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DNC Guide

The Last Dance III





Emerging beautifully from the past, the elegant Crystal War heros, are now calling you to expand your potential to conquer every corner of Vana’diel once again, through the art of Dance. And like Albert Einstein once said:"Dancers are the athletes of God."















The Dancer's Life



So you've decided to become a Dancer?

Well put on your attire on and polish your knifes, because we're about to guide you through everything it takes to become a legendary Dancer worthy of appreciation.

Happy Dancing!











About the Job

So what exactly can a Dancer do?

Dancers have a place in virtually every situation. We can DPS incredibly well, tank like a boss, stun enemies, main heal if healers are dead or busy, enfeeble enemies -- buffing everyone by association, and finally run really fast for quests.

A properly prepared and expertly geared DNC is a DPS force to be reckoned with. We tend to be right at the heels of the strongest DD's on parse -- and if you use it's SP's, the job becomes totally broken.



Strengths Weaknesses
Lends useful support to party setup and situation, Magic Evasion is lower than avarage,
High DPS potential, especially when TP/Steps/Climactic-Building Flourish are managed effectively, Markedly lower attack compared to pure DPS job classes,
Extremely versatile: wide variance in combat styles and excellent in skill chains, DPS loss is guaranteed if abilities are executed poorly,
Excellent low-man job thanks to it's abilities, Enmity control can pose a threat due to spike damage from Flourishes,
High floor for new or returning players, especially for solo situations, Steep learning curve towards proper rotation due to the overwhelming number of Job Abilities,
Excellent fast-travel job for Missions/Quests,







Subjobs

Warrior
Best overall physical subjob. Fencer's TP-bonus directly boosts Rudra's Storm damage in single wield. Berzerk and Warcry are massive sources of attack.
» Fencer I, Double Attack I, Attack Bonus I, Berzerk, Warcry
Samurai
Should be the go to option, particularly for Shikikoyo and Meditate. The 15 Store TP is a great boost especially for Terpsichore users.
» Store TP II, Demon Killer I, Damage Limit+ I, Meditate, Sekkanoki
Rune Fencer
When you want extra defensive abilities, the best sub tends to be Rune Fencer. Status Resist, Blink, and Magic Evasion makes it a great option in higher "annoying" content.
» Runes, Pflug, Vallation, Swordplay, Inquartata II,Magic Defense Bonus II, Tenacity, Auto Regen.
Ninja
The lack of any real offensive traits hampers this sub, but Utsusemi is still essential to staying alive in some fights.
» Utsusemi
Dragoon
Recently the top choice due to the new trait "WS Damage Boost" and for those times when managing hate is needed... High Jump's -30% enmity is your oh sh*t life-saver. Adds extra 7% WS DMG on all hits. A nice sub for fighting Wyrms too.
» Attack Bonus I, WS Damage Boost I, Ancient Circle, High Jump
Dark Knight
A niche sub when fighting Arcana (Omen Caturae) or used to gain TP with an Occult Acumen build in select situations. Last Resort is a massive source of attack.
» Attack Bonus II, Occult Acumen I, Last Resort, Arcane Circle
Thief
A more offensive alternative to SAM at the cost of Store TP II, using Sneak Attack will increase your options to increase Rudra Damage not to mention TH.
» Treasure Hunter II, Sneak Attack, Flee, Trick Attack







Merit Points



Merits used to be set in stone, never to be touched again. But with current meta; there is a room for customization based on your play style.

Group 1
Step Accuracy
SIncrease the accuracy of Steps by 3.
Not Recommended
Dancers have no issues hitting things, and Step Accuracy is applied from normal Accuracy, there is no need to wear gear for it or merit it.
Haste Samba Effect
Increase the effect of Haste Samba by 1.
Recommended 5/5
This if merited fully will increase the attack speed of all those engaged in battle by 10%.
Reverse Flourish Effect
Increase TP gained via Reverse Flourish by 3.
Situational
Converts remaining finishing moves into TP. Requires at least one finishing move.Where:(1FM)=332 TP RF of (2FM)=548 TP RF of (3FM)=798 TP RF of (4FM)=1082 TP RF of (5FM)=1400 TP using Maculele bangles +1
Building Flourish Effect
Increase Building Flourish accuracy by 2, attack power by 1%, and critical hit rating by 1%.
Situational
Due to timer being shared with Reverse Flourish, its not the first option to go for, but recently with current meta and Gifts addition to it, it has potential over RF.
Group 2
Saber Dance
Increases Double Attack rate, but renders waltzes unusable. Double Attack rate gradually decreases. Recast: 3min. Increase samba duration by 5%.
Recommended 1/5
Saber Dance grants 50% Double Attack that decays to 20% in the first 30 seconds (approximately 1%/second). It then remains at 20% for the rest of its duration. It's usually great if you're a Terpsichore user due to the massive bug to your PK from it.
Fan Dance
Reduces physical damage taken and increases enmity, but renders sambas unusable. Physical damage reduction gradually decreases with each hit taken. Recast: 3min. Shorten waltz recast time by 5%.
Situational 1/5
The physical damage reduction effect begins at 90% damage reduction when activated or reapplied (if it is already active). Also, that Enmity +15 is good for tanking.
No Foot Rise
Instantly grants additional finishing moves. Recast: 3min. Increase finishing moves granted by 1.
Recommended 3/5
In most situations, 3/5 is more than enough to give you TP to for maintenance, especially post Presto update.
Closed Position
Grants a bonus to accuracy and evasion when face-to-face with an enemy. Increase accuracy and evasion bonuses by 3.
Situational 5/5
Mandatory post Horos toe shoes +3. That massive STP gain is game changing if you're facing the enemy.






Job Points



DNC gets a lot of pretty nifty JP categories that can really enhance what we're all about. It's wise to focus on Flourishes and Duration categories first -- the SP categories are important too, but are less important in the scheme of things.


