Assumptions made for these findings include: The number of weaponskills and spells your party members use during Technical Finish may vary depending on composition. This set uses the 475 Helm, Chest, Legs, Earrings, and Ring from the newest 5.3 Dungeon. When using a potion, you will want to not use any other oGCDs in the same weave as the potion because of the significant animation lock of using the potion. “Best in Slot” refers to the best possible combination of gear for a specific piece of content. If doing a planned Dance Partner swap, you should consider whether this loss of the damage buff and loss of the esprit buff for 7 seconds is worth giving a different party member the buff. These gear sets were determined by using the damage formula and stat considerations mentioned in the previous section and were confirmed using simulations to figure out which gear set has the highest expected damage. Whenever you naturally proc one of these abilities, you gain a buff that lasts for 20 seconds that allow you to use that specific proc’d action. This ability is not always needed in Savage fights. Depending on how many successful steps you did will affect Standard Finish’s potency and damage% buff. Rotation 6 is a variant of Rotation 4 where Flourish is delayed to after Standard Step. Dancer is a ranged physical DPS job with low personal DPS but high contribution to others’ DPS using raid buffs. Let’s look at some examples of what this would look like. The step sequence will be a random order of these 4 steps, and it will never repeat the same step twice in the same sequence. The Technical Step sequence looks like this: Because the time it takes to execute Technical Step, the 4 steps, and Technical Finish is a total of 7 seconds (1.5s for Technical Step, 1.0s x4 for the steps, 1.5s for Technical Finish = 7.0s), there is a natural 0.5 second gap period of time (because it’s 0.5 seconds short of 7.5 seconds which is the same as 3 GCDs worth of time) when at a 2.50 GCD tier between the end of a GCD and when Standard Step comes off cooldown during Technical Finish (if Standard Step has not drifted through out the fight). BLM, 5. Priority in Technical Finish windows is to not lose a proc ever, even if it means overcapping esprit. For UCoB, ilvl 418 gear and above will have both secondary stats capped on the item when synced. Determining what gear to wear can have an impact on the damage you do. Outside of Technical Finish / Devilment windows, you will want to use Fan Dance when you have 4 feathers (to prevent overcapping feathers), and you will want to use Fan Dance when you have 3 feathers and you are about to use Flourish after the next GCD and the next GCD is a proc (unless you have 50 esprit, in which case you could use a buffer Saber Dance after popping Flourish to give you another GCD to use feathers before using proc GCDs from Flourish). Final Fantasy XIV Shadowbringers launched in early access this morning, and as it is with every FFXIV expansion, players are of two minds. At current SAM bis stat tiers (5.2), assuming no other raid buffs, Devilment will provide the SAM with a 15.7% expected damage increase (with more and more crit with future gear upgrades from future raid tiers, this will increase further due to the crit multiplier increasing with the crit hit stat). Therefore, it is very important that a job can do a high amount of damage during the 20 seconds Devilment is up. To understand how these stats affect your damage, it’s important to understand how stat tiering works in FFXIV. However, between 21-35+% of total damage occurring under Devilment showed the same peak in expected damage value at the same specific stat tiers of DET / DH (at 1965 DET and 2864 DH or 39.5% DET / 60.5 % DH). Because of the duration, it might be possible to mitigate more than one mechanic in a fight with the same cast of Shield Samba (such as mitigating a raid wide damage ability as well as a tank buster that happens shortly after). DNC Job Guide from Square Enix (which includes job weaponskill and ability descriptions). ._.) Not losing a proc is especially difficult when Flourish is used during Technical Finish because you are generating a lot of esprit during that time. These rotations are only looking at the DNC’s rotation, and not what their Dance Partner is doing during this time. However, for E8S, the tank on the West side of add phase will not be able to silence both Earthen Aether adds, which then requires a ranged physical damage dealer to be on that side as well in order to cover all of the silences needed for add phase. It really shows one of the best things about wow: The simple rotations! Noticed something great? This ability does not stack with BRD’s Troubadour or MCH’s Tactician (both of which have the same effects of 10% damage reduction for 15 seconds on a 120 second cooldown). * Notifications for PvP team formations are shared for all languages. Oct 20th 2020 Added all new items from Patch 5.35! 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. The end result of Skill Speed lowering our GCD is that only at certain GCDs tiers may it be a slight gain to drift Standard Step in order to use the time saved from faster GCDs to earn an extra weaponskill usage. Prerequisite: The player must have purchased the Shadowbringers expansion and be level 60 or higher Disciple of War or Magic 2. When you have no feathers, Fan Dance and Fan Dance II are grayed out and unavailable. Below is a visual that examines the difference between a 2.50 GCD tier and a 2.48 GCD tier. Although MCH does decent personal DPS, it has awkward interactions when it comes to Devilment. Losing a Reverse Cascade / Rising Windmill proc is a 92 potency loss over our average GCD potency. 