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{{sideicon|prime=FFXI|FFTCG}}
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{{DISPLAYTITLE:Dancer (''Final Fantasy XI'')}}
 
[[File:Dancer1.jpg|250px|right|Official Artwork, Female Dancer in Artifact Armor.]]
 
[[File:Dancer1.jpg|250px|right|Official Artwork, Female Dancer in Artifact Armor.]]
{{Q|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.|Official Description}}
+
{{Quote|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.|Official description}}
 
'''Dancer''' is one of the jobs introduced in the ''[[Final Fantasy XI: Wings of the Goddess]]'' expansion.
{{See Also|Dancer (Job)}}
 
'''Dancer''' is one of the jobs released in the expansion, ''[[Final Fantasy XI: Wings of the Goddess]]''.
 
   
Dancers are capable healers in ''[[Final Fantasy XI]]''. While it may not be wise for them to be the main healer of a group until level 74, two functioning together can, in most cases, eliminate the need for an MP based healer. Also, Dancer is one of the only jobs offering the [[Dual Wield]] trait, which it gains at level 20. The other jobs are Ninja at 10, Thief at 83 and Blue Mage, with the proper spells set, at 80.
+
Dancers are capable healers ND. While it may not be wise for them to be the main healer of a group until level 74, two functioning together can, in most cases, eliminate the need for an MP-based healer. Dancer is one of the only jobs offering the [[Dual Wield]] trait, which it gains at level 20.
   
==Dancer Abilities==
+
{{See|Dancer (job)}}
  +
{|class="full-width FFXI table" style="text-align:center"
 
  +
==Abilities==
  +
===Job abilities===
 
{|class="full-width FFXI article-table" style="text-align:center"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Job Ability
 
!style="width:15%"|Job Ability
Line 15: Line 19:
 
!style="width:61%"|Description
 
!style="width:61%"|Description
 
|-
 
|-
!class="b"|{{LA|Trance}}
+
!class="b"|{{LA|Trance (Dance ability)|Trance}}
 
|1
 
|1
 
|1:00:00
 
|1:00:00
Line 21: Line 25:
 
|''While in effect, lowers TP cost of dances and steps to 0.''
 
|''While in effect, lowers TP cost of dances and steps to 0.''
 
|-
 
|-
!class="b"|{{LA|Sambas}}
+
!class="b"|{{LA|Samba|Sambas}}
 
|5
 
|5
 
|0:01:00
 
|0:01:00
Line 27: Line 31:
 
|''These dances imbue melee attacks with special enhancements.''
 
|''These dances imbue melee attacks with special enhancements.''
 
|-
 
|-
!class="b"|{{LA|Waltzes}}
+
!class="b"|{{LA|Waltz (ability)|Waltzes}}
 
|15
 
|15
 
|Varies
 
|Varies
| -
+
|
 
|''These dances cure and remove ailments from the target.''
 
|''These dances cure and remove ailments from the target.''
 
|-
 
|-
!class="b"|{{LA|Flourishes}}
+
!class="b"|{{LA|Flourish (Final Fantasy XI)|Flourishes}}
 
|20
 
|20
 
|Varies
 
|Varies
| -
+
|
 
|''Powerful dance steps that can only be used after earning finishing moves.''
 
|''Powerful dance steps that can only be used after earning finishing moves.''
 
|-
 
|-
!class="b"|{{LA|Steps}}
+
!class="b"|{{LA|Step|Steps}}
 
|20
 
|20
 
|0:00:05
 
|0:00:05
Line 45: Line 49:
 
|''These dance steps enfeeble enemies while granting access to finishing moves.''
 
|''These dance steps enfeeble enemies while granting access to finishing moves.''
 
|-
 
|-
!class="b"|{{LA|Jigs}}
+
!class="b"|{{LA|Jig|Jigs}}
 
|25
 
|25
 
|Varies
 
|Varies
Line 51: Line 55:
 
|''These dances enhance your own abilities.''
 
|''These dances enhance your own abilities.''
 
|-
 
|-
!class="b"|{{LA|Flourishes II}}
+
!class="b"|{{LA|Flourish (Final Fantasy XI)|Flourishes II}}
 
|40
 
|40
 
|Varies
 
|Varies
| -
+
|
 
|''Powerful dance steps that can only be used after earning finishing moves.''
 
|''Powerful dance steps that can only be used after earning finishing moves.''
 
|-
 
|-
  +
!class="b"|{{A|Contradance}}
  +
|50
  +
|0:05:00
  +
|0:01:00
  +
|''The next waltz used while under the effects of Contradance will restore an increased amount of HP. If Healing Waltz was used, the effect will extend to an area centered on the target player.''
 
