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Dancer Improvements? Follow

#1 Apr 11 2009 at 11:38 AM Rating: Decent
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Hey guys - lately I've been wondering abit about this myself so... If you could have any changes made to Dnc what would you want?

I love playing as DNC quite abit - its one of the most fun, engaging jobs I've played on FFXI and I feel like it has so much untapped potential just as it is. However, there are times I get abit frustrated about it. On my server I never really get to do a whole lot because DNC isn't a job that many people want doing events with them, so if I get to go its usually as a "tag-along" job if people aren't getting lucky getting as many people as they want. In Einherjar my LS puts me in the "left-overs" party, despite my pleas to go into a DD/tank party to keep everybody hasted with my fully merited Haste Samba or quickly heal a tank if they take a big hit. I feel that because DNC is a Hybrid job, it has abit more trouble finding a niche as some of the other jobs do. Even with the awesome new merits sometimes I feel like DNC could still use a power boost, cuz there are some times (especially in end game situations) where I feel like I'm not operating as efficiently as some of the other jobs (like handling a big AOE with an inability to cure faster due to linked timers.). It may just be the playerbase's ignorance about us, but if you guys could add some improvements to DNC what would you want?

-More Jigs?
-Lowered/seperate waltz/floruish recast timers?
-A new dance that would give an effect that would make its support more dramatic and desireable? (Like an AOE regain or something)
-Divine Waltz II/III?
-Auto-Regain/a larger TP bar? (maybe abit much...No Foot Rise makes getting TP abit easier now)
-Being made into the new Tank job? (Fan Dance and the +emnity on etoile gloves made me abit suspicious about what SE was planning with Dnc...)

It's more likely that none of the improvements we want would be implimented but if you had control what would you do to make dancer even better? Personally I used to joke around about an ability that toggles our HP waltzes to MP to be able to shoot 700+ MP into mages and tanks with a CW4 - broken as hell but it would be pretty interesting.



Edited, Apr 11th 2009 3:40pm by ShibayamaG
#2 Apr 11 2009 at 12:49 PM Rating: Good
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Quote:
-More Jigs?

Raising Jig
Raising Jig II
Raising Jig III

Quote:
Lowered/seperate waltz/floruish recast timers?

Halved Waltz 4 recast.
Healing Waltz recast set to 2 seconds.
Let us Waltz non-PT members.

Quote:
A new dance that would give an effect that would make its support more dramatic and desireable? (Like an AOE regain or something)


Haste Samba set to 15%, meritable to 20%, BUT if stacked with regular Haste we get the same numbers in total as we currently have.

Quote:
Divine Waltz II/III?

OMG YES

Quote:
Auto-Regain/a larger TP bar? (maybe abit much...No Foot Rise makes getting TP abit easier now)


Nah, our TP is fine with NFR and Meditate.

Quote:
Being made into the new Tank job? (Fan Dance and the +emnity on etoile gloves made me abit suspicious about what SE was planning with Dnc...)


We can already tank exp PTs, better than NINs in my opinion. Most are unwilling to try though.



Edited, Apr 11th 2009 4:50pm by PriestoftheVoid
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#3 Apr 11 2009 at 1:16 PM Rating: Decent
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Well I think its be best if Watlz would be divided as follow: Healing alone, Divine alone, 4 curing togetter. Would allow us as healer to fill other roll than single target heavy healer, we'd also be able to managed status curing without endangering anyone because of timers.

Following the same logic, adding divine waltz II/III might allow us to deal more easily with massive AoE mobs. Also what I'd like to see is a AoE healing Waltz but with a bigger timer (something like 30 sec) Cause I sure hate going through all target when I'm healing the DD pt in limbus.

So thats what I'd like to see, 3 group for waltz with some added waltz to fill a bit more 2 of them.

Edited, Apr 11th 2009 5:40pm by Delarius
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#4 Apr 11 2009 at 4:14 PM Rating: Good
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Nothing.

Absolutely nothing.

