NOTE: SORRY FOR THE LACK OF UPDATES LATELY. I DECIDED TO POSTPONE THE UPDATE TO THE GUIDE UNTIL THE SEPTEMBER UPDATE SINCE MERITS, NYZUL, RELIC, AF+1, ETC. WILL BE INTRODUCED. THANKS FOR BEING PATIENT AND I PROMISE A BETTER GUIDE.
Table of Contents
I. Introduction/FAQ
II. Dancer "Flag" Quest
III. Dancer Limit Break
IV. Skill Ratings
V. Job Abilies & Traits
VI. Dances
VII. Understanding TP
VIII. Support Jobs
IX. Equipment
X. Artifact Armor Quests
XI. Food Selections
XII. Useful Links
I. Introduction/FAQ
Dancer, a forgotten job from the Crystal War is released in the Wings of the Goddess expansion. Dancer is an 'advanced' job so you will need to meet the minimum requirement of having a job at level 30 to have access to it. Dancer is best described as a front line healer job primarily. They also access to abilities to weaken enemies as well as add unique additional effects. Dancer is a front line job because their abilities require TP, so it will be necessary for them to engage in battle to utilize their abilities. By attacking and building up TP, you can use dances to assist in attacking or healing. This is the basic way of using Dancer.
Q: Will Charisma (CHR) help with Dances?
A: In short, yes with Waltzes only. Higher CHR will yield in better curing potency.
Q: What's the formula for Curing Waltz?
A: When Dancer is set as the main job, Curing Waltz = (Targets VIT + Your CHR)/4) +60. As of the March 10, 2008 update, the effect of attributes on Waltzes will be calculated differently depending on whether dancer is set as the main job or as the support job.
Q: What will help the accuracy of my offensive dances?
A: Also currently theorized, because Dances are a Job Ability and not magic, they are not effected by any separate skill. It is said that the accuracy of your main weapon will assist in the accuracy of your offensive dances. While they are also effected by Charisma (CHR), as for any additional modifiers, they are still in speculation so I won't post it here.
Q: Should I use CHR, Accuracy, Haste or Attack gear?
A: All of them. You can macro CHR for the potency for your Waltzes. Accuracy will be your main thing to sufficiently build on first as you only have a B skill and against harder enemies you will miss more. Meaning less TP, less dances, less overall damage. Most haste gear is horribly expensive or out of reach, but you definitely want to invest in some pieces, as stacked together will be a great asset to TP gain. Out of all of them attack gear is your least priority. Think of yourself as in terms of a melee for the most part, Dancer shares a lot of the general rules with them. Just instead of doing damage regularly with a WS, you'll be more regularly supporting others with using dances.
Q: Does anything effect Jigs and aren't they limitless with no TP usage?
A: Right now there is nothing that supplies any proof that you can increase the duration of Jig effects or if they ever will. Basically these are just tied down to your recast timer.
Q: How are Sambas affecting a monster if they are self cast?
A: Sambas are tricky to understand completely. They are a buff and debuff. For instance, you can't just do Drain Samba being disengaged and the party will gain the effect from the monster. Sambas place an effect on your weapon, in which once you strike the enemy, they will be inflicted with a "Daze" effect. Much as if you were to have a weapon with a debuff additional effect. Unlike those, there is no chat log to tell you that you have successfully inflicted an enemy with "Daze". It can't be resisted to our knowledge thus far, hence why you receive no message. You will however receive a message when the "daze" effect wears. Only your weapon is imbued with the ability to "re-Daze" the mob so you will have to be engaged in order to keep the effect going. Weapon skills and offensive JA's do not count towards activating "daze" on an enemy.
Q: Will ranged attacks activate the "Daze" effect from my Sambas?
A: No. It has to be an attack from your main and/or sub weapon. Tested this myself with RNG/DNC.
Q: Our AF is a ranged weapon, shouldn't we use throwing?
A: Full credit to VZX for this great basic explanation.
VZX wrote:
Throwing weapons have ~1 second overhead before your normal attack round to be initiated again
So say.. your DW daggers have 4 second delay combined
this will happen if you just let it go:
melee |---------------------|--------------------|
hit 4 secs hit 4 secs hit
and this will happen if you do ranged attack in between
melee |---------pppppppppppppppppppp|-----------|--------------------|
hit paused resume hit hit
raged |-----------|------|
init hit OH end
OH = overhead, about ~1 second delay
So say.. your DW daggers have 4 second delay combined
this will happen if you just let it go:
melee |---------------------|--------------------|
hit 4 secs hit 4 secs hit
and this will happen if you do ranged attack in between
melee |---------pppppppppppppppppppp|-----------|--------------------|
hit paused resume hit hit
raged |-----------|------|
init hit OH end
OH = overhead, about ~1 second delay
Q: Will pets receive the effects of Sambas?
A: No. Temporarily they were allowed to through the March 10th, 2008 update but Square-Enix took it back. :(
Q: How does Building Flourish work?
A: Building Flourish can consume up to 3 Finishing Moves when activated. Depending on the amount that it consumes effects your Weapon Skill in different ways. It can consume up to 3FM. Using 1FM boosts Accuracy, 2FM boosts Accuracy and Attack Power, and 3FM boosts Accuracy, Attack and Critical Hit Rate.
Q: How does Wild Flourish prepares an enemy for a skillchain?
A: Wild Flourish is basically a skillchain opener. It has no set attribute on the weapon skill chart. It depends on the weapon skill that closes which skillchain is chosen.
Q: So Animated Flourish is basically Provoke?
A: Not quite. Animated Flourish is weaker than Provoke. It's enmity can be comparable to the spell, Flash. There is also an enmity difference whether or not you consume 1 or 2 Finishing Moves to perform it. It will consume 2 if available but will use 1 if that's all you have.
Q: What's the best subjob for my dancer?
A: While there are commonly accepted subjobs, such as Samurai, Warrior & Ninja. You will have to make that decision on your own to which fits your playstyle. All good players should have multiple subjobs so that you can change depending on the battles you plan to carry out. Accuracy and TP should always be your top priority. It's essential to be able to carry out your job as a Dancer as you need TP to dance. Everything else is secondary and fits into your own playstyle. Remember that a support job is to "support" your job, not dominate it. Read the support job section for more.
Q: How are Steps and Flourishes intertwined?
A: Steps require TP for use to enfeeble the enemy. If the effect lands, no matter how long it stays active, you will receive Finishing Moves for each successful Step. You can spend your Finishing Moves on Flourishes which creates different abilities. A flourish does not take the place of the enfeebling effect of your Step. As you will see in some of the Flourishes, some are an enhancement rather than enfeeblement.
For example...
"Quick Step", a step which adds the effect of evasion down, is used first. If this attack connects, then the enemy is inflicted with an evasion down status for a set amount of time and the Dancer receives the Finishing Move status. There are various types of Flourishes: a Provoke effect, a WS strengthener, a conversion of Finishing Move into TP, effects only activated with a WS, etc. With all the many types, you can adjust your response to the situation at hand.
