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Dancer (FFXI)  

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Job Description

Hume Dancer
Hume Dancer
With their aggressive steps, these thewy terpsichoreans would weave forbidden magicks upon themselves and their enemies, producing results rivaling those of even the most powerful sorcerous cants. The popularity of this profession reached it's peak during the Great War, when dancers were common additions to allied army units fighting on the front lines.

Unlocking Dancer

Go and speak to Laila in Upper Jeuno (G-7). She'll ask you to bring her a Stardust Pebble .

Speak to Rhea Myuliah next to her and she'll tell you to go and dance in the Southern San d'Oria tavern.

Go to Southern San d'Oria and speak to Valderotaux (K-6).

After you dance (badly) go back to Rheay Myuliah in Upper Jeuno and she'll tell you you can only get a Stardust Pebble from twenty years ago.

Zone out to Batallia Downs and head north to (H-5) to the Cavernous Maw. Once you're done make your way to Jugner Forest (S) and head west towards the big lake. Once there go up the right hand side of the lake to (I-5) and you will find the Glowing Pebbles. Examine it for a cut scene and a key item, Stardust pebble.

Go back to Laila in the present and you can become a dancer!


Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

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

Level Name TP Cost Effect
5 Drain Samba 10 Casts Drain Daze on the enemy. All party members engaged in battle drains the enemy's HP.
25 Aspir Samba 10 Casts Aspir Daze on the enemy. All party members engaged in battle drains the enemy's MP.
35 Drain Samba II 25 Casts Drain Daze on the enemy. All party members engaged in battle drains the enemy's HP.
45 Haste Samba 35 Casts Haste Daze on the enemy. All party members engaged in battle gain Haste. There is no tier II version of this spell.
60 Aspir Samba II 25 Casts Aspir Daze on the enemy. All party members engaged in battle drains the enemy's MP.
65 Drain Samba III 40 Casts Drain Daze on the enemy. All party members engaged in battle drains the enemy's HP.
  • Waltzes: These dance moves cure and remove ailments from party members. Here are the Waltz moves and their effects.

Level Name TP Cost Effect
15 Curing Waltz 20 Restores a party member's HP.
25 Divine Waltz 40 Heals all party members within area of effect, similar to Curaga.
30 Curing Waltz II 35 Restores a party member's HP.
35 Healing Waltz 20 Removes a negative status effect from the target, similar to Erase.
50 Curing Waltz III 50 Restores a party member's HP.
70 Curing Waltz IV 65 Restores a party member's HP.
  • Jigs: These dances enhance your own abilities. Here are the Jigs dances and their effects.

Level Name TP Cost Effect
25 Spectral Jig 0 Allows you to evade detection by enemies that detect by either sight or sound. Essentially this casts both Sneak and Invisible on yourself, at zero MP or TP cost. Unlikely to be effective in avoiding detection by mobs with True Sight, however.
55 Chocobo Jig 0 Increases the Dancer's movement speed (as in running, not attacking).

Steps and Flourishes

  • Steps: Steps consume TP to debuff the mob and grant Finishing Moves which allow you to use Flourishes. These debuffs will stack up to 5 times on the mob with each successful stack increasing the effectiveness.

Level Name TP Cost Effect
20 Quickstep 10% Lowers the evasion of the target while granting 2 finishing moves if successful.
30 Box Step 10% Lowers the defense of the target while granting 1 finishing move if successful.
40 Stutter Step 10% Lowers the magic resistance of the target while granting 1 finishing move if successful.
  • Flourishes: There are two tiers to the Flourish category. These are powerful dance steps that can only be used after earning 'finishing moves,' which are basically function -- on a small scale -- like TP.

You connect with a particular dance move, you earn a finishing move. Spend your finishing moves on Flourishes. Here are the various Tier I and II Flourishes and their effects.

Level Flourish I Effect
20 Animated Flourish Provokes the target. Requires at least one finishing move.
30 Desperate Flourish Weighs down a target with a low success rate. Requires at least one finishing move.
45 Violent Flourish Stuns the target. Requires at least one finishing move.

Level Flourish II Effect
40 Reverse Flourish Converts remaining moves into TP. Requires at least one finishing move.
50 Building Flourish Enhances the potency of the next weapon skill. Requires at least one finishing move.
60 Wild Flourish Readies the target for a skillchain. Requires at least two finishing moves.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

Level Name Effect
15 Evasion Bonus Raise evasion
20 Resist Slow Resist the status effect of Slow
25 Subtle Blow Lowers the TP gained by mobs when you attack them
30 Accuracy Bonus Adds a bonus to your accuracy

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Level Name TP Cost Effect
1 Trance None This is the Dancer's two-hour move; it lowers the TP cost of dances, and reduces the number of 'steps' needed to zero.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Dagger B 109 196 250
Hand-to-Hand D 101 183 210
Sword D 101 183 210
Throwing C+ 105 190 230

Sub-job Combinations

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Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells

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Other Info

This page last modified 2008-06-08 18:02:23.