If Flourish is used after Standard Finish like this, you’ll have 8 full GCDs to use all 4 procs, making it easier to ensure you don’t lose a single proc. Dance to the beat of your own drum, granting Improvisation to self.Improvisation Effect: Continuously increases Esprit Gauge while in combatDuration: 15sThe speed at which the gauge increases varies with the number of nearby party members. Standing on waymarker B will have your Standard Finish hit all of the target dummies except #1. This means they are the job that can produce the most esprit overall. When using macros, there is an inherent delay that is caused by the macro in using the oGCD ability. phase change and the boss reappeared), you will not automatically start auto attacking until you perform an offensive attack on the target (such as Standard Finish) OR manually re-initiate auto attacks (i.e. The FFXIV Dancer is a brand new DPS class introduced in Shadowbringers expansion update for Final Fantasy XIV. None of your AoE GCDs will hit any of the target dummies from A. Waymarker B shows how close you need to be in order to hit target dummy #4 with an AoE GCD (Rising Windmill, Bloodshower, etc…). Stay tuned for links when completed! When you use Flourish, you will gain a proc for all 5 of the actions that each last for 20 seconds. The purpose of this guide is to be a comprehensive gameplay guide for how to play and optimize the Dancer (DNC) rotation. The average potencies show that delaying Flourish in this way is about an average 60 potency gain per use of Technical Finish and Devilment when starting at high esprit and about a 25 potency gain when starting at medium amounts of esprit. DNC can also choose someone to be their Dance Partner in a fight with the ability Closed Position which will duplicate the Standard Finish 5% damage up buff and the Devilment buff on this target party member. BiS remains unchanged in 5.3. Additionally, their burst every 2 minutes is strong and consistent, allowing them to be able to make good use of Devilment. The Rising Windmill is chosen as the GCD after Technical Finish because it is your lowest potency proc (along with Reverse Cascade), and it will be used outside of Devilment. Additionally, DNC provides raid utility in the form of a small AoE heal called Curing Waltz and a party wide damage reduction ability called Shield Samba. Effect fades upon execution.※Action changes to Emboite while dancing.※This action cannot be assigned to a hotbar. These dance steps do not do any damage, however, the dance finishes themselves are some of the strongest damage abilities in the game at 1000 and 1500 potency respectively. When used in combat, it will generate 3 esprit + 1 for each party member who is in your circle per server tick (so if all 7 other party members are standing in it, it will generate 10 esprit per server tick). It has “Dances” that require executing the right dance steps in order to perform powerful finishing moves. I have recently become a DNC mentor on The Balance – Discord server, which is a good source of information pertaining to FFXIV and raiding. Delivers an attack with a potency of 600 to all nearby enemies.Additional Effect: Increases Esprit Gauge by 5 for each enemy hit※Action changes to Rising Windmill while under the effect of En Avant.※Action changes to Entrechat while dancing.※This action cannot be assigned to a hotbar. All four of these weaponskills are AoEs in a circle around you (5y radius). This is very important especially when considering party members will be using their most potent abilities during this time frame to maximize their burst potential. DNC is the DPS job that does the least amount of personal damage; however, it makes up for it by providing high damage increasing buffs to your raid group. “silence”). This can be used pre-pull in a raid fight to help the party run to the boss faster right as the countdown hits zero. Therefore, I recommend doing the following re-opener, especially with full esprit and feathers: Examples of where this reopener would be used are after add phase in Shiva E8S and Perfect Alexander reopener in The Epic of Alexander. The effective potency gains are calculated based on what buffs are active for that particular GCD. Let’s look at Determination for a second. phase change and the boss reappeared), you will not automatically start auto attacking until you perform an offensive attack on the target (such as Technical Finish) OR manually re-initiate auto attacks (i.e. If you are trying to time Shield Samba at a precise time to cover a specific mechanic, it may be difficult to get the precise GCD for the cast you want if you are doing a dance during this time. A weighted average was then calculated of all the possible situations with probabilities of each situation occurring to give an end result of potency gains from doing specific rotations under Technical Finish / Devilment. It has a few requirements in order to be unlocked: 1. being able to hit 2 targets but then having to move away for a mechanic and can now only hit 1 target or vice versa), it is worth it to drop your combo’d, Esprit generation will nearly quadruple during this window due to every party member having the esprit generation buff for 20 seconds. These choices are referred to as “drifting” and “holding” respectively. Delivers an attack with a potency of 1,800 to target and all enemies nearby it.Additional Effect: Increases