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FFXIclopedia

Dancers (DNC) are a front-line melee job that can both benefit the party and enfeeble monsters. Not only are they competent fighters, but the TP they accumulate is used to fuel their various abilities. They execute Waltzes and Sambas to heal and create beneficial effects, and perform Steps to inflict negative effects upon the enemy. A touch of customization is added with Flourish, which allows a step to be completed with a variety of bonuses to aid the Dancer's party.

Job Abilities[]

Art of the Dance[]

Dancer job abilities are divided into five categories: Sambas, Waltzes, Jigs, Steps, and Flourishes. Each of the dances within these categories is acquired at a different level, and requires a certain amount of TP to use (with the exception of Flourishes and Jigs). 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 act as an Additional Effect on melee attacks. The Dancer inflicts the mob with a "Daze" for a short duration with each melee strike; this daze allows other party members striking the mob to drain additional effects from the mob (this effect does not stack with other Additional Effects).
  • Waltzes cure HP or remove ailments from party members and Non Party members. Unlike magic spells, they are not interrupted by movement or mob hits (but can be Stunned).
  • Jigs require no TP to use, and are typically not used for combat-related purposes.
  • Steps are used to enfeeble an enemy, while at the same time generating the Finishing Moves required to perform Flourishes. The enfeebling effects produced by Steps can be stacked up to ten times. The more times an effect is stacked, the more powerful it becomes. The Finishing Move effect lasts two hours or until used.
  • 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.

Job Traits[]

Merit Point Categories[]

Group 1[]

Group 2[]

  • Saber Dance: This Job Ability doubles the Dancer's Double Attack rate for 5 minutes, but renders Waltzes unusable. Each additional level increases the duration of this effect by 5%.
  • Fan Dance: This Job ability reduces physical damage taken by the Dancer for 5 minutes, but renders Sambas unusable. Each additional level decreases the recast of Waltz abilities by 5%.
  • No Foot Rise: This Job Ability instantly grants one additional Finishing Move per level.
  • Closed Position: Grants 3 accuracy and evasion bonus per level when facing an enemy.

Job Points[]

Main article: Job Points

Categories[]

  • Trance Effect: Increases TP by 100 per rank when Trance is activated.
  • Grand Pas Effect: Increases damage by 1 per rank while under the effects of Grand Pas.
  • Steps Duration: Increases the effect duration of all steps by 1 second per rank.
  • Samba Duration: Increases the effect duration of all sambas by 2 seconds per rank.
  • Waltz Potency: Increases Waltz potency by 2 per rank.
  • Jig Duration: Increases the effect duration of jigs by 1 second per rank.
  • Flourish I Effect: Enhances the effect of Flourishes I. Enhance different effects depending on the flourish.
    • Animated Flourish: Increase volatile enmity by 10 per rank.
    • Desperate Flourish: Increase physical accuracy by 1 per rank.
    • Violent Flourish: Increase additional effect: accuracy by 1 per rank.
  • Flourish II Effect: Enhances the effect of Flourishes II. Enhance different effects depending on the flourish.
    • Reverse Flourish: Increase TP by 2 per rank.
    • Building Flourish: Increase weapon skill damage by 1% per rank.
    • Wild Flourish: Increase skillchain damage by 1% per rank.
  • Flourish III Effect: Increases the charisma bonus from Flourishes III by 1% per rank.
  • Contradance Effect: Reduces Waltz TP consumption by 3% per rank while under the effects of Contradance.

Gifts[]

