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The Last Dance: Gearing Paradigms for a New Age
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2011-12-19 09:48:33
I'm working to get this all updated and stuff, until then, read what's already here!
Current sets on pages 83-84.
In general, check the last few pages of the thread, as the most updated information will be there.
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2011-12-19 09:48:58
DNC 101: Basics and Random Facts
An Introduction to the Dancer Class
Tis the beatin' of the heart what lays the foundation. Ye embrace it with yer whole body, and then e'er so gently start tappin' out the steps. Yer blood gets t'bubblin' an' ye can hear it percolatin' about in there. An' then ye might stick a twirlin' turn and send it rushin' t'all yer extremities. Shimmies straight up the spine and sends a shudder clean through ye, it does. After that, then she's mine an' no mistakin'. Haven't the faintest where I be or how I got there, I just am. An' everyone around fuels me, each of 'em offerin' up their own music--a symphony o' souls. An' that's yer rhythm. Ye cannot help but dance.
---Laila Brillioth
The dancer class is oft misunderstood and overlooked and it's sort of unsurprising: like the other hybrid classes of Vana'diel, the Dancer suffers a bit of an identity crisis. We will attempt to define the class in this guide and solve this identity crisis; but by and large, the class is what you make of it. I'm not here to tell you how to play the class; rather, I'm here to tell you of what the class is capable. From there you should be able to make an informed decision on how to fit the dancer class into your game.
Job Traits
The important thing to realize is that Dancers receive high amounts of Dual Wield, Accuracy Bonus, Evasion Bonus, and Skillchain Bonus, as well as moderate amounts of Subtle Blow, Critical Attack Bonus, and Conserve TP. These job traits combine to play to the Dancer's niche: a fast-hitting, evasive front-line support job with a high critical hit rate and skillchain prowess which rivals that of the Samurai.
Level | Job Trait | Effect |
15 | Evasion Bonus I | Evasion + 10 |
20 | Resist Slow | Likely has higher tiers. |
20 | Dual Wield I | Combined delay -10% |
25 | Subtle Blow I | Enemy TP gain -5% |
30 | Accuracy Bonus I | Accuracy + 10 |
40 | Dual Wield II | Combined Delay -15% |
45 | Evasion Bonus II | Evasion + 22 |
45 | Subtle Blow II | Enemy TP gain -10% |
45 | Skillchain Bonus I | Skillchain Damage +8% |
58 | Skillchain Bonus II | Skillchain Damage +12% |
60 | Dual Wield III | Combined Delay -25% |
60 | Accuracy Bonus II | Accuracy + 22 |
65 | Subtle Blow III | Enemy TP gain -15% |
71 | Skillchain Bonus III | Skillchain Damage +16% |
75 | Evasion Bonus III | Evasion + 35 |
Merit | Closed Position | +3 Accuracy/Evasion per merit level, when facing target |
76 | Accuracy Bonus III | Accuracy + 35 |
77 | Tactical Parry I | 2 TP/Parry |
77 | Conserve TP I | Increases TP return 15% of the time |
80 | Critical Attack Bonus I | Critical Hit Damage +5% |
80 | Dual Wield IV | Combined Delay -30% |
84 | Tactical Parry II | 3 TP/Parry |
84 | Skillchain Bonus IV | Skillchain Damage +20% |
86 | Evasion Bonus IV | Evasion + 48 |
87 | Conserve TP II | Increases TP return 18% of the time |
88 | Critical Attack Bonus II | Critical Hit Damage +8% |
91 | Tactical Parry III | 4 TP/Parry |
97 | Skillchain Bonus V | Skillchain Damage +23% |
97 | Conserve TP III | Increases TP return 21% of the time |
97 | Tactical Parry IV | 5 TP/Parry |
99 | Critical Attack Bonus III | Critical Hit Damage +11% |
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Job Abilities
While Dancers have a wide array of abilities at their fingertips, many of them will go unused in favor of the strongest abilities. It may sound tempting to use as many abilities as one possibly can, since many of them are reasonably powerful; unfortunately, Dancers are saddled by the delay associated with activating a job ability. Without going into detail, the dancer essentially loses an an entire attack round (potentially more if there are many sources of haste) every time a job ability is activated. This results in a substantial loss of damage and a significant opportunity cost in TP - on top of the TP cost to activate many of these abilities. Since the offensive nature of any front-line job should not be ignored, job abilities should be used sparingly and the most effective job abilities should be favored.
Dancers run into another weakness in their abilities in their competitive nature: many abilities share a recast timer. Fast decisions often must be made on the battlefield to determine which ability is best for the current situation, because the alternatives may be locked for a significant period of time after using an ability (even if the ability fails to activate due to Paralysis).
Level | Job Ability | Effect |
SP1 | Trance | Negates the TP cost of dances, reduces the recast of Waltzes |
5 | Sambas | Consume TP to imbue your melee attacks with supportive effects. |
15 | Waltzes | Consume TP to restore HP or remove negative status effects. |
20 | Steps | Consume TP to enfeeble the target and earn finishing moves. |
20 | Flourishes I | Consume finishing moves for a variety of effects. |
25 | Jigs | Convenient travel-related self-enhancement dances. |
40 | Flourishes II | Consume finishing moves for a variety of effects. |
Merit | Saber Dance | Grants a high level of the "Double Attack" job trait, but restricts access to Waltzes. |
Merit | Fan Dance | Reduces physical damage taken and increases enmity, but restricts access to Sambas. |
Merit | No Foot Rise | Grants finishing moves based on merit level. |
77 | Presto | The next step will be enhanced and grant an additional finishing move.. |
80 | Flourishes III | Consume finishing moves for a variety of offensive enhancements. |
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Sambas
Their supple frames adorned in magnificent garments, dancing in plain view on the battlefield, boldly defying downpour after downpour of beastman arrow, the dancers bestowed countless of Altana's legions with both courage and resolve, earning them the title "maidens of the battlefield."
Level | Sambas | TP Cost | Duration | Effect |
5 | Drain Samba | 10 | 2:00 | Party members recover HP on melee strikes. |
25 | Aspir Samba | 10 | 2:00 | Party members drain MP on melee strikes. |
35 | Drain Samba II | 25 | 1:30 | Party members recover HP on melee strikes. |
45 | Haste Samba | 35 | 1:30 | Increases attack speed of party members. |
60 | Aspir Samba II | 25 | 1:30 | Party members drain MP on melee strikes. |
65 | Drain Samba III | 40 | 1:30 | Party members recover HP on melee strikes. |
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There are three types of Samba: Drain, Aspir, and Haste. Drain Samba comes in three tiers of increasing potency, Aspir in two, and there is a single tier of Haste Samba. While enhanced with a Samba, your melee attacks inflict a "daze" effect on the target. All party members who strike a "dazed" enemy will receive the beneficial effect of your samba.
