*This is a revision of several of my Dancer Job Ideas so that it fits with how jobs currently are. I'm making a new thread because I don't like Necro-threading my old, job threads.*
*Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form (I wouldn't mind if they did though... >w> ).*
Dancer (DNC)
Utility Off-Healer with HoTs and Indirect Heals
Weapon: Whipblade, Whips covered in segmented blades.
Attack Type: Slashing, 10-yalm range
Armor: Scouting
Limit Break: Dance of Rapture (Healer)
Role Abilities: Healer
Party Bonus: Piety
Important Stats: Dexterity for damage and Healing, MP for Spell Cost, TP for Weaponskill cost
Inspiration Dancers from XI, Dancers from Tactics, Seven from Type-0, Dancers from Dimensions
TL;DR version: Provide Buffs, Debuffs, and Damage while using HoTs and Indirect heals to Off-Heal. Gain Allure Stacks to preform Dances (Can only do two Dances at a time). Enter Trance stance to buff Crit Rate, buff some dances, and unlock some abilities. Does Melee damage from 10-yalms away.

Enchanting masters of dance, these terpsichoreans weave an array of forbidden magicks and acrobatics on friend and foe alike.
With fluidity and grace, Dancers wield weapons called Whipblades, whips covered in segmented blades the wielder can expand or retract at will.
While captivating their audience, Dancers can cultivate the rapport they gain with friend or foe as Allure, which is needed to preform their Dances.
While lacking in direct healing spells and abilities, Dancer make up for it with healing overtime effects and indirect heals, having Curing Waltz and Curing Step revitalizing targets over time, Drain Samba and Fan Dance allow players to heal themselves with the damage they do to enemies, and Jitterbug Duet healing nearby allies with the damage it does to a target.
For burst heals, there is Healing Waltz, Divine Waltz, and Resplendence to fallback on.
Special Mechanics and Skills
Charisma and Allure
While preforming various actions, Dancers gain points that will fill up their special Charisma Meter.
The Charisma Meter starts at 0 and goes up to 100.
When the user lands a Direct Hit, they will gain x1.5 the amount of Charisma (rounded up to the nearest whole number).
When the user lands a Critical Hit, they will gain x2 the amount of Charisma.
Auto-Attacks increase the user's Charisma by 1.
Once the meter reaches 100, the Dancer receives one Allure buff.
Allure is used as a cost to preform special Dances but also increases the Critical Hit Rate of the user by 1% per Allure they have.
Starting out, Dancer can only have 1 Allure but can have up to 5 by level 60.
Trance
At level 50, Dancer acquires the stance ability Trance.
When activated, Trance increases the likelihood of the user getting a Critical Hit with their Spells, Weaponskills,and Auto-attacks by 5%, increase the potency of certain dances, and allows access to several abilities but also continously drains their Trance Meter.
The Trace meter can hold up to 30 points in it.
When activated, the Trance Meter will go down by 1 point per second.
Whenever the user acquires Allure they will gain 6 points in their Trance Meter (even if they are capped out on Allure).
Dances
The Art of the Dancer used to preform magickal dances with a wide array of effects.
Excluding Dance of the Veils and Danse Macabre, Dancers can only have up to two dances up at a time.
While two dances are up, no other dance can be activated (sans Dance of Veils and Danse Macabre).
You can end a dance early by reusing it like a stance ability but it will still go into its normal cooldown.
Special Gauge(s): Alluring Charm Gauge and Trance Meter
The Alluring Charm Gauge shows the user's Charisma Meter, how many Allure buffs they have (in the form of five orbs that light up), and what Dance(s) the user currently has activated (sans Dance of the Veils and Danse Macabre).
The Trance Meter is a bar that shows how many points are in the trance meter. It also has a slot to show what dance the user has for Grand Pas.
Skills and Abilities
Dances
- Chocobo Jig: oGCD Ability. Uses 1 Allure. For 15 seconds, increase the Spell Speed and Skill Speed of all partymembers with in 15 yalms of the user by 3% (5% under Trance) (effect cannot be stacked). Instant cast time. 60 second cooldown.
- Dance of the Veils: oGCD Ability. Uses 1 Allure. Removes a single detrimental effect from all partymembers with in 15 yalms of the user. Instant cast time. 60 second cooldown.
- Danse Macabre: oGCD Ability. Uses 1 Allure. Revives a fallen target in a weakened state. Instant cast time. 30 second cooldown.
- Drain Samba: oGCD Ability. Uses 1 Allure. For 12 seconds, whenever a partymember damages a selected target, convert 50% (75% under Trance) of that damage to HP for them (effect cannot be stacked). Instant cast time. 120 second cooldown.