|-
 
|-
 
!class="b"|{{LA|Fan Dance}}
 
!class="b"|{{LA|Fan Dance}}
|{{Foot|75|Only unlocked with Merit Points}}
+
|{{tooltip|75|Only unlocked with Merit Points}}
 
|0:03:00
 
|0:03:00
 
|0:05:00
 
|0:05:00
Line 64: Line 75:
 
|-
 
|-
 
!class="b"|{{LA|Saber Dance}}
 
!class="b"|{{LA|Saber Dance}}
|{{Foot|75|Only unlocked with Merit Points}}
+
|{{tooltip|75|Only unlocked with Merit Points}}
 
|0:03:00
 
|0:03:00
 
|0:05:00
 
|0:05:00
 
|''Increases Double Attack rate but renders waltzes unusable. Double Attack rate gradually decreases.''
 
|''Increases Double Attack rate but renders waltzes unusable. Double Attack rate gradually decreases.''
 
|-
 
|-
!class="b"|{{LA|No Foot Rise}}
+
!class="b"|{{A|No Foot Rise}}
|{{Foot|75|Only unlocked with Merit Points}}
+
|{{tooltip|75|Only unlocked with Merit Points}}
 
|0:03:00
 
|0:03:00
| -
+
|
 
|''Instantly grants additional finishing moves.''
 
|''Instantly grants additional finishing moves.''
 
|-
 
|-
!class="b"|{{LA|Presto}}
+
!class="b"|{{LA|Presto (Final Fantasy XI)|Presto}}
 
|77
 
|77
 
|0:00:15
 
|0:00:15
Line 81: Line 92:
 
|''Enhances the effect of your next step and grants you an additional finishing move.''
 
|''Enhances the effect of your next step and grants you an additional finishing move.''
 
|-
 
|-
!class="b"|{{LA|Flourishes III}}
+
!class="b"|{{LA|Flourish (Final Fantasy XI)|Flourishes III}}
 
|80
 
|80
 
|Varies
 
|Varies
| -
+
|
 
|''Powerful dance steps that can only be used after earning finishing moves.''
 
|''Powerful dance steps that can only be used after earning finishing moves.''
 
|-
 
|-
Line 90: Line 101:
 
|96
 
|96
 
|1:00:00
 
|1:00:00
|:00:30
+
|0:00:30
 
|''Allows flourishes to be performed without finishing moves.''
 
|''Allows flourishes to be performed without finishing moves.''
 
|-
 
|-
 
|}
 
|}
  +
<br/>
 
  +
===Sambas===
{|class="full-width FFXI table" style="text-align:center"
+
{|class="full-width FFXI article-table" style="text-align:center"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Sambas
 
!style="width:15%"|Sambas
Line 103: Line 115:
 
!style="width:61%"|Description
 
!style="width:61%"|Description
 
|-
 
|-
!class="b"|{{LA|Drain Samba}}
+
!class="b"|{{A|Drain Samba}}
 
|5
 
|5
 
|02:00
 
|02:00
Line 109: Line 121:
 
|rowspan=3|''Inflicts the next target you strike with Drain daze, allowing all those engaged in battle to drain its HP.''
 
|rowspan=3|''Inflicts the next target you strike with Drain daze, allowing all those engaged in battle to drain its HP.''
 
|-
 
|-
!class="b"|{{LA|Drain Samba II}}
+
!class="b"|{{A|Drain Samba II}}
 
|35
 
|35
 
|01:30
 
|01:30
 
|250
 
|250
 
|-
 
|-
!class="b"|{{LA|Drain Samba III}}
+
!class="b"|{{A|Drain Samba III}}
 
|65
 
|65
 
|01:30
 
|01:30
 
|400
 
|400
 
|-
 
|-
!class="b"|{{LA|Aspir Samba}}
+
!class="b"|{{A|Aspir Samba}}
 
|25
 
|25
 
|02:00
 
|02:00
Line 125: Line 137:
 
|rowspan=2|''Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle to drain its MP.''
 
|rowspan=2|''Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle to drain its MP.''
 
|-
 
|-
!class="b"|{{LA|Aspir Samba II}}
+
!class="b"|{{A|Aspir Samba II}}
 
|60
 
|60
 
|02:00
 
|02:00
 
|250
 
|250
 
|-
 
|-
!class="b"|{{LA|Haste Samba}}
+
!class="b"|{{A|Haste Samba}}
 
|45
 
|45
 
|01:30
 
|01:30
Line 137: Line 149:
 
|-
 
|-
 
|}
 
|}
  +
<br/>
 
  +
===Waltzes===
{|class="full-width FFXI table" style="text-align:center"
+
{|class="full-width FFXI article-table" style="text-align:center"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Waltzes
 
!style="width:15%"|Waltzes
Line 146: Line 159:
 
