The Last Dance III: A Dancer's Guide *New*

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The Last Dance III: A Dancer's Guide *New*
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 Asura.Eiryl
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By Asura.Eiryl 2025-10-11 11:36:11
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Nariont said: »
Most are, clim is FM # of crits(max of 5) that occurs once a round, so for 5 rounds your 1st hit is a boosted crit.

Its as busted as it sounds. Tbh it probably should be only once to line up with the rest of the flourishes but then you couldnt have anywhere from 2-4 clim rudras to pop out making SA/TA look like a joke in comparison

Not when you're meleeing, really. You get 2, maybe, so it's roughly equal to a sa/ta

When you're only wsing, yes. Super good.
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By Nariont 2025-10-11 11:39:42
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Ws1, RF for 2nd, can AA up a 3rd iirc, theres additional potential if /sam with sekka/meditate but 2-3 is the norm yes

or ws1, aa up the 2nd, RF the 3rd, was one of those. Still very potent and generally the best flourish to use by far in its category in a similar vein to RF compared to building 9 times out of 10. Striking's also nice since it gives the 1st 2 hits of a WS a very high crit boost with emp body so it's nice for things like PK
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By Taint 2025-10-11 12:17:56
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WS, RF+WS, Jump+HJ+WS makes getting 3 easy and consistent.
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 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-11 12:39:30
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You can also squeeze out a No Foot Rise for 250 TP. There's a few ways to get 3WS off, and normally a melee attack round won't use all of your crits. Two rounds will, though.
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By Kaffy 2025-10-11 13:49:11
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being able to ws disengaged def makes the ability go from pretty good to fing amazing
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By SimonSes 2025-10-11 14:29:51
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Nariont said: »
Most are, clim is FM # of crits(max of 5) that occurs once a round, so for 5 rounds your 1st hit is a boosted crit.

Its as busted as it sounds. Tbh it probably should be only once to line up with the rest of the flourishes but then you couldnt have anywhere from 2-4 clim rudras to pop out making SA/TA look like a joke in comparison
Lakshmi.Buukki said: »
You can also squeeze out a No Foot Rise for 250 TP. There's a few ways to get 3WS off, and normally a melee attack round won't use all of your crits. Two rounds will, though.

It's 6 attacks that are boosted. 5base and 6th from empy head enhancement.
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 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-11 21:24:18
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Yes. But unless you WS Disengaged, it's hard to get 5-6 WS unless you disengage or turn or something. That's why I said 3, because first WS will be boosted, Rf for second, might trigger an auto attack, that burns 1-2 more crits, jump/high jump burns more, etc. Gearswap gives an insane and unintended advantage where you'd normally only be able to squeeze 3 out vs a sortie boss or something you're kiting, or Aminon. Unless I'm doing something very wrong, that's usually how a Climactic plays out on DNC for myself and others I've watched.
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 Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-10-11 22:09:33
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Since we're going down this rabbit hole: i think it's much easier to get more CF WS out when you have Samurai roll. Without it, it takes way more jumps/attack rounds to hit 1k TP, so it's harder to squeeze in the third.

With Samurai roll, it's very trivial to get a 3rd WS in with some combination of an attack round, NFR, and a jump. Without the roll, it's less of a guarantee, IME.
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 Quetzalcoatl.Wakmidget
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By Quetzalcoatl.Wakmidget 2025-10-12 07:01:59
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Ever since I started this new toon, I've been using /war on my DNC just because it was the most basic sub job at the time, but how do the other sub jobs stack up comparatively? I ws thinking about /sam for the extra +15/20 Store TP since I read Double attack trait from /war doesn't stack well with Saber Dance. But now I see people mentioning /drg.
 Asura.Sechs
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By Asura.Sechs 2025-10-12 07:30:18
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/DRG is the best, imho, because of the WSD boost and also the situational utilities of jumps.

/SAM is situational, /WAR is very generic and works. I prefer /DRG but /WAR ain't that bad.
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By SimonSes 2025-10-12 09:07:12
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Lakshmi.Buukki said: »
Yes. But unless you WS Disengaged, it's hard to get 5-6 WS unless you disengage or turn or something. That's why I said 3, because first WS will be boosted, Rf for second, might trigger an auto attack, that burns 1-2 more crits, jump/high jump burns more, etc. Gearswap gives an insane and unintended advantage where you'd normally only be able to squeeze 3 out vs a sortie boss or something you're kiting, or Aminon. Unless I'm doing something very wrong, that's usually how a Climactic plays out on DNC for myself and others I've watched.

I was referencing "Two rounds will, though."
If you have 6 "charges" of climactic and want to use 3 enhanced WSs, you can do up to 3 melee rounds, not 2.
 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-12 10:23:19
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SimonSes said: »
Lakshmi.Buukki said: »
Yes. But unless you WS Disengaged, it's hard to get 5-6 WS unless you disengage or turn or something. That's why I said 3, because first WS will be boosted, Rf for second, might trigger an auto attack, that burns 1-2 more crits, jump/high jump burns more, etc. Gearswap gives an insane and unintended advantage where you'd normally only be able to squeeze 3 out vs a sortie boss or something you're kiting, or Aminon. Unless I'm doing something very wrong, that's usually how a Climactic plays out on DNC for myself and others I've watched.

I was referencing "Two rounds will, though."
If you have 6 "charges" of climactic and want to use 3 enhanced WSs, you can do up to 3 melee rounds, not 2.