Most of the Dancer's abilities use up a portion of TP, so you must first attack and build TP. From there, you can use Step or Dance to assist in attacking or healing. This is the basic way of using the abilities.
Q: What race should I choose for my dancer?
A: There really isn't much to greatly determine dancers. There are so many factors like CHR, DEX and AGI if you plan on using Dancer evasion that I did not include any section on races. There is really nothing that seperates one race being better overall at the job as no one race has great DEX, AGI and CHR. As you progress, it really is not that important as long as you have proper gear and skill. Unless... you just plain hate how your race dances. :)
II. Dancer "Flag" Quest
"Lakeside Minuet"
Quest Starter: Laila (G-7)(Artisan Bridge, Upper Jeuno)
When you speak to Laila, she's not exactly thrilled to hear about another person begging to become a Dancer. Choose the obvious options and don't give up. She will ask you retrieve a "stardust pebble" before she will consider allowing you to join Troupe Brilioth. Wait! Don't run off yet, you might know where to go but you're character doesn't. ;-) Speak with Rhea Myuliah right beside her, she overheard your conversation with Laila and will consider asking her about where to find the "stardust pebble". She asks you to prove your passion for Dancing by performing at the Lion Springs Tavern in Southern San d'Oria. If you don't know, it's located right by the mog house. When you enter the tavern, speak with Valderotaux behind the counter. After a very hilarious performance on stage, people are disturbed and leave. XD
Go back to Rhea Myuliah and speak with her. She hears about your "uinique" dancing style, (lol) and keeps up her end of the bargain. She tells you a "stardust pebble" could be found at Lake Mechieume. Of course she says you couldn't possibly find one anymore but that they use to be very plentiful twenty years ago. Go figure. Proceed to the Cavernous Maw in Batallia Downs to enter the past. Make your way through Batallia Downs [S] and enter Jugner Forest [S]. Now if you're thinking, "Oh I've already opened up my Jugner Forest maw, I'll just go straight there." No, don't do it, you'll be pretty disappointed.
You need to make it to I-5 which is impossible from the Jugner Forest Maw. (unless you planned on running through Vunkerl Inlet) So it's best to just use Batallia. Once you get the cutscene, I won't spoil it. You return to Laila with the "stardust pebble". She keeps her word, you can now become a Dancer.
Boogie Wonderland!!
III. Dancer Limit Break
"A Furious Finale"
Quest Starter: Laila (G-7)(Artisan Bridge, Upper Jeuno)
Summary: Obtain a "dancer's testimony" and bring it to Laila.
-MORE TO BE ADDED LATER-
IV. Skill Ratings
Hand-to-Hand - D
Skill Name 100% 200% 300% #Hits 2ndary Attribute TP Adjustment Combo 1.00 1.50 2.00 3x STR20% DEX20% Increases Damage Shoulder Tackle 1.00 2x VIT30% Improve Stun Duration Backhand Blow 1.00 2x STR30% DEX30% Improved Critical Hit Rate Spinning Attack 1.00 2x STR35% Increases Attack Radius
Dagger - B+
Skill Name 100% 200% 300% #Hits Secondary Attribute TP Adjustment Wasp Sting 1.00 1x Improve Poison Duration Gust Slash 1.00 2.00 2.50 Wind DEX20% INT20% Increases Damage Shadowstitch 1.00 1x CHR30% Improve Bind Duration Viper Bite 1.00 1x ATKx2 Improve Poison Duration Cyclone 1.00 2.375 2.875 Wind DEX30% INT25% Increases Damage Energy Steal Dark Improve MP Drain Energy Steal Dark Improve MP Drain Dancing Edge 1.1875 5x DEX30% CHR40% Increases Accuracy Shark Bite 2.00 2.50 3.00 2x DEX50% Increases Damage Evisceration 1.00 5x DEX30% Improved Critical Hit Rate Mercy Stroke 3.00 1x STR_60% Increases Effect: +Crit. Hit Rate
Sword - D
Skill Name 100% 200% 300% #Hits Secondary Attribute TP Adjustment Fast Blade 1.00 1.50 2.00 2x STR20% DEX20% Increases Damage Burning Blade 1.00 2.00 2.50 Fire STR20% INT20% Increases Damage Flat Blade 1.00 1x STR30% Increases Stun Duration Shining Blade 1.00 2.00 2.50 Light STR20% MND20% Increases Damage Circle Blade 1.00 1x STR35% Increases Attack Radius Spirits Within 4/32 6/32 15/32 1x Current HPx Increases Division of Current HP Used
Throwing - C+
Evasion - B+
Parrying - B
V. Job Abilites & Traits
Job Abilities
Lv.1 Trance While in effect, lowers TP cost of dances and steps
to 0. While under the effect of Trance, Waltz recast
are a maximum of 6 seconds. (2 Hour Ability)
-----------------------------------------------------------------------------------------------
Lv.5 Sambas Allows access to Samba Dances, consumes TP for use.
Lv.15 Waltzes Allows access to Waltz Dances, consumes TP for use.
Lv.20 Steps Allows access to Step Dances, consumes TP for use.
Lv.20 Flourishes Allows access to Flourishes, consumes Finishing Moves for use.
Lv.25 Jigs Allows access to Jig Dances, does not consume TP for use.
Lv.40 Flourishes II Allows access to additional Flourishes, consumes Finishing Moves for use. Job Traits
Lv.15 Evasion Bonus Lv.20 Resist Slow Lv.25 Subtle Blow Lv.30 Accuracy Bonus Lv.45 Evasion Bonus II Lv.45 Subtle Blow II Lv.60 Accuracy Bonus II Lv.65 Subtle Blow III Lv.75 Evasion Bonus III
VI. Dances
Dances (not job abilities but types) are divided into 5 categories: Sambas, Waltzes, Jigs, Steps, and Flourishes. Each of the dances within these categories is acquired at a different level, and MOST requires a certain amount of TP to use. There are exceptions to this rule within Jigs which so far requires no TP and is only bound by it's recast timer and Flourishes which requires Finishing Moves to activate. Each category has its own recast time, and using a dance will prevent the use of other dances within the same category until the recast time has expired. In addition, the effect of a Samba dance will be overwritten by other dances within the Samba category, regardless of the remaining duration.
Sambas -- These dances inflict a special status effect on the enemy. All members engaged in battle will gain the effect. Also, the effects are limited to playable characters, pets are not included in this effect. The effect from a Samba are an Additional Effect, and as such Additional Effects from a user's weapon will take priority(Tested with Blind Knife also proven true with Hellfire Sword).
Waltzes -- These dances restore the HP of yourself and/or party members as well as heal certain status ailments.