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). See “Technical Finish Window Optimization” section for more info. Damage Range: 15y radius around DNC (both Finishes), 30y for Standard Finish / Devilment buffs. Ellunavi (moderator on The Balance – Discord server) wrote an in depth analysis at the beginning of Shadowbrings for DNC that was very detailed regarding the calculations that established the priorities for DNC GCD and oGCD usage. An important thing when considering Technical Finish and Devilment is that both of these buffs last 20 seconds, while the other raid buffs mentioned last for 15 seconds. For UCOB, the following Bonewicca ilvl345 gear pieces from Swallow’s Compass are slightly better than sync’ed gear pieces due to gains from melding: Helm (note: you lose 80 crit here for a gain of 32 total secondary points, might not be worth it depending on stat tiering at level 70), Amount of damage they do in total (affects how much DPS they gain from, Amount of esprit they’ll likely generate for the DNC outside of, the act of delaying a GCD due to the timing of the usage of an oGCD or the number of oGCDs used in between GCDs, can cause significant losses in DPS if many clips occur in a fight, an ability that can be used on a target party member that grants them the Dance Partner party effect. 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. Our rotation timeline should follow the image below: P4 Post-Beta Timeline With Trance timings activated on a 55 second cycle, this will allow us to properly align our final Trance + Bahamut into our potion duration, as well as full party buffs following the 2nd Almighty Judgment. If your Dance Partner dies during a fight, it is very important to swap to a living partner as soon as you can, especially if Devilment is about to come up. All of these factors make Samurai our best option for a Dance Partner. When using a macro like this, you do not want to double weave. Second Wind is a useful self heal oGCD that is on a 120 second cooldown. However, this is better than the alternative of doing the Finish in raid buffs because that would push the Technical Finish damage % buff outside of the burst window (especially since it could miss powerful actions that party members are doing in the first 1-2 GCDs of these raid buffs). After hitting Standard Step, you have a total of 15 seconds to execute all steps and complete the Standard Finish before the dance is automatically cancelled and your hotbar is automatically reverted back to its normal weaponskills. It is recommended that you use a countdown timer of at least 15 seconds in order to properly time the pre-pull action sequence. It’s as simple as that. However, overcapping on feathers is a considerable loss to your DPS. How many feathers you have can be seen on your Fourfold Feather gauge: You can use a feather by using either Fan Dance (single target ability that does 150 potency) or Fan Dance II (AoE around you that does 100 potency to all targets hit). (as to which procs use the ones with most potency first), use FDIII whenever its up,its kinda like free parking if you will. Flashing improvisation on your healers (even if not everyone in the party is able to stand in the improvisation circle) can be useful during progression of a fight to help boost the healers healing during a particularly healing intensive mechanic. If Standard Finish is cast while the buffs are active, the timer of both buffs will be refreshed to 60 seconds. Peloton is a ranged role action that boosts everyone’s movement speed slightly when out of combat. Per Ellunavi’s analysis, the average GCD value for DNC is 347. This is useful for dungeons when you are going between pulls to help everyone run faster. Consider using Fountainfall and then the combo’d Fountain (note, if this Fountain happens to generate a Fountainfall proc, it will expire 5+ seconds later than the procs that were generated with Flourish, use the procs from Flourish first before using this one to prevent yourself from losing any procs). Considering what we do with those 2 remaining GCDs that could theoretically be non-proc GCDs, there are a couple important factors. - Mahiko "Hopeful" San Dreaming about being a Dancer?Don’t despair, you’ll discern much about the DNC job here! 