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Quest: [All Eyes on Me?]
Class: [DPS]
Weapon: [Dual Daggers]
Gear Type: [Scouting]
Primary Attribute: [DEX]
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Brief Lore: [Garlemald Origin]
Dancer’s a versatile, and agile… providing a means to exploit enemy weakness with their flattery, and zeal.
In the Gerlamald these Dancers were once trained in a camp where they’d be taught to infiltrate into enemy territory by means of spirit-bonding and causing infatuation; their appeal and desire they protrude allows the enemy to drop their guard and offer an easy opening to steal important documents, gather Intel, and or dispose of valuable targets.
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*Before breaking down on how the Mechanics Work, let's talk about the Dancer's three "Dances"
*If you want to skip all this, just go down to "Abilities Tab" And it shows all of the abilities I believe Dancer should know.
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[Dance]
Dance is a Positional; depending on the direction the Player is positioned from the enemy [Front / Left Flank / Right Flank], determines what effect is granted to the Party: Dancers must continuously dance to keep a cycle going, and they must change its Dance every 14s
Below, under the Abilities Tab you can read on all Three Dances.
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Dancer's Mechanic Gauge
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[The Tempo Gauge and Rhythmic Sync]
The Dancer has a “Tempo” Meter, this meter raises and improves the Dances by 2% per cycle, maxing out at 30% for maximum buffs the effects produce.
Upon maximizing the “Tempo” Meter, the Dancer can use the ability called: Encore.
The Maximum Tempo is 30% for the Gauge.
Rhythmic Sync is a Dancer’s special trait that automatically grants a Haste Potency of 2~12% per 5% Tempo. This reduces GCDs.
- Maximum Haste is 12% when Tempo is at 30%
- Rhythmic Sync has a 14s timer
- Rhythmic Sync is not lost when performing Flourishes
- Rhythmic Sync stays active for as long as the Dancer dances
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[Encore]
Unlocks at 15% Tempo
[Final Dance Effect] Grants Haste, Drain, and Aspir Effects to Party Member(s) within range.
Duration: 21s
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[Dancer's Iconic Abilities]
[Spirit Bond]: Strips all Enmity from party member(s) within range and transfers it to selected party member.
During Spirit Bond the Dancer can remove the effect by selecting the ability again: however, Enmity will revert back to normal levels.
[Status: Spirit Bond]
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- Enemies tagged by Spirit Bond will not receive any Enmity Generation from Party Member(s) during the effect of Spirit Bond.
- Duration: 10s
[Eyes on Me]: Party Member Tagged with Spirit Bond receives a Substantial Increase in Defense. Party Members within range, unaffected by Spirit Bond, receive an attack bonus.
- Target Defense Bonus: 25%
- Attack Bonus: +5%
- Duration: 10s
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[Dancer Abilities]
Level / Type of Ability / Description / Recast / GCD / Other Info
(2) Dance [10s / 2.5s] Does a Random Dance Dependent on the Position the Dancer is facing.
- Duration: 14s
- Additional Effect: Tempo
- Additional Effect: Rhythmic Sync
- Additional Effect: Sublimation
[Sublimation is another Dancer Trait: Allows the accumulation of an HP and MP Bubble, from inflicting damage to foe, that allows the Dancer to use it for Curing and Aspiring Waltz]
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- Frontal Positional - [Drain Samba] 10~20%
- Flank Left - [Aspir Samba] 10-20%
- Flank Right - [Haste Samba] 10~20% Haste
(2) *[Encore] Encore is accessible once the Dancer’s Tempo is at 15%. Grants Drain, Aspir, and Haste Samba at the expense of halting the Tempo gauge at its current state. Upon the completion of the duration, the Tempo is reduced to 0.
- Potencies Vary Depending on Tempo %.
- Duration: 21s
(5) Blade Dance [Instant / 2.5s] Increases Weapon Skill Potency by 20%, while decreasing Tempo bonus by 1% per successful Dance Positional.
- Duration: Until Deactivated.
(8) Composure [Instant / 60s] Greatly Increases Tempo Potency by 2% per successful Dance Positional and increases potency of Sambas by an additional 1%. Maximum Bonus additional percentage is 5.
(10) Curing Waltz [Instant / 2.5s] - Upon HP Meter filling, restores HP to party members within range.
- Cure Potency: 100
(10) Aspiring Waltz [Instant / 2.5s]- Upon MP Meter filling, Restores MP to Party Members within range.
- MP Cure Potency: 100
(15) Violent Flourish [Instant / 120s] - Next Attack is enhanced with the next Tempo's Positional Dance. Attack is enhanced by the percentage of the tempo. The maximum percentage that the Dancer can use from its Tempo is 15%.
- Tempo - 15%
(20) Desperate Flourish [Instant / 30s] - Next Weapon Skill empowers the absorbed HP and MP drained by the Sambas and greatly increases the potency of the cure by 50%.
- Duration 10s
- Tempo - 5%
(24) Building Flourish [Instant / 30s] Delivers an attack with a potency of 250 that if performed after a dance, builds the Tempo meter by an additional 5%.
