A cursory glance of the first page revealed this topic either doesn't exist or was buried.
I'm a professional dancer, most of my gear is pretty good and I'm good in all the places dancer was meant to fit. I can support heal, no issues. I'm a pretty good evasion tank, whenever my DDs don't overdo it. I always debuff in parties, based on what we need. But one thing I can't do is compete as a DD. Sure, Abyssea made it easier with Razed Ruins, Voracious Violet, and Apocalypse Atmas but THFs can get it too (just to use another mainly dagger job). In short, Atmas aren't specific enough and restriction to Abyssea doesn't help.
What we as a job need are TP-based direct damage abilities. I have thought of 3 ways to implement this:
Steps II:
Chilling Step:Deals ice elemental damage and inflicts "Frozen Daze", reducing targets resistance to wind elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Burning Step:Deals fire elemental damage and inflicts "Heated Daze", reducing targets resistance to ice elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Light Step:Deals wind elemental damage and inflicts "Choked Daze", reducing targets resistance to earth elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Heavy Step:Deals earth elemental damage and inflicts "Dusty Daze", reducing targets resistance to thunder elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Shocked Step:Deals thunder elemental damage and inflicts "Zapped Daze", reducing targets resistance to water elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Soaked Step:Deals water elemental damage and inflicts "Wet Daze", reducing targets resistance to fire elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Holy Step:Deals light elemental damage and inflicts "Bright Daze", reducing targets resistance to darkness elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
Shadow Step:Deals darkness elemental damage and inflicts "Darkened Daze", reducing targets resistance to light elemental damage.;Cost:20TP;Effects:-20 resistance first step, -10 on subsequent steps.
OR:
Diseased Step:Deals darkness elemental damage and inflicts "Sickened Daze", reducing targets attack and dealing damage over time.;Cost:15TP;Effects:-10 attack and 3 damage/tic, -5 attack and +1 damage per subsequent step.
Magical Step:Deals light elemental damage and inflicts "Powerless Daze", reducing targets defense and dealing damage over time.;Cost:15TP;Effects:-10 defense and 1 damage/tic, -5 defense and +1 damage per subsequent step.
Sambas II:
Similar to the steps minus the Bio and Dia alternatives. Also remove resistance down and increase TP cost proportionally, while reducing damage per hit to be delay-related like Drain and Aspir.
Stomps:
These deal pure direct damage, unrelated to the typical daze system present with all dancer abilities outside waltz and finishing moves. In fact, they are an antithesis to Waltz. These dances originate in some forms of modern hip-hop, but the Vana'Diel origin can be whatever the developers decide. Like Waltz, they can be CHR-based while the defender's MND stat protects them (like Cure is MND -> VIT and Waltz is CHR -> VIT). Also like standard "nukes", they can have direct relations to Magic Accuracy (making m.acc daggers worthwhile) and Magic Attack (allowing Dancer to be more versatile on monsters with high melee resistance).
Naturally, these can be tiered and Waltz can be implemented to deal damage to Undead. I didn't give base levels because I want the devs to think on what they have already planned and see if it can be implemented within the current road map. Thanks in advance, if it is done! Oh, and thoughts fellow dancers?