SE, don't touch my DNC or some-one-a-gona-get-a-hurt real bad.

Don't you guys know SE cant do anything right to a job without doing everything wrong to it for 3 years first?

Edited, Apr 11th 2009 8:15pm by RattyBatty
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#5 Apr 11 2009 at 10:43 PM Rating: Good
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I only want two things.

1 - Give Healing Waltz a shorter recast or put it on it's own timer. It's really stupid that healing a status effect locks you out of cures for 15 seconds.

2 - Let us cure alliance members. I can live with not being able to cure random passers by, but at least let us cure within an alliance.
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#6 Apr 11 2009 at 11:41 PM Rating: Excellent
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I had a bunch of thoughts once. It hurt but here are some of them:

Waltz II category containing:
Healing waltz
Healing waltz II (aoe, lv60)
Divine waltz
Divine waltz II (lv55)
Divine Waltz III (lv70)

Separates the timers out a little more so you can still spot cure.

An augmenting jig, River Jig (lv50), that changes the way sambas and single target waltz I work. Allows anyone (and I mean anyone, cfh even) hitting the mob to gain your samba effect but sets back jig recast by three minutes while lasting two minutes (jig enhancement equips would give +30 seconds). Can not be overwritten by other player sambas without the River Jig augment. Allows Waltz I to be used inside alliance.

Flourish III group containing abilities that augment waltzes and steps:
Tip-Toe (lv55): reduces the enmity gained from the next waltz. Lasts one minute or until a waltz is used. Uses one FM and sets back timer 45seconds.
Two Step (lv60): next step gains two lvls worth of effect but same FM gain. Lasts one minute or until a step is used. Uses one FM and sets back timer 30seconds.
Second Wind (lv65): halves next waltz's tp use. Lasts one minute or until a waltz is used. Uses two FM and sets back timer 45seconds.
("Lasts one minute or until waltz/step is used" is the same as BF in that the icon/effect stays a minute or until a ws, or in this case a waltz or step, is used and then disappearing.)




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Edited, Apr 12th 2009 3:29am by orinthia
#7 Apr 12 2009 at 12:35 AM Rating: Default
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spend your time mastering the job instead of making threads like this.
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#8 Apr 12 2009 at 1:50 AM Rating: Decent
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Other than the things already mentioned, I would like to see the formula redone for waltzes that makes CHR more significant. Maybe just for waltz 1-3 and divine so that we don't completely overdo it on waltz 4. I think that would be balanced enough.
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#9 Apr 12 2009 at 7:45 AM Rating: Decent
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Orin I rate you up for the amount of thought you put into that. But I also must agree that we should just push the limits of what we have some more.
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#10 Apr 12 2009 at 9:27 AM Rating: Good
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Right now all you can really do is go /whm or /sch in order to provide more functionality toward an alliance, more support for a pt, or for specific mobs/situations where you'd never ws (and there's a few). Carry lots of drinks/materials for drinks for mp (sublimation and aspir on /sch help a bit), use -nas/erase instead of healing waltz, combine divine waltz with curaga/II, and a dia/II if there wasn't one already (usually not cast for a reason on some things though). Both give reraise but /sch doesn't have blink/stoneskin.

Mastering the job isn't hard. The limitations imposed on the job are mostly on two of its main functions, waltzes and sambas, so really that's the big thing that I hope is adjusted sometime. More flourishes or another waltz category aren't near as important and are just tossed in for an idea on giving it more support options without having to resort to subjob for some of it.

~Ori
#11 Apr 12 2009 at 10:16 AM Rating: Good
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Quote:
spend your time mastering the job instead of making threads like this.


milich, this has nothing to do with me not being good enough at DNC so I feel it needs to be "easier" - its just supposed to be a fun thread about what you would add to DNC to make it even better. Just about everybody has frustrations about thier job and little to big issues that they would tweak if they could. Hell look at pups - you could be a total master at that job but that dosnt mean you have to like the 20 minute pet recast, or wonky AI programming of the WHM frame that cures a status ailment over hp every time even when close to death.
Dnc dosn't have anything big going against them like that but still the job has afew limits that could be expanded upon. It's interesting to hear what everybody has to say.

