FINAL FANTASY XIV DANCER
Hello, I wanted to share a job concept that I’ve had in my mind for the last couple of weeks. This was made for fun and I would be happy if Square Enix took any of this and applied it into their game.
TLTR Version:
1.) Dancer resources:
TP - Used for Weaponskills and Curing Waltz (Weaponskills & Curing Waltz Builds Rhythm)
Rhythm - Used for Basic Dances (Basic Dances like Steps build Flourishes)
Flourishes - Used for Complex Dances (Jigs - Channeled Heals / Sambas - DPS AOE heal)
2.) Playstyle: Fights/Heals primarily through melee dps but can heal from afar just loses all access to DPS skills. (Only has melee DPS skills.)
3.) Most mobile healer has instant heals, with channeled heals for emergencies.
4.) Fabulous
Characteristics
Story Lore
10 years ago tomes show that there existed a secret society of sorcerous gypsies that hailed from the city-state of Thavnair. Not much is known about these mysterious gypsies; however, legend tells about how these mysterious entertainers invoked their sorcery in a peculiar fashion. Rather than using incantations like their common sorcerous cants they swayed their bodies in order to manipulate the aether around them, re-energizing their allies with restorative steps, or bewitching their foes with crippling debilitating sambas. While appearing as mere performers the Dancer is much more threatening than they appear, this profession was born in an age of strive when the Garlean empire first threaten to conquer the Thavnair Peninsula. Many of these performers joined an organization known as the “Silent Serpents” and fought toe-to-toe with their brothers and sisters in the war to fend off the Garleans and acted as field-medics that vitalized their allies, and bewitched their enemies with their charming steps. Thanks to the rebellion the Thavniarians and Garleans were able to stop their feud in exchange for a treaty that granted them full access to the Ceruleum nodes of the region; however, this truce was short lived, after several years the Garleans ended up corrupting the Government of Thavnair and held the kingsworn and the royal family as hostages, and eradicated the majority of the rebels that dared stand against the Garleans, many of these rebels were dancers and fled to the various regions of Eorzea. Legend says that the leader of the Silent Serpents fled to Ul’dah in an attempt to recruit new soldiers to bring down the Corrupted Government and repel the Garleans from their homeland. Your journey as a dancer begins when you approach the dancing Miqo'te troupe in Ul'dah as any level 50 job. (A cut-scene will trigger where some rogue mercenaries attempt to murder the leader of the troupe, but instead they fail and it shows her using her tactful dancing to defeat her enemies, then she uses a smoke bomb to escape leaving behind a job crystal, the continuation of the job quests will be about locating the silent serpent headquarters and her seeing potential in you thus recruiting you into the rebellion, the story ends with you in Thavnair defeating a corrupted ganglord in the government that sold out his former rebels for money and power. ) (Job Starting Level: 50)
Weapon: Tessens
I decided Dual Tessens should be the primary weapon of the Dancer because they fit them very nicely; however, I did decide to remove the range DPS aspect of the job, because if they are able to accomplish their DPS from afar they will end up being forced into the backlines, and that isn’t the purpose of this job idea. I want them to be in melee range when possible, and if the situation doesn’t allow it give them a way to adjust their playstyle so they can play from afar. When a dancer can properly play in the frontlines they will have the highest DPS of all the healers, and their DPS would keep their party health-up making them feel like a DPS thus enticing players to try them out; however, when they cannot be in melee range they still have access to all of their recovery tools and the tools they lose due to no DPS healing are replaced with channeled dances such as jigs. The downfall of Dancer is that if you cannot melee, you cannot really DPS, but a DNC should not be required to DPS and if the battle requires range perhaps another healer would be more optimal but the DNC will be 100% functional from the backlines and frontlines.
Armor: Dexterity (DEX) Based
There is a lot of controversy over what type of gear a Dancer should use, and currently only Ninja can use Scouting gear, so I think they should be paired up with NIN scouting gear. It would fit them better than Healing gear and it would give the developers more freedom in designing gear that fits the magical healers without making the Dancer look like a cleric. (ADDITIONAL NOTE: All of their weaponskills are modified by the DEX stat including healer cross skills.)