Job Points Needed Name / Effect
5 Physical Defense Bonus
Increases physical defense by 6.
Capacity Point Bonus
Increases acquired capacity points by 5%.
10 Physical Attack Bonus
Increases physical and ranged attack by 6.
20 Physical Evasion Bonus
Increases physical evasion by 9.
25 Capacity Point Bonus
Increases acquired capacity points by 7%.
30 Physical Accuracy Bonus
Increases physical and ranged accuracy by 9.
45 Magic Evasion Bonus
Increases magic evasion by 5.
50 Superior 1
Enables the player to equip items marked as Superior 1 (Su1).
55 Capacity Point Bonus
Increases acquired capacity points by 9%.
60 Magic Accuracy Bonus
Increases magic accuracy by 5.
80 Subtle Blow Effect Bonus
Increases "Subtle Blow" effect by 3.
95 Capacity Point Bonus
Increases acquired capacity points by 11%.
100 Maximum Finishing Moves Bonus
Increases the maximum number of finishing moves that may be stored by 2. Up to 5 finishing moves may be consumed at once.
Superior 2
Enables the player to equip items marked as Superior 2 (Su2).
125 Critical Damage Bonus
Increases critical damage dealt by 2%.
145 Capacity Point Bonus
Increases acquired capacity points by 13%.
150 Skillchain Bonus
Increases skillchain damage by 2%.
180 Physical Defense Bonus
Increases physical defense by 9.
205 Capacity Point Bonus
Increases acquired capacity points by 15%.
210 Physical Attack Bonus
Increases physical and ranged attack by 9.
245 Physical Evasion Bonus
Increases physical evasion by 14.
275 Capacity Point Bonus
Increases acquired capacity points by 17%.
280 Physical Accuracy Bonus
Increases physical and ranged accuracy by 14.
320 Magic Evasion Bonus
Increases magic evasion by 8.
355 Capacity Point Bonus
Increases acquired capacity points by 19%.
360 Magic Accuracy Bonus
Increases magic accuracy by 8.
405 Subtle Blow Effect Bonus
Increases "Subtle Blow" effect by 3.
445 Capacity Point Bonus
Increases acquired capacity points by 21%.
450 Critical Damage Bonus
Increases critical damage dealt by 2%.
500 Skillchain Bonus
Increases skillchain damage by 2%.
Superior 3
Enables the player to equip items marked as Superior 3 (Su3).
545 Capacity Point Bonus
Increases acquired capacity points by 23%.
550 Dual Wield Effect
Reduces attack delay by 5% when a weapon is equipped in each hand.
605 Physical Defense Bonus
Increases physical defense by 12.
655 Capacity Point Bonus
Increases acquired capacity points by 25%.
660 Physical Attack Bonus
Increases physical and ranged attack by 12.
720 Physical Evasion Bonus
Increases physical evasion by 18.
775 Capacity Point Bonus
Increases acquired capacity points by 27%.
780 Physical Accuracy Bonus
Increases physical and ranged accuracy by 18.
845 Magic Evasion Bonus
Increases magic evasion by 10.
905 Capacity Point Bonus
Increases acquired capacity points by 29%.
910 Magic Accuracy Bonus
Increases magic accuracy by 10.
980 Subtle Blow Effect Bonus
Increases "Subtle Blow" effect by 3.
1045 Capacity Point Bonus
Increases acquired capacity points by 31%.
1050 Critical Damage Bonus
Increases critical damage dealt by 2%.
1125 Skillchain Bonus
Increases skillchain damage by 2%.
1195 Capacity Point Bonus
Increases acquired capacity points by 33%.
1200 Maximum Finishing Moves Bonus
Increases the maximum number of finishing moves that may be stored by 2. Up to 5 finishing moves may be consumed at once.
Superior 4
Enables the player to equip items marked as Superior 4 (Su4).
1280 Physical Defense Bonus
Increases physical defense by 15.
1355 Capacity Point Bonus
Increases acquired capacity points by 35%.
1360 Physical Attack Bonus
Increases physical and ranged attack by 15.
1445 Physical Evasion Bonus
Increases physical evasion by 23.
1530 Physical Accuracy Bonus
Increases physical and ranged accuracy by 23.
1620 Magic Evasion Bonus
Increases magic evasion by 13.
1710 Magic Accuracy Bonus
Increases magic accuracy by 13.
1805 Subtle Blow Effect Bonus
Increases "Subtle Blow" effect by 4.
1900 Critical Damage Bonus
Increases critical damage dealt by 2%.
2000 Skillchain Bonus
Increases skillchain damage by 2%.
2100 ★Master!
Grants a job-specific designation.
Decreases the recast time of one-hour abilities by 15 minutes.
Superior 5
Enables the player to equip items marked as Superior 5 (Su5).

Combat Skills[]

Master Levels increase player combat skill caps by +1 every level.

Skill Rank Caps
Lv. 1 Lv. 49 Lv. 99
Dagger A+ 6 150 424
Hand-to-Hand D 4 133 334
Sword D 4 133 334
Throwing C+ 5 139 378
Evasion B+ 5 144 404
Parrying B 5 144 398

See Dancer Skill Caps for a by-level breakdown of Weapon Skill limits.

Job-Specific Equipment[]

To see a side by side comparison of Artifact/Relic sets visit Dancer Artifact/Relic Sets Comparison.
To see a side by side comparison of Empyrean sets visit Charis Sets Comparison.

Artifact Equipment[]

See Also: The Unfinished Waltz

Relic Armor[]

Empyrean Armor[]

Other JSE[]

Slot Armor Level
Neck Dancer's Torque 30
Feet Tandava Crackows 83
Neck Etoile Gorget / +1 / +2 99
Ear Maculele Earring / +1 / +2 99
Back Toetapper Mantle 99
Back Senuna's Mantle 99

Ultimate Weaponry[]

Job Guides[]

Outdated Guides[]

Further Reading[]