The effect of Building Flourish depends on the number of Finishing Moves available when using it. The maximum number of Finishing Moves it consumes is 3.
Number of FMs |
Effect
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1 |
Accuracy bonus
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2 |
Accuracy bonus, attack +25%
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3 |
Accuracy bonus, attack +25%, critical hit rate bonus
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- Between Reverse Flourish and Wild Flourish, it is hard to justify using Building Flourish, even though its effect is powerful, because those Finishing moves might either be used for Wild Flourish or Reverse Flourish for more overall damage.
- Wild Flourish is best used in places where two weapon skills and the resulting Skillchain would be overkill, but one weapon skill and the resulting Skillchain deal enough damage to deplete your target's HP. Since it affects your target, it can be used as a Dynamis proc. It also is a possible Voidwatch proc.
Flourishes III
Our most devastating Abilities!!!
Flourishes III consume Finishing Moves for offensive buffs affecting the Dancer.
Flourishes III |
Recast |
FMs consumed |
Effect
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Climactic Flourish |
90 seconds |
1-5 |
Enforces a Critical hit for the first hit of a certain number of attack rounds.
Adds a base damage bonus of 50% CHR.
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Striking Flourish |
30 seconds |
2 |
Enforces a Double attack for the next attack round.
Adds a base damage bonus of 100% CHR for the first hit.
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Ternary Flourish |
30 seconds |
2 |
Enforces a Triple attack for the next attack round.
Adds a base damage bonus of 100% CHR for the first hit.
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Climactic Flourish enforces a critical hit for the first hit of one attack around per consumed Finishing Move. Due to the nature of Rudra's Storm, Climactic Flourish is best paired with that weapon skill. Performing back to back Rudra's Storms for Darkness can deal devastating amounts of damage very fast.
Maculele Tiara +1 is crucial for Climactic Flourish. Wearing it upon activation adds another critical hit, up to 6 attack rounds with critical first hits for 5 consumed Finishing Moves. Wearing it during the actual hits grants you a 25% critical attack bonus, which is a huge boost to weapon skills that deal the majority of their damage during the initial hit.
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It's a little bit complicated to create a solo Skillchain involving Climactic Flourish, because it consumes all Finishing Moves. You can perform a Step, preferably with Presto, after activating Climactic Flourish and before your weapon skill and/or use No Foot Rise after your weapon skill. Stepping before the first weapon skill means you have more TP towards your second weapon skill. For the same reason, No Foot Rise is used after your first weapon skill, because it also grants you TP when used with an augmented Horos Casaque +3
An easier way to perform solo Skillchains with Climactic Flourish is using Sekkanoki when using a Samurai sub job.
Striking Flourish and Ternary Flourish on the other hand are best used with Dancer's multi-hit weapon skills, especially Pyrrhic Kleos. When using Fotia Belt and Fotia Gorget for this weapon skill, each extra hit adds another 1.95 fTP to damage calculation.
The CHR bonus works exactly like Sneak Attack and Trick Attack: It is added to the base damage outside the fTP term:
Quote:
WS damage = ((DMG + fSTR + WSC) * fTP + (CHR bonus)) * pDIF
SP Abilities
Ability |
Effect
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Trance |
Reduces the TP cost of all Job Abilities to 0 and reduces recast timers for all Waltzes
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Grand Pas |
Grants 5 Finishing Moves.
Resets recast timers for Flourishes to 0 while active and Flourishes don't consume Finishing Moves
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Trance used to be your emergency button for when you really need to spam Waltzes in quick succession. Thanks to Job Points, it now grants you up to 2000 TP upon using it, turning it into another source of instant TP.
Grand Pas also can be used for that purpose by repeatedly using Reverse Flourish. Most of the time, Grand Pas is used as a zerg tool by chaining multiple weapon skills, possibly stacked with Climactic Flourish, in short order.