# Job Point Category 20/20 Effect
1 Trance Effect
Increases TP when Trance is activated.
Increase TP by 100 netting you 2000 TP at 20/20.
2 Grand Pas Effect

Increases damage while under the effects of Grand Pas.
Increase damage by 1 netting you 20 at 20/20
3 Step Duration
Increases the effect duration of all steps.
Increases the effect duration of all steps by 0:20 seconds.
4 Samba Duration
Increases the effect duration of all sambas.
Increases the effect duration of all sambas by 0:40 seconds.
5 Waltz Potency
Increases Waltz potency.
+Increase Waltz potency by 2(*).
Potency will increase by a fixed amount, not a percentage.
6 Jig Duration
Increases the effect duration of jigs.
Increases the effect duration of all Jigs by 0:20 seconds.
7 Flourish I Effect
Enhances the effect of Flourishes I.
Animated Flourish: Increase volatile enmity by 200.
Desperate Flourish: Increase physical accuracy by 20.
Violent Flourish: Increase additional effect: accuracy by 20.
8 Flourish II Effect
Enhances the effect of Flourishes II.
+Reverse Flourish: Increase TP by 400.
Building Flourish: Increase weapon skill damage by 20 percent.
Wild Flourish: Increase skillchain damage by 20 percent.
9 Flourish III Effect
Increases the charisma bonus from Flourishes III.
Increases charisma bonus by 20 percent.
10 Contradance Effect
Reduces Waltz TP consumption while under the effects of Contradance.
Reduce TP consumption by 60 percent.


Dancer Gifts are definitely great in all categories, the damage upgrade is noticeable with all that Critical boost and Skillchains. And capping subtle blow couldn’t be easier.

Job Points Acc Att Subtle Blow DW Macc Crti DMG Skillchain Bonus Meva
550 » +23 +15 6% 5% +13 4% 4% +13
1200 » +41 +37 9% 5% +23 6% 6% +23
2100 » +64 +42 13% 5% +36 8% 6% +36














Offensive Abilities

Dancers have a multitude of Job Abilities, many of which can be found in different "groups". Job Abilities within the same group share recast timers, so using an ability will lock out all other abilities in that group.

Dancers are front-line hybrid class that can benefit the party, enfeeble monsters and deal a lot of DPS if utilized properly. Not only are they competent fighters, but the TP they accumulate is used to fuel their various abilities. To make this simple, we categorized these abilities based on the effect they have during fight.









Steps

So what exactly steps do?

Steps inflict status ailments on the target by applying "Dazes" to them. The first Step of a Daze effect sets its duration to 1 minute and each subsequent Step applying the same Daze effect increase its remaining duration by 30 seconds, capping at 2 minutes. You have to spend 100 TP for each Step you perform and their shared recast timer is 5 seconds for all steps.

Unless the Daze effect level has reached the cap (currently level 10) already, each successful Step grants you 2 Finishing Moves and wielding a Terpsichore adds 1 Finishing Move on top of that for a total of up to 3 Finishing Moves per Step. If however the Daze effect level was capped already, you will gain only 1 Finishing Move, no matter what.


Steps
Box Step
Lowers target's defense.
Mandatory
Lowers Defense according to this formula: 3% + 2% x(Step level) with Max of -23% Defense and it stacks with all forms of Defense Down, effectively increasing attack by (at least) 29.8%
Quickstep
Lowers target's evasion.
Situational
Lowers Evasion according to this formula: 4 x (Step level + 1) with Max of -44 Evasion and giving everyone 44 Accuracy by association.
Feather Step
Lowers target's critical hit evasion (increases player critical hit rate).
Mandatory
Using Maculele Toeshoes +1 gives 4% + 1% x (Step level) with Max of -14% Critical Evasion
Stutter Step
Lowers target's magic evasion.
Situational
Lowers target's magic evasion according to this formula: 3 x (Step level) with Max of -30 Magic Evasion.


Reasons for Steps importance in Endgame:

The effect of Steps cannot be resisted, so if you can hit the target, you can apply Dazes. They however can be removed by effects that remove status ailments, e. g. Erase.The success rate of Steps depends on the Dancer's physical hit rate and therefore caps at 99%. Each Step gets an innate Accuracy +10 bonus and a level 99+ Terpsichore adds another Accuracy +60 to that.

In party situations, the rise of GEO means that you very often have absurd amounts of defense reduction and attack enhancing effects up, so ratio is more likely to be capped, except for fights that puts penalty on GEO bubbles. Thats were we shine, in instances were GEO bubbles are nerfed, we come to the rescue!








Flourishes

So what's all the hype about Flourishes?

Flourishes are a class of Dancer Job Ability that provide buffs to the Dancer and debuffs to the target monster. They are designed to be used strategically for their various purposes, and separated out into three categories that share recast timers.

The different Flourish categories may not share recast timers, but they do share a reliance on Finishing Moves. Proper Finishing Move management is essential and, combined with proper Flourish usage, you will become a killing machine that everyone will admire. Flourishes are the engine of your true power, so take as much time as you wish to understand each group very well.


Flourishes I
Animated Flourish
Provokes target. Requires at least one finishing move.(recast 30s)
Situational
Generates 1000 Volatile Enmity when used with 1 Finishing move and 1500 Volatile Enmity when used with 2 Finishing moves.
Desperate Flourish
Lowers target's evasion.(recast 20s)
Not Recommended
Weighs down a target with a low rate of success. Requires one finishing move.
Violent Flourish
Stuns target with a low rate of success. Requires one finishing move.(recast 20s)
Situational
Using Horos casaque +3 and a full Maac Set will end up landing stun quite frequently.
Flourishes II
Reverse Flourish
Converts remaining finishing moves into TP. Requires at least one finishing move.(recast 30s)
Situational
By converting your remaining Finishing Moves into TP, you can get instant TP to perform back to back weapon skills for a Skillchain or to close a Skillchain off of someone else's weapon skill. Along with No Foot Rise, it also can be used as a source for starting TP, letting you being fights with a good amount of TP.
Building Flourish
Enhances potency of next weapon skill. Requires at least one finishing move.(recast 10s)
Situational
Increases the strength of the next weapon skill used.
Boost is dependent upon the number of Finishing moves consumed.
1 Finishing move gives Accuracy
2 Finishing moves give Accuracy and Attack+25%
3 Finishing moves give Accuracy, Attack+25%, and Critical Hit Rate.
With 20 Job Points in the relative category, Building Flourish also grants 20% Weapon Skill Damage regardless of the number of Finishing Moves spent.
Accuracy, Attack and Critical Hit Rate apply to all hits of Weapon Skill, but WSD only applies to first hit.
Wild Flourish
Readies target for a skillchain. Requires at least two finishing moves.(recast 10s)
Not Recommended
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
Climactic Flourish
Allows you to deal critical hits. Requires at least one finishing move.(recast 90s)
Mandatory
The most powerful Flourish we have, it forces the first swing of the next X attack rounds to critical hit and grants them a base damage bonus equal to 50% of your CHR (at the time the hit lands), where X is the number of Finishing moves consumed upon activation (all available).If Maculele tiara +1 was used, Climactic Flourish forces one more critical hit and Forced hits receive damage +25%.This is a huge deal, so you better use it!
Striking Flourish
Allows you to deliver a twofold attack. Requires at least two finishing moves.(recast 30s)
Situational
Forces a Double Attack on the first hit of your next attack round and grants the first swing of the Double Attack a base damage bonus equal to 100% of your CHR (at the time the hit lands).
Will stack with Weapon Skills.
Ternary Flourish
Allows you to deliver a threefold attack. Requires at least three finishing moves.(recast 45s)
Situational
Forces a Triple Attack on the first swing of your next attack round and grants the first swing of the Triple Attack a base damage bonus equal to 100% of your CHR (at the time the hit lands).
Will stack with Weapon Skills.


