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So You Think You Can Dance? A Dancer guide in progress.

#1
User is offline   Arian/Armel 

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« Dancer »

CTRL + F Is your friend.

HAY GAIZ I HERD U LIEK NOT READING STICKYS. PLEASE DO IT, THANKS.


I - What is Dancer?
II - How to Unlock Dancer
III - Abilities
  • Samba
  • Waltz
  • Jig
  • Flourish
  • Step

IV - Merits
  • » Group 1
  • » Group 2

V - Subjobs
VI- Equipment


I - What is Dancer?
Dancers are front-line healers that assist parties by healing and buffing party members. They can also debuff mobs with their steps and flourishes. Your role as a Dancer is to utilize these abilities to support your party well.

II - How to Unlock Dancer
  • Obtain Lv30 or higher.
  • Speak to Laila at (G-7) in Upper Jeuno to being the "Lakeside Minuet" quest.
  • Speak to Rhea Myuliah (Mithra next to Laila)
  • Go to the Lion Springs Tavern in Southern San d'Oria and talk to Valderodaux
  • Return to Upper Jeuno and talk to Reah Myuliah
  • Go to (I-5) in Jugner Forest (S)
  • Touch the glowing pebbles for a cutscene, then return and speak to Laila
  • Congratulations! You've unlocked Dancer!


III - Abilities
Dancer has 5 unique categories for dances: Sambas, Waltzes, Jigs, Steps, and Flourishes.

Samba
Sambas are used to give additional effects to physical attacks

Drain Samba I/II/III (Lv5/35/65)
- Inflicts the next target you strike with Drain daze, allowing all those engaged in battle with it to drain its HP.
- Drain Samba TP: Tier I - 10 TP, Tier II - 25 TP, Tier III - 40 TP
- Cap of amount of HP drained increases each tier
- Overwritten by En-line of spells, and additional effects of weapons (ex. Hellfire Axe)
- Members outside party will not gain effect
- Does not stack with other Samba effects, only the most recently applied Daze effect will proc
- Can be resisted
- Does not work on undead

Aspir Samba I/II (Lv25/60)
- Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle to drain its MP.
- Aspir Samba TP: Tier I - 10, Tier II - 25 TP
- Cap of amount of MP drained increases each tier
- Overwritten by En-line of spells, and additional effects of weapons (ex. Hellfire Axe)
- Members outside party will not gain effect
- Does not stack with other Samba effects, only the most recently applied Daze effect will proc
- Does not work on mobs that do not have MP
- Can be resisted
- Does not work on undead

Haste Samba (Lv45)
- Inflicts the next target you strike with Haste daze, increasing the attack speed of all those engaged in battle with it.
- Haste Samba TP - 35 TP
- Haste amount is 5% (unmerited, up to 10% with)
- Haste from the samba is delay only
- Does not lower TP gained
- Overwritten by En-line of spells, and additional effects of weapons (ex. Hellfire Axe)
- Members outside party will not gain effect
- Does not stack with other Samba effects, only the most recently applied Daze effect will proc

Waltz
Waltzes are used to heal yourself and others in party, or your NPC. They can also remove status effects. However, Waltzes can not be used on alliance members or anyone else that is not in the party.

Curing Waltz I/II/III/IV (Lv15/30/50/70)
- Restores a party member's HP.
- Curing Waltz TP: Tier I - 20 TP , Tier II - 35 TP, Tier III - 50 TP, Tier IV - 65 TP
- I (Target's VIT + Caster's CHR)*0.250 + 60)
- II (Target's VIT + Caster's CHR)*0.500 + 130)
- III (Target's VIT+Caster's CHR)*0.750) + 270)
- IV (Target's VIT+Caster's CHR)*1.000) + 450)
- Instantaneous cast
- 25" casting range
- Lower enmity than their "Cure" counterparts

Divine Waltz (Lv25)
- Restores the HP of all party members within a small radius.
- Divine Waltz TP - 40 TP
- (Dancer's CHR + Receiver's VIT)/2) + 60HP
- Instantaneous cast
- Around the same enmity as "Curaga"
- Casting range is 10.7" from targeted member, 9.9" AoE from them

Healing Waltz (Lv35)
- Removes one (1) magic-induced ailment from a party member.
- Removes one (1) status effect that can be removed with Erase (excluding Bard songs), paralyze, blind, poison, and silence from a party member or yourself
- Healing Waltz TP - 20 TP
- Instantaneous cast
- 25" casting range

Jig
Jigs are used to help travel around areas and dungeons.

