Community Dancer Guide: Difference between revisions
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'''Job Traits''' | '''Job Traits''' | ||
The following table lists the Job Traits of a level 99 Dancer and their effects at that level alphabetically. For more information about these Job Traits, e. g. its tiers (if any) and at which level they are attained, they are linked to their | The following table lists the Job Traits of a level 99 Dancer and their effects at that level alphabetically. For more information about these Job Traits, e. g. its tiers (if any) and at which level they are attained, they are linked to their PegasusXI Wiki pages. | ||
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Latest revision as of 21:48, 29 August 2026
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General Information

This Guide is an amalgamation of various insights from FFXIAH community members who happen to talk passionately about Dancer in this game.
Tis the beatin' of the heart what lays the foundation. Ye embrace it with yer whole body, and then e'er so gently start tappin' out the steps. Yer blood gets t'bubblin' an' ye can hear it percolatin' about in there. An' then ye might stick a twirlin' turn and send it rushin' t'all yer extremities. Shimmies straight up the spine and sends a shudder clean through ye, it does. After that, then she's mine an' no mistakin'. Haven't the faintest where I be or how I got there, I just am. An' everyone around fuels me, each of 'em offerin' up their own—a symphony o' souls. An' that's yer rhythm. Ye cannot help but dance. — 'Laila Brillioth'
Roles
Dancers (DNC) are front-line hybrid class that can benefit the party, enfeeble monsters and deal a lot of DPS if utilized properly. 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. Obtained by completing the Lakeside Minuet quest.
Abilities and Traits
Job Traits
The following table lists the Job Traits of a level 99 Dancer and their effects at that level alphabetically. For more information about these Job Traits, e. g. its tiers (if any) and at which level they are attained, they are linked to their PegasusXI Wiki pages.
| Trait | Effect |
|---|---|
| Accuracy Bonus | Accuracy +35 |
| Closed Position | Accuracy +3 and Evasion +3 per merit level when facing the target |
| Conserve TP | Cuts down the TP cost of weapon skills 25% of the time |
| Critical Attack Bonus | Critical hit damage +11% |
| Dual Wield | Combined delay -30% |
| Evasion Bonus | Evasion +48 |
| Resist Slow | Increases resistance against Slow |
| Skillchain Bonus | Skillchain damage +23% |
| Subtle Blow | Reduced TP fed to enemies by 20% |
| Tactical Parry | 50 TP per parry |
These Job Traits define Dancer's base capabilities: a fast-hitting and evasive front-line job with a lot of accuracy and bonuses to both white damage and weapon skills when you close Skillchains with them.
Gifts from Job Points
| Gift | Cumulative Bonus |
|---|---|
| Capacity Point Bonus | 320% |
| Physical Defense Bonus | 42 |
| Physical Attack Bonus | 42 |
| Physical Evasion Bonus | 64 |
| Physical Accuracy Bonus | 64 |
| Magic Evasion Bonus | 36 |
| Magic Accuracy Bonus | 36 |
| Subtle Blow Effect | 13% |
| Critical Damage Bonus | 8% |
| Skillchain Bonus | 6% |
| Superior 1 | Enables the player to equip items marked as Superior 1 (Su1) |
| Superior 2 | Enables the player to equip items marked as Superior 2 (Su2) |
| Superior 3 | Enables the player to equip items marked as Superior 3 (Su3) |
| Superior 4 | Enables the player to equip items marked as Superior 4 (Su4) |
| Superior 5 | Enables the player to equip items marked as Superior 5 (Su5) |
| Dual Wield Effect | 5% Delay Reduction |
| Maximum Finishing Moves Bonus | 4 added "Finishing Moves" with a total of 9/9 |
★Master! Grants the designation "Master Headliner."
Decreases the recast time of one-hour abilities by 15 minutes.
Job Abilities
Dancers have a multitude of Job Abilities, many of which can be found in different "groups". Job Abilities within the same group share recast timers, so using an ability will lock out all other abilities in that group.
Steps & Presto
Steps inflict status ailments on the target by applying a "Daze" status to them. The first Step of a Daze effect sets its duration to 1 minute, and each subsequent Step applying the same Daze effect increases its remaining duration by 30 seconds, capping at 2 minutes. You have to spend 100 TP for each Step you perform and their shared recast timer is 5 seconds for all steps.
| Action | Effect | Potency |
|---|---|---|
| Box Step | Lowers target's defense | 3% + 2% * (Sluggish Daze level) |
| Feather Step | Lowers target's critical hit evasion (increases player critical hit rate) | |
| Quickstep | Lowers target's evasion | 4 * (Lethargic Daze level + 1) |
| Stutter Step | Lowers target's magic evasion | 3 * (Weakened Daze level) |
| Presto | Enhances the effect of the next Step and grants an additional Finishing Move. | 15 seconds |
- Unless the Daze effect level has reached the cap (level 10) already, each successful Step grants you 2 Finishing Moves. Wielding a Terpsichore adds 1 Finishing Move on top of that for a total of up to 3 Finishing Moves per Step. However, if the Daze effect was already capped, you will gain only 1 Finishing Move, no matter what.