!style="width:61%"|Description
 
!style="width:61%"|Description
 
|-
 
|-
!class="b"|{{LA|Curing Waltz}}
+
!class="b"|{{A|Curing Waltz}}
 
|15
 
|15
 
|00:06
 
|00:06
Line 152: Line 165:
 
|rowspan=5|''Restores a party member's HP.''
 
|rowspan=5|''Restores a party member's HP.''
 
|-
 
|-
!class="b"|{{LA|Curing Waltz II}}
+
!class="b"|{{A|Curing Waltz II}}
 
|30
 
|30
 
|00:08
 
|00:08
 
|350
 
|350
 
|-
 
|-
!class="b"|{{LA|Curing Waltz III}}
+
!class="b"|{{A|Curing Waltz III}}
 
|45
 
|45
 
|00:10
 
|00:10
 
|500
 
|500
 
|-
 
|-
!class="b"|{{LA|Curing Waltz IV}}
+
!class="b"|{{A|Curing Waltz IV}}
 
|70
 
|70
 
|00:17
 
|00:17
 
|650
 
|650
 
|-
 
|-
!class="b"|{{LA|Curing Waltz V}}
+
!class="b"|{{A|Curing Waltz V}}
 
|87
 
|87
 
|00:23
 
|00:23
 
|800
 
|800
 
|-
 
|-
!class="b"|{{LA|Divine Waltz}}
+
!class="b"|{{A|Divine Waltz}}
 
|25
 
|25
 
|00:13
 
|00:13
 
|400
 
|400
!rowspan=2|''Restores the HP of all party members within a small radius.''
+
|rowspan=2|''Restores the HP of all party members within a small radius.''
 
|-
 
|-
!class="b"|{{LA|Divine Waltz II}}
+
!class="b"|{{A|Divine Waltz II}}
 
|78
 
|78
 
|00:20
 
|00:20
 
|800
 
|800
 
|-
 
|-
!class="b"|{{LA|Healing Waltz}}
+
!class="b"|{{A|Healing Waltz}}
 
|35
 
|35
 
|00:08
 
|00:08
Line 190: Line 203:
 
|-
 
|-
 
|}
 
|}
  +
<br/>
 
  +
===Steps===
{|class="full-width FFXI table" style="text-align:center"
+
{|class="full-width FFXI article-table" style="text-align:center"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Steps
 
!style="width:15%"|Steps
Line 199: Line 213:
 
!style="width:61%"|Description
 
!style="width:61%"|Description
 
|-
 
|-
!class="b"|{{LA|Quickstep}}
+
!class="b"|{{A|Quickstep}}
 
|20
 
|20
 
|Varies
 
|Varies
Line 205: Line 219:
 
|''Lowers a target's evasion. If successful, will earn you finishing move.''
 
|''Lowers a target's evasion. If successful, will earn you finishing move.''
 
|-
 
|-
!class="b"|{{LA|Box Step}}
+
!class="b"|{{A|Box Step}}
 
|30
 
|30
 
|Varies
 
|Varies
Line 211: Line 225:
 
|''Lowers a target's defense. If successful, will earn you finishing move.''
 
|''Lowers a target's defense. If successful, will earn you finishing move.''
 
|-
 
|-
!class="b"|{{LA|Stutter Step}}
+
!class="b"|{{A|Stutter Step}}
 
|40
 
|40
 
|Varies
 
|Varies
Line 217: Line 231:
 
|''Lowers a target's magic resistance. If successful, will earn you finishing move.''
 
|''Lowers a target's magic resistance. If successful, will earn you finishing move.''
 
|-
 
|-
!class="b"|{{LA|Feather Step}}
+
!class="b"|{{A|Feather Step}}
 
|83
 
|83
 
|Varies
 
|Varies
 
|100
 
|100
 
|''Lowers a target's critical hit evasion. If successful, will earn you a finishing move.''
 
|''Lowers a target's critical hit evasion. If successful, will earn you a finishing move.''
 
|-
 
|}
  +
  +
===Flourishes===
  +
{|class="full-width FFXI article-table" style="text-align:center"
  +
|-class="a"
  +
!style="width:15%"|Flourishes I
 
!style="width:8%"|Level
  +
!style="width:8%"|Recast
  +
!style="width:8%"|Finishing Moves
  +
!style="width:61%"|Description
 
|-
  +
!class="b"|{{A|Animated Flourish}}
  +
|20
  +
|00:30
 
|1-2
  +
|''Provokes target. Requires at least one finishing move.''
 
|-
  +
!class="b"|{{A|Desperate Flourish}}
  +
|30
  +
|00:20
 
|1
  +
|''Weighs down a target with a low rate of success. Requires one finishing move.''
  +
|-
  +
!class="b"|{{A|Violent Flourish}}
  +
|45
  +
|00:20
  +
|1
  +
|''Stuns target with a low rate of success. Requires one finishing move.''
 