Spectral Jig (Lv25)
- Allows you to evade enemies by making you undetectable by sight or sound.
- After canceling the "Sneak" effect with "Invisible" still active, you are able to cast again, without doing so the jig will have no effect
- Has no effect on True Sight/Sound monsters

Chocobo Jig (Lv55)
- Increases movement speed.
- Movement speed is increased by 25%
- Able to overwrite some "Weight" effects
- Overwrites the "quickening" effect from Sprinter's Shoes
- Does not stack with Flee, or Mazurka
- Stacks with other movement speed items such as nation aketons
- Able to use in dungeons
- If you attack, or are attacked yourself the effect will be canceled

Flourish
Flourishes are divided into two groups, offensive/enfeebling (I) and enhancing (II). They require Finishing Moves to use which are acquired through the use of Steps. You may stack up to five Finishing Moves at a time. You also do not have to face the mob for these to go off.

Flourishes I

Animated Flourish (Lv20)
- Provokes the target. Requires at least one, but uses two finishing moves.
- Strength of provoke effect depends on the number of Finishing Moves used
- Maximum range of 17.4"

Desperate Flourish (Lv30)
- Weighs down a target with a low rate of success. Requires one finishing move.
- Lowers movement speed and evasion
- Does not stack with Gravity

Violent Flourish (Lv45)
- Stuns target with a low rate of success. Requires one finishing move.
- Has three ways of going off: Hit + Stun, Hit + No stun, Miss
- Just like a normal hit, gives TP upon a successful hit, regardless if stun procs or not
- Chance of "Stun" activating upon hit is increased with Magic Accuracy
- Kills Chigoes

Flourishes II

Reverse Flourish (Lv40)
- Converts remaining finishing moves into TP. Requires at least one finishing move.
- Amount of TP gained depends on amount of Finishing Moves.
- 1 FM - 10
- 2 FM - 21
- 3 FM - 33
- 4 FM - 46
- 5 FM - 60
- Amount gained per finishing move can be increased from meriting "Reverse Flourish Effect"

Building Flourish (Lv50)
- Enhances potency of your next weapon skill. Requires at least one finishing move.
- Weapon skill potency effect depends on the amount of Finishing Moves you currently have
- Using one increases your weapon skill's accuracy
- Using two increases your weapon skill's accuracy and attack
- Using three increases your weapon skill's accuracy, attack and critical hit rate
- If the weapon skill cannot critical, it will not gain a boost in critical hit rate, nor give a chance to critical
- Amount gained can be increased by meriting "Building Flourish Effect"

Wild Flourish (Lv60)
- Readies target for a skillchain. Requires at least two finishing moves.
- Acts as a Lv1 Skillchain opener, in other words Wild Flourish acts as a "base" element.

Skillchain Possibilities
Level 1
Compression → Transfixion = Transfixion
Impaction → Liquefaction = Liquefaction
Scission → Liquefaction = Liquefaction
Reverberation → Impaction = Impaction
Induration → Impaction = Impaction
Impaction → Detonation = Detonation
Compression → Detonation = Detonation
Scission → Detonation = Detonation
Transfixion → Compression = Compression
Induration → Compression = Compression
Liquefaction → Scission = Scission
Detonation → Scission = Scission
Transfixion → Reverberation = Reverberation
Scission → Reverberation = Reverberation
Reverberation → Induration = Induration

Level 2
Liquefaction → Impaction = Fusion
Induration → Reverberation = Fragmentation

Steps
Steps use TP to "enfeeble" mob. For each successful landing, you gain 1 or 2 Finishing Moves depending on the current level of the step active on the mob. You also do not have to face the mob for these to go off.

Quickstep (Lv20)
- Lowers target's evasion. If successful, will earn you two finishing moves.
- Quickstep TP - 10 TP
- Lv1 lowers evasion by 8
- Each additional level lowers evasion by 4, for a 24 point decrease in evasion in all
- One finishing move earned if you use Quickstep when it is already at Lv5
- Only one finishing move earned if DNC is set as your subjob
- Can be absorbed by shadows

Box Step (Lv30)
- Lowers a target's defense. If successful, will earn you two finishing moves.
- Box Step TP - 10 TP
- Lv1 is a 5% decrease in defense
- Each successive level is an additional 2% decrease, for a 13% decrease in defense in all
- One finishing move earned if you use Box Step when it is already at Lv5
- Only one finishing move earned if DNC is set as your subjob
- Can be absorbed by shadows

Stutter Step (Lv40)
- Lowers a target's magic resistance. If successful, will earn you two finishing moves.
- Stutter Step TP - 10 TP
- Lv1 is about a 10% reduction in magic resistance
- Each successive level is an additional 5% decrease, for a 30% decrease in magic resistance in all
- One finishing move earned if you use Stutter Step when it is already at Lv5
- Only one finishing move earned if DNC is set as your subjob
- Can be absorbed by shadows

IV - Merits
Currently, Dancer only has access to Group 1 merits, this will be updated when Group 2 are released.

Group 1 Merit Categories

Step Accuracy
- Increases the accuracy of Steps by 3.