Drain Samba allows party members to recover HP proportional to the delay of their weapon upon striking the dazed target (attacks do not do additional damage), but this is ineffective against undead targets. This ability is rarely used at higher levels.
Aspir Samba allows party members to drain MP proportional to the delay of their weapon upon striking the dazed target, but this is ineffective against undead targets or targets without MP. This ability is rarely used, even at lower levels.
Haste Samba grants 5% (51/1024) job ability haste to any party member engaged with the dazed target. This is a powerful effect and can be increased to 10% (101/1024) via group 1 merits. This ability significantly increases not only your own TP gain and damage per second, but that of all party members engaged. Once this ability is learned, it's essentially the only Samba worth using. (And it's definitely worth using.)
The duration of all Sambas can be increased by 30 seconds by equipping a Dancer's Tiara or Dancer's Tiara +1 upon activation. (You are free to remove it after activating the ability and still reap the increased duration).
Waltzes
The next ability you will encounter in your Dancing career is the Waltz. These soothing dances consume the TP you gain by attacking enemies to restore HP or remove status ailments. Unfortunately, their shared timers somewhat cripple their effectiveness, and as white mages and scholars have seen their healing prowess increase by leaps and bounds as the level cap increased, Dancers mostly saw an increase to their offensive prowess. Still, waltzes are situationally invaluable and a good Dancer knows when to halt their pirouette and waltz the party out of a perilous situation.
Level | TP Cost | Waltzes | Effect | Recast | Scaling Factor (k) | Base (B) | Est. Recovery* |
15 | 20 | Curing Waltz | Restores target's HP. | 0:06 | 0.25 | 60 | 123 HP |
25 | 40 | Divine Waltz | Restores HP for party members in area of effect. | 0:13 | 0.25 | 60 | 123 HP |
30 | 35 | Curing Waltz II | Restores target's HP. | 0:08 | 0.5 | 130 | 258 HP |
35 | 20 | Healing Waltz | Removes one detrimental effect from target party member. | 0:15 | | | |
45 | 50 | Curing Waltz III | Restores target's HP. | 0:10 | 0.75 | 270 | 473 HP |
70 | 65 | Curing Waltz IV | Restores target's HP. | 0:17 | 1.00 | 450 | 736 HP |
78 | 80 | Divine Waltz | Restores HP for party members in area of effect. | 0:20 | 0.5 | 280 | 431 HP |
80 | 80 | Curing Waltz V | Restores target's HP. | 0:23 | 1.25 | 600 | 963 HP |
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*Estimated recovery calculated with caster CHR + target VIT = 190 and Waltz Potency +15%
The table above includes a value for "Scaling Factor" and "Base" for each waltz. These are used in the waltz formula:
Where P is the sum total of the waltz potency you have on your waltz gear (for example, if you're wearing Dancer's Casaque (+10%) and Sonia's Plectrum (+1%) then P=11), C is your charisma, V is your target's vitality. The funny bracket things represent the floor function - in other words, evaluate everything inside of the floor brackets and then chop off anything after the decimal point (round down). The waltz formula adds up your CHR to the target's VIT, scales it by the scaling factor k adds B, floors that value, applies your waltz potency, and then floors the value again.
The estimate potencies in the table above includes a minimal amount of waltz gear because it's generally not worth carrying around.
The Anwig Salade from A Moogle Kupo d'Etat can be augmented with Waltz Recast -2, which is a pretty significant reduction and helps alleviate the annoying timers - although it does compete with two of our strongest pieces of Waltz Potency gear. In the past, the waltz potency Anwig made or broke the Dancer, but these days they waltz a lot less and it's more of a convenience.
For more information on Waltzes handled more technically, check out Byrth's article on Waltz Efficiency.
Steps
Steps enfeeble the target and grant finishing moves with which the Dancer can perform its other abilities.
Level | Steps | Effect | 1 | 2 | 3 | 4 | 5 |
20 | Quickstep | Lowers target's evasion. | -8 | -12 | -16 | -20 | -24 |
30 | Box Step | Lowers target's defense. | -5% | -7% | -9% | -11% | -13% |
45 | Stutter Step | Lowers target's magic evasion. | -?? | -?? | -?? | -?? | -?? |
83 | Feather Step | Lowers target's critical hit evasion (increases player critical hit rate). | 3%* | 4%* | 5%* | 6%* | 7%* |
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*Value assuming Charis Toeshoes +2
Steps inflict a debilitating status on the target (called a "Daze" despite working very different from Samba-related dazes) that increases in stages. Each application of a particular step increases the associated daze (and as a result, the potency of the effect) by one level, up to a maximum of level 5. Successfully landing a step will grant the user two finishing moves - or a single finishing move if the daze associated with the step was already at the max level. Dancer's coveted Mythic Weapon, Terpsichore, increases the number of finishing moves granted for a sucessful step by one (at all upgrade stages - but will not grant additional finishing moves if the daze level was already capped). Daze effects from steps have a base duration of 1 minute, and each step applied after the first increases the duration by 30 seconds, up to a maximum of 2 minutes.
The success rate of steps is dependent on the Dancer's melee accuracy, although all steps receive an innate accuracy bonus of +10. They are suject to the accuracy cap, however, so steps will fail 5% of the time even for a level 99 Dancer fighting tiny mandragora in East Sarutabaruta. Because Dancers are highly accurate to begin with, and steps receive this innate accuracy bonus, there is virtually no justification to the group 1 merit category "Step Accuracy." Seriously, don't do it. Additionally, gear that enhances "Step Accuracy" is dificult to justify because there are often pieces of gear with comprehensive acuracy bonuses matching or exceeding the amount available on gear specific to steps - and these comprehensive items have applications outside of steps.
Furthermore, steps are often combined with the job ability Presto which grants a +50 accuracy bonus to your next step and causes it to raise the associated daze level by two instead of one (For example, utilizing Presto + Step on a target with no daze effect would inflict Daze Level 2). Additionally, for a step for which the daze level has not been capped, Presto will cause the step to grant an additonal finishing move on success. This additional finishing move stacks with the additional finishing move granted by Terpsichore. This is especially notable because for the cost of 10 TP, a Terpsichore-wielding Dancer can store 4 finishing moves which can be in turn reversed for 77 TP - a net gain of 67 TP - every 30 seconds. (Unfortunately you lose about that much to much more from the forced delay associated with the job abilities, so it's really only worth doing for skillchaining).
The most useful of these abilities is, of course, Box Step which goes a long way in alleviating a Dancer's attack woes (and of course, benefits the other melee party members). Combined with Presto, a dancer is essentially guaranteed 7% defense down on virtually any target which is susceptible to melee attacks.