|-
 
|-
 
|}
 
|}
 
<br/>
 
<br/>
{|class="full-width FFXI table" style="text-align:center"
+
{|class="full-width FFXI article-table" style="text-align:center"
  +
|-class="a"
  +
!style="width:15%"|Flourishes II
  +
!style="width:8%"|Level
  +
!style="width:8%"|Recast
  +
!style="width:8%"|Finishing Moves
  +
!style="width:61%"|Description
  +
|-
  +
!class="b"|{{A|Reverse Flourish}}
  +
|40
  +
|00:30
  +
|1-5
  +
|''Converts remaining finishing moves into TP. Requires at least one finishing move.''
  +
|-
  +
!class="b"|{{A|Building Flourish}}
  +
|50
  +
|00:10
  +
|1-3
  +
|''Enhances potency of next weapon skill. Requires at least one finishing move.''
  +
|-
  +
!class="b"|{{A|Wild Flourish}}
  +
|60
  +
|00:20
  +
|2
  +
|''Readies target for a skillchain. Requires at least two finishing moves.''
  +
|-
 
|}
 
<br/>
  +
{|class="full-width FFXI article-table" style="text-align:center"
  +
|-class="a"
  +
!style="width:15%"|Flourishes III
  +
!style="width:8%"|Level
  +
!style="width:8%"|Recast
  +
!style="width:8%"|Finishing Moves
  +
!style="width:61%"|Description
  +
|-
  +
!class="b"|{{A|Climactic Flourish}}
  +
|80
  +
|01:30
  +
|1-5
  +
|''Allows you to deal critical hits. Requires at least one finishing move.''
  +
|-
  +
!class="b"|{{A|Striking Flourish}}
  +
|89
  +
|00:30
  +
|2
  +
|''Allows you to deliver a twofold attack. Requires at least two finishing moves.''
  +
|-
  +
!class="b"|{{A|Ternary Flourish}}
  +
|93
  +
|00:45
  +
|3
  +
|''Allows you to deliver a threefold attack. Requires at least three finishing moves.''
  +
|-
 
|}
  +
  +
===Jigs===
  +
{|class="full-width FFXI article-table" style="text-align:center"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Jigs
 
!style="width:15%"|Jigs
Line 233: Line 333:
 
!style="width:61%"|Description
 
!style="width:61%"|Description
 
|-
 
|-
!class="b"|{{LA|Spectral Jig}}
+
!class="b"|{{A|Spectral Jig}}
 
|25
 
|25
 
|00:30
 
|00:30
Line 239: Line 339:
 
|''Allows you to evade enemies by making you undetectable by sight or sound.''
 
|''Allows you to evade enemies by making you undetectable by sight or sound.''
 
|-
 
|-
!class="b"|{{LA|Chocobo Jig}}
+
!class="b"|{{A|Chocobo Jig}}
 
|55
 
|55
 
|01:00
 
|01:00
Line 245: Line 345:
 
|''Increases movement speed.''
 
|''Increases movement speed.''
 
|-
 
|-
!class="b"|{{LA|Chocobo Jig II}}
+
!class="b"|{{A|Chocobo Jig II}}
 
|70
 
|70
 
|01:00
 
|01:00
Line 253: Line 353:
 
|}
 
|}
   
===Job Traits===
+
===Job traits===
  +
{|class="full-width FFXI article-table" style="text-align:center"
{|style="border: 1px #AAAAAA solid; background-color: #F9F9F9;" width=80%
 
|- class="FFXIa"
+
|-class="a"
  +
!style="width:15%"|Job Trait
! width="28%" |Level
 
  +
!style="width:16%"|Levels
! width="72%" align="left" |&nbsp;Name
 
  +
!style="width:8%"|Tier
  +
!style="width:61%"|Description
 
|-
 
|-
  +
!class="b"|{{A|Evasion Bonus}}
| class="FFXIb" align="center" |15
 
  +
|15 / 45 / 75 / 90
|&nbsp;[[Evasion Bonus]]
 
  +
|IV
  +
|''Improves evasion against physical attacks.''
 
|-
 
|-
  +
!class="b"|{{A|Resist Slow}}
| class="FFXIb" align="center" rowspan=2 valign="middle" |20
 
  +
|20 / 60 / 81
|&nbsp;[[Dual Wield]]
 
  +
|III
  +
|''Increases resistance against slow.''
 
|-
 
|-
  +
!class="b"|{{LA|Dual Wield}}
|&nbsp;[[Resist Slow]]
 
  +
|20 / 40 / 60 / 80
  +
|IV
  +
|''Allows you to equip two weapons.''
 
|-
 
|-
  +
!class="b"|{{A|Subtle Blow}}
| class="FFXIb" align="center" |25
 
  +
|25 / 45 / 65 / 86
|&nbsp;[[Subtle Blow]]
 
  +
|IV
  +
|''Reduces amount of TP gained by enemies when striking them.''
 