Steps -- These dances are used to enfeeble an enemy, while at the same time generating the “finishing moves” required to perform Flourishes. Steps require TP to use, in the same manner as dances. The enfeebling effects produced by Steps can be stacked up to five times. The more times an effect is stacked, the more powerful it becomes.
Jigs -- These dances enhances your own abilities. They are self-buffs and can only be used on yourself.
Flourishes -- These powerful dances are used to produce various powerful effects by consuming the finishing moves generated by Steps. Each type of Flourish requires a certain number of finishing moves to perform. Flourishes are divided into two categories: Flourishes I and Flourishes II. Each of the Flourishes within these categories is acquired at a different level. Each category has its own recast time, and using a Flourish will prevent the use of other Flourishes within the same category until the recast time has expired.
[ Build TP > Activate Step > Gain "Finishing Move" > Consume "Finishing Move" (FM) to use a Flourish ]
Dance List
Level Name Cost Description 5 Drain Samba 10TP Targeted enemy gains the effect of "Drain Daze". 15 Curing Waltz 20TP Restore a party member's HP. 20 Quickstep 10TP Targeted enemy gains the effect of "Lethargic Daze". 20 Animated Flourish 1FM Goads an enemy into attacking you. 25 Aspir Samba 10TP Targeted enemy gains the effect of "Aspir Daze". 25 Divine Waltz 40TP Restores HP of party members within an area of effect. 25 Spectral Jig 0TP Allows you to evade detection by enemies that detect by either sight or sound. 30 Curing Waltz II 35TP Restore a party member's HP. 30 Box Step 10TP Targeted enemy gains the effect of "Sluggish Daze". 30 Desperate Flourish 1FM Weighs down an enemy and lowers it's movement speed with a low success rate. 35 Drain Samba II 25TP Targeted enemy gains the effect of "Drain Daze". 35 Healing Waltz 20TP Removes one magic-induced ailment from a party member. 40 Stutter Step 10TP Targeted enemy gains the effect of "Weakened Daze". 40 Reverse Flourish 1FM Converts remaining finishing moves into TP. 45 Haste Samba 35TP Targeted enemy gains the effect of "Haste Daze". 45 Violent Flourish 1FM Temporarily prevents an enemy from acting. 50 Curing Waltz III 50TP Restore a party member's HP. 50 Building Flourish 1FM Enhances the potency of the next weapon skill. 55 Chocobo Jig 0TP Increases movement speed. 60 Aspir Samba II 25TP Targeted enemy gains the effect of "Aspir Daze". 60 Wild Flourish 2FM Readies the target for a skillchain. 65 Drain Samba III 40TP Targeted enemy gains the effect of "Drain Daze". 70 Curing Waltz IV 65TP Restore a party member's HP.
Detailed Descriptions of Dance Effects
Drain Daze--This effect is placed on the enemy. Only playable characters within the party that can engage and attack the mob will receive an Additional Effect: Drain; based on the delay of their weapon.
- The higher your weapon's base delay and damage, the more you will drain.
- Attack speed increase will not increase the effect.
- It lasts about 10 seconds after your last hit, at which point you'll receive a message "The Monster's Drain Daze effect wears off." If you continue to hit it, the timer on the daze will reset.
- If the attack deals 0 or 1 damage, you will not receive the additional effect.
- Hitting the enemy for 0 damage still inflicts "Drain Daze".
- Will not activate on Weapon Skills.
- Higher level enemies are able to resist the effect, making it weaker than normal. Unknown what exactly creates the resistance other than maybe level.
- Ineffective against Undead. This includes Corses, Doomed, Fomor, Ghosts, Hounds, Qutrub, Shadows, Skeletons & Vampyr.
- The order for additional effect is Enspell > Weapon Effect > Daze Effect. If you are enchanted with an Enspell or your weapon's natural additional effect goes off, then it will negate the Daze effect. This makes using an Enspell or 100% proc weapons like Boreas Cesti and Sirocco Kukri ineffective. Though you can still induce a Daze effect even if another additional effect kicks in.
Aspir Daze--This effect is placed on the enemy. Only playable characters within the party that can engage and attack the mob will receive an Additional Effect: Aspir; based on the delay of their weapon.
- Target must have MP for it to be drained.
- Drains 1-8 MP, one-handed weapons drain 1 to 4 per hit, two-handed weapons drain 3 to 7 (and rarely 8) per hit.
- Duration lasts about the same as "Drain Daze", same rules apply for extending duration.
- The higher your weapon's base delay and damage, the more you will aspir.
- Target level will also effect how often you gain maximum aspir effect.
- The order of additional effects is the same as "Drain Daze" effect.
- Ineffective against Undead. This includes Corses, Doomed, Fomor, Ghosts, Hounds, Qutrub, Shadows, Skeletons & Vampyr.
Haste Daze--This effect is placed on the enemy. Only playable characters within the party that can engage and attack the mob will receive an reduction to weapon delay of approximately 5%.
- Does not affect spell recast times.
- Stacks with Haste spells and gear.
Lethargic Daze--Lowers an enemy's evasion. If successful, it will provide 2 Finishing Moves.
Sluggish Daze--Lowers an enemy's physical defense. If successful, it will provide 2 Finishing Moves.
Weakened Daze--Lowers an enemy's magical defense. If successful, it will provide 2 Finishing Moves.
- Stacks up to Level 5.
- Steps gain an accuracy bonus when Dancer is set as the main job.
- Stacks with Sneak Attack.
- Stacks with other Steps.
- Success varies with accuracy.
- You do not need to be facing the monster to use a Step.
- Lv.1 will give -10%, each one after will add -5%.
- If Dancer is set as your sub-job, or the mob already has the same Daze effect at Level 5, it will only give one finishing move.
Chocobo Jig--Increases the user's movement speed.
- Increases movement speed by approximately 25%, like Chocobo Mazurka. Speed will return to normal if you attack a target or are attacked.
- It works in dungeon areas.
- It will stack with Movement Speed+ gear.
- It will overwrite Quickening effect from Sprinter's Shoes.
- It will not stack with Mazurka or Flee effects.
Detailed Description of Flourish Effects
Animated Flourish--Goads the enemy into attacking you. Requires at least 1 Finishing Move but will use 2 if available.
Obtained: Level 20
Finishing Moves: 1-2
Recast Time: 00:30
- Generates significantly less enmity than Provoke.
- There is an enmity difference between using 1 or 2 FM's. 2 FM's makes the ability's enmity increase closer to Provoke.
- Enmity increase can be comparable to the spell, Flash.
Desperate Flourish--Weighs down a target with a low rate of success. Requires one finishing move.
Obtained: Level 30
Finishing Moves: 1
Recast Time: 00:20
- Does grant evasion down as well as movement speed down, like the spell Gravity.
- Does not stack with the spell, Gravity.
