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.