Fair point, but not every boss needs you to be clumped up on their rear and I don't see any point to it unless mechanics require it, otherwise it doesn't really feel like you're playing a range class, just a low potency melee supportWell, Rongway is referring to how on a lot of bosses (most commonly in savage or extreme content), the ideal is to have everyone stacked on the boss's tail except for the MT, so that various mechanics can be more easily dodged because they're clumped instead of spread out. This first started with things like Titan HM where being stacked like this made it much easier to dodge Weights of the Land because that made them all be clumped up in one place. That way you didn't accidentally run into someone else's trying to get out of yours. If there's a WHM in the party, this clumping up also allows use of Cure III instead of Medica, which is more potent and more MP efficient for aoe healing, but has a massively smaller range (more akin to our current PBAoE WS ranges that you're complaining about, possibly smaller).
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Honestly part of my issue is that RDM's melee combo is super satisfying to get off and end with a backflip, dancer's "melee combo" just kinda feels disruptive for little payoff.Your technical step can do over 100k damage while ur in melee range thoif that feels anymore satisfying.
RDM and dancer suffer this with procs, because the systems built around the concept of building and maximising procs they move from “moments of excitement” to they’re just there.
You have to remember these jobs are built to proc constantly. Not just occasionally around core rotation.
I'm hoping they'll address this in the future since as a person who's played RDM a lot I actually enjoy moving into melee range for finishers, but there's a 25% chance that you'll move into melee range and get 0 procs off the 2 aoe skills and only gain about 100 potency, which, whoop dee doo so exciting
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Conversely, there isn't much reason to stand at max range either. I tend to stay relatively close to the bosses (even on ranged) and only disengage if need be. It makes it much easier on healers that way, too; because they should also be centered near the party for their AOE heals to hit.
Flourish will be up around the same time you're dancing for your big boi Standard Finish or super big boi Technical Finish in most instances. Even with the drifting caused by Standard/Technical being on the GCD. It's the same idea you've presented here with the RDM melee combo. You should already be moving in to range for your Finishes - the Flourished AOE procs are just icing on that cake.Honestly part of my issue is that RDM's melee combo is super satisfying to get off and end with a backflip, dancer's "melee combo" just kinda feels disruptive for little payoff.
I'm hoping they'll address this in the future since as a person who's played RDM a lot I actually enjoy moving into melee range for finishers, but there's a 25% chance that you'll move into melee range and get 0 procs off the 2 aoe skills and only gain about 100 potency, which, whoop dee doo so exciting
Last edited by HyoMinPark; 07-27-2019 at 03:28 AM.
Sage | Astrologian | Dancer
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Hyomin Park#0055
I actually never stand at max range, I started the game healing so I usually stood mid range for max aoe coverage and still do. (Between the casters/ranged in the back and the melee/tanks in the front.)Conversely, there isn't much reason to stand at max range either. I tend to stay relatively close to the bosses (even on ranged) and only disengage if need be. It makes it much easier on healers that way, too; because they should also be centered near the party for their AOE heals to hit.
I just wish the aoes skills had a higher range so that it wasn't necessary to move into near melee range to land them. I know a lot of people enjoy that aspect of dancer but it's a bit annoying to me because it doesn't feel satisfying or really enhance the feel of the job.
It's obviously my opinion and I shouldn't be playing dancer if I want better range but I've just been trying out all the ranged classes to see what I enjoy and I like dancer minus that one aspect of it.
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Is it a nice QoL change yes. Is it needed no people are just being lazy
Its all part of the dance, my friend! You put your left foot in, you put your left foot out, you put your left foot in and you shake it all about! You do the final flourishes and you turn yourself around, thats what its all about!
That is really interesting i've been working out fights that i have yet to re-do since becoming a dnc around how my nin used to work since Flourish will be up roughly around the same timeframe as trick attack was, while i could speak on Savage, Ultimates i couldn't speak on beyond Ifrit/Nael as that is as far as i got with my group before they took breaks.I'm considering UwU right now, and Flourish would be used in the opener for Ifrit, and then 60 seconds later, which would be right around when the second Eruptions are happening. However, it would probably be possible to squeeze them out before moving away, or holding them long enough to make it back to the boss where people stack for the dashes. I'd have to actually do it in practice, but I'm basing this off of where my BRD rotation usually was - I entered Army's Paeon during Hellfire, which would be around where a DNC would be able to Flourish again, and you can get a few GCDs off before having to disengage to bait. Third Eruptions (if you opt to hold and see them) won't be an issue as you'll sit on Flourish for your opener on Titan.
For Predation baiting, it's likely that it will still be on CD from the opener. By the time you circle back around to Ultima is likely when it would come off cooldown again, and you'll be stacking close to him up until the Plumes appear and you move back to bait Titan's Landslide. For Annihilation, I'd have to map out a bit more but I think it will also be fine. Flourish would line up with Chain, so it won't be used again until after the Annihilation tether funness and closer towards Suppression's cast. So I think, in UwU at least, Flourish will be easy to manage. I plan to clear it again on DNC, so we'll see if my Quick mental timelining is accurate.
UCoB would be tricker with Twintania if the DNC is to bait. The first Liquid Hells won't be an issue since it's on CD from the opener. It's the others that would probably take some finagling. I'll see what it's like when I go back into there as well.
Currently for Eden savage i'll have to remember for second boss to go stand on the corner to get dmg up buff pre-pull without pulling the boss XD, lots of new interactions going from a melee to physical range (auto attack being one of the biggest pre-pull offenders)
Guy butt is best butt <3
THIS!
This would make it more fun and interesting~Legit the only reason i hate Flourish is cause im a sitting duck at the boss to use the AoEs id rather use em instantly and back off
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