I have all those evil ideas on NIN/DNC... but koroloka so full atm for my 19 dnc![]()
I have all those evil ideas on NIN/DNC... but koroloka so full atm for my 19 dnc![]()
Originally Posted by Kyreth
Physical main hand weapon accuracy basically that is why it is so effective subbed.
Hmm. I know it'd be tough to check, but if subbed and you're wielding a 2hander, does it give DEX to Acc bonuses based on the 2-hander modifier, or the 1-hander?
Not really to tough to test out just compare the difference of your success rate with steps while wielding a 2hder then switch to a 1 hnder and repeat the test against similar mobs. Accuracy on 2 hnders is still better than 1 hnders in most cases in general. On my war this would be a pretty easy test Axe vs Great Axe the benefit of using a 1-hnder would be if you can use a shield and have a native shield skill. Nothing better than using /dnc to skill up melee skills bar none imho.
Curing Waltz: Instant cast, 6 second recast.
Cure II: 2.25 second cast, 5.5 second recast.
Curing Waltz II: Instant cast, 8 second recast.
Cure III: 2.5 second cast, 6 second recast.
Curing Waltz III: Instant cast, 9? second recast.
Cure IV: 2.5 second cast, 8 second recast.
Curing Waltz IV: Instant cast, 10? second recast.
Cure V: 2.5 second cast, 10 second recast.
Divine Waltz: Instant cast, 13 second recast.
Curaga: 4.5 second cast, 10 second recast.
Healing Waltz: Instant cast, 15 second recast.
Erase: 3 second cast, 15 second recast.
Obviously WHM has the advantage of being able to cast a different cure or spell directly after the other, but the only normal situation where a WHM would choose any 2 of these spells after one another is Erase / another -na spell followed by a Cure, on moves that do damage + status. If it's a normal exp party or battle, the WHM is staggering their cures to keep their MP up, and using only the cure necessary to cast once, instead of multiple times in a row. A Dancer has to stagger their cures the same way, due to TP limitations; the difference is the Dancer is forced to stagger.
When comparing each specific spell / dance, a Dancer has the ability to cast 2 of the same in a row noticably faster than a WHM, in the case of every single one of those, besides most -na spells.
So I agree, Dancer is a fully functional main healer, in any normal situation where the mob can be hit without too much danger. (Exp parties, Dynamis, Limbus, and more.) Just requires a little skill on the Dancer's part and the tank's part.
Dnc 25 here, god this job is fun.
Me and a friend are duoing, went into Korro, waded into a group of EM-T worms and just laughed as they nuked the hell out of us, and still died for their troubles.
Hit 24, went to Yhoat and beat up the Goblin's Bee there, which seems almost broken, not getting hit for 5 or 6 fights is just weird.
Dancer is hard as hell to kill.
We've chained T and VT mobs back to back to back to back, no downtime, killed IT's that aggroed, and had too many instances of two or three EM-T Yags and whatnot beating on us, and won.
lvl 65 dnc, merit capped dagger - shark bite and eviscreation obtained at once :D
p.s. Wild Flourish -> Raging Rush = Induration
I'm hearing people claiming to get chain 2-3 against T-VT mobs solo, went to Qufim at 27 to try my luck and failed miserably. Gear isn't the issue I loaded up on +eva where suitable (hairpin/nomad mantle/battle gloves) used Mighty/Vision ring enchantments and ate meat jerky. Hit T Giants for 12-15 (usually 10-11) per dagger swipe (2 merits), they hardly ever fucking missed, and fight usually took 3-4 minutes.
Should I change food? switch to dual mighty rings? any tips other than using h2h? (Mnk is level 4 and I don't feel compelled to level another lowbie job atm)
Sub bst, find a spot where you can get an Even Match pet, load up on CHR gear, rock.
I solo/chained EM/T mobs easily up to 25, actually solo'd the whole way to 25. Full evasion gear, /nin sub, Dual Daggers once I hit 20. Mobs usually whiffed at me. Used Dex Rings myself. Prolly should work on gob pets at that level though. I did fight a few VT mobs and had links with 2 EM/T mobs on me and fought them off eventually. The fights take too long though for VT, EM/T mobs are the way to go imo. Unless fighting Gob pets, can prolly fight VT easily, maybe even IT but I put DNC on the shelf for now.
The BST thing only works if you actually leveled BST. Mine is Lv6..