Reverse Flourish--Converts remaining finishing moves into TP. Requires at least one finishing move.
Obtained: Level 40
Finishing Moves: 1-5
Recast Time: 00:30
Finishing Moves TP Returned 1 10 2 21 3 33 4 46 5 60
Violent Flourish--Stuns target with a low rate of success. Requires one finishing move.
Obtained: Level 45
Finishing Moves: 1
Recast Time: 0:30
- Will act as a normal hit with your weapon so you will deal damage and gain TP if it lands as well as stun the enemy.
- Rate of stun success is fairly high on too weak enemies.
Building Flourish--Enhances potency of your next weapon skill. Requires at least one finishing move.
Obtained: Level 50
Finishing Moves: 1-3
Recast Time: 00:10
Duration: 01:00
- It can consume up to 3FM. Using 1FM boosts Accuracy, 2FM boosts Accuracy and Attack Power, and 3FM boosts Accuracy, Attack and Critical Hit Rate.
- You can combine Building Flourish with Wild Flourish for addition damage:
Macro Example
/ja "Building Flourish" <me>
/wait 10
/ja "Wild Flourish" <t>
/wait 3
/ws "Dancing Edge" <t>
Note: 100 TP and 5 Finishing Moves are required to use this macro. You can insert other Weapon Skills in last line.
Wild Flourish--When used, the target recieves the effect of Chainbound, which readies target for a skillchain. Requires at least two finishing moves.
Obtained: Level 60
Finishing Moves: 2
Recast Time: 0:30
Duration: 0:05
- This ability acts as the first weapon skill in a skillchain, allowing a skillchain to be performed with a single weapon skill.
- Has a property of Induration or Compression depending on which Weapon Skill is used to close the skillchain.
- Can be combined with Building Flourish for 30% additional Weaponskill and Skillchain damage.
- Seems to allow for same amount of time to pass as a level 3 skillchain before effect is lost.
VII. Understanding TP
Tactical Points or it's abbreviation, TP is a percentage indicating a character's ability to perform weapon skills and now... dances. The TP bar ranges from 0% to 300%. A weapon skill may be used as long as a character has 100% TP or above. Dances as you can see on the above list requires less than this amount.
Gaining TP from Dealing Damage
TP is gained from any melee attack. The amount of TP gained is dependent on the delay of the weapon used. TP is also gained any time you take damage from a melee or magical attack. Damage over time spells, such as Dia or Bio, will only give TP if the initial cast does damage, not for the damage dealt by the status effect. Resting without the Signet on, or outside of the Conquest area will cause a character to lose TP. In the April 18, 2006 update, the TP system was changed so that weapons of various Delays would gain TP at relatively the same rate. The 5.0 TP floor was removed, and weapons of higher Delay gain TP at a rate similar to that of low Delay weapons.
Delay Tactical Points 0 - 180 5.0 + [(Delay - 180) * 1.5] / 180 180 - 450 5.0 + [(Delay - 180) * 6.5] / 270 450 - 480 11.5 + [(Delay - 450) * 1.5] / 30 480 - 530 13.0 + [(Delay - 480) * 1.5] / 50 530 - 999 14.5 + [(Delay - 530) * 3.5] / 470
Gaining TP from Damage Taken
When a player is hit by a physical attack, he gains 1/3 of what the attacker gained (once again, rounding down to the nearest tenth). Most enemies have 240 Delay, gain 6.4 TP, and give players 2.1 TP per hit (6.4/3 = 2.13333). Also when a player is hit by a damaging spell, he gains 5 TP.
Enemy TP Gain
Enemies gain TP in the following ways:
- When attacking a player, TP is calculated normally based on Delay. Most enemies have 240 Delay, and gain 6.4 TP per hit.
- When hit by a melee attack, enemies gain the attacker's Base TP + 3.
- When hit by a spell that does direct damage, enemies gain 10 TP.
- When hit by a physical Blue Magic spell, enemies gain 10 TP for every hit that connects.
Subtle Blow
- The Subtle Blow trait decreases the enemy's TP gain per hit: (Base TP + 3) * (1 - SubtleBlow%)
- The Subtle Blow trait also affects the TP enemies gain from direct damage spells: 10 * (1 - SubtleBlow%)
- Subtle Blow will cap at 50%.
Store TP
- The Store TP trait increases TP gain per hit as follows: Base TP * (1 + StoreTP%)
- When a character with Store TP hits an enemy, only the Base TP is used in the enemy's TP gain calculations.
- Store TP also applies to the TP gained from being attacked.
Dual Wield
The Dual Wield trait allows players to equip two weapons simultaneously and reduce their Delays. TP gain when dual wielding is calculated using this reduced Delay:
- Combined Delay = (Delay1 + Delay2)
- Reduced Delay = Combined Delay * (1 - Dual Wield %)
- Reduced Delay per hand = Reduced Delay/2. If they do not, calculating the TP using the Reduced Delay/2 will give you an incorrect result.
Shield Mastery
The Shield Mastery trait awards a fixed amount of additional TP when a player successfully blocks an attack with his Shield.
- Shield Mastery I awards 1 more TP
- Shield Mastery II awards 2 more TP
- Shield Mastery III awards 3 more TP
- TP Gain = (EnemyTP / 3) + ShieldMasteryBonus
- Shield Mastery does not award its bonus TP for shielding a hit if 0 damage is taken.
Exceptions
- If an attack or a spell lands for 0 damage, it awards no TP.
- Additional effects do not give TP.
- Spikes do not give TP.
- Counters give TP to the person who took damage as if he were hit normally. The defender who countered the blow gains no TP.
- Chi Blast does not give TP.
- Jump attacks give TP to the attacker, but not to the defender.
- Avatar Blood Pacts do not give TP.
- Corsair Quick Draw attacks do not give TP.
- Multi-hit weapon skills give the attacker standard TP for the first hit, then 1 TP for each successive hit that lands. If the first hit misses, but the remaining hits land, only 1 TP for each hit that lands will be given.
- If single-handed weapons are Dual Wielded, the weapon skills gain 1 additional hit which return the same amount of TP as if 1 hit is landed.
- Multi-hit weapon skills only give the defender TP for the first hit and the additional hit from the use of Dual Wield. The TP gained by the defender is the amount normally gained for each strike.
VIII. Support Jobs
Dancer/Samurai
|--------------------------------------------------| |10 Warding Circle 50 Hasso | |10 Resist Blind 50 Resist Blind II | |20 Store TP 60 Meditate | |30 Third Eye 60 Store TP II | |40 Zanshin 70 Seigan | |--------------------------------------------------|
This job combination starts to help you out at level 20 when you gain Store TP. This trait will give you a bonus of 10% more TP per attack than you normally would. For instance, say your dagger gains 5.3TP per attack. Then you would gain an extra 10% of 5.3TP rounded down. DNC/SAM stays pretty much on top of TP Gain throughout it's career. Especially later when you get Store TP II, which will increase this from 10% to 15%. Gear/food choices have the option of pushing the limit even further but don't sacrifice too much, accuracy will still be your main goal before anything else.
