I love the idea of adding Dancer as a healer and came up with a set of traits and actions to match what kind of a healer Dancer could be, and how it can be different from the current healers we have now.
Weapon Choice - I'm not 100% set on an idea yet, as someone pointed out my idea might be too heavy. Here's what I see, as well as the suggestion made. Share your thoughts.
Light Greaves - A weapon to showcase the dancer's legs as their main weapon.
Tessens/Fans - More dancer-y, and a unique weapon you don't often see in RPGs. The user who suggested this also suggested how Tessens can have Dancer designed with more eastern themes, but I think you could have a number of different fans and gear to style your dancer in a number of ways.
DNC's damage and cure potency are boosted with dexterity instead of mind and intelligence. Because of how much DNC must fight in order to maximize on healing, I wanted to simplify the difficulty by eliminating cleric stance from a core part of DNC's kit. Instead, DNC will spend most battles in one of two stances, Drain Samba and Aspir Samba.
Did some edits to now include this bit of information:
Cross Class options: Thaumaturge / Pugilist
Actions:
1 Jive - Deals randomly aspected damage with a potency of 140.
Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
Additional Effect: Consumes TP instead of MP.
2 Curing Waltz - Restores target’s HP.
Cure Potency: 250
4 Dirty Dancing - Deals unaspected damage with a potency of 40.
Additional Effect: Consumes TP instead of MP.
Additional Effect: Unaspected damage over time.
Potency: 35
Duration: 15s
Instant Cast
6 Mystic Waltz - Applies a buff to target and all nearby party members that restores HP to the host when they receive another heal or buff.
Duration: 30s
Healing Effect: Restores target’s HP when receiving a heal or buff.
Cure Potency: 90
Instant Cast
8 Slow Dance - Deals unaspected damage with a potency of 100 to target and nearby enemies.
Additional Effect: Consumes TP instead of MP.
Additional Effect: Heavy +40%
Duration: 20s (PVP 8s)
10 Divine Waltz - Restores own HP and the HP of nearby party members.
Cure Potency: 160
12 Earth Blues - Increases the physical and magical defense of target and all nearby party members.
Duration: 30m
Does not stack with Protect
15 Drain Samba - Stance: Restores HP to self and nearby party members every time the user attacks a target while lowering damage dealt by 20%
Cure Potency: 90
Cannot be used with Aspir Stance.
Recast: 5s (Shared with Aspir Samba)
18 Astral Waltz - Resurrects target to a weakened state.
Cannot be used when in combat.
22 Healing Waltz - Removes a single detrimental effect from target.
26 Curing Waltz II - Restores target’s HP.
Cure Potency: 450
Additional Effect: If the target is under the effect of Mystic Waltz, the cure potency of Mystic Waltz received at this time is doubled.
30 Aspir Samba - Stance: Restores a portion of MP and TP to the user each time the user attacks a target while lowering damage dealt by 20%.
Cannot be used with Drain Samba.
Recast: 5s (Shared with Drain Samba)
30 Magic Mambo - Reduces MP cost and TP cost for all actions to 0.
Duration: 10s
Recast: 90s
34 Polka - Lowers target’s ATK, DEX, and INT by 10%
Duration: 10s
Recast: 40s
35 Chocobo Jig - Grants Haste to self and all nearby party members, boosting attack speed by 10%.
Duration: 15s
Recast: 120s
38 Jive II - Deals randomly aspected damage with a potency of 180.
Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
Additional Effect: Consumes TP instead of MP.
40 Magical Masque - Reduces damage taken by self and nearby party members by 10% and increases all elemental resistances by 100%
Duration: 20s
Recast: 60s
42 Divine Waltz II - Restores own HP and the HP of nearby party members.
Cure Potency: 160
Additional Effect: Increases Defense and Magic Defense by 5%
Duration: 18s
45 Quickstep - Lowers target’s evasion by 10%.
Duration: 30s
Instant Cast
46 Chaotic Jive - Deals randomly aspected damage with a potency of 180 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, and 50% less for all remaining enemies.
Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
Additional Effect: Consumes TP instead of MP.
50 Miracle Waltz - Restores target’s HP.
Cure Potency: 400
Additional Effect: If the target is under the effect of Mystic Waltz, the cure potency of Mystic Waltz received at this time is tripled.
Recast: 90s
50 Heathan Frolic - Reduce target’s magic defense by 10% and a random elemental resistance to 0.
Duration: 8s
Additional Effect: The next Jive ability used will match the element of the reduced elemental defense.
Recast: 40s
52 Spectral Dance - Creates a designated area which gradually restores MP and TP to party members.
Potency: 30
Duration: 15s
Recast: 90s
54 Freestyle - Deals unaspected damage to all nearby enemies with a potency of 130.
Additional Effect: Restores 200 TP to self and nearby party members.
Additional Effect: Restores 10% maximum MP to self.
Recast: 90s
56 Dirty Dancing II - Deals unaspected damage with a potency of 40
Additional Effect: Consumes TP instead of MP.
Additional Effect: Unaspected damage over time.
Potency: 40
Duration: 24s
58 Carnival Cancan - Increases maximum HP of self and nearby party members and restores HP equal to that amount.
Maximum HP gain is calculated with the caster's vitality.
Duration: 20s
Recast: 120s
60 Contradance - Empowers the user’s next Waltz ability, increasing potency by 100%.
Duration: 10s (Consumes buff after the next ability is used)
Recast: 180s
62 Jive III - Deals randomly aspected damage with a potency of 210.
Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
Additional Effect: Consumes TP instead of MP.
66 Chaotic Jive II - Deals randomly aspected damage with a potency of 210 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, and 50% less for all remaining enemies.
Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
Additional Effect: Consumes TP instead of MP.
70 Festival - Applies a shield to self and all nearby party members equal to 50% of the target’s maximum HP.
Duration: 8s
Recast: 120s
Traits:
8 Enhanced Dexterity - Increases dexterity by 2.
14 Enhanced Dexterity II - Increases dexterity by 4.
16 Maim and Mend - Increases base action damage and HP restoration by 10%.
20 Skillful Waltz - 15% chance that after casting Curing Waltz, the next Divine Waltz will be a critical hit.
24 Enhanced Dexterity III - Increases dexterity by 6.
28 Enhanced Astral Waltz - Allows the casting of Astral Waltz while engaged in battle.
32 Enhanced Magic Mambo - Increases the duration of Magic Mambo to 15s.
36 Enhanced Polka - Increases the duration of Polka to 20s
40 Maim and Mend II - Increases base action damage and HP restoration by 30%.
44 Defensive Waltz - Grants a 20% chance that the physical and magical defense boost from Divine Waltz II will be 10%.
48 Enhanced Quickstep - Increases evasion loss to 20%
64 Enhanced Mystic Waltz - Increases the Cure Potency of Mystic Waltz to 120.
68 Enhanced Chocobo Jig - Decreases recast time for Chocobo Jig to 90s.
Mystic Waltz acts like a second 'cure' on the target. For example, casting Curing Waltz heals the target for a potency 250 heal, this triggers Mystic Waltz which heals the target for a potency 90 heal. Mystic Waltz can be triggered by heals and buffs received from anyone. If a spell provides both healing and a buff (such as Adloquium or Medica II), Mystic Waltz heals the target only once. HoTs do NOT trigger Mystic Waltz per tick.
Honestly, I'm not a game designer, so I wouldn't doubt that there are some numbers or concepts in this build that need adjusting. If something feels off, please tell me and I'll adjust the list to make this a better concept.