Haste Samba Effect
- Increases the effect of Haste Samba by 1.

Reverse Flourish Effect
- Increased TP gained via Reverse Flourish by 3.

Building Flourish Effect
- Increases Building Flourish accuracy by 2, attack power by 1% and critical hit rating by 1%.

Group 2 Merit Categories

Saber Dance
- Increases Double Attack rate, but renders Waltz unusable. Double Attack rate gradually decreases. Each merit shortens recast time by 30 seconds.

Fan Dance
- Reduces physical damage taken and increases enmity, but renders Samba unusable. Physical damage reduction gradually decreases with each hit taken. Each merit shortens recast time by 30 seconds.

No Foot Rise
- Instant grants additional finishing moves. Increases finishing moves granted by 1 per merit.

Closed Position
- Grants a bonus to accuracy and evasion when face-to-face with an enemy. Increase accuracy and evasion bonuses by 3.

V - Subjobs

/Mnk
- In my opinion, one of the best subjob choices for the early levels.
- Higher damage and TP gain early on.
- Martial Arts for faster attack speed with Hand-to-Hand weapons.
- Focus/Dodge for higher Accuracy and Evasion respectively

/War
- A good sub 50+ for Double Attack
- Can be used sooner to alternate between Animated Flourish and Provoke for tanking well during the low and mid levels

/Nin
- Very effective sub when you have access to Suppanomimi, Brutal Earring, and a Joyeuse.
- Can be used efficiently at low and mid levels depending on situation.

/Sam
- Useful if you need TP for that moment and unable to obtain it due to certain circumstances.
- An alternative to /Mnk at Lv20 due to higher TP gain than /Nin or /War at that time.

/Drg
- Alternative to /Sam and /Mnk.
- Higher obtainable haste due to Wyvern Earring/Targe
- Access to Jumps.

/Pup
- My personal favorite subjob for the starting levels of all jobs
- Able to share hate between you and automaton.
- Extremely effective if you have access to most attachments and frames

/Cor (/Brd)
- Somewhat useful at low levels for the slight buffs for party members

/Whm
- Able to cast "Cure"
- No longer effective at Lv15 (Curing Waltz)

/Bst
- Able to use "Charm"
- Highly effective if your BST is a high level for greater "Charm" accuracy
- Same as PUP for greater solo abilities

VI - Equipment
As far as equipment goes, just gear like a DD would for TPing. (Accuracy, DEX, Attack, etc.) For Waltzes, gear for CHR, and VIT for when you cast on yourself where CHR is not available for that slot. A Haste and Store TP setup is also suggested for different situations. Gear to effectively support your party.

As it is pretty easy to figure out what gear is or is not acceptable after you understand what you should gear for, I will only post a few as a guideline. I will not post every single piece of gear for every level. It is up to you to decide that yourself, part of understanding DNC is being able to gear yourself properly on your own.

Basic DNC TP set
Basic DNC CHR set
Basic DNC Steps set

Any suggestions or comments are greatly appreciated. Needless flaming and trolling however, is not. Fucking seriously, take that shit elsewhere and stop fucking up this thread and this forum section, thanks.

Edit: Added TP and CHR sets
Edit 2: Forgot to add steps
Edit 3: Added /BST
Edit 4: TP amounts added
Edit 5: Group 2 Merits
Edit 6: Ninja edits that I should've added a long ass time ago.
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#2
User is offline   Rockon 

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This space for rent
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#3
User is offline   Aeoden 

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Thank you so mach for this guide!
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#4
User is offline   Joshster 

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Good job. I don't have time to add anything yet, but in the Steps section you need to change it to "If successful, will earn you two finishing moves." You put just one. I'll post a complete list of gear options, bolding the 'commonly better' upgrades later.
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#5
User is offline   Arian/Armel 

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QUOTE (Joshster @ Oct 20 2008, 05:38 PM) <{POST_SNAPBACK}>
Good job. I don't have time to add anything yet, but in the Steps section you need to change it to "If successful, will earn you two finishing moves." You put just one.


Could've swore I put two lol, fixing in a bit
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#6
User is offline   Kras 

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Chocobo Jig (Lv55)
- Increases movement speed.
- Movement speed is increased by 25%

If you looked of FFXI wiki for this info it is wrong.
Chocobo Jig ads 12% runing speed.
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#7
User is offline   Jiogo 

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I could've sworn we were faster than sprinter's shoes >.>
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#8
User is offline   Evane 

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Like the name. Good effort.
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#9
User is offline   Saxonian 

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I'm not a Dnc, but I really like this guide. Well layed out etc. :3 GJ~

Just a suggestion, but putting the TP cost of each dance/flourish/samba would be useful ^^
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#10
User is offline   Arian/Armel 

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QUOTE (Kras @ Oct 21 2008, 12:16 PM) <{POST_SNAPBACK}>
Chocobo Jig (Lv55)
- Increases movement speed.
- Movement speed is increased by 25%

If you looked of FFXI wiki for this info it is wrong.
Chocobo Jig ads 12% runing speed.


