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New Job - dancer
https://mmorpg.pl/viewtopic.php?f=43&t=26658
Strona 5 z 7

Autor:  kamilus [ 3 lis 2007, 19:04 ]
Tytuł: 

Gokulo napisał(a):
Btw. Narazie to wyglada tak
Bastok - Dancer
Windurst - Scholar? (az scialem napisac Schoolar lol)
Sandy - ???

Ciekawe czy wlasnie w ten sposob beda rozlokowane nowe joby.


Sandy - Onion Knight

Autor:  Huckster [ 3 lis 2007, 19:57 ]
Tytuł: 

Wiecie co - ciągle myślę, że Dancer będzie female only....

Autor:  Erelen [ 3 lis 2007, 20:00 ]
Tytuł: 

A ja ciagle marzę, że zmienią AF na dużo bardziej sexy, Huck nie można mieć wszystkiego :)

Autor:  Gokulo [ 4 lis 2007, 10:05 ]
Tytuł: 

Scholar
Scholars can use both basic black and white magic, as well as white and black magic spells specific to the job.
While not a magic specialist, scholars use their many specialized abilities to maximize the effects of the spells they wield.
While effective as a main job, scholar is also an ideal support job for mages.

Autor:  Keii [ 4 lis 2007, 10:09 ]
Tytuł: 

Kolejny Red Mage?

Autor:  Krzysiek2099 [ 4 lis 2007, 11:46 ]
Tytuł: 

Keii napisał(a):
Kolejny Red Mage?


Tyle, że będzie miał Cure V i Thunder IV. I będzie miał zdolność exp bonus z meritów.

EDIT: A to wątek o Dancerze. Przez Goka nie w tym miejscu napisałem lol

Autor:  Gokulo [ 4 lis 2007, 11:52 ]
Tytuł: 

O sorry, sam nie zauwazylem, ze nie ten watek, dopiero teraz :D

Autor:  Vejitta [ 8 lis 2007, 15:04 ]
Tytuł: 

Hume Male:
http://www.youtube.com/watch?v=bR6G_asqAwY

Hume Female:
http://www.youtube.com/watch?v=Wm12FjRwd2g

Elvaan Male:
http://www.youtube.com/watch?v=nz9yJFu19pg

Autor:  Lothlorien [ 8 lis 2007, 15:12 ]
Tytuł: 

Już sobie wyobrażam party skaczących galka, elvaanów etc. w walce z jakimś Godem. Biedaczek, umrze ze śmiechu.

http://www.youtube.com/watch?v=gsGvSjEVpqc&NR=1

Autor:  mrynar [ 8 lis 2007, 16:37 ]
Tytuł: 

Vejitta napisał(a):


Pijani Bawarczycy ladniej tancza....

Autor:  kamilus [ 8 lis 2007, 16:41 ]
Tytuł: 

Elvaan male to będzie największa atrakcja wśród dancerów. Notabene ciekawe czy japsy zrobią na ramuhu event "tańce i śpiew"? A może zrobimy to w ramach CC? Bandę BRD + DNC i bonusowo kilka osób odpalających frajerwerki. Względnie BLMi i SMNerzy mogą robić efekty specjalne ;)

Autor:  Lothlorien [ 8 lis 2007, 16:43 ]
Tytuł: 

http://www.youtube.com/watch?v=Anl8RcAFeuo&NR=1
http://www.youtube.com/watch?v=CYOMZfykyQs&NR=1

Już widze tego elvaana z brodą w tym stroju.

http://www.youtube.com/watch?v=g71_aeqnTUU&NR=1

Autor:  albin [ 8 lis 2007, 19:53 ]
Tytuł: 

Elvaani fajnie na kurze wygladaja ale ich tance to z dupy wygladaja :D

Autor:  Gokulo [ 17 lis 2007, 08:14 ]
Tytuł: 

The Dancer was designed -- and this comes from the mouths of the job class director, Mitsutoshi Gondai -- to be a front-line healer. Anyone who would debate this probably hasn't heard that the gross majority of the Dancer's moves require TP, but not as much as you probably thought. If you didn't know, you might have thought that for every major spell a Dancer uses in its support role, a 100% TP (or more) might be needed. That's not the case. Some moves (usually Tier I versions of DNC spells) require as little as 10TP to activate, while more powerful versions of these moves (like a Bard's II, III, IV songs) require greater amounts of TP. Some moves, though, don't cost any TP whatsoever, making them free. But Dancer abilities are organized by styles, like Sambas, Waltzes, Jigs and Steps, each with their own inherent abilities, like a Red Mage's spells, which are grouped into enhancing magic, enfeebling magic, etc. Let's take a look at what makes Dancers so fleet of foot.

Trance -- This is the Dancer's two-hour move; it lowers the TP cost of dances, and reduces the number of 'steps' needed to zero.

Sambas -- These dances imbue melee attacks with special enhancements. Here we will list the Samba moves and their effects.

Drain Samba: (TP cost, 10) Casts Drain Daze on the enemy. All party members engaged in battle drains the enemy's HP. Drain Samba II costs 25TP.
Aspir Samba: (TP cost, 10) Casts Aspir Daze on the enemy. All party members engaged in battle drains the enemy's MP. Aspir Samba II costs 25TP.
Haste Samba: (TP cost, 35) Casts Haste Daze on the enemy. All party members engaged in battle gain Haste. There is no tier II version of this spell

Waltzes -- These dance moves cure and remove ailments from party members. Here we will list the Waltz moves and their effects.

