Aspir Samba 2 costs 25 TP.
Wild Flourish has a 30 second cooldown for the FlourishII menu after using it, Penta Thrust made compression, Rampage did Scission.
Aspir Samba 2 costs 25 TP.
Wild Flourish has a 30 second cooldown for the FlourishII menu after using it, Penta Thrust made compression, Rampage did Scission.
Wait, did you not WS yourself?
That could be super awesome if you can just toss it out there to open a three man SC for two melees.
The major difference is that our maximum remains the same from lv1 to lv75 (300 TP), so if you're gaining more TP than you're using over time in a battle, then timing your weapon skills at the right time is smart. I hate these other Dancers that I'm partying with that are constantly going up in TP for the first 20min, then hit 300% TP and never drop below 200%. Whereas I'm using TP every battle or two and still consistently healing my party members as needed, and performing my dances/steps.Originally Posted by ruf
At lv75 with 300 TP, with Curing Waltz IV costing 65(I assume?) TP, it's like our max MP is always 623, but we gain our "MP" a lot faster than mages do.
Also, I noticed that Reverse Flourish gives you more than 10 TP back per FM, if used with more than a couple of them. The number 5 appears relatively frequently in Dancer (at the very least, the steps stack to 5 and the FMs do), so I'm wondering if the steps might act like Reverse Flourish, in that maybe the first 2 steps give -5, but then the 3rd is -6, etc. It should be possible in Ballista with Box Step, but I haven't seen any actual test results here yet other than "hearing" than it's -5 evasion per Quickstep.
75 SCH and 75 DNC already on Caitsith
Ena is the 75 Dancer and Dragunov is the Scholor.
Ena has confirmed without adoubt dancer gets Dancing edge
edit: what subs is everyone liking so far? my dancer is level 10 and i like sub MNK but what else do you all think? 20 NIN and dual wield Daggers. what about 10-20?
Originally Posted by Fadian of Fairy
Done (not by me) http://wiki.bluegartr.com/Dancer
I subbed MNK to about 18, then started feeling too slow, switched to /BRD to solo worms to 20 for Minuet, then /NIN @ 20 for Dual Wield. I've kept /NIN for now but if Sneak Attack really makes all the steps and those Flourishes 100% hit rate, I can see using /THF on a lot of mobs, situationally, if stun would be useful. It wouldn't be too hard to stay behind the mob, and it'd only be useful for stunning things with more than a really quick wind-up timer, since using Sneak Attack eliminates a second before you can stun.Originally Posted by Caestus
I don't see myself using /WAR, and /SAM doesn't seem like it'll be enough of a TP increase to warrant using it.
/mnk 10-2075 SCH and 75 DNC already on Caitsith
Ena is the 75 Dancer and Dragunov is the Scholor.
Ena has confirmed without adoubt dancer gets Dancing edge
edit: what subs is everyone liking so far? my dancer is level 10 and i like sub MNK but what else do you all think? 20 NIN and dual wield Daggers. what about 10-20?
you can /nin 20-30, or others like /rng is a good choice also![]()
Oh wow, I didn't realize RNG got accuracy bonus at 10, if I had to redo 20-30 I'd probably do /RNG for sure haha.Originally Posted by Bariss
Currently DNC25. I used /MNK with H2H until 20 and then switched to /NIN with +acc daggers. H2H early on helps boost your base damage and there are several options with +acc on them, much better than the dagger selection available at that time. The last couple levels before 20 were annoying though because the gap between H2H and dagger skill was becoming apparent, even if it was only a difference of 5 at the time. From 20 and onward I think that /NIN and the +acc dagger line is definitely the way to go.Originally Posted by Caestus
In the few parties I had going through Qufim I had another DNC besides myself and the results were fantastic. There were a few situations where we aggro'd a wight and would have wiped if we had a traditional whm or rdm main healer. As long as you can keep up your TP supply (sushi and quickstep are key) it's hard to be overwhelmed. Also of note, steps of the same type stack between dancers, so it's very easy to quickly get a lvl5 effect with multiple dancers in the party/alliance.
Regarding Spectral Jig, since I didn't see anyone else go into detail about it. Spectral Jig gives you the individual effects of Sneak and Invisible and it is not it's own status. The effects apply instantly on use, but the animation is about 4-5 seconds. Both effects will wear off at the same rate. You can't reapply it before your effects wear unless you cancel your Sneak effect first. If you don't wait or don't cancel your sneak effect, the invisible effect will NOT reapply. The recast is 30 seconds and the duration I was seeing at 25 was anywhere from :50 to 1:30, but I seem to recall Sneak and Invisible being about as finicky at that level (and sometimes still are at 75).
