2007 - (11/19/2007) The Version Update Has Arrived!/Jobs

<< 2007 - (11/19/2007) The Version Update Has Arrived!

[Dancer]

 * Dancer Job Abilities
 * Trance (Level 1)
 * While in effect, lowers TP cost of dances and steps to 0.


 * Sambas
 * These dances imbue melee attacks with special enhancements.
 * Drain Samba (Level 5)
 * Aspir Samba (Level 25)
 * Drain Samba II (Level 35)
 * Haste Samba (Level 45)
 * Aspir Samba II (Level 60)
 * Drain Samba III (Level 65)


 * Waltzes
 * These dances cure and remove ailments from party members.
 * Curing Waltz (Level 15)
 * Divine Waltz (Level 25)
 * Curing Waltz II (Level 30)
 * Healing Waltz (Level 35)
 * Curing Waltz III (Level 50)
 * Curing Waltz IV (Level 70)


 * Jigs
 * These dances enhance your own abilities.
 * Spectral Jig (Level 25)
 * Chocobo Jig (Level 55)


 * Steps
 * These dance steps enfeeble enemies while granting access to finishing moves.
 * Quickstep (Level 20)
 * Box Step (Level 30)
 * Stutter Step (Level 40)


 * Flourishes I
 * Powerful dance steps that can only be used after earning finishing moves.
 * Animated Flourish (Level 20)
 * Desperate Flourish (Level 30)
 * Violent Flourish (Level 45)


 * Flourishes II
 * Powerful dance steps that can only be used after earning finishing moves.
 * Reverse Flourish (Level 40)
 * Building Flourish (Level 50)
 * Wild Flourish (Level 60)


 * Dancer Job Traits
 * Evasion Bonus (Level 15)
 * Resist Slow (Level 20)
 * Subtle Blow (Level 25)
 * Accuracy Bonus (Level 30)


 * Job Ability: Dances


 * Dances are divided into three categories: Sambas, Waltzes, and Jigs. Each of the dances within these categories is acquired at a different level, and requires a certain amount of TP to use.


 * 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.


 * Job Ability: Steps
 * Steps 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.


 * Finishing moves are generated at a different rate depending on whether dancer is set as your main job or support job.
 * Up to a maximum of five finishing moves can be stored at one time.


 * Job Ability: Flourishes
 * Flourishes 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.


 * Flourishes I
 * Animated Flourish Provokes target. Requires at least one finishing move.
 * Desperate Flourish Weighs down a target with a low rate of success. Requires one finishing move.
 * Violent Flourish Stuns target with a low rate of success. Requires one finishing move.


 * Flourishes II
 * Reverse Flourish Converts remaining finishing moves into TP. Requires at least one finishing move.
 * Building Flourish Enhances potency of next weapon skill. Requires at least one finishing move.
 * Wild Flourish Readies target for a skillchain. Requires at least two finishing moves.


 * Building towards a Flourish
 * Build TP with weapon attacks until a Step can be used
 * Earn finishing moves by using Steps
 * Consume finishing moves to perform a Flourish
 * Consume finishing moves to perform a Flourish
 * Consume finishing moves to perform a Flourish