Healer Actions: Cross Skills
If they look, feel, and are a healer you guessed it they use healer actions for their cross skills. But many would look at this concept and say but wait doesn’t the Dancer use TP and DEX? so how will they benefit from Healer Actions. Well they get a trait at level 1 that resolves the TP issue, and dances would be considered magic so they would gain benefits from these cross skills. In addition, these cross skills will also be made functional for the DEX stat so it has use for DNC.
Job Mechanics: Rhythm Gauge & Flourish Gauge
Akin to the other physical jobs the Dancer will use TP for their physical weaponskills and have their own unique resources to maintain. They have two unique mechanics they must worry about.
• Rhythm Gauge: The rhythm gauge is a bar that is filled by your auto attacks (4 per hit), and offensive weaponskills (8 per weaponskill), in addition Reverse Flourish can also be used to increase your rhythm gauge, and in the worst case scenario you have Trance which makes the cost of rhythm dances 0. As for the usage of the rhythm gauge well it’s supposed to be used for your cures and basic dances. (Additional Note: The rhythm gauge goes from 0 to 100, and the cures and basic dances require and consume the amount of rhythm that is necessary to use them.)
• Flourish Gauge: The flourish gauge are charges under your rhythm gauge, charges are accumulated by using your cures, steps, or any abilities that consume rhythm. As for the usage of the flourish gauge well it’s supposed to be used for your advanced tools such as your sambas, jigs, and AOE heals.
(Additional Note: The flourish gauge has 5 charges, and certain special abilities consume flourish charges. In addition, similar to red mage/astrologians this resource does not disappear when you are zoning, only when logging out.)
Skills & Abilities
Note: Please remember that a tick for Hots/Dots is every 3secs; this would also apply to channeled dances. I listed this recovery as Max Regen; however, DOTH Damage Overtime Healing does not work per tick but instead per auto attack and weaponskill execution, so it should only functions in the frontline when meleeing.
LV 1: Eyes on Me (Limit Break)
Cast Time: 2s
Description: Restores 100% of HP and MP for all nearby party members and revives any dead party members.
LV 1: Violent Cut (Weaponskill)
TP: 50 | Casting: Instant | Recast: 2.5s
Description: Delivers an attack with a potency of 160. (Range: 3y)
LV 2: Curing Waltz (Dance)
TP: ?% | Casting: Instant | Recast: 2.5s
Description: Restores target’s HP overtime. Grants 1 flourish Bestows target with Soothing Steps, effect can accumulate up to three times. Grants 1 flourish. (Regen Potency: 150 / effect can be reapplied up to 3 stacks) (Max Regen: 450) (Range: 25y)
Note: The regen is a unique effect called “Soothing Step I-III” this step can stack with other regens, and can be accumulated up to three times to increase the efficiency of the step. When another Dancer applies their Soothing Steps it’s separate from your Soothing Steps similar to how two different WHM’s can have two different regens up.
LV 4: Quickstep (Dance)
Rhythm: 15 | Casting: Instant | Recast: 5s
Description: Lowers the target evasion by 3% (Max 9%), “quickstep I-III” effect can accumulate up to three times. Overwritten by different steps. Grants 2 flourish (Debuff Duration: 30s) (Range: 3y)
Note: Steps cannot be resisted they will always apply unless your attack misses. Steps accumulate up to 3 stacks, two different dancers can work to accumulate the stacks up to 3, but they will not increase above 3 stacks. Also if there is only one dancer in the party and they use another step effect such as box step they will overwrite their current step; However, if there are two dancers in the party they can apply two different steps up to 3 stacks each.
LV 6: Butterfly Twirl (Ability)
Casting: Instant | Recast: 40s
Description: Perform a rushing twirl jump toward your target delivering an attack with a potency of 80, and heals the player with the highest enmity with a cure potency of 80. (8y)
Note: This is a gap closer ability. (The heal takes place at destination point)
LV 10: Drain Samba (Dance)
Flourish: 1 | Casting: Instant | Recast: 5s
Description: Applies “drain daze” on the dancer weapon recovering the HP of all nearby allies whenever the dancer attacks the enemy. Overwritten by different sambas. (Buff Duration: 60s) (Heal Radius: 8y) (Cure Potency: 75 per hit)
Note: Sambas cannot be resisted they will always recover unless your attack misses. Two different dancers can use different or similar sambas since the recovery is based on the dancer damage. I made the cure potency a static potency to not complicate the damage formula.)