- Fan Dance: oGCD Ability. Uses 1 Allure and can only be used under Trance. For 15 seconds, whenever a selected partymember damages a single target (excluding Damage-over-time effects), convert 100% of that damage into HP for them. Instant cast time. 120 second cooldown. Shares a cooldown with Saber Dance.
- Frailty Polka: oGCD Ability. Uses 2 Allure. For 20 seconds, increase the damage all enemies with in 15 yalms of the user take by 10% (effect cannot be stacked). Instant cast time. 90 second cooldown. Shares a cooldown with Heathen Frolic.
- Heathen Frolic: oGCD Ability. Uses 1 Allure. For 20 seconds, decrease the damage all partymembers with in 15 yalms of the user take by 10% (effect cannot be stacked). Instant cast time. 90 second cooldown. Shares a cooldown with Frailty Polka.
- Jitterbug Duet: oGCD Ability. Uses 2 Allure. Deal damage to a selected target for 15 seconds (effect cannot be stacked). Additionally, heal all partymembers with in 20 yalms of the target equal to 50% of the damage (100% under trance). Potency of 70. Instant cast time. 90 second cooldown.
- Saber Dance: oGCD Ability. Uses 2 Allure and can only be used under Trance. For 15 seconds, whenever a selected partymember physically damages a single target (excluding Damage-over-time effects), that target will receive damage equal to 15% of the original damage (effect cannot be stacked). Only applies to the first hit of a multiple-hitting ability. Instant cast time. 120 second cooldown. Shares a cooldown with Fan Dance.
Healing and Supportive Abilities
- Curing Step: oGCD Spell. Grants a heal overtime effect onto a selected targer for 21 seconds. Additionally, increase the Caster's Charisma by 1 per healing tick. Potency of 160. Instant cast time. 2.5 second cooldown.
- Curing Waltz: GCD Spell. Grants a heal overtime effect onto a selected target for 6 seconds (effect cannot be stacked). Additionally, increase the Caster's Charisma by 2 per second. Potency of 300. 2 second cast time. 2.5 second cooldown.
- Healing Waltz: oGCD Spell. Heal a selected target. Additionally, increase the Caster's Charisma by 5. Potency of 300. Instant cast time. 2.5 second cooldown.
- Contradance: oGCD Ability. Reset and Extend a selected partymember's Curing Waltz and Curing Step effects to all partymembers with in 30 yalms of the target (Curing Walt effect cannot be stacked). Charisma increasing effects only apply to the original target's Curing Waltz and Curing Step. Instant cast time. 60 second cooldown.
- Divine Waltz: oGCD Ability. Removes the heal overtime effect of the user's next Curing Waltz and heals the selected target for a potency of 600. Duration: 10 seconds. 30 second cooldown.
- Resplendence: oGCD Ability. Decrease the damage all partymembers with in 20 yalms of the user receives by 10% for 10 seconds. Once this effect wears off, all affected partymembers will be healed. Potency of 400. Instant cast time. 120 second cooldown.
Weaponskills and Offensive Abilities
- Feather Step: GCD Weaponskill. Damage a selected target. Additionally, increase the likelihood of the target taking Critical damage by 3% (effect cannot be stacked) for 30 seconds. Potency of 100. Instant cast time. 60 second cooldown.
- Mincing Minuet: GCD Weaponskill. Damage a selected target. Additionally, increase the Caster's Charisma by 10. Potency of 150. Instant cast time. 2.5 second cooldown
- Whirlwhip: GCD Weaponskill. Damage all enemies with in 8 yalms of the user. Additionally, increase the Caster's Charisma by 1 per enemy hit. Potency of 100. Instant cast time 2.5 second cooldown.
- Witch Hunt: GCD Weaponskill. Deal damage to a selected target for 24 seconds. Additionally, increase the Caster's Charisma by 1 per damage tick. Potency of 35. Instant cast time 2.5 second cooldown.
- Love Tap: oGCD Ability. Damage a selected target. Additionally, increase the Caster's Charisma by 10. Potency of 120. Instant cast time. 15 second cooldown.
- Pyrrhic Kleos: oGCD Ability. Can only be used under Trance. Damage a selected target. Additionally, increase the Caster's Charisma by 25. Potency of 230. Instant cast time. 15 second cooldown.
- Rudra's Storm: oGCD Ability. Can only be used under Trance. Damage all enemies with in 8 yalms of the user. Additionally, deal damage overtime to all enemies hit for 30 seconds. Potency of 100, 20 for the damage overtime. Instant cast time. 30 second cooldown.
Other Abilities
- Grand Pas: oGCD Ability. Allows the user to activate a third dance ability (Effect Duration: 10 seconds). The Ability will run its normal effect time and will go on cooldown regularly (even when ended early). Instant cast time. 180 second cooldown.