Flourishes II conundrum:

Between Reverse Flourish and Building Flourish, it is hard to justify prioritizing using one of them, that's why they are situational at the moment. In current game meta, one might argue that Reverse Flourish lost its appeal to Building Flourish due to TP overflow from Samurai Roll and Conserve TP V.

In party situations, and if you're coordinating skill chains with others, its highly advised to use Building Flourish over Reverse Flourish, in Zerg or Solo Multi-Step Situations its probably best to use Reverse Flourish to squeeze in as many Weapon Skills as possible.

Just a side note: There is no incentive to use Ternary Flourish at the moment simply because Building Flourish 3/3 is too powerful.








Commonly Used Abilities

Demi-God when Saber Dance:

This ability is great, more so for Terpsichore users. The Double Attack provided will boost the overall damage by quite a margin. Dancers current TP set heavily relies on Multi-Hits and Double Attack Average is usually 20-22% and with Saber Dance after decay you will have a constant 40-47%.

Pyrrhic Kleos, Evisceration get a considerable boost when Saber Dance is active, and these are the bread and butter for Mythic Dancers. There is enough evidence to full-time Saber Dance, and cancelling it is only one click away in the case of emergency.


Commonly Used Abilities
Saber Dance
Increases Double Attack rate but renders waltzes unusable. Double Attack rate gradually decreases.(recast 180s)
Situational
Activating Saber Dance blocks Waltzes until it wears off or is cancelled.
Saber Dance grants 50% Double Attack that decays to 20% in the first 30 seconds (approximately 1%/second). It then remains at 20% for the rest of its duration.
Using Saber Dance automatically cancels Fan Dance, and vice versa.
Saber Dance stacks additively with Double Attack gear, but overwrites the Double Attack job trait.
Presto
Enhances the effect of your next step and grants you an additional finishing move.(recast 15s)
Mandatory
Causes the next Step to increase Daze level by 5.
Gives 6 Finishing moves any time that you would normally get 2, even if you use a Presto'd Step with level 9 Daze.
Gives a 50 Step Accuracy Bonus to the stacked Steps.
Though it grants a more potent Step, it does not affect duration mechanics.
No Foot Rise
Instantly grants additional finishing moves.(recast 180s)
Mandatory
Gives one Finishing move per merit level and grants 50TP per merit if used with Horos casaque +3.


The power of Presto

This ability is phenomenal, more so after update. Using a Step with Presto up gives it an accuracy bonus of +50, as well as adding five levels to the Daze effect associated with the Step, if possible. It will not magically let you break the Daze hard cap of level 10. Presto also grants you 5 additional Finishing Moves. You still get only one Finishing Move upon successfully using a Step that is "capped" already

Lastly, we cant ignore how Presto mitigates DPS loss due to Stepping in general. When you can reach level 10 in 15-30s, think about the time and TP saved for pure DPS


One Hour Abilities
Grand Pas
Allows flourishes to be performed without finishing moves.(recast 45 Min)
Situational
Resets Flourish recast timers upon activation and eliminates the TP cost as well.
The effect ends after 30 seconds or once three Flourishes are used.
Trance
While in effect, lowers TP cost of dances and steps to 0.(recast 45 Min)
Situational
Reduces the recasts of all Waltzes to 6 seconds.
Reduces the cost of all Dancer Job Abilities to 0 TP.
Gives 2000 TP when Master.
Duration is increased by 80s when using Horos Tiara +3.


Lets talk about SP abilities:

Dancers are very proficient in long fights. We don't need to worry about survivability due to the insane healing capabilities. But, you might wonder how well we do in Zerg situations. How fast we can DPS in comparison to other DPS jobs?

Get ready to be amazed, not only we excel in long fights and help with healing when things go haywire, we are by far, one of the most prominent jobs in Spike Damage when we activate SP's.



Activating Godess Mode:

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)








Skillchains

Why we need to focus on this the most?

Dancers have the highest SkillChain damage in game naturally, this is a very unique aspect to the overall play style. Exploiting this aspect alongside Flourishes is the sole reason why Dancers break into the top tier list of DPS jobs.

As a rule of thumb, Multi-Step SkillChaining is important due to all the extra damage it provides, much more than your WeaponSkill itself will do. It increases the damage of a SkillChain more and more each step. The window to create another step becomes shorter and shorter after each.

Initially the window for a SkillChain starts at 10 seconds between WeaponSkills to count. Each step reduces that time down by about 2 seconds until reaching 3 seconds.

With the ridiculous amounts of multi hits in our TP sets, and the access to high end content buffs like Samurai Roll and Fighter's Roll, Dancers have it easy for them to keep going forever.

All primary Weaponskills properties are used first to create a SkillChain, and if no SkillChain is created then secondary properties are used.

So if a WeaponSkill has a secondary property you wish to use. It won't work unless the primary property is not utilized to make a SkillChain first.



Level One ⇨ Levell Two Level Two ⇨ Level Two
Fusion: Elements are Fire then Light where:

Liquefaction ⇨ Impaction = Fusion
Fusion: Elements are Fire then Light where:

Distortion ⇨ Fusion = Fusion
Fragmentation: Elements are Thunder and Wind where:

Induration ⇨ Reverberation = Fragmentation
Fragmentation: Elements are Thunder and Wind where:

Gravitation ⇨ Fragmentation = Fragmentation
Gravitation: Elements are Earth then Dark where:

Detonation ⇨ Compression = Gravitation
Gravitation: Elements are Earth then Dark where:

Fusion ⇨ Gravitation = Gravitation
Distortion: Elements are Ice and Water where:

Transfixion ⇨ Scission = Distortion
Distortion: Elements are Ice and Water where:

Fragmentation ⇨ Distortion = Distortion
Light SkillChain Dark SkillChain
Light: Element is Light where:

Fusion ⬄ Fragmentation = Light

Light ⬄ Light = Light [lvl.4]

Darkness: Element is Dark where:

Distortion ⬄ Gravitation = Darkness

Darkness ⬄ Darkness = Darkness [lvl.4]





Empyrean WeaponSkill "Rudra's Storm" is the only WeaponSkill with a level 3 Darkness property. It can be used to create Darkness with itself.