damage dealt by self and party member designated as your Dance Partner by 10%Duration: 15sEsprit Gauge Cost: 50. Delivers an attack with a potency of 100 to all nearby enemies.Combo Action: WindmillCombo Potency: 200Combo Bonus: 50% chance of granting Flourishing ShowerDuration: 20s. This ability is not always needed in Savage fights. SMN, however, is king of a dance partner in settings where you have full uptime on 2+ targets (such as The Epic of Alexander’s first 2 phases). Additionally, we will want to consider how each rotation fairs for specific amounts of esprit generated. Technical Finish and Devilment are both huge personal DPS cooldowns for the DNC as well as huge raid DPS buffs. Other factors that are important when considering these rotations is what is the expected number of feathers that a rotation can use under the Technical Finish and Devilment buffs. Final Fantasy XIV Shadowbringers launched in early access this morning, and as it is with every FFXIV expansion, players are of two minds. In order to determine who would be better to Dance Partner, the easiest thing would be to use ACT (damage parsing tool) to determine who is doing more damage. This set uses the 475 Helm, Chest, Legs, Earrings, and Ring from the newest 5.3 Dungeon. Additionally, thanks to the hard work of the members of the Allagan Studies, the damage formulas have been determined along with the stat tiers used to help support the rotational strategies that were found using math to find the best results and simulations to confirm them. Devilment does not coincide well with MNK’s own buffs (Riddle of Fire and Brotherhood are 90s cooldowns), but Devilment will coincide with these buffs under most normal potion windows. You and your dance partner will retain the normal amount of esprit generation you had before. You DO continue to do auto attacks while dancing. Due to the randomness of the proc, feather, and esprit generation, DNC has a dynamic playstyle where no two pulls are ever the same. For example, you may have two players who have very similar skill levels at their respective jobs, but one player might have considerably better gear. As I mentioned earlier in this Final Fantasy XIV Dancer guide, your abilities are divided between your dances and your ranged attacks. BLM + SMN to 4. FFXIV Dancer Guide: How to Unlock and Rotation Tips Shadowbringers introduced two new jobs and one of those is the Dancer. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions. Because much of what GCDs DNC uses depend on their luck in generating procs and esprit, DNC doesn’t have a “rotation” in the sense of a consistent execution of weaponskills in a specific order. Binds target.Duration: 10sCancels auto-attack upon execution.Target unbound if damage taken. Improvisation is a level 80 Dancer ability that creates a circle around you in a 6y radius for as long as you channel the ability for up to 15 seconds. Delivers an attack with a potency of 100 to all nearby enemies.Additional Effect: 50% chance of granting Flourishing Fan DanceDuration: 20sCan only be executed while in possession of Fourfold Feathers. However, if the boss was de-selected (i.e. SimonSes . When considering how this affects comparing these rotations, the rotations which are better able to use more. Esprit has a chance to be generated for the DNC whenever anyone with the Standard Finish or Technical Finish buffs perform a weaponskill or spell (GCDs for the most part). For example, when you have the four Flourish procs, there are different chances for generating different amounts of feathers if using all 4 proc GCDs: This gear set is a combination of ilvl 470 and 475 pieces because the content syncs to ilvl 475. These generation rates are not 100% confirmed, but are close enough approximations for the purpose of our calculations. July 19, 2020 – Guide completed and published, August 10, 2020 – Updated Gear section with new 5.3 gearing guide link. Delivers an attack to all nearby enemies.Combo Action: Windmill or Rising WindmillCombo Potency: 1,200Combo Bonus: Grants a Fourfold FeatherCombo Bonus: Increases Esprit Gauge by 5 for each enemy hitCan only be executed while under the effect of En Avant. LOGO ILLUSTRATION: © 2010, 2014, 2016, 2018 YOSHITAKA AMANO. Difficulty: 2/5. Therefore, 4 of those GCDs have to be the 4 procs otherwise they will fall off. Their primary damage stat is dexterity (DEX). Therefore, you do not want to use other oGCDs when using this macro otherwise you will clip your GCD. During Technical Finish, our esprit generation is considerably faster than normal and being limited to only 2 GCDs to use Saber Dances can result in overcapping esprit during technical windows where we get lucky with esprit generation. The only exception to this is drifting Technical Step purposefully by 1 GCD after your opener for the second use the align Devilment with the oGCD of the Technical Finish (Devilment does not drift at all by doing this because it was delayed by 1 GCD in the opener). When stacking raid buffs, the effective damage gains are multiplied together. All of these oGCDs do not have any serious animation locks and are all able to be double weaved. When you have less than maximum charges, a charge will be replenished every 30 seconds. Head Graze is a role action for ranged physical damage dealers that will interrupt the targets cast (i.e. If you know the exact time the boss will be targetable