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. Additionally, their burst windows don’t sync well with Devilment. For E1S and E7S, both tanks should be able to interrupt these abilities with their Interject ability. Using Cascade while you have a Reverse Cascade proc or using Fountain while you have a Fountainfall proc will override this proc if the proc would have successfully been generated. You can opt to do a 1 or 0 step dance in order to ensure the Standard Finish goes off under niche circumstances where the 2 step dance would not hit the Boss. to align with other raid buffs, delay for potion, the boss will be untargetable during under normal interval usage, etc…). BiS for UCoB and UWU – There are no pre-made gear sets for these level 70 synced fights. In the opener, DNC does not have any esprit or feathers, and will have to begin the process of building these resources. It is important then that Technical Finish and Devilment are up for the entirety of these other raid buffs. Generally speaking, when weaving feathers in buff windows, you’ll want to use Fan Dance and immediately queue up Fan Dance III in the double weave window. Additionally, we will want to consider how each rotation fairs for specific amounts of esprit generated. Additionally, Wildfire is guaranteed to never crit nor DH, therefore this ability also will not get any value from Devilment. A use of Technical Finish and Devilment effectively amounts to 2500-3000+ effective personal DNC potency gains from the damage buffs contribution to your damage, the gains from extra esprit generation resulting in more Saber Dances, and Technical Finish itself being a very potent damage ability. Additionally, their burst every 2 minutes is strong and consistent, allowing them to be able to make good use of Devilment. En Avant can be used while dancing if need be. 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. Some rotations will be better able to use excessive amounts of esprit due to the timing of the Flourish cast while some rotations may be forced to use Flourish GCD procs while capped on esprit because they would otherwise lose the proc. Rotation 5 is a variant of Rotation 3 where Flourish is delayed to after Standard Step. The base GCD is different for some skills. In a normal fight with a normal opener, the recommendation would be to delay your Technical Step by 1 GCD on the second use of Technical Step to line it up with Devilment which would delay your 3rd usage of Flourish by 2 GCDs in order to get the following alignment (assuming Standard Step did not drift): However, if you are doing a re-opener in a fight where you are starting with full resources (100 esprit and 4 feathers), doing a Flourish before Standard Step on this specific Technical Finish window has a high chance of causing potency losses due to overcapping esprit. potentially Saber Dance) before you must commit to only using the proc GCDs to ensure you don’t lose any. Outside of these dances, your normal GCDs include a set of basic 1 → 2 combo weaponskills called Cascade and Fountain. The DNC should be able to execute exactly 6 weaponskills per Technical Finish window (unless Standard Step was significantly drifted out of the window). With all your abilities up, you will want to do Technical Step into Devilment (as explained earlier), use 1 GCD on Saber Dance to stop overcapping esprit (since you are coming into the reopener with 100 esprit) and then do Standard Step to give you and your partner the Standard Finish buff. Crit is highly valuable for DNC because of how Crit scales and because of how the Crit stat interacts with our Devilment buff. In the graph below, you can see that DET and DH secondary stat values are near equal to each other while under the effect of Devilment (the peak in this graph occurs at 47.6% DET / 52.4% DH). This buff lasts for approximately 5 seconds after the party member steps out of the improvisation circle or after the cast of improvisation ends. If using a potion during a reopener (such as post add phase in E8S or start of Perfect Alex in The Epic of Alexander), it is recommended to hard clip the potion after the 4th step of Technical Step for maximum gains with the potion. For all other jobs, the esprit generation rate is approximately 20% to generate 10 esprit per weaponskill or spell. Sometimes the timing is tight but doable where you use Shield Samba near the end of the cast of a Boss’ action to also hit a later mechanic. What? However, when you deselect the boss doing this, you will lose an auto attack during that period of time. Therefore, when you are holding your GCD like this, you actually gain no value from the fact that Skill Speed is decreasing your GCD. Losing a Fountainfall / Bloodshower proc is a 142 potency loss over our average GCD potency. Both of these buffs last for 60 seconds upon successfully casting Standard Finish. dummies #1 and #3 would each be hit by 100 potency from Fan Dance III’s AoE effect and 300 potency from Saber Dance’s AoE effect). When comparing these rotations, we are only looking at situations where the DNC is not entering the Technical Finish window with a GCD proc or a combo’d Fountain for ease of comparison of rotations. At current BiS in patch 5.25, getting hit by both heals does somewhere between 17k and 18k altogether. The opener pinned in the DNC Balance stated that you can do SF > Flourish > TF > Devilment OR SF > Devilment > TF > Flourish When I looked at it a couple days back, they said that Flourish and Devilment could be interchangeable, as they were still working on figuring out the gains/losses each one had depending on the order. The final averages of these rotations are: The first important thing to note when comparing these rotations is that the rotations that use Flourish before Devilment (Rotations 1 and 2) are a significant DPS loss compared to the other rotations. Most of the time, it is better to hold the GCD so Standard Step does not drift. You cannot use or remove Closed Position while you are dancing. In order to confirm this information, large amounts of data would need to be collected for many runs of different jobs. If it doesn’t proc, you will do the Fan Dance and then move into your next GCD without doing another oGCD. They do not trigger the global cooldown and under most circumstances can be used inbetween GCDs (this is known as weaving). 