Under Aeonic Aftermath all merit Exenterator gains a light property too allowing for level 3s while it is active.

Level 3 skillchains can not make double light or darkness off of themselves.

For Terpsichore users, the best combo would be:

1-Shark Bite ⇨ Pyrrhic Kleos (Distortion) ⇨ Evisceration (Darkness) ⇨ Rudra's Storm (Darkness [lvl.4])

2-Pyrrhic Kleos ⇨ Evisceration (Darkness) ⇨ Rudra's Storm (Darkness [lvl.4])
3-Pyrrhic Kleos ⇨ Dancing Edge (Detonation) ⇨ Pyrrhic Kleos (Scission) ⇨ Dancing Edge (Detonation) This can go on forever.


For Tauret or Twashtar users, the best combo would be:

1-Evisceration ⇨ Shark Bite (Fragmentation) ⇨ Rudra's Storm (Distortion) ⇨ Evisceration (Darkness) ⇨ Rudra's Storm (Darkness [lvl.4])
2-Evisceration ⇨ Dancing Edge (Distortion) ⇨ Evisceration (Darkness) ⇨ Rudra's Storm (Darkness [lvl.4])
3-Evisceration ⇨ Rudra's Storm (Darkness) ⇨ Rudra's Storm (Darkness [lvl.4])


For Aeneas users, you can follow all the previous combos and add these for Umbra or Radiance:

1-Exenterator ⇨ Pyrrhic Kleos (Distortion) ⇨ Evisceration (Darkness) ⇨ Rudra's Storm (Umbra [Ultimate])
2-Exenterator (with AM3 up) ⇨ Exenterator (Radiance [Ultimate])














Defensive Abilities

Dancers excel in being a healing power plant. They can mitigate physical damage with their natural evasiveness, and the amount of Physical Damage reduction they get from Fan Dance.

Their natural ability to deal large amounts of damage very fast, while maintain HP almost capped is one of the key factors why its the go to option for solo players and returning players alike.









Waltz

Best front line healers in game:

"Curing" Waltzes restore HP to a single target and can be used on anyone inside or outside of alliance, while "Divine" Waltzes are Area of Effect and can only be used on your party. "Healing" Waltz is the only Waltz that does not restore HP, and it instead removes status effects and can only be used on your party.

Waltz Potency gear caps at 50%, while Waltz received potency caps at 30%. Also, while Curing Waltzes 1-3 follow the typical HP restored Enmity pattern, Curing Waltzes 4 and 5 have fixed hate exactly like Cure V and Cure VI, respectively.


Curing Waltz
Curing Waltz
Restores anyone's HP.(recast 6s)
Situational
Instantly heals a party member for approximately the same as Cure III, with a range of 20'.

Amount cured = floor((Dancer's CHR + Receiver's VIT)/4) + 60HP.

TP Cost=200.
Curing Waltz II
Restores anyone's HP.(recast 8s)
Efficient
Instantly heals a party member for approximately the same as Cure III, with a range of 20'.

Amount cured = floor((Dancer's CHR + Receiver's VIT)/2) + 130HP.

TP Cost=350.
Curing Waltz III
Restores anyone's HP.(recast 10s)
Most Efficient
Instantly heals a party member for approximately the same as Cure IV, with a range of 20'.

Amount cured = floor((Dancer's CHR + Receiver's VIT)*0.75) + 270HP.

TP Cost=500.
Curing Waltz IV
Restores anyone's HP.(recast 13s)
Emergencies Only
Instantly heals a party member for approximately the same as Cure V, with a range of 20'.

Amount cured = Dancer's CHR + Target's VIT + 450HP.

TP Cost=650.
Curing Waltz V
Restores anyone's HP.(recast 16s)
Emergencies Only
Instantly heals a party member for approximately the same as Cure VI, with a range of 20'.

Amount cured = floor((Dancer's CHR + Target's VIT)*1.25, 1) + 600HP.

TP Cost=800.
Divine Waltz
Divine Waltz
Restores the HP of all party members within a small radius.(recast 13s)
Most Effective
Instantly heals a party member for approximately the same as Curga, with a range of 10'.

Amount cured = floor((Dancer's CHR + Receiver's VIT)/4) + 60HP.

TP Cost=400.
Divine Waltz II
Restores the HP of all party members within a small radius.(recast 20s)
Effective
Instantly heals a party member for approximately the same as Curga III, with a range of 10'.

Amount cured = floor((Dancer's CHR + Receiver's VIT)*0.75) + 270HP.

TP Cost=800.
Healing Waltz
Healing Waltz
Removes one magic-induced ailment from a party member.(recast 8s)
Effective
Instantly removes 1 status effect that can be removed with Erase(excluding enemy Bard songs), Paralyna, Blindna, Poisona, Viruna, or Silena from a targeted party member.









Fan Dance

How powerful is Fan Dance?

This damage resistance does not count towards the Physical Damage Taken cap of 50%, but is multiplied with it and rounded down. Meaning, when you activate it and equip a -50% PDT set you will have - 95% PDT on the first hit. Every successful physical hit on the Dancer will reduce the effectiveness of Fan Dance by 10%, until it reaches the minimum of 20% damage reduction. Netting you with -60% PDT in capped PDT set

One might argue that it's rare any additional Fan Dance merits will save you. Sure; that -20% on recast timer for Waltz is amazing, but its a very niche situation where you will actually need it. There are many instances where you won't even use it, if asked to keep Haste Samba up. On the other hand, additional merits would be somewhat useful if it's being infrequently dispelled


Fan Dance
Fan Dance
Reduces physical damage taken and increases enmity but renders Samba unusuable. Physical damage reduction gradually decreases with each hit taken.(recast 180s)
Situational
Enmity +15
The physical damage reduction effect begins at 90% damage reduction when activated or reapplied (if it is already active).
Phalanx effects are applied after this damage reduction.
You can increase the fixed Damage Reduction by 5% if fully merited and Equipped Horos Bangles +3 full time.


Fan Dance vs Closed Position Merits:

From a defensive point of view, Closed Position provides extra Evasion (15 at 5/5) while Fan Dance Provides 5% Damage Reduction. While both are great in theory, but the incentive to use Closed Position 5/5 far exceeds Fan Dance 5/5 from a DPS point of view.

In situations where you are not facing the enemy, going 5/5 Fan Dance can be a valid approach. It really depends on how you play Dancer. You started to realize how versatile this job is by now.