Third Eye is always helpful to avoid an attack especially after a brief amount of enmity from using Waltzes. You gain access to Zanshin trait at Lv.40 which will kick in randomly during a missed attack to allow you to attack again. Hasso and Seigan are only activated with a two-handed weapon so unfortunately you won't receive any bonus from those.
At Level 60, DNC/SAM bursts into the lead of TP Gain due to Meditate and Store TP II. Meditate will only generate 60TP when subbed. All around a very useful Support Job, mainly in terms of just pure TP Gain, depending on your party setup, situation or play style, you might want to choose an alternative Support Job.
Dancer/Monk
|--------------------------------------------------------------| |01 Martial Arts 32 Martial Arts II | |10 Boost 50 Focus | |10 Subtle Blow 50 Subtle Blow II (doesn't stack)| |20 Counter 62 Martial Arts III | |30 Dodge 70 Chakra | |30 Max HP Boost 70 Max HP Boost II | |--------------------------------------------------------------|
Dancer has a native hand to hand skill level of D. Although this is very viable at low levels as your Hand-to-Hand skill won't be very far off at all from your other skills. Martial Arts trait gained at level one will decrease the delay of your Hand-to-Hand weapon and also most of them will have low level bonuses for accuracy and attack which makes this a very good combination to start out with.
At level 10 you will gain access to Subtle Blow job trait before you naturally gain it as Dancer and Boost. At 20 you will gain Counter which is always good. Level 30 you will gain Dodge and Max HP Boost. Around this time though, giving your very low Hand-to-Hand skill, it might be a good time to switch to Dagger if you haven't already. Unless you have Hand-to-Hand merits. Then you might find this a very potent subjob until Dagger surpasses your merits.
Dancer/Warrior
|--------------------------------------------------| |10 Provoke 50 Double Attack | |20 Defense Bonus 60 Attack Bonus | |30 Berserk 70 Warcry | |30 Resist Virus 70 Resist Virus II | |50 Defender | |--------------------------------------------------|
Warrior subbed will provide naturally high STR and DEX which is always be handy. As SE stated during Fan Festival, along with Dancer being a frontline healer, they wanted to alievate the tanking problems as Dancers will be able to tank very well in small groups of 3-4. Provoke will help you hold hate if this is what you choose. Defense Bonus at 20 will further help this.
At level 30 you will gain Berserk which will help in terms of increasing your damage dealing and also will help you as a hate management tool. At level 50 you will gain access to Defender, if you may need to emergency tank your party for awhile and also Double Attack will increase your TP gain. This is a pretty balanced subjob that will add defense and attack bonuses to your Dancer.
Dancer/Dragoon
|----------------------------------------------------------------------| |01 Call Wyvern (can't use) 50 Spirit Link (no point) | |10 Ancient Circle 50 Dragon Killer | |20 Jump 60 Accuracy Bonus (doesn't stack)| |20 Attack Bonus 70 High Jump | |----------------------------------------------------------------------|
It's my personal opinion that this is one of the best subs between 20-30, further if you have the gil for /DRG gear. At 20 it shines where you get Attack Bonus trait and access to Jump. Both will increase your Dancer's DoT and Jump will add to your TP accumulation. Call Wyvern and Spirit Link are out as you can't summon a wyvern subbed, I just left it up there for completion's sake.
At 30 you get access to /DRG latent gear which is great if you can obtain it. Wyvern Earring, Wyvern Mantle and Wyvern Targe. Attack+6 on a back piece you won't see for almost another 20 levels and the total Haste+6% will assist in your TP accumulation. Unfortunately the Accuracy Bonus will not help you as Dancer gets this trait and it doesn't stack. High Jump is gained at Level 70.
Dancer/Ninja
|--------------------------------------------------------------------| |10 Stealth 50 Dual Wield II | |20 Dual Wield 60 Resist Bind II | |20 Resist Bind 60 Subtle Blow II (doesn't stack)| |30 Subtle Blow (doesn't stack) | |--------------------------------------------------------------------| |18 Tonko: Ichi 30 Suiton: Ichi | |24 Utsusemi: Ichi 38 Kurayami: Ichi | |30 Katon: Ichi 46 Hojo: Ichi | |30 Hyoton: Ichi 54 Dokumori: Ichi | |30 Huton: Ichi 60 Jubaku: Ichi | |30 Doton: Ichi 68 Tonko: Ni | |30 Raiton: Ichi 74 Utsusemi: Ni | |--------------------------------------------------------------------|
Obviously one of the more common choice support jobs due to Dual Wield and Utsusemi. Dual Wield's main positive trait is allowing you to stack on two stat-boosting weapons which is helpful for a B skill in Dagger. This is also not too bad as Dancer's sub slot is generally free (with exception of the Lv.30 all-job shields). Keep in mind though that there is a reduction in TP gain per hit with Dual Wield to make up for the delay reduction of 10%. The increase in TP is not 10% overall, so one weapon will be faster.
The straight 10% increase in TP that Samurai's Store TP would give would be more helpful if TP was your only consideration. So please don't use this pre-50 if you are pursuing the best TP gain, I say that with no bias. It will not speed up your TP gain without Dual Wield II trait. Dancer's crappy selection in daggers, most of them don't have a low delay dagger wise. You will gain benefits to subbing a dagger with good stats on it to help with your B skill, if that's what you're looking for.
What it does provide is a mix of survivability and enhancement to your damage. You need around a base delay of 180 on each dagger to get a decent TP gain build from /NIN. Dancer/Ninja has great potential, but don't think you can skimp on gil for gear and tools if you are going to use it.
Dancer/Thief
|------------------------------------------------------------------------| |10 Steal 40 Resist Gravity | |10 Gilfinder 50 Flee | |20 Evasion Bonus (doesn't stack) 60 Trick Attack | |30 Sneak Attack 60 Evasion Bonus II (doesn't stack)| |30 Treasure Hunter 70 Mug | |------------------------------------------------------------------------|
Coveted as the support job of farming. You will actually be able to see a little use of this within group settings. You won't be able to stack Evasion Bonus trait from THF. This subjob is more of an endgame support job in terms of getting some of your abilities to stick. One of the best traits of this subjob is that Sneak Attack will provide 100% accuracy with Steps and Flourishes. Trick Attack will allow you to land some hate on a tank with Self-skillchains. You can use a Dagger Belt with /THF to help with B rating in Dagger. Honestly, you would be better off within a party using a more common support job as you won't have a horrible time landing Steps/Flourishes.