- No Foot Rise: oGCD Ability. Grants the user 1 Allure. Instant cast time. 90 second cooldown.
- Presto: oGCD Ability. Triple the amount of Charisma the next Weaponskill, Spell, or Ability that grants Charisma. Duration: 10 seconds. Instant cast time. 60 second cooldown.
- Reverse Flourish: oGCD Ability. Uses up all the user's Allure. Restore 100 TP per Allure used. Additionally, restore TP to all party members with in 15 yalms of the user equal to 50% of of the TP restored to the user. Instant cast time. 180 second cooldown.
- Trance: oGCD Stance Ability. Continuously drain the user's Trance meter while increasing the likelihood of the user landing a Critical Hit with their Spells, Weaponskills, and Auto-Attacks by 5% and increase the potency of certain dances. Effect ends upon reuse. Instant cast time. 5 second cooldown.
Skill Levels and Traits
Skill Level
1. Mincing Minuet
2. Curing Waltz
4. Witch Hunt
6. Presto
10. Love Tap
12. Feather Step
15. Chocobo Jig
18. Curing Step
26. Dance Macabre
30. No Foot Rise
30. Heathen Frolic
34. Healing Waltz
35. Drain Samba
40. Dance of the Veils
42. Whirlwhip
45. Divine Waltz
50. Frailty Polka
50. Trance
52. Contradance
54. Rudra's Storm
56. Fan Dance
58. Reverse Flourish
60. Grand Pas
62. Jitterbug Duet
64. Pyrrhic Kleos
66. Saber Dance
70. Resplendence
Traits
1. Alluring Charm: Allows the user to accumulate Charisma and have 1 stack of Allure.
20. Enhanced Dexterity I: Increase Dexterity by 8.
20. Maim and Mend I: Increase base action damage and HP restoration 10%.
40. Enhanced Dexterity II: Increase Dexterity by 16.
40. Maim and Mend II: Increase base action damage and HP restoration by 30%.
50. Alluring Charm II: Allows the user to have 3 stacks of Allure.
50. Entrancing: Grants the user 6 point to their Trance Meter whenever they gain a Allure buff.
60. Enhanced Dexterity III: Increase Dexterity by 24.
60. Alluring Charm III: Allows the user to have 5 stacks of Allure.
PvP
Charisma and Allure
While the Charisma Meter is the same as in PvE, the user can only have 1 Allure Buff at a time.
Actions
- Mincing Minuet: Weaponskill. Damage a selected target. Additionally, grants the user 25 Charisma. Potency of 1000. Instant cast time. 2.3 second cooldown.
- Pyrrhic Kleos: Ability. Damage a selected target. Additionally, grants the user 25 Charisma. Cost 250 TP. Potency of 1000. Instant cast time. 5 second cooldown.
- Curing Waltz: Spell. Grants a Heal overtime effect to a selected target for 6 seconds (Effect cannot stack). Additionally, grant the user 5 Charisma per second. Cost 300 MP. Potency of 1250. 1.3 second cast time. 2.3 second cooldown.
- Healing Waltz: Spell. Heal a selected target. Additionally, grant the user 15 Charisma. Potency of 1000. Cost 500 MP. Instant cast time. 2.3 second cooldown.
- Fan Dance: Ability. For 15 seconds, whenever a selected partymember damages an enemy, convert 50% of that damage into HP (Effect cannot stack). Instant cast time. 15 second cooldown.
- Contradance: Ability. Uses 1 Allure. Reset and extend a selected target's Curing Waltz effect to all partymembers within 15 yalms of them (Curing Waltz effect cannot stack). Charisma increasing effects only apply to the original target's Curing Waltz. Instant cast time. 60 second cooldown.
- Chocobo Jig: Ability. Uses 1 Allure. For 10 seconds, increase the Movement Speed of all partymembers with in 15 yalms of the user (Effect cannot stack). Instant cast time. 30 second cooldown. When used, Heathen Frolic and Saber Dance go on a 15 second cooldown.
- Heathen Frolic: Ability. Uses 1 Allure. For 10 seconds, decrease the damage all partymembers with in 15 yalms of the user take by 5% (effect cannot be stacked). Instant cast time. 30 second cooldown. When used, Chocobo Jig and Saber Dance go on a 15 second cooldown.
- Saber Dance: Ability. Uses 1 Allure. For 10 seconds, whenever a selected partymember damages a target (excluding Damage overtime effects), that target will receive additional damage equal to 25% of the original damage (Effect cannot stack). Instant cast time 30 second cooldown. When used, Chocobo Jig and Heathen Frolic go on a 15 second cooldown.