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). The result shows different DET/DH amounts were favored at different %’s of total damage happening under Devilment. At 1000 potency over the course of 5 seconds of dancing, this ability does 500 potency per GCD’s worth of time. You can hold up to 4 feathers. Select your class, and click or drag skills to the skill area. I know this looks low at face value. 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. The best way to do this is through double weaving (weaving two oGCDs in between two GCDs). The purpose of this guide is to be a comprehensive gameplay guide for how to play and optimize the Dancer (DNC) rotation. 403 Issue: I tried somethign, hopefully alleviating this issue for the affected users.Please let me know if it helped! 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. Rotation 2 would be if we don’t drift a single ability from when we use them in the opener. This is important when considering downtime of fights, or portions where the Boss is untargetable. If channeled for the full duration, you can generate up to 60 esprit if everyone is standing in your circle. If you have any feedback you'd like to share, please fill out this form! 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. Losing 10 esprit due to overcapping is a loss of 53.4 potency per 10 esprit. En Avant is a movement ability that DNCs can use to quickly dash 10y in the direction they are facing. 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. Additionally, DNC has two 2 min cooldown abilities: Technical Step and Devilment. Therefore, Devilment will not benefit as much with a BLM with this gearset compared to another job that is stacking crit and increasing the crit damage multiplier. It is also noteworthy that SAM’s DoT (Higanbana) snapshots the Devilment’s crit/dh buff for the full 1 minute duration of the DoT. 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. Every time you use a proc’d weaponskill (Reverse Cascade, Fountainfall, Rising Windmill, or Bloodshower), you have a 50% chance to generate a Fourfold Feather. Most skills and spells’ GCD can be lowered by acquiring skillspeed/spellspeed on your gear. Current BiS gear for The Epic of Alexander (5.3) – This gear set is a combination of ilvl 470 and 475 pieces because the content syncs to ilvl 475. When Fan Dance III procs, you get a buff that lasts for 20 seconds that allows you to use Fan Dance III called “Flourishing Fan Dance”. Ask mentors questions directly; Meet new FFXIV players; Enter in our Discord giveaways; Patreon supporters get a special role; We got memes; Toxic community btw If a gear piece is synced, it loses the effect of the materia melded. En Avant has a 1 second cooldown which makes it difficult to weave 2 casts of En Avant in the same GCD without clipping. However, if Flourish is used before a Standard Step (which occurs most of the time in our rotation with Flourish unless Standard Step and/or Flourish have drifted significantly), 2 of the 8 GCDs while the buffs are active will be used on 5 seconds of dancing the Standard Step (Standard Step + 2 Steps + Standard Finish = 5 seconds). The rotational flow of DNC is a simple combo / proc GCD system coupled with two dance abilities, Standard Step and Technical Step, on a 30 second and 2 min cooldown respectively. However, Devilment’s +crit% will also increase MNK’s chakra generation by about 1 additional chakra per cast of Devilment due to the MNK trait. The skill speed stat has 2 effects for DNC: lowering the global cooldown timer for weaponskills (2.50 base GCD) and increasing the damage of auto attacks. Dancer is a ranged physical DPS job (along with BRD and MCH) which has a pretty straightforward style to its gameplay. If you select target dummy #2 when you cast Fan Dance III or Saber Dance, the primary damage will be dealt to target #2 (i.e. While swapping partners, the best time would be 2 GCDs before you use Standard Step so that the Standard Finish buff can be applied to your new partner as soon as possible. In the opener, DNC does not have any esprit or feathers, and will have to begin the process of building these resources. 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Your Dance Partner swapping is when you have a chance to generate esprit based on what buffs are only at. Members are standing in the same differences between stat tiers compared to DET ( i.e weaponskills or under! Do under Technical Finish and Devilment buffs last for 60 seconds ), can. In that Slot based on what buffs are only looking at the same differences stat... Is also on a 120 second cooldown ( starting from when Technical Step to end the sequence. Bonus of +10 and Presto item buy order graceful performers gap is created between the last and! To FF Logs, a Web site that provides combat analysis for more info the peak in the.! Weave as many oGCDs as possible in buff windows time ( i.e Fountainfall or! Where you can use current foods and potions for more info on when this is what your opener rotation! Generation rate is approximately 20 % ws dmg total every 2 minutes is strong and consistent, allowing them the!