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Dancer (Final Fantasy XI)

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XI

Dancer1
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 released in the expansion, Final Fantasy XI: Wings of the Goddess.

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. Also, Dancer is one of the only jobs offering the Dual Wield trait, which it gains at level 20. The other jobs are Ninja at 10, Thief at 83 and Blue Mage, with the proper spells set, at 80.

Dancer AbilitiesEdit

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 75Only 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 75Only 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 75Only 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 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 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 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 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 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 TraitsEdit

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 75Only 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 RatingsEdit

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

GameplayEdit

StrengthsEdit

  • 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.

WeaknessesEdit

  • 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.

SubjobsEdit

Dancer is a new job from Wings of the Goddess. Dancers are known to be quite efficient healers and support characters. Below are listed some viable subjobs and reasoning at this point.

NinjaEdit

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.

SamuraiEdit

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.

MonkEdit

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 appearancesEdit

Final Fantasy Trading Card GameEdit

TCG Dancer appears on cards.

GalleryEdit

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