Dancer/Corsair
|--------------------------------------------------------------------| |10 Resist Paralyze 15 Rapid Shot | |--------------------------------------------------------------------| | Lucky Unlucky Lucky Unlucky | |05 Corsair's Roll 5 9 23 Puppet Roll 4 8 | |08 Ninja Roll 4 8 26 Choral Roll 2 6 | |11 Hunter's Roll 4 8 31 Monk's Roll 3 7 | |14 Chaos Roll 4 8 34 Beast Roll 4 8 | |17 Magus's Roll 2 6 37 Samurai Roll 2 6 | |20 Healer's Roll 3 7 | |--------------------------------------------------------------------|
If you want a more supporting role, this support job in a lot of ways exceeds COR/RNG when you get Hunter's Roll at Level 22. Of course as DNC/COR you will only be able to have one roll active. Pre-Level 22, if you have alternatives, they would be more beneficial overall. While Ninja Roll and Corsair Roll is nice, remember a support job should be supporting your main job. You'll find other jobs will further increase your TP gain/damage dealing better before then.
Phantom Roll on a one-minute recast timer. With some grace, you can buff the party with a roll like Hunter’s Roll for accuracy, and then just before the battle is over, switch over to Corsair’s Roll which gives an experience point bonus. Hunter's Roll is your bread and butter in this combination and will net an average of +14 accuracy/ranged accuracy when subbed.
Dancer/White Mage
|------------------------------------------------------------| |20 Magic Defense Up I 50 Auto Regen | |30 Divine Seal 60 Magic Defense Up II | |40 Clear Mind 75 Clear Mind II | |------------------------------------------------------------| |01 Cure 30 Silence 58 Cursna | |06 Dia 32 Curaga 60 Banish II | |08 Paralyze 34 Barfira 62 Curaga II | |10 Banish 34 Shell 64 Erase | |10 Barstonra 34 Shellra 66 Reraise | |12 Poisona 36 Barblindra 68 Viruna | |14 Barsleepra 36 Diaga 72 Dia II | |14 Protect 38 Blink 72 Teleport-Dem | |14 Protectra 38 Silena 72 Teleport-Holla | |18 Barwatera 40 Sneak 72 Teleport-Mea | |18 Paralyna 42 Barblizzara 74 Shell II | |20 Aquaveil 42 Cure III 74 Shellra II | |20 Barpoisonra 42 Regen | |22 Cure II 46 Barsilencera | |24 Barparalyzra 50 Barthundra | |26 Baraera 50 Invisible | |26 Slow 50 Raise | |28 Blindna 54 Protect II | |30 Banishga 54 Protectra II | |30 Deodorize 56 Stoneskin | |------------------------------------------------------------|
This support job doesn't do that much for Dancer beyond assisting you with Cure's until you gain Curing Waltz at 15. Dancer has no native MP and it presents no benefit to TP gain (which you need for dances).
Status curing spells (i.e. Poisona, Paralyna, etc.) are helpful and Cure spells will assist in maintaining a healing role. Good subjob for starting out, but for the most part it's a bad choice past Level 20. Signet does help so you can rest without losing TP but given the nature of Dancer's role, it really hinders your job once you are able to heal players for yourself.
Dancer/Puppetmaster
|-----------------------------------------| |1 Activate 1 Light Maneuver | |1 Deploy 1 Thunder Maneuver | |1 Dark Maneuver 1 Water Maneuver | |1 Earth Maneuver 1 Wind Maneuver | |1 Fire Maneuver 30 Repair | |1 Ice Maneuver | |-----------------------------------------|
I honestly think this is one of the best subjobs for starting out. Most support jobs won't add much until level 20 other than a slight increase to your stats. Meanwhile if you have a decent leveled Puppetmaster, even though the Automaton is only half your level, they can throw out a decent number of spells and attacks.
Good for soloing low levels with Valoredge model as they can be equipped with things like Provoke, Stoneskin, Flash, etc. Stormwaker model you can use if you plan on tanking more and even better if your Puppetmaster is 40+ with Soulsoother Head. One of Puppetmaster's highest traits is CHR, God knows why... but every bit of CHR will help with your Waltz potency.
Dancer/Beastmaster
|------------------------------------------------| |01 Charm 40 Bird Killer | |01 Wide Scan I 40 Wide Scan II | |01 Fight 46 Call Beast (can't use) | |20 Gauge 50 Sic | |20 Vermin Killer 60 Tame | |20 Heel 60 Amorph Killer | |24 Reward 70 Resist Slow II | |30 Resist Slow I 70 Leave | |30 Stay | |------------------------------------------------|
If you have Beastmaster sufficiently leveled to a higher level, this is on par if not better than Puppetmaster in terms of soloing. Dancer already has naturally high CHR and you will need it for Waltzes anyway. The higher your Beastmaster's level is, the less problem you will have charming monsters as your levels progress. This is a good combination as you can let the pet take most of the damage and gain TP all the while. With the recent changes to Beastmaster, you will not receive an exp penalty unless the monster is of a higher level than you are. In that case the monster assumes the highest level of the party/soloing and will determine the exp rate.
Dancer/Bard
|------------------------------------------------| |10 Resist Silence 50 Resist Silence II | |------------------------------------------------| |01 Knight's Minne 44 Ice Threnody | |06 Valor Minuet 46 Valor Minuet II | |10 Army's Paeon 48 Lightning Threnody | |14 Foe Requiem 48 Spirited Etude | |18 Herb Pastoral 50 Mage's Ballad | |20 Light Threnody 52 Learned Etude | |22 Sword Madrigal 54 Horde Lullaby | |24 Dark Threnody 56 Quick Etude | |26 Sheepfoe Mambo 58 Advancing March | |28 Earth Threnody 60 Vivacious Etude | |30 Army's Paeon II 62 Hunter's Prelude | |32 Foe Lullaby 64 Dextrous Etude | |32 Water Threnody 66 Fowl Aubade | |34 Foe Requiem II 66 Magic Finale | |36 Wind Threnody 68 Sinewy Etude | |38 Scop's Operetta 70 Army's Paeon III | |40 Fire Threnody 72 Light Carol | |42 Knight's Minne II 74 Foe Requiem III | |44 Enchanting Etude | |------------------------------------------------|
This support job adds a considerable amount to your ability to assume healer at a lower level. Of course, it doesn’t work quite as effectively when it’s subbed, but it still gets the job done in earlier levels. Use properly and time correctly to prevent much loss of potential TP gain. By focusing most songs between fights (i.e. Paeon right after battle, Madrigal/Minuet right before) will allow you to gain a very slight improvement to melee but allow you mainly an aoe HP regen that will stack with your Sambas for increased Healing over Time.