(30) Climatic Flourish [Instant / 30s] Delivers an attack with a potency of 100. Climatic Flourish can be used as a last string to a Weapon Skill Combo that greatly increases its potency. Tempo Gauge is reduced to 0.
- Potency Bonus: 600
- Tempo - 30%
(36) Reverse Flourish [Instant / 30s] Causes next Weapon Skill to strike enemy twice, at the expense of consuming 50% of TP. If acted upon a Curing Waltz or Aspiring Waltz, it causes the cure to hit twice in a row.
- Tempo - 10%
(40) Spirit Bond [Instant / 60s] Strips all Enmity from party member(s) within range and transfers it to selected party member.
During Spirit Bond the Dancer can remove the effect by selecting the ability again: however, Enmity will revert back to normal levels.
[Status: Spirit Bond]
- Enemies tagged by Spirit Bond will not receive any Enmity Generation from Party Member(s) during the effect of Spirit Bond.
- Duration: 10s
(40) Eyes on Me [Instant / 60s] Party Member tagged with Eyes on Me receives a Substantial Increase in Defense. Party Members within range, unaffected by Spirit Bond, receive an attack bonus.
*Spirit Bond and Eyes on Me share the same button!
- Target Defense Bonus: 25%
- Attack Bonus: +5%
- Duration: 10s
(48) Collaborator [120s / 2.5s] Takes a Party Member’s Enmity and transfers it to another party member. The target party member that’s receiving the Enmity, will receive a slight defense bonus, and the member that’s enmity is being transferred, receives a slight attack bonus.
- Duration: 10s
- Defense Bonus: 3%
- Attack Bonus: 3%
(50) Sneak Attack [30s / 2.5s] If Positioned in front of enemy and behind a party member, the next Weapon Skill will be a Direct Hit, Critical. Enmity towards Party Member is doubled.
- Duration: 5s
(55) Trance [Instant / 280s] Temporarily Doubles the Tempo Gauge to 60%. Under the effect of Trance, Encore will quadruple the added bonuses while also increasing the duration.
- Duration: 24s
(60) Gran Pas [Instant / 120s] Allows the use of a Flourish Without using the Tempo Gauge.
(62) Larceny [Instant / 60s] Doubles any beneficial effects given to Party Member(s) within range.
- Duration: 10s
(66) Quick Step [Instant / 180s] Boosts Tempo to 30% and caps Rhythmic Sync.
(70) Feather Step [Instant / 60s] Greatly Enhances Rhythmic Sync to speed up Dance Steps and bolsters Haste Samba.
- Rhythmic Sync +15%
- Haste Samba +5%
- Duration: 14s
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[Weapon Skills]
(1) [Spinning Double Slash]
Delivers an attack with a potency of 150
2.5s / 2.5s
(4) [Somersault Slash]
Delivers an attack with a potency of 100. Somersault Leap automatically repositions Dancer in the next Positional in the Dance Cycle.
- Combo Bonus: Spinning Double Slash
- Combo Potency: 200
(25) [Pyrrhic Khelos] Delivers an attack with a potency of 100.
- Combo Bonus: Somersault Leap
- Potency: 280
- Rhythmic Sync Bonus: 320
(40) [Rudrah’s Storm] Delivers an attack with a potency of 100.
- Combo Bonus: Somersault Leap
- Combo Potency: 200
- Rhythmic Sync Bonus: 220
- Additional Effect: Defense Down -5%
- Duration: 21s
(56) [Mincing Minuet] Delivers an attack with a potency of 480
- Combo Bonus: Somersault Leap
- Combo Potency: 520
- Rhythmic Sync Potency: 580
- Additional Effect: Bleed
- Bleed Potency: 25
- Duration: 21s
(60) [Dancing Mad] Delivers an attack with a potency of 350
- Combo Bonus: Dance
- Dancing Edge only accessible if Tempo is above 15%
- Combo Potency: 580
- Full Rhythmic Sync Potency 600
- Rhythmic Sync lost upon use
[Conclusion and Other Thoughts]:
Okay, this one took me a bit; I had to sort of bounce off a lot of ideas with my buddy Aerro Hawk. Because by making the Dancer a somewhat "Positional" Job, where Somersault Leap automatically aligns the Dancer to his next Dance Positional, could be fun and stylish.
Since in the lore I presented they were trained to infiltrate enemy territory, I added "Sneak Attack" as a Positional Ability that only worked behind a Party Member (Preferably a tank...); as far as the purposed behind the DNC's Enmity, again tied to the Lore.
The other thought I had was Enmity; yeah, Enmity isn't TOO much of an issue in this game, but it would be fun to have a job that could manipulate it; allowing for brief moments of All Out DPS, no strings attached sort of raid mechanics to defeat certain foes.
I know it's not a "Healer" Concept, but I really believe if we're truly going into Gerlamald Chemist should be the healer and not the Dancer.
Thanks for reading and any feedback would be appreciated!
Pat out!