Actual Box Step Values!
Quote: LV1: 12/256 (4.7%)
LV2: 17/256 (6.6%)
LV3: 23/256 (9%)
LV4: 28/256 (10.9%)
LV5: 33/256 (12.9%)
Why the weird jump from 2-->3 I can't say.
Adds to Dia II and thus presumably defense down, since those add together.
Dia II + Box Step 1: 38/256 (14.8%)
+2 : 43/256 (16.8%)
+ 3: 49/256 (19.1%)
+4: 54/256 (21.1%)
+5: 59/256 (23%)
7% defense down may not sound like a lot, but it's actually more potent than adding 7% to your own attack. Additionally, it compounds with other sources of defense down additively and defense reduction has an exponential effect on the potency of attack. This may not be intuitive, but we can see it easily by expressing defense reduction as the equivalent attack increase as follows:
And plotting it:
And now things we know intuitively start to make sense! While 7% defense down is modestly equivalent to a 7.6% increase to our attack, and 25% defense down is equivalent to raising our attack by 33% - halving the enemy's defense (50% reduction) is the same as doubling our attack (100% increase) which is what we'd expect. Of course, for high levels of defense reduction, we may not see the full effect due to the cap on ratio but Dancers usually only have this to worry about in high-buff situations.
Feather Step is what a Dancer will want to use in most situations where the ratio cap is of concern, since a boost to critical hit rate is always welcome. Quickstep sees niche uses versus highly evasive enemies such as THF enemies in Salvage, and could see some use in higher level alliance content if Dancers become viable in these events, but for now the situations where it would be useful are rare. Stutter Step has a sole function in increasing the accuracy of Violent Flourish's stun effect, but if you need the magic accuracy boost to land the stun effect, Violent Flourish is probably a poor strategy in the first place. In an event like Besieged or Campaign, where other jobs frequently use Dancer as a support job, it can be a good idea to rely on Feather Step for finishing moves since only Dancers can use this Step and other players increasing daze effects for the subbable steps can lead to disappointing single-finishing move steps!
Flourishes I
These abilities consume finishing moves to inflict some sort of effect on a target. At higher levels, these will be used uncommonly.
Level | Flourishes I | Effect | Finishing Moves | Recast |
20 | Animated Flourish | Provokes target. | 1-2 | 0:30 |
30 | Desperate Flourish | Weighs target down with a low rate of success. | 1 | 0:20 |
45 | Violent Flourish | Stuns target with a low rate of success. | 1 | 0:20 |
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Animated Flourish generates 1000 Volatile Enmity for one finishing move and 1500 for two, making it a bit weaker than provoke. There's not much use for it at higher levels except for as a claiming tool. Desperate Flourish can weigh a target down, which reduces its evasion; unfortunately, if you need to lower a target's evasion due to low accuracy you will have difficulty landing this ability due to its hefty accuracy penalty. Violent Flourish on the other hand has a high accuracy bonus similar to that of the first hits of weapon skills (in the ballpark of +100). Unfortunately, the stun effect is easily resisted on many targets. You can however equip an Etoile Casaque, Etoile Casaque +1, or Etoile Casaque +2 to greatly enhance the accuracy of the stun effect.
Magic accuracy also affects the stun rate, but it's generally not worth carrying gear specifically for this purpose. If you need to stun a target for which a Dancer would require magic accuracy gear, bring a mage or Dark Knight with access to Stun.
Versus targets on which the stun effect is reliable, Violent Flourish can be an invaluable tool to maintain Utsusemi images on DNC/NIN. Simply stun the target and immediately begin casting Utsusemi: Ichi for an easier time getting shadows back up without being interrupted. It's also useful to interrupt spells or enemy weapon skills, particularly if they have a long ready time. Keep in mind that this ability can both miss and be resisted, however, making it somewhat of a gamble. All of the Flourishes I can trigger Job Ability weaknesses in Dynamis.
Flourishes II
These abilities consume finishing moves various utility effects.
Level | Flourishes II | Effect | Finishing Moves | Recast |
40 | Reverse Flourish | Converts finishing moves into TP. | 1-5 | 0:30 |
50 | Building Flourish | Enhances the next weapon skill. | 1-3 | 0:10 |
45 | Wild Flourish | Readies target for a skillchain. | 2 | 0:20 |
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The first, and most valuable, of these abilities is Reverse Flourish. Reverse Flourish converts your stored finishing moves into TP, which can be used as a source of starting TP along with No Foot Rise or used to perform two weapon skills back to back forming a powerful self-skillchain. With the proper equipment and merits, Reverse Flourish will return up to 5 times the amount of TP you spent on steps to generate finishing moves (even more if you have Terpsichore!). It's certainly one of the defining abilities of the Dancer class. Building Flourish is powerful, providing, among other things, up to 25% attack, but relatively expensive since it competes with Reverse Flourish. Why enhance a single weapon skill when you can just use those finishing moves to perform two? This is especially true at higher levels when the TP return from Reverse Flourish is higher. Wild Flourish can be useful in fast-paced events versus weaker enemies for which two weaponskills and skillchain damage would be overkill, but a single weapon-skill and closing skillchain damage is enough to deplete their HP. It can also trigger Job Ability weaknesses in Dynamis.
Flourishes III
These abilities all consume finishing moves for some sort of offensive enhancement.
Level | Flourishes III | Effect | Finishing Moves | Recast |
80 | Climactic Flourish | Consumes finishing moves to force the first hit of a certain number of rounds to go critical. | 1-5 | 1-5 |
89 | Striking Flourish | Consumes finishing moves to force a double attack. | 2 | 0:20 |
93 | Ternary Flourish | Consumes finishing moves to force a triple attack. | 3 | 0:20 |
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Striking Flourish and Ternary Flourish rarely see any use due to their long recast (and in the case of the latter, high cost) relative to their effectiveness and competition with the more useful Climactic Flourish. Although Charis Casaque +2 enhances Striking Flourish to add a 50% critical hit rate (even to non-critical weapon skills), it's more effective to just force a critical hit outright with Climactic Flourish. Climactic Flourish does consume all finishing moves, so it will take a little finesse to complete a Solo Skillchain involving this job ability. The general strategy is as follows:
With Saber Dance and haste buffs, this strategy is pretty reliable to execute. However, it's really only useful to Twashtar wielders who have access to the powerful single-hit weapon skill Rudra's Storm. This strategy would actually be much easier for a Terpsichore-wielder to execute but a Terpsichore wielder has no interest in using Climactic Flourish! The above strategy can also be simplified if combined with the job ability Sekkanoki from a Samurai support job.