Curing Waltz: (TP cost, 20) Restore a party member's HP. Curing Waltz II costs 35TP. Curing Waltz III costs 50TP.
Healing Waltz: (TP cost, 20) Removes one magic-induced ailment from a party member. This is most similar to the White Mage spell, Erase, but since it's specific to a 'magic-induced ailment,' it probably won't remove physically-inflicted enfeebles, like Slow. There is no tier II version of this dance.
Divine Waltz: (TP cost, 40) This Waltz heals party members HP, essentially a Curaga spell. It is unknown how much enmity using any of these curative oves generates.

Jigs -- These dances enhances your own abilities. Here we will list the Jigs dances and their effects.

Spectral Jig: (TP cost, 0) Allows you to evade detection by enemies that detect by either sight or sound. Essentially this casts both Sneak and Invisible on yourself, at zero MP or TP cost. Unlikely to be effective in avoiding detection by mobs with True Sight, however.
Chocobo Jig: (TP cost, 0) Increases the Dancer's movement speed (as in running, not attacking). When questioned about the actual speed increase, Mitsutoshi Gondai informed us that Chocobo Jig has the same speed effect (on the player alone) as Chocobo Mazurka, and not Raptor Mazurka as we originally suspected.

Steps -- These dances enfeeble enemies while granting access to 'finishing moves.' Here we will list the Steps and their effects.

Quickstep: (TP cost, 10) Lowers target's evasion. If successful, you will earn a finishing move.
Box Step: (TP cost, 10) Lowers target's defense. If successful, you will earn a finishing move.
Stutter Step: (TP cost, 10) Lower target's magic resistance. If successful, you will earn a finishing move.

Flourishes -- There are two tiers to the Flourish category. These are powerful dance steps that can only be used after earning 'finishing moves,' which are basically function -- on a small scale -- like TP. You connect with a particular dance move, you earn a finishing move. Spend your finishing moves on Flourishes. Here we will list the various tier I Flourishes and their effects.

Animated Flourish: Provokes the target. Requires at least one finishing move.
Desperate Flourish: Weighs down a target with a low success rate. Requires at least one finishing move.
Violent Flourish: Stuns the target. Requires at least one finishing move.

Flourish II -- Here we will list the various tier II Flourishes and their effects.

Reverse Flourish: Converts remaining moves into TP. Requires at least one finishing move.
Building Flourish: Enhances the potency of the next weapon skill. Requires at least one finishing move.
Wild Flourish: Readies the target for a skillchain. Requires at least two finishing move. How this flourish 'readies' the target is unknown, but could mean many things, like it stuns the target to prevent it from moving, binds it, lowers its elemental resistance, adds a non-DOT Dia effect, lowering its defense (although that is achieved already via two separate 'steps').

The Dancer's weapon proficiency lies with the dagger, which is appropriate since these weapons have the lowest delay, making for relatively quick TP build-up, especially if a Ninja sub isn't used (in favor of, say, a White Mage sub). As the Dancer's moves don't use any MP to cast -- by design -- the dev team sees this as a solution to the number of dwindling healers, since a good majority of the players out there have by now leveled WHM to at least 37 for support job purposes. Now low-level parties in the Valkurm Dunes (or in the Wings of the Goddess expansion) that can't find a WHM can just invite a Dancer, who will change the dynamic of leveling parties significantly. Instead of the usual melee up front while the WHM lingers in the back setup, now a party of six damage dealers can all be fighting at once, Dancer right in the thick of things, keeping Curaga-like moves activating when necessary

1up.com


Dancer Solo-SC

http://www.youtube.com/watch?v=XKE_r58yX_M

Autor:  Bartelius [ 17 lis 2007, 17:19 ]
Tytuł: 

Drain Samba: (TP cost, 10) Casts Drain Daze on the enemy. All party members engaged in battle drains the enemy's HP. Drain Samba II costs 25TP.


JEsli by ssalo jak 2hr DRK to DRK by mogl walic souleater co 5-6 minut z effectem 2hr lol to by byla przesada....



Chocobo Jig

To juz wiem po co zrobie Dancera w tej rgze sie kurwa tak wolno biega :)
Fajnie by bylo jakby to bylo z support joba :)


Quickstep: (TP cost, 10) Lowers target's evasion. If successful, you will earn a finishing move.
Box Step: (TP cost, 10) Lowers target's defense. If successful, you will earn a finishing move.
Stutter Step: (TP cost, 10) Lower target's magic resistance. If successful, you will earn a finishing move.


Hehe to juz wiemy co bedzie robil Dancer na HNMach ^^


The Dancer's weapon proficiency lies with the dagger, which is appropriate since these weapons have the lowest delay, making for relatively quick TP build-up


blau dolch/mercurial kris yes, please. :)

Autor:  kamilus [ 17 lis 2007, 19:47 ]
Tytuł: 

Zajebiste kolorki. Wcale oczojebne.

Autor:  Sidagel [ 20 lis 2007, 12:18 ]
Tytuł: 

Popatrzyłem na te skille/czarki !? :) Dosyć ciekawy job.niezły dopalacz w party;)

PS. hmm.. zastanawia mnie sub dla tego tancerza. ciekawe jak THF by się sprawował, choć i tak NIN będą pchali.

Autor:  Caspian [ 22 lis 2007, 19:17 ]
Tytuł: 

DNC uzywa TP do "oberka" tak jak mag MP do spelli. Jedynym sensownym subem od lvl 60 bedzie dla DNC - SAM z Meditate ^^

Autor:  Duszek [ 24 lis 2007, 10:11 ]
Tytuł: 

od 20 dnc/nin z dual daggers i haste/tp equipem:)
wyglada na to ze dancer moze byc ciekawym dd w party :)
dagger B eva/parry A,
prawie jak tank :P

Autor:  Pan_Pritula [ 24 lis 2007, 10:34 ]
Tytuł: 

na 75 ma niby eva/parry 256 to chyba nie A ;]

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