The best way is to use these two SP's simultaneously and preform devastating Climactic Rudras back to back in a very short window, Have your steps ready and 3K TP and:
Outside of Escha:
Climactic > Rudra > RF > Grand pas > Rudra > RF Rudra > Trance Rudra > RF Rudra > RF Rudra > engage, make tp > Climactic > Rudra > make TP > Rudra - 8 climactic Rudras
In Escha:
Climactic > Rudra > RF > Grand pas > Rudra > RF Rudra > Trance Rudra > RF Rudra > RF Rudra > Revit > Climactic > RF Rudra > wing Rudra > wing Rudra - 9 Climactic Rudras without TPing (could go for 10 with TPing before Revit)
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Merits
Dancer's group I merits are pretty clear: 5/5 Haste Samba effect and 5/5 Reverse Flourish effect. Steps don't need any extra help with accuracy between their innate accuracy bonus of +10 and Presto. As for Building Flourish... can be easily used when CF timer is down for WS.
Group II |
Effect
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Closed Position |
Increases accuracy and evasion by 3 per merit level when face-to-face with the enemy.
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Fan Dance |
Reduces physical damage taken and gives "Enmity +15".
Reduces Waltz recast timers by 5% for each merit level past the first one. Renders Sambas unusable.
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No Foot Rise |
Grants 1 Finishing Move per merit level.
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Saber Dance |
Increases Double Attack rate. Increases Samba duration by 5% for each merit level past the first one.
Renders Waltzes unusable.
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Recast Duration for Fan Dance, Saber Dance and NFR is 3 Minutes.
The group II merits used to be more complicated and the "right" setup has changed many times during the last few years.
These days, the most common setup is this one after Relic +3 Upgrades:
3/5 No Foot Rise feels like the right number, because it caps Finishing Moves from scratch with just one extra Step. It also provides enough TP by itself to get to 1000 TP with Reverse Flourish after a WS and 1-2 attack rounds for a self-Skillchain, when used with Horos Casaque +3.
Support Jobs
Based on your play style and/or the Content you're participating in, along with what REMA you're using, Support Jobs may vary:
- Thief is a very attractive option in endgame (namely Erinys and Teles) if you utilize Rudra's Storm, this means you can potentially double the amount of forced critical Rudras Using Sneak Attack during these fights.
- Warrior is usually the go to option if you wanted to maximize your DPS, especially if you're a Twashtar III holder since your white Damage will gain a major boost from Multi-hit in gear and traits, just remember when you utilize Saber Dance (DA from WAR will be rendered obsolete).
- Dark Knight is also a valid option and can add extra power to your DPS, rarely used though due to capped attack situations these days from support jobs in party.
- Samurai is another attractive option for DPS and becomes a great candidate if you're a Mythic wielder due to its native STP trait and how Terp functions.
- Ninja and Rune Fencer are great for defensive purposes and the drop in DPS isn't that significant if you prioritize survivability.
Weapons
Dancers are super proficient at wielding daggers. And super non-proficient at wielding other weapons. While swords and some fists are actually wearable options, they only are useful in... maybe spots where piercing damage does not work or you need blunt damage in some fights like Master Trails. Let alone the fact that all swords Dancers can equip deal piercing damage and the only source of slashing damage is Vampiric Claws and in regards to blunt, now we can use Kaja Knuckles which is still not in final form.
Lets get serious now and discuss Daggers:
If you aligned with Dancer as your career Job in this game, then you obviously will try to pursue [EMA] Weapons [ Twashtar (Level 119 III), Terpsichore (Level 119 III), Aeneas) !
These weapons are extremely powerful and each one shines depending on the situation but they will require a lot of resources and time to make them of course.
For Maximum potential, most players agree on (Terp/Twashtar) combination to attain the highest DPS possible and preform better on all other aspects of the job.
With this combination you don't have to worry that much about WS order in fights with other DPS members and will definitely cause severe damage overall, also it will make life easier on steps and tanking without losing that much of your overall DPS with AM3 up.
With recent game meta (very short fights and capped buffs) (Twashtar/Centovente) is a new contender that is becoming increasingly popular if you decided to go full on ZERG and implement the devastating abilities of Dancer (e.g. Climactic Rudra and Multi SC order in the fight).
For longer fights its best to use (Twashtar/Taming Sari) or (Twashtar/Airy Buckler) since the scale will tip towards white damage more.
Terpsichore (Level 119 III):
- This is our Mythic Weapon and requires a lot of time and resources to make, so if you're serious about it, you should definitely make one.