|-
 
|-
  +
!class="b"|{{A|Accuracy Bonus}}
| class="FFXIb" align="center" |30
 
  +
|30 / 60 / 76
|&nbsp;[[Accuracy Bonus]]
 
  +
|III
  +
|''Improves accuracy of physical attacks.''
 
|-
 
|-
 
!class="b"|{{A|Skillchain Bonus}}
| class="FFXIb" align="center" |40
 
  +
|45 / 58 / 71 / 84 / 97
|&nbsp;[[Dual Wield|Dual Wield II]]
 
  +
|V
  +
|''Improves skillchain damage.''
 
|-
 
|-
  +
!class="b"|{{A|Closed Position}}
| class="FFXIb" align="center" rowspan=3 valign="middle" |45
 
  +
|{{tooltip|75|Only unlocked with Merit Points}}
|&nbsp;[[Evasion Bonus|Evasion Bonus II]]
 
  +
|Varies
  +
|''Grants a bonus to accuracy and evasion when face-to-face with an enemy.''
 
|-
 
|-
  +
!class="b"|{{A|Tactical Parry}}
|&nbsp;[[Skillchain Bonus]]
 
  +
|77 / 84 / 91 / 97
  +
|IV
  +
|''Grants bonus TP when parrying an attack.''
 
|-
 
|-
  +
!class="b"|{{A|Conserve TP}}
|&nbsp;[[Subtle Blow|Subtle Blow II]]
 
  +
|77
  +
|I
  +
|''Occasionally cuts down TP cost of weapon skills.''
 
|-
 
|-
  +
!class="b"|{{A|Crit. Atk. Bonus}}
| class="FFXIb" align="center" rowspan=2 valign="middle" |60
 
  +
|80 / 88 / 99
|&nbsp;[[Accuracy Bonus|Accuracy Bonus II]]
 
  +
|III
  +
|''Improves power of critical hits.''
 
|-
 
|-
|&nbsp;[[Dual Wield|Dual Wield III]]
 
|-
 
| class="FFXIb" align="center" |65
 
|&nbsp;[[Subtle Blow|Subtle Blow III]]
 
|-
 
| class="FFXIb" align="center" |75
 
|&nbsp;[[Evasion Bonus|Evasion Bonus III]]
 
|-
 
| class="FFXIb" align="center" |75 [[Merit Points|Merit]]
 
|&nbsp;[[Closed Position]]
 
|-
 
| class="FFXIb" align="center" rowspan=2 valign="middle" |77
 
|&nbsp;[[Conserve TP]]
 
|-
 
|&nbsp;[[Tactical Parry]]
 
|-
 
| class="FFXIb" align="center" rowspan=3 valign="middle" |80
 
|&nbsp;[[Accuracy Bonus|Accuracy Bonus III]]
 
|-
 
|&nbsp;[[Critical Attack Bonus]]
 
|-
 
|&nbsp;[[Dual Wield|Dual Wield IV]]
 
 
|}
 
|}
   
===Combat Skill Ratings===
+
===Skill ratings===
{|style="border: 1px #AAAAAA solid; background-color: #F9F9F9; text-align: center;" width=50%
+
{|class="half-width article-table FFXI" style="text-align:center"
|-class="FFXIa"
+
|-class="a"
! width="25%" align="left" rowspan=2 |&nbsp;Skill
+
!width="40%" rowspan=2|Combat Skill
! width="15%" rowspan=2 |Rank
+
!width="20%" rowspan=2|Rank
! width="60%" colspan=5 |Caps by Level
+
!width="40%" colspan=2|Caps by Level
|-class="FFXIa"
+
|-class="a"
| width="12%" |1
+
!width="20%"|49
| width="12%" |37
+
!width="20%"|99
| width="12%" |45
 
| width="12%" |75
 
| width="12%" |99
 
 
|-
 
|-
| class="FFXIb" align="left" |&nbsp;[[Dagger (Weapon Type)|Dagger]]
+
!class="b"|[[Combat Skill|Hand-to-Hand]]
|B+
+
|D
|5
+
|133
|118
+
|334
|132
 
|281
 
|404
 
 
|-
 
|-
| class="FFXIb" align="left" |&nbsp;[[Combat Skill|Hand-to-Hand]]
+
!class="b"|[[Dagger (weapon type)|Dagger]]
|D
+
|A+
|4
+
|150
|109
+
|424
|122
 
|230
 
|334
 
 
|-
 
|-
| class="FFXIb" align="left" |&nbsp;[[Sword (Weapon Type)|Sword]]
+
!class="b"|[[Sword (weapon type)|Sword]]
|D
+
|D
|4
+
|133
|109
 