LV 12: Encore (Ability)
TP: ?% | Casting: 8s| Recast: 2.5s
Description: Resurrect the target to a weakened state.
Note: TP cost would be the equivalent MP % cost that the other healers have.)
LV 15: Divine Waltz (Dance)
Flourish: 3 | Casting: Instant | Recast: 2.5s
Description: Restores all nearby party members HP overtime. (Regen Potency: 50 for 30s – Max Regen: 500) (Radius: 20y)
Note: The regen is a unique effect known as “Divine Rumba”, when another Dancer applies their Divine Rumba it’s separate from your Divine Rumba similar to how two different WHM’s can have two different Medica II up.
LV 18: Regal Gash (Weaponskill)
TP: 70 | Casting: Instant | Recast: 2.5s
Description: Delivers an attack with a potency of 100. Combo Action = Violent Cut: Potency - 235. (Range: 3y)
LV 26: Box Step (Dance)
Rhythm: 15 | Casting: Instant | Recast: 5s
Description: Lowers the target defense by 3% (Max 9%), “box step I-III” effect can accumulate up to three times. Overwritten by different steps. Grants 2 flourish (Debuff Duration: 30s) (Range: 3y)
Note: Steps cannot be resisted they will always apply unless your attack misses. Steps accumulate up to 3 stacks, two different dancers can work to accumulate the stacks up to 3, but they will not increase above 3 stacks. Also if there is only one dancer in the party and they use another step effect such as quickstep they will overwrite their current step; However, if there are two dancers in the party they can apply two different steps up to 3 stacks each.
LV 30: Curing Waltz II (Dance)
Rhythm: 40 | Casting: Instant | Recast: 2.5s
Description: Restores target’s HP and recovers some HP overtime. Grants Soothing Steps III. Grants 1 flourish. (Cure Potency: 600) (Max Regen: 450/ effect is instantly raised to 3 stacks) (Range: 25y)
Note: The regen is a unique effect called “Soothing Steps III” this step can stack with other regens, and is accumulated to the full efficiency of the step. When another Dancer applies their Soothing Step it’s separate from your Soothing Step similar to how two different WHM’s can have two different regens up. (This Soothing Step is the same as Curing Waltz one; however, it accumulates the step instantly, and has a default cure potency, this is the only dance that dancer has with a default cure potency and it has a very high rhythm cost so it’s mostly an emergency tool.)
LV 30: Reverse Flourish (Ability)
Flourish: ALL | Casting: Instant | Recast: 30s
Description: Consumes all of your Flourishes to increase your Rhythm. Amount accumulated varies based on flourishes consumed, requires atleast one flourish.
Note: This ability can be used to instantly get back some of your rhythm to use your cures; the amount restored varies based on the flourishes consumed. (1 flourish = 20 rhythm / 2 flourishes = 40 rhythm / 3 flourishes = 60 rhythm / 4 flourishes = 80 rhythm / 5 flourishes = 100 rhythm)
LV 35: Fairy Jig (Dance)
Flourish: 2 | Casting: Instant | Recast: 2.5s
Description: Surrounds the target with a healing aura, restoring health over 15s. While channeling this dance you can use your other dances; however, you cannot use auto attacks nor weaponskills when channeling a jig. (Channeled Cure Potency: 100 – Max Regen: 500) (Fan Dance MAX: 1000) (Range: 25y)
Note: Jigs are channeled dances that temporarily keep you immobile; however, you can use other recovery dances while doing a jig, and can interrupt it if danger arises by simply moving. Channeled cures are a visual healing overtime effect.