Sambas

Why everyone gets excited to see our Samba?

Sambas are a class of Dancer abilities that inflict a Daze specific to the Samba in use on the enemy the user is meleeing. All Sambas cost TP and all share a common recast timer (60s).

The Samba Daze effect lasts 10 seconds after the last regular melee swing landed (even if for 0) and gives the user and any members of the user's party hitting the same monster a positive status effect that depends upon which Samba was used. Only one Samba Daze can be in effect, even if multiple party members are using Sambas. The most recent Samba takes priority.



Sambas
Haste Samba
Inflicts the next target you strike with Haste daze, increasing the attack speed of all those engaged in battle with it.(recast 60s)
Mandatory
Hitting the target while it is under this effect will give the attacker 5% Job Ability Haste (same category has Hasso and Desperate Blows, subject to 25% cap).
This can be increased up to 10% (101/1024) with merits.
TP Cost=350.
Aspir Samba I, II
Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle to drain its MP.(recast 60s)
Not Recommended
Aspirs approximately between 1 and 25% Question of damage dealt in MP, up to some limit determined your weapon's effective delay.

TP cost=150 for (I) and 250 for (II).
Drain Samba I, II, III
Inflicts the next target you strike with Drain daze, allowing all those engaged in battle to drain its HP.(recast 60s)
Not Recommended
Drains approximately between 1 and 50% Question of damage dealt in HP, up to some limit determined your weapon's effective delay.

TP cost=100 for (I), 250 for (II) and 400 for (III).


The effect of Samba can be enhanced in two ways:

Increasing duration: Samba duration can be increased using Senuna's mantle and Maxixi tiara +3, Saber Dance merits (with Saber Dance up), and through Job Points.

Increasing potency: The only Samba whose potency can be increased at the moment is Haste Samba, which can be increased up to 10% (101/1024) Haste through merits.









Jigs

Quality of life in one Job?

Not only Dancer is well rounded self sustained job, its markedly superior when it comes to exploration. You want to walk around fast? Dancer can give you 38% increase in movement speed anywhere, all you have to do is Chocobo Jig and you're set. And the cherry on top... Chocobo Jig isn't affected by Zoning!!

Want to be undetected? pop Spectral Jig and you don't need to worry about carrying items around.




Jigs
Spectral Jig
Allows you to evade enemies by making you undetectable by sight or sound.(recast 30s)
Situational
Applies the effects of Sneak and Invisible (Status) on yourself. If used while Sneak is still active, the ability will have no effect and neither Sneak nor Invisible (Status) will be reapplied.
The effects of Sneak and Invisible (Status) will wear off simultaneously.
Jig duration job points are added to base duration before modification.
Chocobo Jig
Increases movement speed.(recast 60s)
Situational
Increases movement speed by 20%.
Does not stack with Flee, Sprinter's Shoes enhancement, or Mazurka, but will stack with equipment Movement Speed.
Wears off if you attack an enemy or are attacked.
Remains active even when you zone.
Chocobo Jig II
Increases movement speed of party members within area of effect.(recast 60s)
Recommended
Increases movement speed by 20% for party members within Area of Effect.
Does not stack with Flee, Sprinter's Shoes enhancement, or Mazurka, but will stack with equipment Movement Speed.
Wears off if you attack an enemy or are attacked.
Remains active even when you zone.


The duration of Jigs can be enhanced in two ways:

Jigs duration can be increased using Horos tights +3 or Maxixi toeshoes +3 since Gear caps at 50%.

Increasing duration through Job Points. Up to 20s at 20/20.













Weapons




OK, lets talk 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 Piercing damage does not work or you need blunt damage in some fights like Master Trails.

The fact that all swords Dancers can equip deal piercing damage and the only source of slashing Slashing damage is Vampiric Claws and in regards to blunt, now we can use Karambit from Ambuscade. Chakrams are another type of throwing weapons that Dancers can use, but only for pulling.









Hand to Hand

Hand to Hand Combat Skill: D
Karambit Ambuscade Weapon
The most powerful H2H that we can use. Asuran Fists with 50% damage boost across all hits is fun to play with, and if you sub MNK, you gain access to Dragon Kick. H2H should be an option in scenarios were blunt damage is imperative in fight gimmicks.








Swords

Sword Combat Skill: D
hepatizon rapier +1 Crafted
A cheap option for and offhand with MAB in case you wanted to spam Aeolian Edge.
demersal degen +1 Dropped from UNM Bakunawa
Occasionally attacks twice, but no accuracy and relevant job stats. A nice 'free' offhand option.








Daggers

Dagger Combat Skill: A+
Terpsichore Mythic Weapon

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. 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 Empyrean Weapon

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 boost to their DPS for 30 seconds. AM3 up opens the door to triple damage for 3 Minutes. 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 Aeonic Weapon

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
Tauret Ambuscade Weapon

Evisceration +50% is huge, since it carries across all hits. This Dagger is incredible for spamming Evisceration at 1K, and should definitely be ranked amongst legendary weapons for Dancers.

With Feather Step 10/10, Rogue's Roll 11 crooked and your merits and capped dDEX, your critical hit rate should reach 81.5% at 1K TP.
Setan Kober Crafted (Su5)

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 an impact on lost DPS during stepping. This Dagger can be equipped on main and offhand simultaneously making steps free.
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

taming sari Dropped from Sinister Reign

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 with DMG+15, STR+10, DEX+10, Treasure Hunter +1.
raetic kris +1 Crafted

Difficult to use (requires maintenance of MP buffs), but is a very powerful choice for Evisceration spamming. Works best in Escha Zones.
blurred knife +1 Crafted
Occasionally attacks twice, a healthy helping of accuracy, and occasionally grants Haste on attack makes this one of the best off-hands when meleeing for TP.
Centovente Weaponskill Trials via Magian Moogle

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.

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.

Odium Dropped from Vagary Plouton

+13 in every stat category, along with a bit of accuracy, makes this a nice general purpose off-hand.
Polyhymnia From NPC: Oboro

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%.
enchufla From Hanbi in Escha - Ru'Aun

Can be upgraded through the help of Nolan and Path C seems like a well grounded option.







Shields

Shield Combat Skill: n/a
airy buckler Dropped from Campaign Op BCNM

Using it with Twashtar and WAR as sub-job will create one of the highest DPS options for DNC. Rudra DMG will gain extra boost from Fencer and the White DMG will be crazy good.



What about current DPS Ranking?