|122
 
|230
 
 
|334
 
|334
 
|-
 
|-
| class="FFXIb" align="left" |&nbsp;[[Throw (Ability)|Throwing]]
+
!class="b"|[[Throw (ability)|Throwing]]
|C+
+
|C
|5
+
|139
|114
+
|373
|128
 
|255
 
|378
 
 
|-
 
|-
| class="FFXIb" align="left" |&nbsp;[[Evasion]]
+
!class="b"|[[Evasion]]
 
|B+
 
|B+
|5
+
|144
|118
 
|132
 
|281
 
 
|404
 
|404
 
|-
 
|-
| class="FFXIb" align="left" |&nbsp;[[Combat Skill|Parrying]]
+
!class="b"|[[Combat Skill|Parrying]]
 
|B
 
|B
|5
+
|144
|118
 
|132
 
|275
 
 
|398
 
|398
 
|}
 
|}
   
==Strength==
+
==Gameplay==
  +
===Strengths===
* Dancers have strong curative abilities that are unique to their class.
+
*Dancers have strong curative abilities that are unique to their class.
* Instead of using MP to use dances, Dancers use a moderately small amount of TP, which is gained each time they hit or are hit by a monster with a normal attack.
+
*Instead of using MP to use dances, Dancers use a moderately small amount of TP, which is gained each time they hit or are hit by a monster with a normal attack.
* Dancers offer unique debuffs that help all party members.
+
*Dancers offer unique debuffs that help all party members.
   
==Weaknesses==
+
===Weaknesses===
* Dancers are not quite as capable at removing status ailments as White Mages, since they have only one curative ability, with a significant delay.
+
*Dancers are not quite as capable at removing status ailments as White Mages, since they have only one curative ability, with a significant delay.
* Dancers create a lot of enmity because of their participation in combat plus curative powers.
+
*Dancers create a lot of enmity because of their participation in combat plus curative powers.
* Dancer is not a high-damage job, and it is not favored for end-game notorious monsters and events.
+
*Dancer is not a high-damage job, and it is not favored for end-game notorious monsters and events.
   
 
==Subjobs==
 
==Subjobs==
Dancer is a new job from ''[[Final Fantasy XI: Wings of the Goddess|Wings of the Goddess]]''. Dancers are known to be quite efficient healers and support characters. Below are listed some viable subjobs and reasoning at this point.
+
Dancers are known to be quite efficient healers and support characters. Below are listed some viable subjobs and reasoning at this point.
   
 
===[[Ninja (Final Fantasy XI)|Ninja]]===
 
===[[Ninja (Final Fantasy XI)|Ninja]]===
Ninja offers the Utsusemi spells, making it a popular subjob choice for many jobs. [[Utsusemi (Status)|Utsusemi]] helps dancers dodge attacks, a great boon because their healing capabilities, combined with their damage dealing necessity, can draw large amounts of enmity at times. As with all situations, however, a Ninja subjob can be demanding to keep up due to a constantly required supply of tools to cast Utsusemi.
+
Ninja offers the Utsusemi spells, making it a popular subjob choice for many jobs. [[Utsusemi (status)|Utsusemi]] helps dancers dodge attacks, a great boon because their healing capabilities, combined with their damage dealing necessity, can draw large amounts of enmity at times. As with all situations, however, a Ninja subjob can be demanding to keep up due to a constantly required supply of tools to cast Utsusemi.
   
 
===[[Samurai (Final Fantasy XI)|Samurai]]===
 
===[[Samurai (Final Fantasy XI)|Samurai]]===
Line 392: Line 475:
   
 
===[[Monk (Final Fantasy XI)|Monk]]===
 
===[[Monk (Final Fantasy XI)|Monk]]===
Dancers have a decent hand to hand capacity. At least until level 20, a Monk subjob grants the Dancer access to [[Brawler (Ability)|Martial Arts]] which will greatly lower the weapon delay of hand to hand weapons, and using fist weapons grants them the Combo ability, useful as early on Dancers use minimal TP and dagger abilities aren't very strong early on. On the downside, a Dancer's skill in hand to hand weapons is absolutely dismal, and after a short time daggers become much more useful.
+
Dancers have a decent hand to hand capacity. At least until level 20, a Monk subjob grants the Dancer access to [[Brawler (ability)|Martial Arts]] which will greatly lower the weapon delay of hand to hand weapons, and using fist weapons grants them the Combo ability, useful as early on Dancers use minimal TP and dagger abilities aren't very strong early on. On the downside, a Dancer's skill in hand to hand weapons is absolutely dismal, and after a short time daggers become much more useful.
   