LV 40: Dancing Edge (Weaponskill)
TP: 80 | Casting: Instant | Recast: 2.5s
Description: Delivers an attack with a potency of 100. Combo Action = Regal Gash: Potency - 300. (Range: 3y)
LV 40: Butterfly Backflip (Ability)
Casting: Instant | Recast: 35s
Description: Perform a backward kick extending your target and your distance and delivering an attack with a potency of 80, and heals the player with the highest enmity with a cure potency of 80. (8y)
Note: This is a gap extender ability. (The heal takes place at execution point)
LV 45: Jitterbug (Weaponskill)
TP: 120 | Casting: Instant | Recast: 2.5s
Description: Delivers an attack with a potency of 130 to all nearby enemies. Inflicts the target with “Nervous Jitters” dealing damage overtime (Damage overtime Potency: 50 for 18s – Max Dot: 300) (Radius: 8y)
LV 46: Stutter Step (Dance)
Rhythm: 15 | Casting: Instant | Recast: 5s
Description: Lowers the target magic defense by 3% (Max 9%), “stutter step I-III” effect can accumulate up to three times. Overwritten by different steps. Grants 2 flourish (Debuff Duration: 30s) (Range: 25y)
Note: Steps cannot be resisted they will always apply unless your attack misses. Steps accumulate up to 3 stacks, two different dancers can work to accumulate the stacks up to 3, but they will not increase above 3 stacks. Also if there is only one dancer in the party and they use another step effect such as quickstep they will overwrite their current step; however, if there are two dancers in the party they can apply two different steps up to 3 stacks each.
LV 48: Heartbreak (Weaponskill)
TP: 100 | Casting: Instant | Recast: 2.5s
Description: Delivers an attack with a potency of 100. (3y) Combo Bonus = Dancing Edge: “Heart to Heart” Heals the player with the highest enmity with a cure potency of 350. (Range: 8y)
Note: Just for fun the animation should be a heart breaking in half since it’s the combo closer. I would replace the Machinist skill named to Heartbreak to something else; I feel this fits Dancer much better.
LV 50: Presto (Ability)
Casting: Instant | Recast: 60s
Description: Consumes all your soothing steps on the target and recovers a large sum of HP. Requires atleast one soothing step (Cure Potency: 300-900) (Range: 25y)
Note: This is the dancer emergency cure; the amount recovered depends on how many soothing steps are on the target thus doubling the potency. (Example: soothing step I has a regen potency of 150, so it would become a 300 potency cure. Likewise, soothing step III has a regen potency of 450, so it would become a 900 potency cure.)
LV 52: No Foot Rise (Ability)
Casting: Instant | Recast: 180s
Description: Restores 25% of TP and grants 5 Flourishes. Additional effect: Your next curing waltz applies the maximum soothing step stack.
Note: This is a great ability for when you don’t have any TP, Flourishes, or when you want to save some rhythm.
LV 54: Aspir Samba (Dance)
Flourish: 1 | Casting: Instant | Recast: 5s
Description: Applies “aspir daze” on the dancer weapon recovering the MP of all nearby allies whenever the dancer attacks the enemy. Overwritten by different sambas. (Buff Duration: 60s) (Radius: 8y) (Mana Recovery: 3% per hit)
Note: Sambas cannot be resisted they will always recover unless your attack misses. Two different dancers can use different or similar sambas since the recovery is based on the dancer damage. I made the potency a static percent to not complicate the damage formula.)
LV 55: Saber Dance (Ability)
Casting: Instant | Recast: 15s | Duration: Stance
Description: Doubles your samba potencies and increases auto attack/weaponskill recast speed but renders jigs unusable.
Note: This is the first job defining stance that the dancer unlocks, they are supposed to stance dance between saber and fan dance to optimize their sambas and jigs; however, in some situations a stance will be better than the other. Saber Dance is considered the AOE Heal/DPS stance. These stances do not wear off they are similar to the astrologian stances but they can be used in combat.
LV 58: Chocobo Jig (Dance)
Flourish: 2 | Casting: Instant | Recast: 2.5s
Description: Surrounds the target with a quicken aura, bestrewing a 15% haste to the target for 15s. While channeling this dance you cannot use your auto attacks weaponskills. (Channeled Haste: 15%) (Fan Dance: 30%) (Range: 25y)
Note: Jigs are channeled dances that temporarily keep you immobile; however, you can use other recovery dances while doing a jig, and can interrupt it if danger arises by simply moving.
LV 60: Fan Dance (Ability)
Casting: Instant | Recast: 15s | Duration: Stance
Description: Doubles your jigs potencies and increases movement speed but renders sambas unusable.
Note: This is the second job defining stance that the dancer unlocks, they are supposed to stance dance between saber and fan dance to optimize their sambas and jigs; however, in some situations a stance will be better than the other. Fan Dance is considered the Tank Heal/Support/Backline stance. These stances do not wear off they are similar to the astrologian stances but they can be used in combat.