Please note that when using Climactic Flourish on a Weapon Skill you'll want to be sure to wear your Charis Tiara +2 upon activation - and during relevant attacks. Not only will the tiara grant a bonus critical hit (up to 6 critical hits for 5 finishing moves spent), it will also grant a 20% critical attack bonus while equipped! That's an incredible boost to a Weapon Skill like Rudra's Storm, where the majority of the damage will spring from the initial critical hit. Many people also use Spellcast to ensure that the tiara stays equipped for all melee attack rounds while the Climactic Flourish buff is active.
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2011-12-19 09:49:12
DNC 102: Weapons and Equipment
Stuff behind spoiler contains a lot of out of date stuff, but the updated version is coming soon!
The TP set, with the exception of maybe an idle set if you care to actually have one, is the outfit in which you'll spend most of your time on DNC, and is also the most important to your performance. A Dancer's TP phase also happens to be the phase during which a large portion of his or her damage is dealt, and as such, the Dancer's TP set has the following purposes:
1.) To gain TP as rapidly as possible (this means not hitting for 0)
2.) To deal enough damage that your presence is justified in the first place
3.) Ideally, minimize (when possible) the enemy TP you generate with your attacking frenzy.
As Dancers, we are blessed with a dizzyingly fast attack speed, the ability to send our double attack rate through the roof, and a naturally high critical hit rate due to our high dexterity and generally superior tp-relavent dexterity options. However, despite our native attack problem not being as horrible as it was in the past, the design team was clever in making Dancer gear generally force us to choose between raw damage (attack) and attack speed (haste, dual wield). For this reason, like other dual-wield jobs, the Dancer class is 100% dependent on high-tier attack food to be able to function in high-level events. It's absolutely not negotiable. I don't care if you're broke; I don't care if you're cheap. Most functional Dancer TP gear is free or relatively easy to obtain (it's mostly our WS gear that can get a little complicated), leaving you a lot of leeway to stuff your face luxuriantly. You should go ahead and make friends with the following item pretty much immediately: red curry bun. If you're just screwing around in Dynamis or something, it's probably fine to get away with Yellow Curry Buns.
I'll also go right out and say one thing: Our Empyrean +2 armor set is absolutely awesome. There's not a single piece you should be without. It is not unreasonable, in my opinion, to expect that you will have every piece. You can get them all done in shout groups, or if you're willing to be bold, you can even solo a lot of it.
Another thing to consider when playing Dancer is that for the most part, you want to take advantage of our naturally high evasion. We have it for a reason: we generate a lot of enmity. For the most part as we move forward, we will be moving further away from the Ninja support job, so our evasion is our main defense against enemy abilities and attacks. This is one reason that the Zelus Tiara is not so hot for DNC (besides the fact that we can easily cap haste without it). An exception I make is in Voidwatch, where enemies are generally accurate enough that they're going to be hitting you anyway unless you really stack on the evasion gear.
As a final point before we get into actual sets, Saber Dance is one of the best offensive job abilities in the game. If you are in a situation where waltzes are not required (almost always, because the direction of the game has all but destroyed DNC's support role), you should be running Saber Dance. Similarly, if Haste Samba isn't up, it better be because you don't have any TP.
Anyway, let's talk about some sets!
Overworld: Saber Dance Up (Top) and Down (Bottom)
This is the first pair of sets I'll present, because this is what you'll probably be using most of the time.
As a general overworld set, we make a few assumptions:
1.) The only haste you have access to is gear, Haste from spell or Oynos Knife, and fully merited Haste Samba.
2.) You will use Saber Dance when you don't need to use Waltzes
3.) Saber Dance 5/5 will be pretty much standard from here on out due to Relic+2 enhancement and the likelihood of a major buff from the merit point adjustments.
4.) If for any reason you need to drop SD for a while, use the set on the bottom (there's only one change).
ItemSet 241901
ItemSet 242126
Notes: The Thokcha is STR+11 Attack +22, which will be pretty much standard throughout all these sets. The "Enhances Saber Dance" doesn't appear on FFXIAH on the Etoile Tights +2, but trust me, it's there.p
A set geared toward Abyssea will be basically the same, except due to the megawtf critical hit rate inside, you should use charis feather instead of Potestas Bomblet.
One of the Awesome things about DNC is that our best TP gear is relatively easy to obtain. Here, however, is a "budget" functioning alternative.
You may notice that there's not much difference. AF3+2, Relic+2, and pretty much everything that DNC wants to TP in is easily obtained. The main difference here is that (for now) it's extremely tough to obtain Potestas Bomblet (Thew Bomblet is still decent). If you're not running Saber Dance, replace the Relic+2 tights with AF3.
Voidwatch TP Sets
For Voidwatch, I will automatically assume your subjob is Warrior because it's our most effective subjob in that event. Waltzes aren't particularly useful in Voidwatch, either, so you can also afford to keep Saber Dance up most of the time.
I'll present 2 sets, a general set and a set for times when you need a little extra accuracy (which can certainly happen).
VW: High Accuracy / Aggressor
Against a lot of VW targets, you'll be fine on accuracy with your native abilities and you won't need to worry about it too much. That said, I highly doubt you'll cap on your own merits. Popping aggressor will put you pretty close to the cap if not over it.
Rancor Mantle at your own risk.
VW: Accuracy Required / No Agressor
Some situations will require that you stick on just a bit more accuracy than usual. This set adds a generous amount of accuracy while making as few other offensive sacrifices as possible. You do drop from 26% capped haste to 25% "uncapped" haste, however.
If this doesn't bring your accuracy up to an acceptable level, then either no one is really capping accuracy, or you've found yourself a fight where DNC can't particularly function. Take your pick.
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2011-12-19 09:49:19
New and more useful section coming soon! Coming Soon: DNC201 - Waltzes, Sambas, and Weapon Skills
Now that you have all this TP, we have to ... you know ... do ***with it. That's what we'll address in this section.
Part I: Dancer Battle Archetypes
Initially, I had called this section "Dancer Playstyles," but my ire toward the term playstyle has grown increasingly vitriolic in these past few months. Too often do people dismiss constructive criticism with, "well, it's just my playstyle. To a degree, yes, we are free to make choices that render some aspect of our performance sub-optimal, and indeed, it's often necessary to do so. That said, playstyle is not a crutch on which to lean to avoid improvement and understanding the strengths and weaknesses of the job.
There are four major "battle archetypes" under which a Dancer can operate, to varying degrees of success. You should really be familiar and understand all of them, because Dancer is a hybrid class and versatility is one of its strengths. I'll be sure to clearly mark information within a second that applies to all battle situations, though.