 
==Other appearances==
 
==Other appearances==
 
===''[[Final Fantasy Trading Card Game]]''===
 
===''[[Final Fantasy Trading Card Game]]''===
Dancer appears in ''Final Fantasy Trading Card Game''.
+
Dancer appears on cards.
  +
{{Gallery
 
  +
<gallery>
|File:Dancer2 XI TCG.png|
 
|File:Dancer XI TCG.png|
+
Dancer2 XI TCG.png|Trading card
  +
Dancer XI TCG.png|Trading card.
}}
 
  +
</gallery>
{{-}}
 
   
 
==Gallery==
 
==Gallery==
  +
<gallery>
{{Gallery
 
|File:Dancer FFXI Art 1.jpg|Concept art.
+
Dancer FFXI Art 1.jpg|Concept art.
|File:Dancer FFXI Art 2.jpg|Concept art.
+
Dancer FFXI Art 2.jpg|Concept art.
|File:XI Dancer Artwork 2.jpg|Artwork.
+
XI Dancer Artwork 2.jpg|Artwork.
|File:XI Dancer Artwork 3.jpg|Artwork.
+
XI Dancer Artwork 3.jpg|Artwork.
|File:Mithra dnc (FFXI).png|A Mithra Dancer in Artifact Armor.
+
Mithra dnc (FFXI).png|A Mithra Dancer in Artifact Armor.
|File:XI Dancer Equipment.jpg|Artwork of a Dancer's equipment.
+
XI Dancer Equipment.jpg|Artwork of a Dancer's equipment.
  +
</gallery>
}}
 
   
{{FFXI}}
+
{{navbox player character FFXI}}
 
[[Category:Jobs in Final Fantasy XI]]
{{sideicon|FFXI}}
 
[[Category:Final Fantasy XI Jobs]]
 

Revision as of 07:23, 10 March 2020

Template:Sideicon

Official Artwork, Female Dancer in Artifact Armor.

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.

Official description

Dancer is one of the jobs introduced in the Final Fantasy XI: Wings of the Goddess expansion.

Dancers are capable healers ND. While it may not be wise for them to be the main healer of a group until level 74, two functioning together can, in most cases, eliminate the need for an MP-based healer. Dancer is one of the only jobs offering the Dual Wield trait, which it gains at level 20.

Abilities

Job abilities

Job Ability Level Recast Duration Description
Trance 1 1:00:00 0:01:00 While in effect, lowers TP cost of dances and steps to 0.
Sambas 5 0:01:00 Varies These dances imbue melee attacks with special enhancements.
Waltzes 15 Varies These dances cure and remove ailments from the target.
Flourishes 20 Varies Powerful dance steps that can only be used after earning finishing moves.
Steps 20 0:00:05 Varies These dance steps enfeeble enemies while granting access to finishing moves.
Jigs 25 Varies Varies These dances enhance your own abilities.
Flourishes II 40 Varies Powerful dance steps that can only be used after earning finishing moves.
Contradance 50 0:05:00 0:01:00 The next waltz used while under the effects of Contradance will restore an increased amount of HP. If Healing Waltz was used, the effect will extend to an area centered on the target player.
Fan Dance 75(Only unlocked with Merit Points) 0:03:00 0:05:00 Reduces physical damage taken and increases enmity but renders Samba unusable. Physical damage reduction gradually decreases with each hit taken.
Saber Dance 75(Only unlocked with Merit Points) 0:03:00 0:05:00 Increases Double Attack rate but renders waltzes unusable. Double Attack rate gradually decreases.
No Foot Rise 75(Only unlocked with Merit Points) 0:03:00 Instantly grants additional finishing moves.
Presto 77 0:00:15 0:00:30 Enhances the effect of your next step and grants you an additional finishing move.
Flourishes III 80 Varies Powerful dance steps that can only be used after earning finishing moves.
Grand Pas 96 1:00:00 0:00:30 Allows flourishes to be performed without finishing moves.

Sambas

Sambas Level Duration TP Cost Description
Drain Samba 5 02:00 100 Inflicts the next target you strike with Drain daze, allowing all those engaged in battle to drain its HP.
Drain Samba II 35 01:30 250
Drain Samba III 65 01:30 400
Aspir Samba 25 02:00 150 Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle to drain its MP.
Aspir Samba II 60 02:00 250
Haste Samba 45 01:30 350 Inflicts the next target you strike with Haste daze, increasing the attack speed of all those engaged in battle with it.

Waltzes

Waltzes Level Recast TP Cost Description
Curing Waltz 15 00:06 200 Restores a party member's HP.
Curing Waltz II 30 00:08 350
Curing Waltz III 45 00:10 500
Curing Waltz IV 70 00:17 650
Curing Waltz V 87 00:23 800
Divine Waltz 25 00:13 400 Restores the HP of all party members within a small radius.
Divine Waltz II 78 00:20 800
Healing Waltz 35 00:08 200 Removes one magic-induced ailment from a party member.