Quote:
Second Wind (lv65): halves next waltz's tp use. Lasts one minute or until a waltz is used. Uses two FM and sets back timer 45seconds.
("Lasts one minute or until waltz/step is used" is the same as BF in that the icon/effect stays a minute or until a ws, or in this case a waltz or step, is used and then disappearing.)


This is something I've been thinking about too - an ability that cuts the tp cost of waltzes for abit. In places like Einherjar where my party has no healer class and I'm responsible for keeping everybody alive it becomes abit of a TP crunch with all the AOE's flying around (bones... *shudder*). If the ability also cut the recast time as well as the tp cost it would make using Curing Waltz IV less of a risk in high pressure situations.

#12 Apr 12 2009 at 10:45 AM Rating: Decent
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ShibayamaG wrote:
Quote:
spend your time mastering the job instead of making threads like this.


milich, this has nothing to do with me not being good enough at DNC so I feel it needs to be "easier" - its just supposed to be a fun thread about what you would add to DNC to make it even better. Just about everybody has frustrations about thier job and little to big issues that they would tweak if they could. Hell look at pups - you could be a total master at that job but that dosnt mean you have to like the 20 minute pet recast, or wonky AI programming of the WHM frame that cures a status ailment over hp every time even when close to death.
Dnc dosn't have anything big going against them like that but still the job has afew limits that could be expanded upon. It's interesting to hear what everybody has to say.


i didn't mean to imply anything about your skill as a DNC. threads like this are terrible, and terribly boring. they spread and prolong the whiny misconceptions people have about their own or others' jobs, they could potentially get SE to make really dumb modifications based on the whim of a narrow-viewed majority, they're almost uniformly full of bad ideas (eg waltzes with MP instead of HP... come on now, you know that would take the game's already small difficulty level and just destroy it, don't you?), and worst of all, they're really, really boring.

why not brainstorm about new things you could do with what you already have? why not find new mobs to solo/duo, new playstyles, new roles for events like dynamis (which shun DNC in general)? you know, useful stuff.
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#13 Apr 12 2009 at 10:56 AM Rating: Good
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In general the Dancer Acheivement thread *should* be for the things you mentioned, but for the most part it's a gear obtaining thread, which is unfortunate.

If you really take such umbridge with threads like this, you could easily make the thread dedicated to the things you wanted to talk about :) I think having a thread that compiles new strats for Dnc would be a great idea.

Edited, Apr 12th 2009 2:58pm by ShibayamaG
#14 Apr 12 2009 at 12:29 PM Rating: Excellent
That vertical kick in the jaw that Lilisette does to the orc in the cut scene >.> But that would be an add on not an improvement...
#15 Apr 12 2009 at 12:56 PM Rating: Good
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Quote:
That vertical kick in the jaw that Lilisette does to the orc in the cut scene >.>


That CS was rather amazing - would be great if we could take out an army of orcs like she did XD
#16 May 16 2009 at 7:49 PM Rating: Decent
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The improvments I would get a kick out of would be modification to Chocobo Jig so that it only wears if the mob lands a hit. As it is now its only novelty/conveinant. I would like to use it defensivly and it wears off even though the mob hits my shadows or I evade... Another great improvemnt would be unroot us.. or root everyone during JA's. We would not be overpowered we would just be on an equal lv with the rest of the players. I pull in merits with Animated Flourish + War Hoop and if I need to toss out a Waltz or put Samba's back up I have to stop in the middle of pulling because of the delay after the animation.


Things I'd love to see added would be more Steps!!! I love to enfeeble with steps , it's noticable, helpful, and in the long run it gives me TP. I wanna see something new and unique as Dancer like critical hit rate down or Attack Down (not new but it dosn't invlove MP or DoT like Bio) and things of that nature. I'm also slightly ticked that Dancer as a SJ gets the same strength steps as Dancer as a main job.