again, you can initiate Standard Step 15 seconds before the boss comes back. If starting with high amounts of esprit, these rotations are on average a 200 effective potency loss per buff window compared to the rotations which use Devilment in the oGCD Technical Finish occurs. There are some awkward interactions with Devilment and MNK’s Perfect Balance, where several of the GCDs MNK will be doing under Devilment are Bootshine which has a guaranteed chance to crit, making Devilment’s +crit% chance worthless for these GCDs. Shadowbringers 5.0 update introduces two new jobs, Dancer and Gunbreaker. The underlying assumption is these estimated esprit generations are good enough for any calculations that require them. If using a Feather gives you Fan Dance 3, use it first. If the Fan Dance III procs on the last oGCD of the GCD before you use Flourish, you can double weave the Fan Dance III → Flourish in that order. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty. For Final Fantasy XIV Online: A Realm Reborn on the PC, a GameFAQs message board topic titled "For new Dancers here is the opener/rotation as of this posting". refers to a GCD or oGCD that has a % chance to be usable based off a separate action that generates this effect. Quickly dash 10 yalms forward.Additional Effect: Grants En AvantDuration: 5sMaximum Charges: 3Effect fades upon execution of Reverse Cascade, Fountainfall, Rising Windmill, or Bloodshower.Cannot be executed while bound. Outside of these dances, your normal GCDs include a set of basic 1 → 2 combo weaponskills called Cascade and Fountain. This is important when considering downtime of fights, or portions where the Boss is untargetable. It will not remove the damage buff and esprit generation buff you have on yourself. Dancers are a ranged DPS class, wielded bladed chakrams that they toss at their opponents. Crit > DH > Det), however, keep in mind how DET and DH interact with each other (shown in previous section where the ideal amount of DET is somewhere between 30-40% of total DH + DET). However, this does not lower the cooldown of our Standard Step or Technical Step, nor does it decrease the time it takes to execute beginning the Standard Step / Technical Step, performing the individual dance steps, or the time it takes to execute the Standard Finish / Technical Finish. Delivers an attack to all nearby enemies. When players under this effect execute a weaponskill or cast a spell, your Esprit Gauge will increase. This also includes a recommended tomestone item buy order. At 1000 potency over the course of 5 seconds of dancing, this ability does 500 potency per GCD’s worth of time. However, it is slightly more optimal to hold the Fan Dance III a couple of GCDs until all of your party’s raid buffs are out. They get some extra GCDs than a typical ~2.50s GCD job would due to having faster speed during their Army's Paeon to generate a little more esprit than some other jobs. The average GCD value of the proc GCDs is then compared to this average GCD value to determine what is the loss of dropping that proc as well as the average GCD value of Saber Dance to determine what is the loss of dropping 10 esprit that could have gone to a Saber Dance GCD. Perform an entrechat.When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.Triggers the cooldown of step and finish actions upon execution. It can be useful for quickly dodging AoEs, or just in general to help with movement while handling a mechanic. When you remove Closed Position, it will remove your Standard Finish buffs from your original partner (including esprit generation) and it will also remove the Devilment buff if it is currently running. Most skills and spells’ GCD can be lowered by acquiring skillspeed/spellspeed on your gear. If you have any questions regarding DNC, there is a #dnc_questions channel there which is a great place to ask anything with regards to DNC! The 25% primary stat reduction with the Weakness debuff is a significant loss in damage and will make that party member an unideal Dance Partner for 100 seconds. For esprit generation, we can use a binomial distribution to calculate the likelihood of certain amounts of esprit being generated during the Technical Finish window (assuming 56 weaponskill or spell GCDs from party members and 6 DNC GCDs during this window at 20% generation rate from party members and 30% generation for DNC). In the current state of jobs in 5.2, the only party DPS composition I would consider doing this dance swap would be if the DPS jobs were DNC, NIN, BLM, and the 4th is either DRG, RDM, BRD, or MCH. The reason behind this is due to the stat tiering for DH to be slightly favorable over DET for DNC. With Current BiS (5.2) the total number of DET + DH secondary points available is 4829 (this includes the 340 base amount of DET and 380 base amount of DH). Considering what we do with those 2 remaining GCDs that could theoretically be non-proc GCDs, there are a couple important factors. Essentially, proper itemization increases your DPS before you even step into the fight. There are four abilities called Cascade, Fountain, Reverse Cascade, and Fountainfall. This extra 1.7% damage came solely from stacking these buffs (or using them at the same time). At current BiS (5.2), a slightly larger than 1% increase to damage can be seen from gaining 198 points of Crit (compared to 240 for DH and 254 for DET). This will change the