- This weapon allows user to use the weaponskill Pyrrhic Kleos and gives 30% increase in damage when used.
- AM3 up gives access to OAT for 3 minutes and trust me you wont even have enough time to react to the amount of TP you generate!!!
- Afterglow gives an Attack/Ranged Attack boost (+15)
- Step Accuracy+60.
- Gives one extra Finishing Move per Step.
- Good luck making it, its definitely a beautiful weapon to have.
- With R15 maxed out and in Main Hand only, Terp becomes absolutely broken with; DMG: +16 Pyrrhic Kleos: DMG +15% Accuracy +30 Mac. Acc. +30
Twashtar (Level 119 III):
- This is our Empyrean Weapon and it requires a lot of Gil to finish, if you're willing to invest in it you will never be disappointed by its outcomes.
- It has insane amount of DEX making Rudra ever more powerful.
- Afterglow gives a Critical Hit Rate boost (+5%) that gives your DPS partners a huge boost to their DPS for 30 seconds (you can imagine what it can do to critical based WS's)
- AM3 up opens the door to triple damage for 3 Minutes on [Mele hits & multi-hits] eventually making a jaw-dropping reaction from players when they notice your white damage spikes.
- With this weapon main hand you will become a killing machine and see damage like never before.
- With R15 maxed out and in Main Hand only, it becomes more OP with; DMG: +4 Rudra's Storm: DMG +10% DEX & AGI +20
Aeneas:
- This is our Aeonic Weapon and requires skill and knowledge to acquire, if you have the beads and a willing group to clear it then by all means do it.
- Allows the user to perform an Ultimate Skillchain and gives dancers the ability to make "light" skill chains finally!!!!
- This weapon allows the user to use the Merit Point weaponskill Exenterator at full "Rank 5" strength with no merit points invested.
- The TP Bonus from this weapon is not applied to weapon skills when it is wielding in the off hand slot.
- its definitely an attractive (easy yo get) weapon and you will enjoy the ultimate skill chain aspect of it! this weapon shows the real power behind Dancer's skill chain properties.
- With R15 maxed out and in Main Hand only, it comes with; DMG: +6 Exenterator: DMG +10% Accuracy +30 & Mag. Acc. +30
Now with [EMA] aside, what else can dancers use and still be efficient?
Tauret:
- The final upgrade from Kaja Knife by using 5 Abdhaljs Matter and any Pulse Weapon.
- This Dagger is incredible for spamming Evisceration at 1K, and should definitely be ranked amongst legendary weapons for Dancers.
- Best High DMG, low delay option for none EMA and a great offhand if you don't have Twashtar or Perfect Taming Sari.
- This Dagger when equipped in main it will offer access to Evisceration, with an added 50% boost to wsDMG across all hits and will increase the chance of critical hits based with lower TP according to this decay formula:
Assuming exponential decay: y = a(1 - r)^x where: a = initial value (the amount before measuring decay)=50, r = decay rate (most often represented as a percentage and expressed as a decimal) and its now calculated as 0.35, x = value of TP used divided by 1000, y = critical rate percentage
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- At 1k TP you will have 17.5% critical rate, at 2k TP you will have 6% critical rate, and at 3k TP you will have 2.5% critical rate based on the latest sample tests.
- With Feather Step 10/10, Rogue's Roll 11 crooked and your merits; you would notice how incredible this dagger is in longer fights, both in white damage and ws, since the moment you have all these buffs and capped dDEX, your critical hit rate should reach 81.5% at 1K TP.
- Good Luck getting it from Ambuscade Weapons.
- Main Hand: "Evisceration", "Evisceration" damage +50%, increase critical hits based with lower TP.
File:Setan Kober icon.png Setan Kober:
- This is our new Divergence Weapon to add to your arsenal.
- At first glance it might look underwhelming but this Dagger is incredible and as of now its the best Accuracy option.
- Coupled with Horos Toe Shoes +3 your steps will only consume 40 TP and this will have major impact on lost DPS during stepping.
- This Dagger can be equipped on main and offhand simultaneously making steps free.
- Good Luck getting it from Blacksmith's aurum tome or buying it off the AH.