The last improvment/add I'd die for would be X's Knife.... WHY CAN BST USE BUT NOT DNC?!(ohright because I look good in a dress) pssh~ Thats about all I can remember at the moment, those are my thoughts not yours.



Edited, May 16th 2009 10:53pm by FloppyFish
#17 May 17 2009 at 1:10 PM Rating: Excellent
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As far as X's Knife goes, isn't that because X herself is a THF/BST?
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#18 May 17 2009 at 2:36 PM Rating: Decent
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When I think about dancer, I see a melee dependent job that can offer support and back up healing. Any idea of removing it from melee permanently (like an auto-regain job trait) seems highly unlikely. But, there's definitely some tweaks I could see working.

A regain job ability with a moderately high recast or possibly an AoE JA could be pretty interesting, to slightly help on melee resistant mobs, but not enough to completely remove it from meleeing.

A TP=>MP ability would be awesome. Something like devotion, which could easily make it more desirable in mobs that switch stances (omega, prudence, etc).

Waltz recasts could use some tweaking with lower times and Divine Waltz II + III would be great

While dancer definitely struggles on some of the end game mobs, it's just not it's niche. They're types of mobs that sucks for dancer, but a lot of jobs are screwed on end game. It sucks that even with tweaks I don't see dancer being desirable on a lot of the mobs, but I think a larger hurdle is the stigma around the job and not its current capabilities.
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#19 May 17 2009 at 4:44 PM Rating: Decent
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Some kind of Raise ability. That's all I can think of or would want. Call it "Dance of the Dead"
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#20 May 17 2009 at 7:57 PM Rating: Good
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#21 May 18 2009 at 8:19 AM Rating: Good
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My ideas:

- a Job Ability that allows us to ignore defense (partially or not) in sacrifice of attack speed.
- "Refreshing Waltz" I know the idea has been shunned, but maybe say 70% tp for 100 mp. I know we have aspir samba, but some PLD's can't even hit well enough to make it worthwhile over Haste Samba.
- Conserve TP, works the same way as the mp equivalent.
- a Job ability that AoE's jigs.
- Tp Drain Samba (Not too strong, maximum of 5% tp for a Great Axe)
- Jig that boosts morale of party members in range (morale being a random increase of certain stats).
- Flourishes III: Savage Flourish: Creates a self level 2/3 skillchain.
- Rehersal: Doubles potency of next Waltz (In terms of healing waltz, potential to remove 2 status ailments).
- Troupé Performance: Enhances the effects of anything that requires teamwork while a dancer is present: Skillchains and Magic Bursts come to mind.

Just for fun :P

Quote:
Raising Jig


That; I remember when they were first released the back story to Dancer they mentioned some dark-ish Dance which sounded a bit like necromancey, could eaisly be interpreted to Raise.

Quote:
Divine Waltz II/III


II; definately. III; potential suicide, and probably an exceedingly high tp cost.

Anything tp gain related isn't necessary now.

Quote:
Lowered/seperate waltz/floruish recast timers?


Yes please, if not lower tp cost at least seperate timers. Especially with Healing Waltz.

AoE Healing waltz would be stepping on WHM & SCH's toes a bit. But a significantly less tp cost/recast as 20% tp is a LOT even if you only have to heal 3 people.

Tanking can be done by almost any job, and we have the tools for it, just need acceptance that we can actually do it.

Edit: Speeling misteaks

Edited, May 18th 2009 12:23pm by Dantai
#22 May 18 2009 at 11:17 AM Rating: Good
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Dantai wrote:
Quote:
Divine Waltz II/III


II; definately. III; potential suicide, and probably an exceedingly high tp cost.

Anything tp gain related isn't necessary now.
DNC just isn't the job that should be afraid of hate, especially now with Fan Dance. If WHM can get away with Curaga IV, DNC should be capable of Divine Waltz III.
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Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
Calmus wrote:
...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
#23 May 19 2009 at 12:59 AM Rating: Good
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Since the 3 steps available to Dancers only focus on their target's defensive capabilities, I'd like to see a higher tier of steps (perhaps 20 tp per step) that reduces the target's offensive capabilities (Accuracy, Attack, Magic Attack).