I don't know if SA will matter if it just helps the Flourishes land. It will make a great difference if it makes the Flourishes proc 100% though.Originally Posted by Wizerd
The recast on Steps are so low that using SA to just get one to land may not really be worth it.
So anyone confirm the effectiveness of haste samba?
I found that is 'too good' to be trueOriginally Posted by BGWiki
Just got to 32 Dancer today, from 28 earlier, so I hopped onto BRD/DNC again to test out what the formula was.
BRD/DNC with Curing Waltz II:
62 VIT for each of the following
------------------------------
68CHR = 195
69CHR = 195
70CHR = 196
71CHR = 196
72CHR = 197
73CHR = 197
74CHR = 198
75CHR = 198
76CHR = 199
77CHR = 199
78CHR = 200
79CHR = 200
80CHR = 201
81CHR = 201
I continued to test by raising my CHR by 1 each time again, and again it stayed true to what it looked like: raising 1 HP per 2 CHR.
Assuming 0 CHR and 0 VIT, the minimum cured with Curing Waltz is 130 HP.
So Curing Waltz II's formula is:
Amount Cured = ((VIT+CHR)/2)+130
VIT being the value of the player being cast on, and CHR being the Dancer's.
Gven that information, it looks like Tuna Sushi is good to use.Originally Posted by Wizerd
I think so.Originally Posted by Xanthe
Based on this and my Curing Waltz I testing, I think Curing Waltz III will be 1 CHR increases amount cured by 1, and for Curing Waltz IV, it'll be 1 CHR cures an additional 2 HP.
It's apparent that with normal gear setups, DNC's Cures will end up equalling a basic WHM's cures at lv75, and with heavy CHR setups, it'll be like a WHM with a nobles and a Light Staff on.
The addition of a healer that can cure for as much as Cure V is a welcome addition in my books, especially if it ends up getting the reduced enmity that Cure V has.
I'm hoping this turns out to be the case. One thing I've always disliked about WHM is how "uninvolved" it feels. It's not that I don't like supporting, I just like to be in the thick of things. Dancer seems to combine the two very nicely in a way that wouldn't have me falling asleep 15 minutes into an event, along with some very nice enfeebles. Looking forward to higher levels to see how it pans out.Originally Posted by Wizerd
Kinda funny how a galka performing it would get the least benefit, but a galka receiving it gets the most. :x
...I get the feeling I just wrote a straight line....
Has a cap been found? Is there a limit to how much CHR/VIT benefits?
That dancer I spoke of earlier is now 75.
He has evisceration + shark bite
Wild Flourish -> Shark bite = No skill chain.
Wild Flourish -> Evisceration = Transfiction
Reverse Flourish = 10 tp for 1 point, 46 tp for 4 points, 60 tp for 5 points
Curing Waltze IV = 591 hp heal. He has 66-3 CHR.
Thats really nice. Build 5 finishing moves from throwing on -def or -evasion on merit mobs, then bust them all for 60 tp to throw into more stuff. Becomes almost self-perpetuating.
Hmm, sounds Wild Flourish will always carry a level 1 WS property since it didn't interact with Shark Bite, which only can close off of Fusion or Gravitation. I'm guessing that Wild Flourish works like so:Originally Posted by Yoshimiko
1. DNC uses Wild Flourish, acting as a generic level 1 WS property.
2. Another WS is used on the mob.
3. Skillchain is determined based on the property of the WS used. If multiple level 1 properties exist, the one with highest precedence is used ('A' on Adennak's chart).
Applying the above to your examples and others we have:
1. Wild Flourish
2. Shark Bite (Fragmentation)
3. No skillchain since Wild Flourish cannot act as a Fusion or Gravitation property.
1. Wild Flourish
2. Evisceration (Gravitation A/Transfixion B)
3. Transfixion with Wild Flourish taking the Compression property.
1. Wild Flourish
2. Dancing Edge (Scission A/Detonation B)
3. Scission with Wild Flourish taking either the Liquefaction or Detonation property.
Other combinations to try with Wild Flourish > Dagger WS:
- Wasp Sting, Viper Bite: predicting Scission and not Distortion
- Shadowstitch: predicting Reverberation and not Fragmentation
- Gust Slash: predicting Detonation
- Cyclone: predicting Detonation and not Impaction or Fusion
Has there been a 100% confirmed level 2 skillchain opened with Wild Flourish? I think that's the only thing that could debunk what I've said above. Would need to be done under controlled circumstances so another random WS couldn't throw things off.
I don't think Flourish is anything like WS...
it simply trigger SC : "If you do WS, its SC effect will be enabled"
Since
WF -> Penta enable compression (SC property: compression only)
WF -> Rampage or DE enable scission (Scission / Primary scission respectively)
I have vague memory where someone said WF -> SB will generate frag.