Pure Zerg/High Buffs:

1-Twashtar/Centovente Spamming Rudra with Building Flourish.
2-Tauret/Twashtar Spamming Evisceration with Building Flourish.
3-Terpsichore/Twashtar Spamming Pyrrhic Kleos with Building Flourish and Saber Dance up.

Multi-Step/High Buffs:

1-Twashtar/Centovente Spamming Rudra with Building Flourish.
2-Terpsichore/Twashtar Spamming Pyrrhic Kleos with Building Flourish and Saber Dance up.
3-Tauret/Twashtar Spamming Rudra with Building Flourish.

Low Buff/Gear Tier situations:

1-Terpsichore/Twashtar Spamming Pyrrhic Kleos with Building Flourish.
2-Tauret/Twashtar Spamming Evisceration with Building Flourish.
3-Twashtar/Tauret Spamming Rudra with Building Flourish.













Gear Sets




Dancer is one of the most versatile jobs in the game. You've got to carry around all the stuff that a light armor melee job would to fit every role effectively. It's really not for the faint of heart.

You might be thinking to yourself... wow, that's gonna be a lot of sets... do I really need to have all of this stuff? Yes, you really should, and we'll try to explain why.


DREAM TIER Reserved for those with deep pockets, a lot of patience, and a boat load of luck. Often involves RMEA, perfect (DM) augments, HQ crafted gear, and low probability drops. The pot of gold at the end of the rainbow.
MID TIER Realistically obtainable pieces for those active in endgame. Augments are assumed to be within a reasonable range -- solid but not perfect.
ENTRY LEVEL Entry point into higher level content for returnees and new players. We've been careful to only include items that can be solo'd or purchased from the Auction House. Consider it the next step after Sparks gear.







Abilities Sets


This is the one you you need to invest time in. They are important for survivability.

As a Dancer, you're expected to react rather quickly to game mechanics, and you will notice that this job is immune to bandwagon, the play style is highly customizable. Some Dancers are more conservative than others, while some are crazy killing machines. The most important part is to find where you fit on this spectrum and work accordingly.



Dancer Abilities
ItemSet 367803 ItemSet 367714 ItemSet 367804 ItemSet 367805
• Cape: CHR
•Anwig Salade: CHR+4 Waltz ability delay -2
• Cape: DEX/Acc • Cape: INT/Macc • Cape: Reverse Flourish 30











Melee TP Sets


A lot of people will go into this looking for a single melee set, and that just won't do. Haste buffs are often fluid and you really can't rely on your support to maintain them 100%,or expect your targets not to Dispel them from time to time. Therefore, it's really important to maintain several different TP sets at varying levels of magic haste. If you want the nitty-gritty details about attack delay reduction and how that relates to Dual Wield and haste, BGWiki has a nice post that covers just about everything and we will display the sets for TP with and without Haste Samba.

Once you are capped out on delay reduction, it's just a matter of swapping in as much acc and STP as you need to maximize your WS-frequency.

Last, but not least... hybrid sets. Everybody promises to make/use them, most of the game population doesn't, and all the dead bodies (and the sorrowful faces of our abused backline healers) can attest to that. Make them, use them. Repeat after me: a dead Dancer does no DPS, a dead Dancer does no DPS...



With Haste Samba 5/5 Active


45%/Max Magic Haste (0% Dual Wield needed)
ItemSet 367807 ItemSet 367808 ItemSet 359608 ItemSet 367810
• Adhemar: Path B or A
• Cape (/SAM): DEX/Acc/STP
• Cape (/WAR): DEX/Acc/DA
• Adhemar: Path A or B
• Herc DEX/Acc/TA
• Cape (/SAM): DEX/Acc/STP
• Cape (/WAR): DEX/Acc/DA
• Rawhide: Path D


30%/Mid Magic Haste (8% Dual Wield needed)
ItemSet 367809 ItemSet 367811 ItemSet 367812 ItemSet 367810
• Adhemar: Path B or A
• Cape (/SAM): DEX/Acc/STP
• Cape (/WAR): DEX/Acc/DA
• Adhemar: Path A or B
• Herc DEX/Acc/TA
• Cape (/SAM): DEX/Acc/STP
• Cape (/WAR): DEX/Acc/DA
• Rawhide: Path D


15%/Low Magic Haste (13% Dual Wield needed)
ItemSet 371413 ItemSet 367814 ItemSet 367815 ItemSet 367816
• Adhemar: Path B or A
• Cape: DEX/Acc/DA
• Adhemar: Path A or B
• Herc DEX/Acc/TA
• Cape: DEX/Acc/DA
• Adhemar: Path A or B
• Cape: DEX/Acc/DA


No Magic Haste (35% Dual Wield needed)
ItemSet 367817 ItemSet 367818 ItemSet 367819 ItemSet 367816
• Adhemar: Path B or A
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Taeon DEX/Acc/DW
• Cape: DEX/Acc/DW



Without Haste Samba


45%/Max Magic Haste (1% Dual Wield needed)
ItemSet 367807 ItemSet 367808 ItemSet 359608 ItemSet 367810
• Adhemar: Path B or A
• Cape (/SAM): DEX/Acc/STP
• Cape (/WAR): DEX/Acc/DA
• Adhemar: Path A or B
• Herc DEX/Acc/TA
• Cape (/SAM): DEX/Acc/STP
• Cape (/WAR): DEX/Acc/DA
• Rawhide: Path D


30%/Mid Magic Haste (21% Dual Wield needed)
ItemSet 370439 ItemSet 367811 ItemSet 367812 ItemSet 367810
• Adhemar: Path B or A
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Herc DEX/Acc/TA
• Cape:DEX/Acc/DW
• Rawhide: Path D
• Cape:DEX/Acc/DW


15%/Low Magic Haste (32% Dual Wield needed)
ItemSet 367813 ItemSet 367814 ItemSet 367815 ItemSet 367816
• Adhemar: Path B or A
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Herc DEX/Acc/TA
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Cape: DEX/Acc/DW


No Magic Haste (39% Dual Wield needed)
ItemSet 367817 ItemSet 367818 ItemSet 367819 ItemSet 367816
• Adhemar: Path B or A
• Herc DEX/Acc/DW
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Herc DEX/Acc/DW
• Cape: DEX/Acc/DW
• Adhemar: Path A or B
• Taeon DEX/Acc/DW
• Cape: DEX/Acc/DW



Single Wield and AM3 Twashtar
ItemSet 367820 ItemSet 367821 ItemSet 359849
• Adhemar: Path A or B
• Cape: DEX/Acc/DA
• Adhemar: Path A or B
• Cape: DEX/Acc/DA
• Adhemar: Path A or B
• Herc: DEX/Acc/CritDMG
• Skinflayer: DEX/Acc/CritDMG
• Cape: DEX/Acc/DA





Accuracy & Hybrid Swaps
ItemSet 367832 ItemSet 367833 ItemSet 367834










Weapon Skill Sets


There's no getting around it: Rudra's Storm is OP. In any situation, be that Zerg or Multi-Step. It's extremely hard to beat the sheer tidal wave of damage that is produced by this weapon skill during Climactic activation. Rudra scales beautifully with TP, reaching stupid heights at 2000TP+, making Moonshade and Centovente invaluable.