- You must successfully hit the target with a physical attack to apply a Daze, so Step "success rate" caps at 99% since you have a 1% guaranteed miss rate. Each Step gets an innate Accuracy +10 bonus (and a level 99+ Terpsichore adds another +60 to that.) Gear that specifically enhances "Step Accuracy" is a waste of inventory space without another purpose, because there are other items that give you more "normal" accuracy instead.
- Steps can't be resisted. If you can hit the target, you can apply Dazes. However, the Daze can be removed by effects that remove status ailments, like Erase.
- Most of the time, you are going to use either Quickstep or Box Step. Having both at level 10 and maintaining that level lowers your target's defense by 23% and evasion by 44, effectively increasing attack by (at least) 29.8% and accuracy by 44 for everyone attacking your target. Box Step is especially useful for parties with fewer players and more Trusts where you have fewer/weaker attack buffs.
- In party situations, the rise of GEO means that you often have absurd amounts of defense reduction and attack enhancing effects up, so ratio is more likely to be capped, except for fights that puts penalty on GEO bubbles. Here, it might be more useful to use Feather Step instead, providing a comparatively unique critical hit rate buff.
- Feather Step also has another use case: For things that are being whacked by many players at the same time (like Wildskeeper Reives or Domain Invasion), it can be more reliable than Box Step or Quickstep for building Finishing Moves. (Feather Step is limited to main job Dancers, whereas the other Steps can be used by anyone with Dancer subjob.)
- Stutter Step is broadly useless. Its only real purpose is to increase the accuracy of critical Stun effects, whether from Violent Flourish or another party member... and there's not a lot of content you want to Stun these days, and the main offender (Zerde) needs to be stunned on pop, without the time to build up 10 stacks of Daze first.
- Using a Step with Presto up gives it an accuracy bonus of +50, as well as adding two levels to the Daze effect associated with the Step, if possible. Presto also grants you 5 additional Finishing Moves, but you'll still only get one Finishing Move when applying a Step that is already capped at 10/10.
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Waltz
The abilities that other people think when they think Dancers. Waltzes are split into three groups (with different effects) that each have a distinct recast timer.
- Similar to Steps, you have to spend TP to use Waltzes, but the TP cost is different for each Waltz. Think of them like Cure spells and you won't be far off.
| Ability | Recast | TP cost |
|---|---|---|
| Curing Waltz | 6 seconds | 200 |
| Curing Waltz II | 8 seconds | 350 |
| Curing Waltz III | 10 seconds | 500 |
| Curing Waltz IV | 12 seconds | 650 |
| Curing Waltz V | 16 seconds | 800 |
- Curing Waltzes are single target Cures for any target within casting range.
- Waltz Potency caps at 50%. Waltz Potency Received caps at 30%. Once you hit this cap, any remaining slots can be filled with pieces that boost CHR, if you truly care that much, which you shouldn't really.
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| Ability | Recast | TP cost |
|---|---|---|
| Divine Waltz | 13 seconds | 400 |
| Divine Waltz II | 20 seconds | 800 |
- Divine Waltzes are the Curaga equivalent for Waltzes. They can target anyone within your party who is in range of you.
- Since Divine Waltzes and Curing Waltzes don't share a recast timer, you can slam two quick heals back-to-back in a pinch (even if this likely costs as much TP as a WS...)
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| Ability | Recast | TP cost |
|---|---|---|
| Healing Waltz | 8 seconds | 200 |
Healing Waltz is our (almost) all-purpose Erase. It can get rid of pretty much any status ailment that a WHM can remove with Erase or their -na spells.
| Ability | Recast | Effect |
|---|---|---|
| Contradance | 5 minutes | Enhances your next Waltz. |
If Healing Waltz is your Erase, then Contradance is your Divine Seal.
- It doubles the potency for your next Curing Waltz or Divine Waltz.
- It makes Healing Waltz AoE, removing one status ailment from each party member.
Flourishes I
Flourishes I consume Finishing Moves to inflict an effect on your target.
| Flourishes I | Recast | FMs consumed | Effect |
|---|---|---|---|
| Animated Flourish | 30 seconds | 1 or 2 | Provokes target. |
| Desperate Flourish | 20 seconds | 1 | Weighs target down with a low rate of success. |
| Violent Flourish | 20 seconds | 1 | Stuns target with a low rate of success. |
- The purpose of this group in 2026 is Dynamis and Voidwatch
procs. Rarely will you use any of these for their intended purposes.
- Animated Flourish is a claiming tool at best. Weaker than Provoke, and you're not here to tank anyway.
- Desperate Flourish will only be used as a Voidwatch proc. You're not here to land Gravity, but even if you were, Rudra's Storm is much better at doing that.
- Violent Flourish on the other hand comes with a high accuracy bonus, but that's limited to the physical hit. The Stun effect unfortunately is resisted by many targets, but at this point there are some fairly beefy Magic Accuracy options to land it when the target isn't resistant:
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The amount of TP restored is calculated using this formula:
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