IX. Equipment
DAGGERS
1 -- Bronze Knife/Bronze Knife +1
7 -- Blind Knife/Blind Knife +1
13 -- Knife/Knife +1
20 -- Mercenary's Knife
25 -- Windurstian Knife/Federation Knife
25 -- Parrying Knife (Tanking Option)
28 -- Archer's Knife (Ranged Skill-up Option)
30 -- Mercenary Captain's Kukri (Alternative if no Federation Knife)
34 -- Windurstian Kukri/Federation Kukri
46 -- Bone Knife/Bone Knife +1
46 -- Deathbone Knife
(Recipe: Bonecraft 45 - Bone Ensorcellment; Wind Crystal x1, Bone Knife x1, Lambent Fire Cell x1, Lambent Wind Cell x1)
53 -- Darksteel Knife/Darksteel Knife +1
53 -- Venom Knife/Venom Knife +1
56 -- Beetle Knife/Beetle Knife +1
60 -- Cermet Knife/Cermet Knife +1
61 -- Trailer's Kukri (Ranged Skill-up Option)
62 -- Cermet Kukri/Cermet Kukri +1
68 -- Kard *NM DROP*
69 -- Valiant Knife (Lower Health, Higher Base Damage)
70 -- Behemoth Knife/Behemoth Knife +1
70 -- Daylight Dagger *NM DROP*
71 -- Cobra Knife
72 -- Dagger of Trials *UNLOCK EVISCERATION WEAPONSKILL*
72 -- Gully/Gully +1
72 -- Adder Jambiya/Adder Jambiya
72 -- Martial Knife
HAND-TO-HAND (Suggestion: Only with Hand-to-Hand merits after Lv.30)
1 -- Cesti/Cesti +1
5 -- Bronze Knuckles/Bronze Knuckles +1
8 -- Brass Knuckles/Brass Knuckles +1
10 -- Legionnaire's Knuckles
10 -- Royal Archer's Cesti
12 -- Burning Cesti
15 -- San d'Orian Cesti/Kingdom Cesti
15 -- Bastokan Knuckles/Republic Knuckles
20 -- Metal Knuckles/Metal Knuckles +1
27 -- Poison Cesti/Poison Cesti +1
32 -- Impact Knuckles
39 -- Mythril Knuckles +1
39 -- Vampiric Claws (Slashing Damage]
40 -- Himantes/Himantes +1
40 -- Noble Himantes
(Recipe: Leathercraft 45 - Leather Ensorcellment; Earth Crystal x1, Himantes, Lambent Fire Cell x1, Lambent Wind Cell x1)
46 -- Exocets
54 -- Darksteel Knuckles/Darksteel Knuckles +1
65 -- Shiva's Claws
71 -- Diamond Knuckles/Diamond Knuckles +1
73 -- Destroyers
75 -- Kaiser Knuckles/Koenigs Knuckles
SWORD (Suggestion: Not at all unless you have Sword merits excluding Joyeuse)
70 -- Joyeuse *NM DROP*
RANGED
15 -- Rogetsurin *NM DROP*
20 -- Platoon Disc
28 -- Chakram/Chakram +1
30 -- Balm Sachet (Hume M) Millefleurs Sachet (Hume F) ATTACK
30 -- Olibanum Sachet (Elvaan M) Attar Sachet (Elvaan F) ATTACK
30 -- Civet Sachet (Mithra) ACCURACY EVASION
30 -- Musk Sachet (Galka) DEFENSE
40 -- War Hoop (AF1)
40 -- Jr. Musketeer's Chakram
43 -- Jr. Musketeer's Chakram +1/Jr. Musketeer's Chakram +2
57 -- Moonring Blade/Moonring Blade +1
68 -- Rising Sun/Rising Sun +1
70 -- Mamoolbane
70 -- Trollbane
~~Head~~
~~Neck~~
~~Earrings~~
~~Body~~
~~Hands~~
~~Rings~~
~~Back~~
~~Waist~~
~~Legs~~
~~Feet~~
X. Artifact Armor Quests
AF1: War Hoop - "The Unfinished Waltz"
Quest Starter: Laila (G-7)(Artisan Bridge, Upper Jeuno)
Requirements: Dancer 40+
Title: Promising Dancer
Summary: Troupe Brilioth is aiming for a dance style that will captivate and enchant. Work out how to take your dancing to the next level, then come back and show Laila.
Talk to Laila at (G-7) in Upper Jeuno. She tells you to find a way to make your dance "shine." Next, talk to Rhea Myuliah right beside her. Travel to Grauberg (S) and check the ??? at (F-5) for a cutscene. (Your main job MUST be set to DNC to receive the cutscene.) Check the ??? again to spawn Migratory Hippogryph. Migratory Hippogryph can easily be soloed by Dancer 60+ using standard evasion gear. NM appears to be susceptible to Ninjitsu enfeebles. Blind, paralyze and slow all connected. Check the ??? again after defeating it to receive "The Essence of Dance" key item. If someone has just defeated the NM, it may take a few minutes for the ??? to spawn another. Navigate to the permanent key item menu and actually "read" the key item. Talk to Laila at (G-7) in Upper Jeuno to receive a War Hoop (you must examine the key item in order to get the cutscene).
Dancer's Bangles - NPC Synthesis
Quest Starter: Olgald (G-7)(Artisan Bridge, Upper Jeuno)
Requirements: Dancer 50+
Items Needed: Karakul Cloth x1, Rainbow Cloth x1, Rainbow Velvet x1
Reward: Dancer's Bangles
Talk to Olgald in Upper Jeuno (G-7) to activate the quest. He will tell you of a tailor in Bastok Markets named Matthias (J-9). Matthias will require the following items to make your order:
- Square of Karakul Cloth
- Square of Rainbow Cloth
- Square of Rainbow Velvet
You must wait 1 game day and change zones. Return to Matthias and receive your Dancer's Bangles. (they look like metal to me but I digress...)
Dancer's Tiara - NPC Synthesis
Quest Starter: Olgald (G-7)(Artisan Bridge, Upper Jeuno)
Requirements: Dancer 50+
Items Needed: Imperial Silk Cloth x1, Wolf Felt x1, Silver Brocade x1
Reward: Dancer's Tiara
Talk to Olgald in Upper Jeuno (G-7) to activate the quest. He will tell you of a tailor in Bastok Markets named Matthias (J-9). Matthias will require the following items to make your order:
- Square of Imperial Silk Cloth
- Square of Wolf Felt
- Square of Silver Brocade
You must wait 1 game day and change zones. Return to Matthias and receive your Dancer's Tiara.
Dancer's Toe Shoes - NPC Synthesis
Quest Starter: Olgald (G-7)(Artisan Bridge, Upper Jeuno)
Requirements: Dancer 50+
Items Needed: Wamoura Cloth x1, Moblinweave x1, Gold Brocade x1
Reward: Dancer's Toe Shoes
Talk to Olgald in Upper Jeuno (G-7) to activate the quest. He will tell you of a tailor in Bastok Markets named Matthias (J-9). Matthias will require the following items to make your order:
- Square of Wamoura Cloth
- Square of Moblinweave
- Square of Gold Brocade
You must wait 1 game day and change zones. Return to Matthias and receive your Dancer's Toe Shoes.