Dont know if anyone posted this but i think is kinda cool and relates to endgame. but flourishes and step have a slightly longer range than melee range. also you can land steps and flourishes with your back turned to the mob so its possible to land grav def down magic down etc on a slept mob
Waltzes have an IMMENSE Range.Originally Posted by Takiwaki
I was running around looking for pulls in my Duo, and all of a sudden I think I get aggro (yay, more expies, nom nom nom) and instead it's the other Dnc pegging me with Waltz...but I can't see him, oh wait, there he is, way the hell behind me.
DNC/NIN - Hand-to-Hand - do NOT have raging fist.
DNC/MNK - Hand-to-Hand - do have Raging Fist.
Just to correct one post before, but I am lazy to dig from 19 pages of forum.
Wild Flourish -> Combo = Fusion
Wild Flourish -> Shoulder Attack = Nothing
Wild Flourish -> Subtle Blow = Detonation
Wild Flourish -> Spining Attack = Liquafaction
Wild Flourish -> Raging Fist = Fusion
p.s. I am not sure what is correct, wikipedia seems to have error... anyway, lvl 67, I have capped (merit) Dagger, combat skill on Dagger is 237. According to wikipedia levels vs comabat skill, Dancer should have B+ rating, not B rating.
That's good to know.
What hands/legs/feet are some of the higher-lvled DNCs wearing? I'm 46 now and I still have Winged Boots, Battle Gloves, and Garrison Hose. I don't see any real upgrades, but I could be missing something.
From what I've been looking at, here's what I'm thinking.
Main: Heart Snatcher mebbe, Behe Knife/+1, Jambiya and it's cousins.
Sub: Joyeuse
Ammo: Tiphia Sting
Head: Walmart Turban
Neck: PCC
Ear1: Brutal
Ear2: Suppa/Diabolos's
Body: SH+1/Pahlu/SH
Hands: Dusk Gloves
Ring1: Acc ring of your means to acquire
Ring2: Rajas
Back: Forager's/Amemet +1
Waist: Speed/Swift
Legs: Pahlu
Feet: Dusk
Anyone think of anything major I'm missing?
I Imagine those Denali legs would be good too, head would be swappable for Turban if you wanted, feet and hands are good for WS.
Oh, no, I know there are lots of better stuff to wear past 70, I was mainly thinking of any good upgrades in the 50s and 60s.
I think people said that DNC can use Barbarossa's Zerehs, in which case those would be better than Pahluwan Seraweels.
Ah, good catch there, forgot about those.Originally Posted by Anakron
Nice, 17-19% Haste obtainable in the usual slots.
I'd argue for Republic Subligar, but otherwise yeah - Winged Boots and Battle Gloves look like they are the way to go.Originally Posted by Anakron
I am lvl67
These are what I have been using. Cheers!
Weapon - Dagger (Upgrade as Thief, Using best dmg you can get)
Off hand - Bone Knife+1, imo, it's nice on acc and atk, dmg won't be left far from main hand
Ranged - Tiphia Sting at ToA area/ Jr. Chakram while exp in normal places for extra STR+ or need to be fisherman
Head - Emperor Hairpin then Super Ribbon till now. (I am getting bored with it tho...)
Neck - Peacock Amulet, Chiv. Chain, swap PA if acc needed. Store TP+1 doesn't mean much to /nin
Earring - Heims Earring, Minuet Earring. before these, I used Optical Earring and an ATK+ earring
Body - Brig. +1 (45), SH+1 (57), Assault Jerkin (67), swap SH and AJ if acc needed. Only Tabin+1 worth replace SH and AJ imo, but good luck finding one ><
Hands - Battle Gloves all the way, tried Pallas ... but I don't like it. Dex-5 is too much. Now, Merman Hands all the time, and swap Battle Gloves if acc needed.
Ring - Rajas ftw, Unyielding Ring (for dex and vit) both are nice stat. TBH, I haven't really look at any acc ring... and always think that Sniper Ring is over rating.
Back - Nomad, Jaguar, now Amemet+1 and don't see any to replace. I like it with the atk and str. later if I am rich, I will get the update version. Ceberus ....
Waist - Sword belt and Life Belt swap alternatively, Potent belt and Warwolf belt swap alternative after 71.
Legs - Rep Sub, Feral Trouser, Thinking Clown Sub for WS until I get Denali Legs.
Feet - Leaping/ Bounding, Winged. imo, these are up till 72 Pln feets, but I am using Taru feets 62 and can't wait for Pln Feet.
Endgame - no idea yet, until I am there to try.![]()