Steps

Steps Level Duration TP Cost Description
Quickstep 20 Varies 100 Lowers a target's evasion. If successful, will earn you finishing move.
Box Step 30 Varies 100 Lowers a target's defense. If successful, will earn you finishing move.
Stutter Step 40 Varies 100 Lowers a target's magic resistance. If successful, will earn you finishing move.
Feather Step 83 Varies 100 Lowers a target's critical hit evasion. If successful, will earn you a finishing move.

Flourishes

Flourishes I Level Recast Finishing Moves Description
Animated Flourish 20 00:30 1-2 Provokes target. Requires at least one finishing move.
Desperate Flourish 30 00:20 1 Weighs down a target with a low rate of success. Requires one finishing move.
Violent Flourish 45 00:20 1 Stuns target with a low rate of success. Requires one finishing move.


Flourishes II Level Recast Finishing Moves Description
Reverse Flourish 40 00:30 1-5 Converts remaining finishing moves into TP. Requires at least one finishing move.
Building Flourish 50 00:10 1-3 Enhances potency of next weapon skill. Requires at least one finishing move.
Wild Flourish 60 00:20 2 Readies target for a skillchain. Requires at least two finishing moves.


Flourishes III Level Recast Finishing Moves Description
Climactic Flourish 80 01:30 1-5 Allows you to deal critical hits. Requires at least one finishing move.
Striking Flourish 89 00:30 2 Allows you to deliver a twofold attack. Requires at least two finishing moves.
Ternary Flourish 93 00:45 3 Allows you to deliver a threefold attack. Requires at least three finishing moves.

Jigs

Jigs Level Recast Duration Description
Spectral Jig 25 00:30 03:00 Allows you to evade enemies by making you undetectable by sight or sound.
Chocobo Jig 55 01:00 02:00 Increases movement speed.
Chocobo Jig II 70 01:00 02:00 Increases movement speed of party members within area of effect.

Job traits

Job Trait Levels Tier Description
Evasion Bonus 15 / 45 / 75 / 90 IV Improves evasion against physical attacks.
Resist Slow 20 / 60 / 81 III Increases resistance against slow.
Dual Wield 20 / 40 / 60 / 80 IV Allows you to equip two weapons.
Subtle Blow 25 / 45 / 65 / 86 IV Reduces amount of TP gained by enemies when striking them.
Accuracy Bonus 30 / 60 / 76 III Improves accuracy of physical attacks.
Skillchain Bonus 45 / 58 / 71 / 84 / 97 V Improves skillchain damage.
Closed Position 75(Only unlocked with Merit Points) Varies Grants a bonus to accuracy and evasion when face-to-face with an enemy.
Tactical Parry 77 / 84 / 91 / 97 IV Grants bonus TP when parrying an attack.
Conserve TP 77 I Occasionally cuts down TP cost of weapon skills.
Crit. Atk. Bonus 80 / 88 / 99 III Improves power of critical hits.

Skill ratings

Combat Skill Rank Caps by Level
49 99
Hand-to-Hand D 133 334
Dagger A+ 150 424
Sword D 133 334
Throwing C 139 373
Evasion B+ 144 404
Parrying B 144 398

Gameplay

Strengths

  • Dancers have strong curative abilities that are unique to their class.
  • Instead of using MP to use dances, Dancers use a moderately small amount of TP, which is gained each time they hit or are hit by a monster with a normal attack.
  • Dancers offer unique debuffs that help all party members.

Weaknesses

  • Dancers are not quite as capable at removing status ailments as White Mages, since they have only one curative ability, with a significant delay.
  • Dancers create a lot of enmity because of their participation in combat plus curative powers.
  • Dancer is not a high-damage job, and it is not favored for end-game notorious monsters and events.

Subjobs

Dancers are known to be quite efficient healers and support characters. Below are listed some viable subjobs and reasoning at this point.

Ninja

Ninja offers the Utsusemi spells, making it a popular subjob choice for many jobs. Utsusemi helps dancers dodge attacks, a great boon because their healing capabilities, combined with their damage dealing necessity, can draw large amounts of enmity at times. As with all situations, however, a Ninja subjob can be demanding to keep up due to a constantly required supply of tools to cast Utsusemi.

Samurai

In the June 2010 update, Dancers were given the Dual Wield job ability. Since then, some Dancers have switched from Dancer/Ninja to Dancer/Samurai, to help them gain TP with Samurai abilities like Meditate. However, many Dancers still prefer Ninja as their subjob because of Utsusemi.

Monk

Dancers have a decent hand to hand capacity. At least until level 20, a Monk subjob grants the Dancer access to Martial Arts which will greatly lower the weapon delay of hand to hand weapons, and using fist weapons grants them the Combo ability, useful as early on Dancers use minimal TP and dagger abilities aren't very strong early on. On the downside, a Dancer's skill in hand to hand weapons is absolutely dismal, and after a short time daggers become much more useful.

Other appearances

Final Fantasy Trading Card Game

Dancer appears on cards.

Gallery