AF2: Dancer's Tights - "The Road to Divadom"
Quest Starter: Laila (G-7)(Artisan Bridge, Upper Jeuno)
Requirements: Complete: The Unfinished Waltz; Dancer 50+
Items Needed: Yagudo Glue
Title: Stardust Dancer
Reward: Dancer's Tights
Summary: As a child, Laila had an inspirational encounter with a piper at Lake Mechieume in Jugner Forest. In order to become a great dancer like Laila, you should seek a skilled musician to play a tune for you.
After finishing The Unfinished Waltz, zone and wait 1 game day. Talk to Laila at (G-7) in Upper Jeuno. She tells you to find a musician. Zone into Jugner Forest (S) for a cutscene. Go to the Glowing Pebbles at I-5. Click them for a cutscene. the Shrouded Piper asks you to bring him a Block of Yagudo Glue. You may be any job to get this cutscene, but must be Dancer to trade Block of Yagudo Glue to the Glowing Pebbles. The Yagudo Glue drops off Bard-type Yagudo in the past areas. You do not need to be on Dancer for the Yagudo Glue to drop. Speak with Laila again to receive Dancer's Tights.
AF3: Dancer's Casaque - "Comeback Queen"
Quest Starter: Laila (G-7)(Artisan Bridge, Upper Jeuno)
Requirements: Complete: The Unfinished Waltz & The Road to Divadom; Dancer 50+
Title: Elegant Dancer (where's my Paragon of Dancer excellence!?")
Reward: Dancer's Casaque
Summary: Deliver Wyatt's proposal to the owner of the music shop in Bastok Markets so he can pass it on to Valeriano.
Speak with Laila in Upper Jeuno (G-7) for a cutscene and a key item: Wyatt's Proposal. Head for Bastok Markets (K-10) and speak with Harmodios for another cutscene. Return to Laila for yet another cutscene. Speak with Rhea Myuliah in Upper Jeuno (G-7) for another cutscene where you can practice your performance. Practice performance: There are multiple NPCs watching both the Valeriano and Brilioth troupes. Performing certain dances will attract certain age groups of the NPCs away from the Valeriano troupe.
The goal is to have the biggest audience in the end. Regularly, you will be asked what kind of dance to do: Jigs, which children like, Waltzes, which young men/women like and Sambas, which older people like. These options come in the form of a menu listed in the following order: Waltz, Samba, Jig. A sixty-second clock will accompany this menu in the upper-right corner of your screen. The ability to quickly select the dance you want to do will allow you to do more dances within this time limit and garner more favor from the crowd. You may practice as often as you like.
Wait for the Vana'diel day to change, then speak with Laila again for a cutscene where you perform for real (just bouncing between Jigs and Waltzes worked well for me...didn't mind the old people). If you succeed, you will be rewarded with the Dancer's Casaque.
ARTIFACT ARMOR STATS
War Hoop (Range)
Lv.40 DNC
DMG:21 Delay:286 CHR+3
Dancer's Bangles (Hands)
Lv.52 DNC
DEF: 15 HP+12, DEX+2, AGI+2, Increases "Step" accuracy
Dancer's Tiara (Head)
Lv.54 DNC
DEF: 18 HP+10, CHR+4, Enmity-2, Increases "Samba" duration
Dancer's Toe Shoes (Feet)
Lv.56 DNC
DEF: 14 HP+7, Attack+5, Evasion+5, Increases "Jig" duration
Dancer's Tights (Legs)
Lv.58 DNC
DEF: 28 HP+10, CHR+3, Accuracy+3, Enmity-1
Dancer's Casaque (Body)
Lv.60 DNC
DEF: 38 HP+20, STR+2, DEX+2, "Waltz" Potency +10%, Enmity-2
XI. Food Selections
As most of us know, your foods primary focus should be to help your jobs main focus. Dancer requires TP to do it's job and with the highest weapon skill we have as a B rating. The best thing would be to aim for accuracy. When you get to a point that you are connecting more than 80% of your attacks. You should be swapping out either gear or food to help in another department. I will only list the food in categories that I assume most people will be looking for. And please don't use sushi pre-30, you'll make baby Altana cry. Give your pockets a rest, use Rice Dumplings. You can use Jack-o-Lanterns, but it will lower your CHR by 10 which assist in the potency of your dances.
-incomplete-
XII. Useful Links
General Guides
Dancer Quest Walkthrough by Maideen
Monsters to Avoid by neroific
Dancer as a Tank by Erecia
Weapon Related
General Effectiveness of Daggers by Dejafu
Equipment Related
Equipment List by Dracosavarian
Dance Related
Curing Waltz Formula by vonlock
Curing Waltz Formula by Ealdwulf
More Wild Flourish Information by Tummie
Drain Samba Discussion
Step Duration Thread by Teiei
TP Gain
TP Gain for Dagger Combos
TP Gain @ FFXIclopedia
Weapon Skills
Archain's WS Damage Modifiers Guide
Aden's Renkei Chart
Subjob Related
DNC/THF by blulight
DNC/COR thread by RandomErr
Enmity
Kanican's Enmity Table
Quests
Need Icarus Wings? Bait & Switch Quest - Repeatable after Conquest Tally
Wrath of the Opo-Opos Quest - For Opo-Opo Necklace
Thanks to various sites for the compiled information, mainly Allakhazam's Dancer Forum, FFXIclopedia and Vana'diel Atlas. I decided to post the guide now incomplete and get feedback and update as I can. Thank you for reading.
Edits
Nov.30: Added a few more Useful Links and changed Dance Formula category to Dance-related. Rogetsurin confirmed. Added Support Job category to useful links. Added more Useful Links and Deathbone Knife recipe.
Jan.9: Cleaned up a lot of the sections and added more detailed information.
Jan.10: Fixed Q&A on CHR. Slightly updated the Equipment List (I'm working on it :o) Added more information on Flourishes. Cleaned a few items up.
Jan.19: Added Tier II and III Job Traits (Thanks to Elmer)
Feb.17: Sorry with the lack of updates, been busy with work and sick. Cleaned up a few parts of the guide. Re-adjusted a great deal of the support job guide.
Feb.28: Fixed /COR Job Traits and explanation.
Mar.9: Fixed the rest of the support job section. Started to update the equipment section.
Mar.10: Setting up for March Update to Dancer. Will add more details to Quests as I can find them. Added a little more towards equipment section.
Mar.12: Added AF quests, cleaned up the FAQ, added new Useful Links.
Mar.25: Updated FAQ.
Apr.28: Trying to eat away more of the equipment section.
Edited, Nov 30th 2007 1:13pm by Darqflame
Edited, Apr 28th 2008 11:50pm by Rwolf
Edited, Aug 16th 2008 4:50pm by Rwolf