Damage Dealer
Relevant Support Jobs: Warrior, Samurai
Relevant Daggers: Twashtar, Coruscanti, Thokcha, Terpsichore
Quote: Their supple frames adorned in magnificent garments, dancing in plain view on the battlefield, boldly defying downpour after downpour of beastman arrow, the dancers bestowed countless of Altana's legions with both courage and resolve, earning them the title "maidens of the battlefield." Juxtaposed to this was their infamy among their enemies as "maidens of death," feared for their mastery of an unknown and foreign art.
In situations where dancers can function as a damage-dealing class, it may surprise you that they are actually quite potent damage dealers. Blistering attack speed, high critical hit rate, critical attack bonus, and a high multi-attack rate (when Saber Dance is active - which it will be if you're functioning under this paradigm) bestow upon dancers firepower like they have never seen before. On top of this, dancera have a plethora of offensive abilities at their disposal and they have gained access to a great deal of powerful offensive equipment and weaponry.
The obvious downside here is that Saber Dance restricts access to waltzes. That said, Square-Enix has not done a lot to make the dancer miss them. Shared timers and a pathetic curing formula has left waltzes sitting in the dust wondering when they'll be useful again for more than emergencies and solo play. Square-Enix seems to have realize this, however, and have turned to beefing up the dancer's offenses to compensate (either that or they're just incompetent, which is an equally plausible explanation). This strategy has been hit-and-miss and remains pretty controversial with the playerbase.
While we're on the subject of damage, however, let me make something extremely clear that applies to every battle archetype:
NO MATTER WHICH ROLE ONE IS PORTRAYING AS A DANCER, YOUR GOAL IS TO MAKE AS FEW OFFENSIVE SACRIFICES AS POSSIBLE WHILE STILL EFFECTIVELY AND EFFICIENTLY MEETING THE DEMANDS OF YOUR CURRENT POSITION IN THE GROUP.
Allow me to clarify, because it may seem out of place for a main healing dancer, for example, to worry about his or her offenses. As a dancer, you are a front-line class. You must justify your presence on the front line. As a main-healing dancer, if you are not contributing a worthwhile amount of damage to the party, then you are just a gimped white mage who is forced to stay at range, and increases the enemy's rate of TP gain for a less-than-favorable damage tradeoff. Why would you bring a front-line supporter who offers less support than a back-line supporter and contributes poorly to the front line? Well, you wouldn't, and that's the point. Similarly, while soloing, you want to optimize your damage output while keeping it balanced with your survival. In other words, you want to be just defensive enough -- if you're more defensive than you need to be, well, that's just wasted defensive effort that could have been put into offense. It's rather appropriate that dancers are subject to a perpetual balancing act, don't you think?
Anyway, here are your dancing goals for the damage-dealing battle archetype:
Contribute to the front line by optimizing your damage output
Maintain fully-merited Haste Samba to boost both your own effectiveness and that other front-line classes
Light debuff support through the use of steps, albeit mostly as a byproduct of collecting finishing moves
This pretty much directly implicates that you will be using Saber Dance. Which brings us to an important point:
Playing the Dancer class as a damage dealer essentially depends on having mage backup. As a result, we must justify bringing a dancer over some other damage-dealing class:
Dancers are relatively survivable, taking less damage than many other damage dealers.
Even in full-on DD mode, dancers provide support to other classes through Haste Samba and the significant bonuses of Steps.
Dancers change gears very easily, making them ideal for events such as Salvage, Nyzul Isle, and Dynamis where enemies are high in number, but low in power, and conditions are highly variable.
Contrary to popular belief, the damage output of the Dancer class is very competitive with the more popular damage-dealing classes, at least assuming aftermath is viable.
Lower HP can actually be an advantage, allowing things like Earthen Armor and Scherzo to process more easily.
*The WAR/SAM/MNK/DRK onry crowd is going to disagree heavily with this statement, but I give fewer *** than Julie Andrews does while spinning happily through a field of wildflowers in alpine Austria. Properly played and geared, Twashtar Dancer will provide very similar damage output to a Verethagna MNK (in general, it will be slightly less, but not by much).
What you need to optimize as a Damage Dealer:
Competitive Daggers. Twashtar, Coruscanti, Thokcha come to mind. Aftermath is a huge boost if you can take advantage of it.
Saber Dance unlocked. Preferrably 5/5 with Etoile Tights +2
High-tier WS sets.
Warrior support job for harder content, Samurai support job may win out for easier content.
Guts. You need to have the gall to be extremely aggressive.
Efficient macro setups.
very good gear
It's also important to note that without efficient macro setups, and very good gear, you will not be competing with the heavy hitters (the boost we gain from equipment is enormous, moreso than most other jobs). So, don't be surprised if you (as a new dancer) aren't able to provide the damage output I've hyped up, or if you (as an observer) don't see a Dancer performing as well as I've mentioned. It's something for which one has to do a lot of work, and a lot of learning, to accomplish - especially since it's so contrary to our "classic" position in battle.
Healer
Relevant Support Jobs: Samurai, Ninja
Relevant Daggers: Twashtar, Terpsichore, Coruscanti, Thokcha, Centovente, Praxidikai, Phurba (?)
Quote: "Though none can deny the scientific strides made by our great alchemists in curing this foul plague, praise is due also to those fearless masters of dance who came to us in our most dire hour. For it was their impassioned artistry that delivered us from the tyranny of this most lethal of epidemics, and the terror which had fast gripped our very hearts.
Level 75 and all the joys that came with it (colibri holocaust) are long gone and this battle archetype essentially went with it. In ancient times, six person parties containing some combination of DNC/BRDx1-2/DDx3-4 were effective merit parties where dancers were able to live the "front line main healer" dream to the fullest.
Such a setup is technically still viable, and in fact, dancers can still be highly effective in such a party. Unfortunately, there is exactly zero content which is currently conducive to such a setup in today's metagame.
Still, dancers can main-heal low-man groups for various random niche activities, so discussing how to perform this role is still somewhat worthwhile.
Your goals when adhering to the main-healing archetype are as follows:
Keep your TP gain rate high such that you are able to keep up waltzes faster than your group loses HP*
Upkeep haste samba (it increases your TP gain rate as well as everyone else's). As an aside, Drain Samba is a joke.
Debuff support with steps (mainly as a byproduct of generating TP)
Don't let people die (obvious) and keep off debilitating status effects
Don't die (obvious)
*If you're waltzing a lot (your party is taking a lot of damage), you'll probably want to use a Praxidikai OA2-4 or Store TP Centovente to increase your rate of TP gain at a significant offensive cost. If your party requires less attention, just use daggers that are more focused on damage. If you're constantly sitting on TP, then you're playing too defensively. Remember, the dancer class is in a perpetual balancing act. You only need to be as defensive as you have to be. Any extra defense is wasted.