LV 62: Trance (Ability)
Casting: Instant | Recast: 120s
Description: Negates the resource cost of all dances for 8s. And treats all of your curing waltz as if they were under the effect of presto. Additional Effect: Accumulates your Divine Waltz Effects as well; however, does not double the potency. (Curing Waltz I = 300 cure potency / Curing Waltz II = 900 cure potency / Divine Waltz = 500 Potency)
Note: This is a great ability for when the raid bosses are untargetable especially if you don’t have any rhythm, or your tank needs constant healing for a raid buster.
LV 64: Climatic Edge(Weaponskill)
TP: 100 | Casting: Instant | Recast: 2.5s
Description: Delivers an attack with a potency of 150. (3y) Combo Bonus = Dancing Edge: “Climatic Finish" If target is below 20% HP, damage potency increased to 300.
Note: Climatic Edge is used if you want to deal damage instead of healing, you get to choose your combo closer.
LV 66: Sap Samba (Dance)
Flourish: 1 | Casting: Instant | Recast: 5s
Description: Applies “sap daze” on the dancer weapon recovering the TP of all nearby allies whenever the dancer attacks the enemy. Overwritten by different sambas. (Buff Duration: 60s) (Radius: 8y) (TP Recovery: 3% per hit)
Note: Sambas cannot be resisted they will always recover unless your attack misses. Two different dancers can use different or similar sambas since the recovery is based on the dancer damage. I made the potency a static percent to not complicate the damage formula.)
LV 68: Adamantoise Jig (Dance)
Flourish: 2 | Casting: Instant | Recast: 2.5s
Description: Surrounds the target with a defensive aura, bestrewing a 15% defense bonus to the target for 15s. While channeling this dance you cannot use your auto attacks and weaponskills. (Channeled Defense: 15%) (Fan Dance: 30%) (Range: 25y)
Note: Jigs are channeled dances that temporarily keep you immobile; however, you can use other recovery dances while doing a jig, and can interrupt it if danger arises by simply moving.
LV 70: Grand Pas (Ability)
Casting: Instant | Recast: 45s
Description: Grants the target the effect of ”Corps de Ballet” absorbing the damage of all attacks for the next 5s, after expiration of the buff the target will receive the effect of “strenuous training” redistributing the damage to the target over the next 9s.
Note: This is the barrier for Dancer, this should be used for tank busters; however, it would be better if your co-healer handles barriers, because what this really does is only split the damage overtime to provide more time for healing.
Traits
LV 1: Tactical Footwork
Description: abilities that restore MP instead restore TP based on the percentage of MP that would have been restored by the skill. And makes healer role actions function off DEX instead of MND.
LV 20: Tranquil Heart
Description: Reduces enmity/threat generation from healing overtime effects by 10%.
LV 20: Subtle Blow
Description: Reduces enmity/threat generation from auto attacks and weaponskills by 10%.
LV 25: Maim and Mend
Description: Increases base action damage and HP restoration by 10%.
LV 25: Enhanced Dexterity
Description: Increases Dexterity by 8.
LV 32: Love Tap
Description: Grants a 10% chance that after a samba strike or curing waltz, the rhythm cost for the next Curing Waltz II will be 0.
LV 40: Enhanced Dexterity II
Description: Increases Dexterity by 16.
LV 40: Maim and Mend
Description: Increases base action damage and HP restoration by 30%.
LV 46: Closed Position
Description: When you are up-close to your target (8y or closer) your evasion and defense is increased by 5% every 5s up to a maximum of 20%. Closed Position is reduced to the default value whenever an attack successfully hits you, and restarts the build-up process again.
Note: I added a degradation to prevent abuse, and to not make them some type of niche tank.
LV 54: Subtle Blow II
Description: Reduces enmity/threat generation from auto attacks and weaponskills by 30%.
LV 54: Tranquil Heart II
Description: Reduces enmity/threat generation from healing overtime effects by 30%.
LV 60: Enhanced Dexterity III
Description: Increases Dexterity by 24.
LV 68: Contradance
Description: If you interrupt your jig you have a 35% chance of earning one flourish.
Hope you guys liked this idea, and even if dancer doesn't end up using any of this I do hope SE invents a way to make them interesting healers. Got a idea? share it, like it? give a like, Any Suggestions? feel free to leave them here.