Pyrrhic Kleos is amazing as well if you're a Mythic Dancer in comparison. The WS is already 4-attacks long (out of a possible maximum of 8). Sure, fTP transfers but boosting DA and STR is highly encouraged.

Evisceration recently gained a huge upgrade with the introduction of Tauret. It's already 5-hits, so stacking multi-attack isn't as beneficial as going heavy into critical hit rate, critical hit damage and DEX. TP-overflow increases critical hit rate substantially, but if you're using Tauret as main, you already gain a great buff to critical hit rate from 0-1000 TP.

Aeolian Edge is DNC's best option for AOE cleaving. Very useful to eliminate groups of fodder mobs in Omen, Delve or Escha CP pts.



Rudra's Storm Sets
ItemSet 380094 ItemSet 380993 ItemSet 367838 ItemSet 367839
• Ammo: Crepuscular Pebble
• Cape: DEX/Att/Acc/WSD
• Cape: DEX/Att/Acc/WSD
• Nyame: Path B R25
• Herc: DEX/Att/Acc/WSD
• Cape: WSD
• Taeon: DEX/Acc/-DT



Climactic Rudra's Storm Sets
ItemSet 380994 ItemSet 380995 ItemSet 367835 ItemSet 367840
• Ammo: Crepuscular Pebble
• Cape: DEX/Att/Acc/WSD
• Nyame: Path B R25

• Cape: DEX/Att/Acc/WSD
• Nyame: Path B R25
• Herc: DEX/Att/Acc/WSD
• Cape: DEX/Att/Acc/WSD
• Taeon: DEX/Att/Acc/WSD
• Cape: WSD




Pyrrhic Kleos Sets
ItemSet 380096 ItemSet 380097 ItemSet 359173 ItemSet 367841
• Lust: Path D
• Cape: STR/Att/Acc/DA
• Ammo: Crepuscular Pebble
• Sub: Crepuscular Knife > Twashtar > Gleti's Knife R25
• Lust: Path D
• Cape: STR/Att/Acc/DA
• Adhemar Body +1 is less than 1% better, but imo it's not justified to lose defensive value of Maculele Casacue +3 for it
• Lust: Path A
• Adhemar: Path B
• Cape: STR/Att/Acc/DA
• Rawhide: Path A Body, Path D Boots




Evisceration Sets
ItemSet 348198 ItemSet 367842 ItemSet 367843 ItemSet 356844
• Lust: Path B
• Adhemar: Path B
• Herc: DEX/Att/Acc/CritDmg
• Cape: DEX/Att/Acc/DA
• Adhemar: Path B
• Cape: DEX/Att/Acc/DA


Aeolian Edge and Exenterator Sets
ItemSet 359671 ItemSet 367845 ItemSet 367846 ItemSet 367847
• Herc: MAB/WSD
• Cape: INT/MDmg/WSD
• Herc: MAB/WSD
• Cape: INT/MDmg/WSD
• Herc: AGI/WSD
• Cape: AGI/WSD
• Herc: AGI/WSD
• Cape: AGI/WSD
/td]




Shark Bite and Dancing Edge Sets
ItemSet 367915 ItemSet 367918 ItemSet 367916 ItemSet 367917
• Herc: DEX/Att/Acc/WS
• Cape: DEX/Att/Acc/WS
• Herc: DEX/Att/Acc/WS
• Cape: DEX/Att/Acc/WS
• Lust: Path D
• Cape: DEX/Att/Acc/DA
• Lust: Path D
• Cape: DEX/Att/Acc/DA










Idle Sets


Strong idle sets are particularly important for Dancers. We're much more likely to pull hate than other DPS jobs when we start our spike damage frenzy. A solid idle set is a life saver.

The Meva set is particularly useful, since most of the AOE in current endgame is magic-based.











Utility Sets



Utility Sets
ItemSet 367866 ItemSet 367868 ItemSet 367869 ItemSet 367870
• Adhemar : D
• Herc: FC
• Cape: FC
• Adhemar : D
• Herc: FC
• Cape: FC










Ambuscade Capes



At the minimum, a fully-functioning Dancer should expect to carry about 6 capes. A hardcore Dancer will carry upwards of 8-10+, depending on just how certifiably insane they are.

Resin augments are up to your discretion. -PDT 10% (-MDT is easier to cap with Shell V than -PDT) and Magic Evasion +15 tend to be the most useful.




Evisceration WS Cape

Pyrrhic Kleos WS Cape

Fast Cast and Aeolian Edge Cape

MEVA TP Cape

DA TP Cape

Rudra WS Cape








Mission/Quest Rewards



Rewards from Missions are straight forward for Dancer, the only consideration is Anwig Salade Waltz Recast.


Reward Notes
CHAINS OF PROMATHIA rajas ring The only option. STP 5 in the ring slot is still close to B.I.S. Great for early leveling/questing.
WINGS OF THE GODDESS moonshade earring Rudra's Strom benefits from TP-overflow, so this really is a must have.
Augments: Att/TP-Bonus
SEEKERS OF ADOULIN Karieyh ring One of only two sources for WSD in the ring slot -- nice for Rudra's Storm, and a nice swap for many WS in att/acc-capped situations
A MOOGLE KUPO D'ETAT anwig salade CHR+4 Waltz ability delay -2 is what you want. Great for lowering recast time on all Waltz.
Augments: CHR+4 Waltz ability delay -2







Dark Matter


Now, when deciding whether or not something you get from DM beats our Dream Tier suggestions can be a bit tricky. WSD +7~10 generally will be an upgrade for Rudra in most slots. A DM with QA +3 will beat Dream Tiers by a few depending on the amount you get. For instance, getting a QA +3 on Herculean Feet will not beat Horos Toe Shoes +3 if you're facing the Enemy. But if QA starts to add up in your Set, it will be more viable to use.