You may wonder, "but if I'm main healing, shouldn't I avoid hate as much as possible, so wouldn't reducing my damage output be a good thing?" Well, that's important to a White Mage. But, Dancers can take hits. In fact, if you're main healing, a lot of times it may be BETTER if you have the enemy's attention, because it's less likely to hit you than anyone else.
Things you'll need:
You may want to consider dropping some potency from your Waltz III set for reduced enmity. Not sure how worth it it is, honestly. You're likely to end up with hate no matter how much enmity reduction you toss in there if you are curing a lot.
You may also want to invest in your weapon skill sets (well, you should have these anyway). It's not likely you'll need to waltz constantly on the sorts of groups you'll be supporting, so you might as well stab stuff when you have some free time. A lot of our weapon skills have useful additional effects anyhow, but ***, I'm starting to get into the territory of the next archetype.
Seriously though, this isn't too complicated:
Engage
Get TP
Samba
Steps, Reverse Flourish etc.
Waltz (as needed)
Weapon skill if you have the free time / TP
It's actually harder to find content on which this is a viable strategy than it is to actually execute. As a side note, Phurba is likely not worth the offensive sacrifice.
The following information is pertinent to all battle archetypes, so you should read it no matter what:
Waltz III is our most efficient waltz (still) when it comes to HP cured / second. In general, if you're doing a lot of healing in succession, you should be using Waltz III.
If you're attempting to main heal, you'd better have your Anwig Salade agumented with Waltz recast -2 or you should just go home. To be honest, you should really have this augment for DNC if you're serious about it anyway.
Anwig should be used for Waltz III and Healing Waltz. If you're using IV/V, generally you're going for something more potent and not efficiency. As a result, you get to use the +7% potency from Etoile Tiara +2 on those. (A good example of when you might use IV/V as a good choice over III is topping yourself off between Saber Dances while soloing or when your waltz demands are not particularly heavy and you want to minimize damage lost to JA delay. If you're taking damage quickly, Waltz III with recast timer augment is more likely to keep you alive as long as your TP gain rate is fast enough.
By the way, if what you're fighting uses a lot of AoE damaging moves, inflicts a lot of debilitating status (especially if AoE), or resists physical/piercing damage, you're wasting your time bringing Dancer as a main-healer (assuming it wasn't a waste of time to begin with).
The all-end-all thing to remember for this battle archetype: Dancers are not White Mages. Don't pretend you are one.
Supporter
Support Jobs: Samurai
Relevant Daggers: Twashtar, Coruscanti, Thokcha
Quote: And so it was that in former times that dancers became truly sought after as battleworthy allies. Word soon spread of their inspiring ability to allay the troubled hearts of soldiers made uneasy by the trials and tribulations of the frontline, and of their prowess as heroines in their own right, staking their lives on the field of battle alongside the bravest of warriors.
(UC)
Tank
Support Jobs: Warrior, Ninja, Samurai
Relevant Daggers: Twashtar, Coruscanti, Thokcha (Fire), Thokcha (Earth), Thokcha (Wind)
Quote: An' everyone around fuels me, each of 'em offerin' up their own music--a symphony o' souls. An' that's yer rhythm. Ye cannot help but dance.
Soloist
Support Jobs: Ninja, Thief, White Mage*, Red Mage*
Relevant Daggers: Twashtar, Coruscanti, Thokcha (Fire), Thokcha (Earth), Thokcha (Wind)
Quote: Dancing was found to not only encourage and instill morale in the practitioner's companions, but the most instinctual of dancers were found to be able to achieve an almost trancelike state, imbuing themselves with transcendental powers that could weaken their enemies with the sublime suggestiveness of their movements.
(UC)
(under construction)
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By Bismarck.Sylow 2011-12-19 09:49:25
DNC 102-2: Augments
DNC is sort of lucky in that we don't get any sky armor, so we don't have to play the lottery all that much with random augments. We do, however, benefit pretty heavily from some static-augment quest reward gear, and people are often sort of confused as to what they should get, so here's a quick guide to augments for DNC!
In each case, I'm mostly assuming you don't benefit from other augments more on another job. If you can't do a waltz head, then don't play DNC, simple as that. There is no other augment for any other job that is more useful than that one is for DNC!
Anwig Salade
Essential Augment
"Waltz" Ability Delay -2
This augment GREATLY increases your HP/time efficiency. It's not optional. If you're going to play DNC regularly, you want this augment.
Second Augment
There's not a lot to choose from for a second augment here. If you're exclusively using it for a waltz head, you can grab some extra -enmity or +CHR, or you can augment it with magic damage taken to make it a space-saver piece.
Desultor Tassets
Not-Essential But Recommended Augment
"Waltz" TP Cost -5
This is a pretty nice augment, but it won't make or break you. It increases your HP/TP efficiency nicely.
For more on Waltz Efficiency, check Byrth's amazing bgwiki article!
Second Augment
There's not much from which to choose on a DNC-centric perspective. Physical Damage Taken -4% is a good choice, since that's the most we can get in a leg slot anyway!
Mirke Wardecors
Actually, DNC doesn't get much use out of this. We have better options for almost every purpose, except for one: Fast Cast body. If you really have nothing better for which to use this body, you can augment it with Fast Cast +5 and Evasion +10 for casting Utsusemi. I think just about any other job can get better use out of an ACP body, though.
Moonshade Earring
Moonshade isn't make or break for DNC.
Allow me to make this perfectly clear: Under no circumstances should you be wearring a Regain moonshade earring. Maybe it's good for RNG or something, but it's not good for any engaged melee. Don't even think about it. Hey, I see you thinking about it. Stop that. If you're like, super mage-centric you can make a refresh earring or something, but virtually all melee jobs benefit from the following augment pair, so you can get a lot of use out of the following earring:
TP Bonus +25
Attack +4
For many WS, this is the all-end-all earring and it's difficult to beat. For critical WS, it offers a nice critical hit rate boost as well as a boost to attack. For attack varying WS, it offers a substantial attack boost. For fTP varying WS, it directly increases the damage as well as provides attack. Put simply, it's a very sexy earring.
Dance Shoes
You can receive these augmented with up to +4% Waltz Potency by completing the Abyssea-Tahrongi quest A Sterling Specimen, although it will likely take you hundreds of attempts.
HQ Hexed Gear Augmented with Legion Items
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By Bismarck.Sylow 2011-12-19 09:49:35
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By Bismarck.Sylow 2011-12-19 09:49:39
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By Bismarck.Sylow 2011-12-19 09:49:42
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By Bismarck.Sylow 2011-12-19 09:53:09
To start the discussion, let's compare:
charis feather
potestas bomblet
on the following stages
1.) Old Content
2.) Dynamis - Nouveau (I personally parse 15% crit rate vs. DC-to-99 mobs in Dynamis, you can use that as a reference point)
3.) Voidwatch
4.) Abyssea
Feel free to consider whatever buffs you like!
