) and 300 beats 250 (your basic ranged combo).
    I can read potencies, that isn't what the thread is about
    (2)

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  7. #7
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,164
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Dogempire View Post
    it's a pain to have to move into melee range for rising windmill and bloodshower. For a ranged dps you have to stay awfully close to the boss just to land some of your skills.
    Everyone should be close enough regardless of role that this isn't a burden. Nobody should ever be out in left field even if they can hit everything from there; that's just a basic lesson every ranged DD in this game needs to learn. Besides, you have no cast times and no channeled moves aside from Improvisation, which you only use in situations that moot this point; and you even have a teleport skill with three charges for quick position changes.
    (5)
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  8. #8
    Player
    Kidria's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    198
    Character
    Kidria Scyen
    World
    Zalera
    Main Class
    Dark Knight Lv 81
    Quote Originally Posted by Dogempire View Post
    Honestly I would have no problem going into melee range for rising windmill and bloodshower except the skills are only better than your typical 1 2 ranged combo because of the proc chance, which in itself doesn't seem rewarding. RDM has a 1200 potency finisher for the melee combo where all you get for stepping into melee range is a CHANCE to get a 150 potency ogcd which has a chance to give you a 200 potency ogcd.

    Albeit I haven't leveled to 80 yet and I'll probably get used to it, but it definitely doesn't feel rewarding to get procs considering the abysmal potency
    The procs kill me on Flourish sometimes (I've had times where throughout a fight I'd get absolutely no feathers and used Flourish at least 3 times) but the comparison wasn't so much the attacks and pots as it was more the playstyle--quick in and out of range 'feel' compared to others of their respective role.

    In terms of the actual technical aspect, Flourish is still kinda clunky in a way, but I can see how it fits with the 'playstyle' they go for. I doubt they'll do a damage increase on it, but maybe dance-range or smaller gcd would be nice and feel more 'in pace' with the rest.

    I'm not 80 either though (will be in maybe an hour if I quit getting distracted) but there isn't much Improv will do to this sort of thing, really.
    (0)

  9. #9
    Player
    Makarrov's Avatar
    Join Date
    Oct 2013
    Posts
    58
    Character
    Sef Makaro
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Rongway View Post
    Everyone should be close enough regardless of role that this isn't a burden. Nobody should ever be out in left field even if they can hit everything from there; that's just a basic lesson every ranged DD in this game needs to learn. Besides, you have no cast times and no channeled moves aside from Improvisation, which you only use in situations that moot this point; and you even have a teleport skill with three charges for quick position changes.
    Part of me disagrees with this not because you’re wrong, but because I started with the era of MMOs where threat worked differently if you were in melee range vs max range. Ranged dps were always at max range. It’s just engrained behavior.
    (0)

  10. #10
    Player
    YanderePrincess's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    368
    Character
    Svana Fyth
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Dogempire View Post
    I can read potencies, that isn't what the thread is about
    Um . . . you literally just called them abysmal potencies not worth using over your normal combo, that you only use them to get procs. That's not true, though. Using those two WS literally is a potency increase and thus a dps increase, even if you get no procs out of them. They're absolutely worth it, and you're a physical ranged dps. We have the most mobility in the game, and have no reason not to be moving to do something as we lose nothing from moving.
    (5)
    "Women are meant to be loved, not to be understood." ~Oscar Wilde

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