Hello I am read that level 30 to dance is true? I like job make TP to dance? Fast blade is not very so maybe dance instead?
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Friends ^_^
#6
Posted 10 July 2009 - 11:07 AM
its wings of the goddess access, aht urghan gave blu cor and lolpup
#8
Posted 11 July 2009 - 05:58 PM
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFF that gave me such a headache, Aleera.
#10
Posted 12 July 2009 - 01:16 PM
QUOTE (Aleera @ Jul 10 2009, 02:03 PM) <{POST_SNAPBACK}>

No really am not travel. Maybe appear as goat lol says billy goat friends?
#11
Posted 12 July 2009 - 02:22 PM
#12
Posted 12 July 2009 - 03:53 PM
QUOTE (Arian/Armel @ Oct 18 2008, 12:08 PM) <{POST_SNAPBACK}>
« 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.
Maybe miss I don't know many things info!
#15
Posted 14 July 2009 - 10:38 AM
Can't he just be confined to Flame Wars like all the others?
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