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By Lakshmi.Byrth 2011-12-20 02:11:37
For Voidwatch, Potestas will win on every TP/WS thing except for Climactic'd Rudra's.
For DC mobs in Dynamis, Charis is probably with +1~5% crit rate and +5% crit damage, so I'm not sure which would win.
For EP mobs in Dynamis / Old Content, you probably already have capped crit rate. That's only 25% though, so Charis Feather only gives a ~1% increase in net damage. You may be better off with Potestas Bomblet.
In Abyssea, Charis feather is likely going to be king because of how high your crit rate is.
The next quandry is Rancor Mantle vs. Atheling!
Rancor Mantle vs. Atheling for Evisceration is a no-brainer, because Rancor Mantle lets you use Justiciar's Torque and pick up a lot of attack.
Rancor Mantle vs. Atheling for TPing in situations without Haste buffs is a tougher call. 3% DA and 3 Attack vs. 5% Crit rate. Even if crits are doubling your damage, DA affects your TP gain as well. I'd go with Atheling because (if there is an upgrade) eating the damage taken +10% doesn't seem worth it. It may be worth it in cases where crits are more valuable and damage is negated, like against Voidwatch monsters with Fanatic's.
So Rancor Mantle is mostly an Evisceration back for us, I think, but it may have some limited TPing roles.
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By Bismarck.Sylow 2011-12-20 02:49:56
Assuming high haste buffs, does that tip the scales in Rancor Mantle's favor?
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By Bismarck.Phetty 2011-12-20 06:29:05
So would it be safe to assume these are dnc new tp hands?
Nomkahpa Mittens
Should be able to cap hasste with them and get an extra %3 double attack.
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By Lakshmi.Sirafiinikkusu 2011-12-20 09:54:00
*unable to quote at the moment so i apologize in advance*
@sylow: haste should have very little to do with double attack and triple attack, attacking at higher speed shouldnt affect how much you A) crit B) Double attack.
i would personally stay with double attack given that another hit makes you ws that much more often.
@phetty as far as standard haste hands go that's a toss up between that and brego's, i personally felt something was off with the brego's themselves at one point due to me taking such extraordinary damage inside dynamis which led me to believe there was either DT+ or crit rate+ (crit rate on you, not the mob) on them. it was later proven that the DT portion of my assumption was incorrect with 1000 needles testing done by Xeno.
but as far as your question goes you could:
A) use brego's and your typical TP set
B) use nomka's and you lose your ability to wear aliyat chakram so it would then just be a concern how it affects your Xhit (darn those 99tp setups)
B) use brego's with Etoile tights +2 and hasty pinion given that af2 legs have 1 less haste than af3.
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By Bismarck.Sylow 2011-12-20 10:18:32
Well more haste would mean more crits over time. Crits effectively double your damage, so assuming saber the rancor mantle could potentially offer higher DoT (but atheling would increase WS frequency).
In a low haste situation where accuracy doesn't matter, I actually think those 3 % haste/ double attack gloves will win out over Brego even id you drop the last 0.5% haste from your build. Oneiros cluster is something to consider, but will likely never be reasonable for the average player, if Hasty Pinion screws up your TP. Depending on the Saber Dance enhancement from tights, they may begin losing to Brego because we have to drop haste there, too.
I can't really reccommend Aliyat for anything but solo, and everyone knows how I feel about soloing.
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By Bismarck.Sylow 2011-12-20 10:23:13
Sira, were you SJ restricted when you did the Brego thing? I notice I seeem to take extraordinart damage when restricted, but it could be confirmation bias.
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By Lakshmi.Sirafiinikkusu 2011-12-20 10:27:37
point A) yes you crit more over time but you also double attack more over time, attack delay has nothing to do with critVDatk ratios
point B) with saber dnc up the rancor will pull ahead anyways due to the decreasing returns on Datk.
point C) chakram has it's place though not such a grand place (ie. pulling) and the 6 agi on there provides more subtle blow and more stats for exenterator. not saying in anyway that its better than the other ammo slots though. situational is situational.
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By Lakshmi.Sirafiinikkusu 2011-12-20 10:29:34
Quote: Sira, were you SJ restricted when you did the Brego thing? I notice I seeem to take extraordinary damage when restricted, but it could be confirmation bias. yes i was
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By Bismarck.Sylow 2011-12-20 10:46:07
as an aside, I'm pretty sure rancor mantle + charis neck wins hands down in VWNM as long as you are able to negate damage.
This also asssumes you aren't receiving marches, which you shouldn't be. A VW alliance is only likely to contain a single BRD so youu should be in a different party on DNC to provide Sambas at full strength. Inb4 brd rotation, but who does that?
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By Bismarck.Sylow 2011-12-20 10:47:44
Lakshmi.Sirafiinikkusu said: »Quote: Sira, were you SJ restricted when you did the Brego thing? I notice I seeem to take extraordinary damage when restricted, but it could be confirmation bias. yes i was
That explains it. The DC mobs hit like trucks to /00
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By Lakshmi.Byrth 2011-12-20 13:11:38
So, we have a few options for our TP gear now:
Head:
Charis Tiara +2 (6% Haste, 8 Atk/Acc, 8 STP)
Ocelomet Headpiece +1 (7% Haste, 13 DEX, 13 AGI, Set: 3% TA)
Zelus Tiara (8% Haste, -5 Eva)
Brego Helm (5% Haste, 6 STR/DEX, 5 Subtle Blow)
Athos's Chapeau (5% Haste, 8 STR)
Hands:
Dusk Gloves +1 (4% Haste, 6 Attack)
Alucinor Mitts (4% Haste, 8 DEX)
Brego Gloves (4% Haste, 5 STR, 5 AGI, 9 Acc)
Nomkahpa Mittens (3% Haste, 3% DA, 5 STR)
Waist:
Twilight Belt (7% Haste, 2% DA)
Phasmida Belt (6% Haste, 6 Acc, 6 Eva)
Legs:
Charis Tights +2 (5% Haste, 5 Dagger Skill, 15 Evasion, Enhances Tactical Parry)
Calmecac Trousers (3% Haste, 2% DA/TA, Acc-8)
Etoile Tights +2 (4% Haste, 6 STR, 6 Acc, Enhances Saber Dance)
Feet:
Charis Shoes +2 (4% Haste, 8 DEX, 8 STP)
Athos's Boots (3% Haste, 5 Eva/Acc, 10 AGI/DEX)
Ammo:
Oneiros Cluster (1% Haste, -7 Atk)
Hasty Pinion (1% Haste, -5 STP)
Neck:
Tiercel Necklace (1% Haste, 5 Subtle Blow)
So we have a few attractive options for DDing that surpass AF3+2 now. In low Haste situations, being at 25 instead of 26% Haste is really not going to hurt us very much. I have bolded the TP set I'm probably going to aim for. Ocelo headpiece +1 may be better than AF3+2, but it also costs 10mil and is going to be outdated whenever they release updated Nyzul Isle.