Also, I don't think it'd be a threat to other jobs that can heal if the Waltzes were on separate timers. We'd certainly burn our tp a lot faster, and the limits on our tp pool would still force a level of reservation on our part.
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#24 May 19 2009 at 1:14 PM Rating: Decent
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I would just like to be able to heal people outside my party and perhaps have a Dispel dance.
#25 May 20 2009 at 2:46 AM Rating: Good
Shiba if you haven't noticed yet I made a thread on this on in the feedback forum on how to improve DNC in endgame. Here's the link. I made a master list of what could be added/improved with DNC.

http://ffxi.allakhazam.com/forum.html?forum=29;mid=1241109594828545;num=95;page=1

Edited, May 20th 2009 6:46am by DymlosAileronBahamut
#26 May 21 2009 at 6:11 AM Rating: Decent
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If I could see anything added to Dancer, I'd like to see something along the lines of the following:

- Separate Waltz Timers (one of the biggest problems I have with dancer)

- A job ability that prevents your melee attacks from generating any TP for 2 minutes, recast 5 minutes.

- A job ability that "locks in" the steps already given on the mob. While this may eventually end up allowing us to get less TP from steps in long fights, it would at least allow our buffs to stay on the entire fight without worry of it reverting back to level 1 because we missed one step. Recast: 3 min or so

- Raising Waltz

- Esuna-type Waltz (makes more sense for dancers imo than for white mages as we're actually in the front lines)

- Allow samba's to affect everyone in the alliance.

- A shikoyoko type ability that allows us to use a WS only using 100 TP.

They could throw in a few other things such as a MP restoring Waltz or status effect dances (like in Final Fantasy Tactics), but I think the ones above are things I'd most like to see. I enjoy the job, but honestly, it's the last job I use for anything, even soloing, as my PUP or NIN generally does better.

Edited, May 21st 2009 10:12am by Twinblake

Edited, May 21st 2009 10:28am by Twinblake
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#27 May 21 2009 at 11:03 PM Rating: Excellent
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I don't think that we need shorter/split recasts on Waltzes.

I've always said that DNC was probably the most complete out-of-the-box job that SE ever came up with, and was pretty much spot-on balanced from the moment it was implemented. One of the reasons that DNC is so balanced, imo, is the exact thing that most people complain about; the fact that all of our cures are based on a single recast timer. We never ever have to rest because our healing potential is driven by adding to melee DoT, killing the mob at the same time.

WHM, on the other hand, needs to rest at times to restore their MP and can't contribute much more than tossing out hastes and a dia or two outside of healing. What really sets WHM apart and keeps them as the #1 healer is their ability to cure MASSIVE amounts of HP in a short amount of time. If you allow DNC to drop 3 or 4 CW4s back-to-back and you take away one of WHM's main advantages. Even the 300% cap on TP and the large TP cost for high-tier CWs isn't much of a hindrance when you consider things like NFR and merited Reverse Flourish.

If there's going to be any addition to waltzes, I think the idea someone had of having charges set up for them where you can drop 2-3 cures in a row before you start hitting recasts. Would be AWESOME for times when waltzes get para'd. Probably one of the most annoying thing about DNC imo.

But again, there's really nothing I think needs to be changed about DNC. Anything more and you start getting into the "OMG DNC IS OVERPOWERED!" area.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Now, to the FUN part of the post....

I would love to have a larger selection of abilities for greater versatility. A better way to gain TP while idling outside of /SAM and NFR/RF would ROCK for things like BCs and high end stuff, and the ability to cure outside of your party would make us MUCH more desired.

Having a greater selection of Sambas would be fun (HASTE SAMBA II!!!!), and Raising Jig/Flourish/Waltz would be awesome.
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