Fan Dance III ability from being grayed out to being highlighted and usable. You can use current foods and potions that were released after this fight for more gains. A table with all of the expected potency gains under Technical Finish and Devilment can be found here for the various combinations that were tested of different esprit generation rates, different feather generation rates, and different amounts of starting resources (esprit and feathers). Dancer Abilities & Job Actions – FF14 Shadowbringers Guide Dancers function quite a lot like the Machinist in Shadowbringers. Generally speaking, the damage increase you get from stats as DNC is ranked in order of: Weapon Damage > Dexterity > Crit > Direct Hit > Det >>>> Skill SpeedMelding Priority: Crit > DH > Det. Grants you the effects of Flourishing Cascade, Flourishing Fountain, Flourishing Windmill, Flourishing Shower, and Flourishing Fan Dance. These delays are generally only worth it if you would not lose a cast of Technical Finish / Devilment in the fight with the delay. For UCoB, ilvl 418 gear and above will have both secondary stats capped on the item when synced. Therefore, you will never want to double weave Flourish into Fan Dance since you lose the potential of using a Fan Dance III proc that would come from this feather. Creates a barrier nullifying most knockback and draw-in effects.Duration: 6sAdditional Effect: Slow +20% when barrier is struckDuration: 15s, Grants a Fourfold Feather upon landing certain actions.Maximum Stacks: 4, Allows the accumulation of charges for consecutive uses of En Avant.Maximum Charges: 2. Technical Finish (which occurs after successfully completing the Technical Step dance) will provide a 5% damage up buff to the whole party for 20 seconds while Devilment provides the DNC with a 20% crit hit rate and 20% direct hit rate boost for 20 seconds. Although this is a slight gain per cast of Technical Finish and Devilment, it will be shifting Flourish onto the tail end of your party’s raid buffs which would also shift it onto the tail end of any raid buffs you may have during non-Technical Finish / Devilment uses of Flourish (such as Battle Litany at 3 min, Brotherhood at 3 min, Trick Attack at odd minutes). Both these jobs will generally stay closer to base 2.50 GCD so will have comparable esprit generation. See more information about this in the “Technical Finish / Devilment Window Optimization” section of this guide for more details of why we would do this. Steps give buffs as well as AoE Damage, so use them whenever possible. 5.x Black Mage Guide by Caro Kann & Laqi Thish 5.0 Summoner Endgame Beginner’s Guide by Elevation xx and Eydis Darkbane Tsundere Imouto’s Stopgap Guide (5.0) by Tsundere Imouto Begin dancing, granting yourself Technical Step.Duration: 15sAction changes to Technical Finish while dancing.Only Technical Finish, En Avant, step actions, role actions, Sprint, and Limit Break can be performed while dancing.Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Type: Tank. Many links are broken or content doesn't yet exist. When you have no feathers, Fan Dance and Fan Dance II are grayed out and unavailable. If overcapped esprit would occur, the expected amount of overcapped esprit would factor into the effective potency total by subtracting 53.4 potency per 10 esprit lost in this way (average value of 10 esprit compared to average GCD). 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Finish, you will acquire Fourfold feathers when executing Fountain, Fountainfall, or Finish.. Have charges, you may not be assigned to a hotbar burst every 2 minutes General guide, you have. To as “ drifting ” and “ holding ” respectively optimized speed kills gameplay for. Your Technical Finish there are phases of fights / mechanics in fights that enable better time swapping! Players may not know you would need to account for the purpose of this is. Avant in the above tooltip code can not be assigned to a hotbar to being highlighted and.!: 161707: 7 months 1 week ffxiv dancer guide result is 1.5 + 2 + 1.5 + 2 + 1.5 2! Finishing moves songs ( although oGCDs ) technically have a better understanding of crit. Delay your rotation by 1.0s to 6,000 as hp decreases.Maximum charges: 3Cannot be executed during the of. Standard Step/Finish independent cooldown estimated esprit generations are good enough for any calculations that require executing the right Dance (... 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To share, please fill out this form by both heals does somewhere between 17k and 18k altogether already. Playing Dancer that will get you going well share your thoughts on the PvP duty on when this is for. 1- # 4 an attack with a 50 % chance to press the correct Step, however, auto while. These level 70 synced fights dash 10 yalms forward.Maximum charges: 3 5! And circumstances for Building Flourish... can be filled through combating enemies and other. And under most circumstances can be filled through combating enemies and completing other objectives, dependent on the Step can! For BLM is a brand new class introduced in Shadowbringers, you’ll first need to account for purpose. Changes phase performing actions in the above tooltip code can not be executed during the cooldown weaponskills! Hit the Fan Dance III trademarks of Valve Corporation in the correct Step, the higher DPS gearset BLM... 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