And I was referencing using the first charge, rf for second charge, and being slow with two attack rounds which would burn your third attempt. If you get a triple attack or saber dance double attack proc and you're not fast enough, you might even lose it after the first attack round too.
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 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-12 10:25:22
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Asura.Sechs said: »
/DRG is the best, imho, because of the WSD boost and also the situational utilities of jumps.

/SAM is situational, /WAR is very generic and works. I prefer /DRG but /WAR ain't that bad.

/WAR unlocks Judgment for DNC too.
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By K123 2025-10-12 11:15:33
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Still not taking a DNC to Sheol C. Where else would having Judgement matter that you have SJ?
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By SimonSes 2025-10-12 13:55:19
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Lakshmi.Buukki said: »
SimonSes said: »
Lakshmi.Buukki said: »
Yes. But unless you WS Disengaged, it's hard to get 5-6 WS unless you disengage or turn or something. That's why I said 3, because first WS will be boosted, Rf for second, might trigger an auto attack, that burns 1-2 more crits, jump/high jump burns more, etc. Gearswap gives an insane and unintended advantage where you'd normally only be able to squeeze 3 out vs a sortie boss or something you're kiting, or Aminon. Unless I'm doing something very wrong, that's usually how a Climactic plays out on DNC for myself and others I've watched.

I was referencing "Two rounds will, though."
If you have 6 "charges" of climactic and want to use 3 enhanced WSs, you can do up to 3 melee rounds, not 2.

And I was referencing using the first charge, rf for second charge, and being slow with two attack rounds which would burn your third attempt. If you get a triple attack or saber dance double attack proc and you're not fast enough, you might even lose it after the first attack round too.

That's the point, you might not and I was exactly referencing that you misunderstood how it works. It only uses one charge PER ATTACK ROUND or WS to boost one (first) hit in that round or WS.
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 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-12 20:51:44
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Thanks Simon. I misunderstood attack rounds for attacks
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 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-16 21:12:27
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Lakshmi.Buukki said: »
Asura.Sechs said: »
/DRG is the best, imho, because of the WSD boost and also the situational utilities of jumps.

/SAM is situational, /WAR is very generic and works. I prefer /DRG but /WAR ain't that bad.

/WAR unlocks Judgment for DNC too.

Also forgot to mention WAR sub unlocks Shell Crusher on DNC too, Simon made a video about it a while ago.
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By Nariont 2025-10-16 22:37:22
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Does /drg not also give that ws?
 Lakshmi.Buukki
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By Lakshmi.Buukki 2025-10-16 22:38:58
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I forget, maybe it does. Thought WAR sub unlocked it but DRG likely gets it natively. good catch
 Asura.Otomis
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By Asura.Otomis 2025-10-27 09:50:40
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Hello to all the Pro dancers.

Looking into top notch Aminion idle sets with and without an 11 roll. Regain vs STP (as STP does convert damage taken into additional TP) & utilization of Regal Gloves without stressing the Pld healer out too much.
 Quetzalcoatl.Xilkk
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By Quetzalcoatl.Xilkk 2025-10-27 10:34:29
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Pretty sure you mean this:

ItemSet 401036

22 Regain

I guess you could add Polyhymnia for an offhand
 Asura.Otomis
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By Asura.Otomis 2025-10-27 10:50:06
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Aye, I am currently using a full regain set BUT I wondering if high STP items 10+ and/or Regal gloves could be better in certain slots?

IE: +12 STP Damage conversion vs +2 regain on feet OR Regal gloves damage conversion vs the same +2 regain on the hands.

(Monster Damage / 3) x ( 1+ Store TP%)

A player with 0 STP would gain:
(64 / 3) x (1 + 0.0) = 21 TP gained. 

A player with +20 STP (+20%) would calculate their TP gain as:
((64 / 3) x (1 + 0.20) = 25 TP gained.

Regal Gloves are ~20%, so that same conversion would be 12 TP per hit if the avg damage taken was 64 from Aminion AOE attacks.

Generally interested if anyone has already Min/Max'd these options.
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By Sylph.Timepassesbye 2025-10-27 11:16:28
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I'm in the process of building a set right now, regain where you can, stp when you cannot, regal gloves should fit nicely into that set without too much added stress. he attacks every 4 seconds and regain gives you tp every 3 seconds. so a stp value would need to be at least 4/3 of the regain value to be equal in theory
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 Asura.Lunafreya
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By Asura.Lunafreya 2025-10-27 12:23:58
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This is my Aminon 11 tact idle set. Swap the roller’s ring to more STP if you don’t have an 11. There are some spots where you can squeeze out more STP but it’s minimal. You can also have a dedicated ambu cape that has the STP and no dt- so you maximize Tp gain but /shrug


Code
sets.idle.Regain11 = {
		ammo="Yamarang",
		head="Turms Cap +1",
		body={ name="Gleti's Cuirass", augments={'Path: A',}},
		hands="Regal Gloves",
		legs={ name="Gleti's Breeches", augments={'Path: A',}},
		feet="Gleti's Boots",
		neck={ name="Etoile Gorget +2", augments={'Path: A',}},
		waist="Reiki Yotai",
		left_ear="Dedition Earring", right_ear={ name="Macu. Earring +2", augments={'System: 1 ID: 1676 Val: 0','Accuracy+16','Mag. Acc.+16','"Store TP"+6','DEX+7 AGI+7',}},
		left_ring="Roller's Ring",
		right_ring="Chirich Ring +1",
		back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}},
        }
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