Augments:
- Path A: Main Hand: Double Damage +50%, Store TP +25, DMG +5
- Path B: Main Hand: Follow-up Attack +50%, Subtle Blow II +25, DMG +5
- Path C: Main Hand: Flourish Recast Time -25%, Step Duration +60, DMG +5
File:Taming Sari icon.png Taming Sari:
- This Dagger is incredible and if you managed to get the perfect augments on it then you will be really satisfied of its outcomes.
- This Dagger can be equipped on main and offhand simultaneously and you will notice how incredible this combination is (Also Hello TH2?)
- Good Luck getting it from Sinister Reign
Kaja Knife:
- This is our new Ambuscade Weapon to add to your arsenal, and its still not in its final form.
- This Dagger is incredible for returning/new players.
- High DMG, low delay option for none DEMA.
- This Dagger when equipped in main it will offer access to Evisceration, with an added 50% boost to wsDMG across all hits.
- Good Luck getting it from Ambuscade Weapons.
- Main Hand: "Evisceration", "Evisceration" damage +50%
File:Raetic Kris +1 icon.png Raetic Kris +1:
- This Dagger is a beast!! and if you managed to get one provided that you have source of refresh, you will not be disappointed at all.
- This Dagger is best equipped with Twashtar to have the best results (lowest delay combo and one of the highest DPS).
- Good Luck getting it from Blacksmithing and the crafter will need Blacksmith's argentum tome, you can also buy it.
File:Centovente icon.png Centovente:
- This Dagger can potentially give the highest DPS in offhand when you go [TP Bonus +1000] and Pair it with Twashtar (Level 119 III) or Setan Kober B.
- It will require a metric ton of accuracy in what is considered high end content, even if DNC has one of the highest Accuracy in game; it's estimated that on Omen Bosses for instance you would need approximately 120-140 more Accuracy than normal buffs to cover the loss in offhand.
- Good Luck getting it from Dagger Trials in Weaponskill Trials via Magian Moogle.
Skinflayer
- This Dagger can be obtained from Strophadia in Reisenjima and further augmented with the help of Oseem.
- Try your best to get at least 15 DMG 10 DEX 20 ACC 20 ATTk and TA3.
- This is an excellent Dagger if you managed to gain powerful augments, and you can double wield it like Taming Sari~
- Good Luck on augments.
File:Polyhymnia icon.png Polyhymnia:
- Obtained from Oboro and its our JSE weapon, easy to get.
- It will serve new/returning players a great deal and should be considered as first option.
- Can be further augmented with Accuracy +50, Store TP +8, Weapon Skill Damage +5%.
File:Enchufla icon.png Enchufla:
Obtained from Hanbi in Escha - Ru'Aun and can be upgraded through the help of Nolan and Path C seems like a well grounded option.
Equipment Sets
Starter TP:
Assuming no JP and cheapest gear.
Best in Slot TP:
Theoretically, the best DPS output when you spam Rudra exactly at 1k TP [ Please note you will require much more acc than normal buffs, to cover the loss in offhand accuracy].
Twashtar TP Set:
Utilizing Fencer from /WAR is vital for this combo to preform its best, more DPS options for us to choose from.
Bonus Set when you have AM3 up from Twashtar and you can't WS as often as you wish due to fight mechanics, and the point is to depend on White Damage, this set will provide [Critical hit damage +42% and 39% Crtical hit rate] + 14% critical hit rate from Feather Step:
Terpsichore TP SET:
Its plausible to use STP set with Mythic Weapons since AM takes care of the multi hit gear easily if it was maintained at level 3 [Terp gives ± 70 per hit so you might need to hit 80 STP in gear, buffs and sub job STP values] [the margins of STP Set and MultiHit Set can be minuscule depending on sub job options and provided buffs, for more explanation refer to this thread http://www.ffxiah.com/forum/topic/31534/math-oax-multi-attack-and-you/3/]
This set provides 72+15=87 STP when /SAM.
Enough to cover everything you need and make your round/ws the lowest among any other combination [could possibly hit 1.9-2.1 rounds/ws]
Dual Wield Scenarios
When/if one needed to cap delay in situations where Haste Samba isn't an option, can't get Haste II or Marches, and/or you're weak/zombi, and lastly if you're solo with trusts, you should use these sets:
Weapon Skills
* Pyrrhic Kleos:
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