I don't see either of the Haste ammos or necklace as worthwhile for the sacrifices you make in most of the situations I find myself in. Cluster is -22 Attack for 1% Haste. Pinion is -5 STP and 15 Attack for 1% Haste). Necklace is 3% Dual Wield for 1% Haste.
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By Bismarck.Sylow 2011-12-20 19:17:08
I just REALLY hope they didn't botch the Saber Dance enhancement.
It can really only be 1 of 4 things:
1.) More double attack either through
a.) changing the rate at which the double attack rate decays or
b.) changing the initial double attack rate
c.) changing the floor on the double attack rate (this is what I'm hoping for)
2.) Adding triple or quadruple attacks
3.) Adding other offensive stats (Accuracy, Attack, Critical Hit Rate, Crit DMG+, ODD)
4.) Removing the waltz restriction
(4) would be interesting but ultimately broken, in my opinion.
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By Lakshmi.Byrth 2011-12-21 01:12:43
Considering how rarely I want to Waltz with Saber Dance up, I don't think number 4 would matter.
I'm betting it's more DA Rate or Haste, similar to Hasso enhancement on SAM pants.
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By Bismarck.Sylow 2011-12-21 01:19:21
Considering how rarely I want to Waltz with Saber Dance up, I don't think number 4 would matter.
If it's haste, that would definitely shove around some gear choices.
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By Bismarck.Sylow 2011-12-21 01:21:36
Anyway, I'm working on the content for this thread between mob respawns in Upper Delkfutt's atm, so if anyone wants to suggest something for me to cover, this is a good time :)
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By Bismarck.Sylow 2011-12-22 06:14:48
Alright, I'm working on the TP section of this thread. I have two sets I'd like you guys to evaluate, and please comment on the questions I have posed in the comments section of the sets:
TP Set: General
Comments under spoiler. I bolded things on which I'd particularly like feedback. This set makes a few assumptions.
1.) We don't currently know what the enhancement to Saber Dance is on +2 Etoile Tights. We also don't know if they have to be worn for the duration of the ability for the enhancement to persist. This set assumes they have to be worn, and that the bonus is worth having enough to drop 0.5-1% haste from your overall build.
2.) This set also assumes you can run Saber Dance. You do have it at least unlocked right? You should really be running this at all times, if you can afford to do so. The Thokcha is STR+11 Attack +22. This adds 2 base damage to all of your attacks at least, most likely 3 unless your fSTR would be divisible by 4 without it (impossible to tell without knowing the specific enemy's VIT).
This also assumes you're outside of Abyssea, fighting something worth calculating against (DC+) so with a ~15% estimated critical hit rate against most things, bomblet is a clear winner over Charis Feather, which is only particularly good for a TP set inside of Abyssea, where the critical hit rate is off the charts.
This is also a general purpose TP set when all you can expect for Haste buffs is the spell Haste. If we toss marches into the equation we'll have to alter our setup significantly due to the mechanics of Dual Wield. If for some reason you're not running Saber Dance, then using +2 Charis Tights, and Nomkhapa Mittens (+3% haste +3% Double Attack) may be worth considering. I haven't exactly done the math on that yet.
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By Bismarck.Sylow 2011-12-22 06:23:26
TP Set: Voidwatch - General
Comments under spoiler. I bolded things on which I'd particularly like feedback:
This gearset makes a few assumptions:
1.) You have the relevant temp item periapts, giving you access to Stalwart's essentially fulltime and Fanatic's most of the time. You are using Red Curry Buns or the HQ version.
2.) There is no BRD in your party. Since there will likely only be one BRD in a VW alliance, the DNC and BRD should be separated to get more out of Haste Samba.
When Fanatic's Wears, you should switch out Rancor for Atheling. (You can pretty much count on taking hate more than occasionally if you're maximizing your damage potential on DNC, and these things hit like trucks. If you're confident in your macro abilities, leave it on and take it off only when you have hate.) I don't particularly recommend using fulltime Saber Dance in VW. A waltz can keep you or someone else around before a WHM has a chance to get to you/them (dying and being out of the fight for 5 minutes will significantly decrease your contribution to the alliance). If it's during a Blitz or you have Fanatic's up, you might want to pop it on though, in which case you should use Relic+2 tights with Saber Dance enhancement, assuming they have to be worn for the bonus.
Including DEX bonuses, this should put you at +43-44 accuracy from gear, which if you were at 73% or higher hit rate after Stalwarts, should cap you in most situations. If you're not capped, it's probably "close enough" anyway since you should also have Regain to keep your WS frequency up.
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By Bismarck.Sylow 2011-12-22 12:36:06
slowly adding information during times when I'm not beating myself over the head with a stick in Delkfutt
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By Lakshmi.Sirafiinikkusu 2011-12-22 15:59:52
byrth when you have the opportunity can you do the math for potesta's, hasty pinion, brego and nomka's
sorry if im shallow regarding this but i can hardly believe that the attack will beat out the haste from the pinion during TP phase while wearing etoile tights. As for brego vs nomka's its to a lesser degree of confusion considering the double attack on them but im still somewhat concerned about the loss of haste.
also sylow, regarding your voidwatch set why did you drop raja's for mar's? as it stands this TP set is lacking in str which is sorely needed especially for voidwatch, i could see raja's dropped for a 7 str ring but not for mar's.
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By Lakshmi.Byrth 2011-12-22 16:14:07
Lets see, you could have:
22 Attack and like 246~8/1024 gear haste or 256/1024 Haste
Haste Samba is 100/1024 at 5/5 merits. Haste from a Mage is 150/1024.
496~8/1024 Haste vs. 506/1024 Haste, so 506 has a ~2% advantage.
But wait, 22 attack! If you start with 600 attack, 22 more attack is still an increase of ~3.7%. So it wins against pretty much everything that matters these days, including Dynamis monsters/etc.
The end, the pinion is a piece of crap until you start getting bard songs, at which point you're delay capped anyway and need to decide where to cut the fat. Sacrificing 22 Attack isn't "cutting the fat," so you don't need to worry about ever trying to acquire this item.
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Game: FFXI
Posts: 3111
By Bismarck.Sylow 2011-12-22 16:15:15
Braver's Drink
I'm working to get this all updated and stuff, until then, read what's already here!
Current sets on pages 83-84.
In general, check the last few pages of the thread, as the most updated information will be there.
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