Yeah, for that I did, couldn't remember exact amount.

Oh, and for TP, yeah i'll get to that soon as well
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#11
User is offline   Seifthelame 

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/BST for soloing

Don't have any of my own info for this because I didn't record any at the time of leveling but

I'll post a link of some of this information I found from Genome:

http://genomeffxi.livejournal.com/#entry_16936


Scroll down the page a good ways and you'll find the info, wish he would categorize his stuff.

This guy has some of the best information I've ever found for MNK and he's an extremely skilled player; so I'm not sure if everyone can keep up with his play style or get the same results.




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#12
User is offline   Rockon 

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Genome... jesus for idiots
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#13
User is offline   Deo2 

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/Bst
+ pet tanks for you
+ steps & some flourishes work for pets
+ less down-time

- pet can uncharm if you take too long
- pet swaps can mischarm and double your risks
- no 'release' until lv70, but /logout can work at the cost of xp chains
- chr set for charming helps, but they take up inventory space
- sambas & waltzes do not work for pets

/Cor & /Brd
* 1 song/roll at 1/2 strength (50% stat on /cor, no instrument skill on /brd)
* pretty good at getting party invites depending on available song/rolls at half level
* difficulty increases @ Ballad and Healer's Roll levels (mage buffing)
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#14
User is offline   Arian/Armel 

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QUOTE (Deo2 @ Oct 21 2008, 08:27 PM) <{POST_SNAPBACK}>
- chr set for charming helps, but they take up inventory space


You should have one anyway.

Edit: Not really going to get into /Cor and /Brd, forced myself to even list them
loledit: Getting to TP amounts soon when I get the time
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#15
User is offline   madestmatt 

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QUOTE (Jiogo @ Oct 21 2008, 05:35 PM) <{POST_SNAPBACK}>
I could've sworn we were faster than sprinter's shoes >.>



I'm certain we are... In fact I think Wiki is correct, it is 25%

Fact: Chocobo Jig is definitely faster than sprinters shoes.

I have tested this also, I can keep up with a Ninja wearing Ninja kyahan at night which are +25%

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#16
User is offline   Arian/Armel 

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Takes care of that then, thanks.
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#17
User is offline   Seifthelame 

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QUOTE (Rockon @ Oct 22 2008, 12:29 AM) <{POST_SNAPBACK}>
Derock... jesus for idiots


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#18
User is offline   Arian/Armel 

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Added TP, and stuff in his LJ is common sense, or stuff that you could figure out for yourself anyway with personal playstyle.
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#19
User is offline   Arian/Armel 

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Added Group 2 merits.
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#20
User is offline   WolfwoodOfTrigunMax 

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After the latest updated, here are my own guides of very 'endgame'ish:

TP/HASTE Setup: (DNC/NIN)
MAIN WEAPON:
Martial Knife
DMG:27 DLY:186
TP Bonus
SUB WEAPON:
Joyeuse
DMG:35 DLY:224
+14
Occasionally Attacks Twice
HEAD
Walahra Turban
HP+30 MP+30
Haste+5%
NECK
Ancient Torque
DEX+4
Accuracy+9
BODy
Rapparee Harness
DEF:32 Haste+4%
Ranged Accuracy+2
HANDS
Dusk Gloves
DEF:24 HP+20
Attack+5
Decreases Movement Speed
Haste+3%
1st RING
Rajas Ring
STR+2~5 DEX+2~5
Store TP+5
Subtle Blow+5
2nd RING
Toreador's Ring
DEF:1 HP+10
Accuracy+7
WAIST
Speed Belt
Haste+6%
LEGS
Barbarossa's Zerehs
DEF:36 STR+4 VIT+4
Haste+3%
FEET
Dusk Ledelsens
DEF:23 HP+25
Attack+4
Decreases Movement Speed
Haste+2%
BACK
Etoile Cape
DEF:5 DEX+5 CHR+5
Accuracy+5
Evasion+5
1st EAR
Suppanomimi
AGI+2
Enhances Dual Wield Effect
Sword Skill+5
2nd EAR
Brutal Earring
Enhances "Double Attack" Effect
Store TP+1
AMMO
White Tathlum
HP+15 MP+15
Enmity-2
Store TP+2

And, speaking of using marco:
You have to equip Dnc. Bangles +1 or Etoile Shoes for increasing "Step" accuracy, so you can use Reverse Flourish to get 60 TP.

-------------------------------------------------------------------------------------------

More Setups Coming Soon

If you have an suggestion to change those guides, be my guest. I just want to make those very good setups. Thank you.
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