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 its 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 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.
    • Notes on Sambas:
      • Enspell effects take precedence over samba effects.
      • Drain Sambas do not actually drain the hp out of the enemy; they act more like a weaker Blood Weapon effect in that they simply restore a certain amount of hp per hit and do not work on undead.
      • Haste Samba grants a Haste effect that only speeds up attack rounds. This is akin to Job Ability Haste effects like Hasso or Desperate Blows in that it does not reduce spell timers or reduce the tp gained per hit. Stacks with all other Haste effects and counts toward the Job Ability Haste cap of 25%.

  • 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.
45 Curing Waltz III 50 Restores a party member's HP.
70 Curing Waltz IV 65 Restores a party member's HP.
    • Notes on Healing Waltz:
      • Removes one status effect at a time.
      • Can remove some status debuffs as well as Bind, Blind, Curse, Paralyze, Poison, Slow and Silence.
      • Will not remove: Amnesia, Doom, Petrify, Song debuffs, Stun, or Terror.

  • 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. Isn't effective in avoiding detection by mobs with True Sight, however.
55 Chocobo Jig 0 Increases the Dancer's movement speed. Similar to a Bard's Chocobo Mazurka in effect but self target/effect only.

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. Once you reach lv 5 in a certain step on a mob you will begin to get one Finishing Move per step. Also something to be aware of is that a person subbing dancer will only receive 1 Finishing Move per step all the time.

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 2 finishing moves if successful.
40 Stutter Step 10 Lowers the magic resistance of the target while granting 2 finishing moves 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.

Merited Job Abilities

Level Name Duration Effect
75 (merit) Saber Dance 5 minutes Increases Double Attack rate but renders Waltz unusable.
75 (merit) Fan Dance 5 minutes Reduces physical damage taken and increases enmity but renders Samba unusable.
75 (merit) No Foot Rise Instant Instantly grants additional 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 Improves evasion against physical attacks.
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.
45 Evasion Bonus II Improves evasion against physical attacks.
45 Subtle Blow II Lowers the TP gained by mobs when you attack them.
60 Accuracy Bonus II Adds a bonus to your accuracy.
65 Subtle Blow III Lowers the TP gained by mobs when you attack them.
65 Evasion Bonus III Improves evasion against physical attacks.
75 (merit) Closed Position Grants an accuracy and evasion bonus while attacking an opponent face-to-face.

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 The duration of Trance is 1 minute. It lowers the TP cost of Waltzes, Sambas, and steps to 0. Trance also lowers the recast timer for all Waltzes to 6 seconds.

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+ 109 196 256
Hand-to-Hand D 101 183 210
Sword D 101 183 210
Throwing C+ 105 190 230

Sub-job Combinations

Monk

Monk is the best choice as an early sub. It provides added hit points, one tier of Martial Arts, and helps put a bit more damage behind your hand to hand attacks

Ninja

A great sub once you hit 20 or above, allowing you to switch to dual wielding your highest rated weapon. Utsusemi is not highly useful at lower levels, but once you hit level 45, you can use Violent Flourish to buy some recast time.

Beastmaster

An excellent soloing choice, since Dancer's damage output is not incredibly high. A higher base Charisma on this job allows you to more easily charm a pet and use it as added damage and tank.

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.

Group 1
Name Description
Steps Accuracy Each upgrade to this enhancement increases all step accuracy by 3 for a maximum of +15.
Haste Samba Effect Each upgrade to this enhancement increases the Haste effect of Haste Daze by 1% for a maximum of +5%.
Reverse Flourish Effect Each upgrade to this enhancement increases the amount of TP gained by 3 for a maximum of +15 that's added at the end.
Building Flourish Effect Each upgrade to this enhancement increases Building Flourish Accuracy by 2, Attack power by 1%, and Critical Hit Rate by 1%, for a maximum bonus of +10 Accuracy, +5% Attack Bonus, and a +5% Critical hit rate increase.

Group 2
Name Description
Saber Dance Increases Double Attack rate but renders Waltz unusable. Additional upgrades reduce timer by 30 seconds each.
Fan Dance Reduces physical damage taken and increases enmity but renders Samba unusable. Additional upgrades reduce timer by 30 seconds each. Cancels the player's active samba upon use.
No Foot Rise Instantly grants additional finishing moves. 1 additional finishing move per upgrade increase for a maximum of 5.
Closed Position Grants an accuracy and evasion bonus while attacking an opponent face-to-face. Initial bonus of +3 accuracy and evasion with each upgrade adding 3 more for a cap of +15 accuracy and evasion.

Artifact and Relic sets

Artifact Artifact +1 Relic Relic +1
Dancer's Tiara Dancer's Tiara +1 Etoile Tiara Etoile Tiara +1
Dancer's Casaque Dancer's Casaque +1 Etoile Casaque Etoile Casaque +1
Dancer's Bangles Dancer's Bangles +1 Etoile Bangles Etoile Bangles +1
Dancer's Tights Dancer's Tights +1 Etoile Tights Etoile Tights +1
Dancer's Toe Shoes Dancer's Toe Shoes +1 Etoile Toe Shoes Etoile Toe Shoes +1
War Hoop Etoile Cape

Other Info

This page last modified 2013-05-24 18:26:26.