Resources


Frequently Asked Questions


Q: What's the best Dagger for DNC right now?
A: If you're only going to go after a single Dagger, the best all-around performer is Terpsichore. It's either #1 or #2 for all of our WSs, and during TP Phase it comes first.
Q: Does Duration Enhancing Gear for Samba stack?
A: Gear Cap is 50, so a single +3 upgrade can Cap that.
Q: Is it safer to play conservatively or go all out?
A: If you have full support, and it's safe to melee, then generally you should full-time Saber Dance and go to town. Bearing in mind tricky moves from Enemies that can one shot you, only then you just pop Fan Dance.
Q: When is it safe to tank in high end content?
A: First, take into account your target. Are there dangerous AoE/auras to deal with? Dispels and statuses? is your subtle blow capped? Is your main Tank dead?

Then consider your party. Can your healer afford to cover an additional body? Is it better for you to help with healing to keep hate?

There are so many factors that go into whether or not you should tank, so in the end, you'll have to make that decision with your main healer -- but remember to always consider your target and your party first.
Q: How important is Haste Samba for the party?
A: If delay reduction is capped for everyone, then its not. But usually there are instances where Haste gets dispelled or you switch songs for defensive purposes. There you must keep it up full time.
Q: Will I lose DPS if I use too many JA's?
A: Try your best to use them during WS animations lockout, and the rotation shouldn't be that difficult. Any Ja before WS then you're good to go. Some prefer doing that after WS is fired.
Q: How important is Building Flourish now?
A: Currently, it has more incentives to use over Reverse Flourish, the benefits from Job Points are really hard to pass by and the recast on Building Flourish aligns very well with the frequency of WS during End Game and Coordinated Group Skillchains.
Q: Should you always aim for skillchains?
A: Dancers have the highest Skillchain Bonus in game, waiting on your DPS partners isn't that terrible because TP overflow is good for Rudra. So the answer is yes, you should aim for closing skill chains with others.
Q: Which pieces of Artifact, Relic and Empyrean armor do I need to collect/reforge?
A: If it comes to basic needs, then Head, Body and Hands from AF3. All of Relic +3. Head, Hands and Body from Empy. But if it was up to me personally I would say "All" of them.
Q: How important is Dashing Subligar for Waltz? I need to save space.
A: If you're using DNC for party Healing/Tanking, and you don't care about your own blink every time you do so, just use Horos +3 and call it a day.

The sets provided try to shed more light on all degrees of benefits gained during that action, and blink is definitely one of them.









Food



Looking for that little extra oomph? No worries, there's a dish for every occasion. Of course, there are also HQ variants for those with more discerning palates, but we recommend steering clear unless you're truly craving that extra duration.


Food Dur. Notes
Altana's repast
• STR+10,
• DEX+10,
• VIT+10,
• AGI+10,
• INT+10,
• MND+10,
• CHR+10,
• Accuracy+70,
• Attack+70,
• R. Accuracy+70,
• R. Attack+70,
• M. Accuracy+70,
• "M. Atk. Bonus"+10,
• "M. Def. Bonus"+3,
• Evasion+70,
• DEF+70,
• M. Evasion+70,
• "Store TP"+6
180 The ultimate food and its AOE!-- provided you can find somebody who can make it.
marine stewpot
• HP +90,
• Accuracy +90,
• Ranged Accuracy +90,
• Magic Accuracy +90
180 AOE! and a great cheaper option for Acc and HP.
bowl of riverfin soup
• Accuracy +14% (Cap: 90),
• Ranged Accuracy +14% (Cap: 90),
• Attack +18% (Cap: 80),
• Ranged Attack +18% (Cap: 80),
• Amorph Killer +5
180 For a balance of both acc and att, there's no better option.
plate of sublime sushi
• HP +40,
• MP +20,
• STR +6,
• DEX +7,
• MND -3,
• CHR +6,
• Accuracy +10% (Cap: 100),
• Ranged Accuracy +10% (Cap: 100),
• Resist Sleep +1
30 One of the best option for endgame needs.
pork cutlet rice bowl
• HP +60,
• MP +60,
• STR +7,
• VIT +3,
• AGI +5,
• INT -7,
• Attack +23% (Cap:125),
• Ranged Attack +23% (Cap: 125),
• Store TP +4,
• Element: Fire +20
180 A bit hard to find, but probably our top food when attack is uncapped. Great WS stats, and more attack than pasta.
dish of spaghetti carbonara
• HP +14% (Cap: 175 @ 1249 Base HP),
• MP +10,
• INT -3,
• STR +4,
• VIT +2,
• Attack +17% (Cap: 65 @ 361 Base Attack),
• Store TP +6
30 Att and STP, two things that all acc-capped Dancers can't get enough of. HP is a nice addition. Available from Curio Moogle. Arrabbiata is an upgrade, but isn't as readily available.
behemoth steak
•HP+40
•STR+7
•DEX+7
•INT-3
•Attack+23% (Max. 160)
•Ranged Attack+23% (Max. 160)
• "Triple Attack"+1%
•"Lizard Killer"+4
•HP recovered while healing +4
180 This is another great option when you're soloing or attack starved along with TA on top.
smoldering salisbury steak
•HP+30
•STR+7
•INT-5
•Attack+20% (Max. 160)
•Ranged Attack+20% (Max. 160)
•"Dragon Killer"+5
30 Great food for farming beads in Domain Invasion.
bowl of miso ramen
• HP +100,
• STR +5,
• VIT +5,
• DEF +10% (Cap: 170),
• "Magic Def. Bonus"+5,
• Magic Evasion +10% (Cap: 50),
• "Resist Slow" +10
30 For those fights where you expect an unavoidable AOE onslaught. Survival is delicious.








Files










Credits



This Guide is an amalgamation of various insights from FFXIAH community members who happen to talk passionately about Dancer in this game.

Special thanks to Arislan for being kind enough to provide me with the BBCode from COR Guide and his Lua file. It was an inspiration indeed, and I'm sure many people will be as inspired as I was. I tried to stick with the format and the structure of the guide, and even left some text the same way since it was beautifully written. A big thanks to Chiaia for maintaining the spreadsheet. I should also mention the various players who contributed so much over the years to this amazing job. To name a few: Byrth, Sylow, Skudo, SimonSes, Sechs and Kyte.

One last note; for further visual clarifications I would like to thank Ruaumoko for taking the time to develop an awesome video guide about DNC, shedding more light on how great this job is. You can watch the video below and feast your ears as well listening to his soothing radio voice!


YouTube Video Placeholder



[ Last Update: June 12, 2020 ]
Author: kate99
Collaborators: SimonSes
Date Created: 2019-07-23 08:30:12
Date Last Modified: 2022-10-17 11:19:10
Updates: 60
Bytes: 148032