DNC AOE builds off of itself just like any other class/job. It’s very strong in dungeons, and their AOE is a gain over single-target starting at 2 enemies.
Note that a lot of DNC AOE is in melee range, so you will need to get comfortable with moving into trash packs. Basic AOEs are roughly a 5y radius FROM YOU; Standard Step and Technical Finish are 15y from you. There will never be a situation where you won’t be able to avoid AOEs from enemies, so do not use that as an excuse to forsake AOEing. Practicing will earn you the ability and skill to dip in and dive out when needed for enemy AOE.
Level 15: You receive Standard Step and Windmill at this level. Use Standard Step on cooldown (read: every 30 seconds) for 1 to 5 enemies (it’s 1,000 potency for the first mob it hits with 75% fall-off). For 6+, just spam Rising Windmill until either: 1.) your Standard Finish buff is at roughly ~10 seconds, then refresh; or 2.) the total number of mobs drops to less than 6; then return to using Standard Step on cooldown between Windmill casts.
Level 25: You learn Bladeshower, which is your second skill of your base AOE rotation—Windmill > Bladeshower. Same rules apply as before with regards to Standard Step usage. Your AOE combo is a gain over your single-target combo (Cascade > Fountain) at 2 or more mobs.
Level 35: You learn Rising Windmill, which has a 50% chance to proc off of every Windmill usage. Rising Windmill will not break your Windmill > Bladeshower combo, so you can use it immediately after it procs. The same rules apply as before to Standard Step usage.
Level 45: You learn Bloodshower, which, like Rising Windmill, has a 50% chance to proc off of every Bladeshower usage. Use immediately upon proccing. The same rules continue to apply for Standard Step usage.
Level 50: You learn Fan Dance II, which is your oGCD AOE. Fan Dances have a 50% chance to proc off of Flourished skills: meaning that each Rising Windmill and Bloodshower gives you a 50% chance to get a Fan Dance. You may stockpile these for large pulls, and weave them between your basic AOE rotation. The same rules continue to apply for Standard Step usage.
Level 66: You learn Fan Dance III, which has a 50% chance to proc off of your Fan Dance I it Fan Dance II. You may weave this after a Fan Dance I/II between your GCD combos, as it will apply to both single-target and AOE scenarios. The same rules continue to apply for Standard Step usage.
Level 70: You learn Technical Step, which is a party-wide 5% damage buff plus 1,500 potency initial hit with 75% fall-off. Try to use this on AOE pulls, as it’s fairly potent and it will buff everyone else (who should be) AOEing. Using this on the first pull of the dungeon and the first pull after every boss usually guarantees it will be up again in time for boss fights. Use/Refresh Standard Step first, and then begin prepping Technical Step. Always make sure you have you Standard Finish buff up before doing anything else. The same rules continue to apply for Standard Step and all other AOE skills.
Level 72: You learn Flourish. Flourish force-procs 5 of your skills every 60 seconds—Rising Windmill, Bloodshower, Reverse Cascade, Fountainfall, and Fan Dance III. Use this skill on cooldown even during trash packs, and spend your AOE procs (Rising Windmill and Bloodshower) first while weaving in Fan Dance III. Ignore your single-target procs (Reverse Cascade and Fountainfall) starting at 3+ mobs, as they are not a gain over your AOE combo at that point. Ideally, when you are wanting to use Technical Step, you will want to Flourish AFTER you have hit Technical Finish and deployed your buff.
NOTE: the AOE Flourishes are used on single-targets as well, because it’s free damage and both are equal to or stronger than your Cascade > Fountain combo.
Level 76: You learn Saber Dance. Saber Dance is 600 potency for the first mob it hits (the one you have targeted) with 50% fall-off, and it costs 50 of your Esprit Gauge. Espirt has a roughly 20%~30% generation rate off of your GCD weaponskills AND your Dance Partner’s GCD weaponskills (it will generate off of the entire party while you have Technical Finish up). Generally, you use Saber Dance when your gauge has 80 Esprit. Use it against both single-targets and in AOE situations on top of all your other AOE tools.
To conclude—
Base AOE combo: Windmill > Bladeshower
AOE procs: Rising Windmill, Bloodshower, Fan Dance II (oGCD), Fan Dance III (oGCD), Saber Dance
Steps: Standard Step, Technical Step
oGCD Abilities: Flourish
—DNC AOE is a gain over single-target at 2 or more mobs.
—Procs do not break combos, so use them as you get them.
—Use Fan Dances on larger packs to make them melt faster.
—Use Standard Step on cooldown unless the trash pack exceeds 5 mobs. Then just refresh it when ~10 seconds remain on your Standard Finish buff.
—Use Technical Step on trash pulls for extra damage/because there’s literally no reason to hold it. Proper timing can ensure it’s up for boss fights as well.
—Utilize Flourish. Use it on cooldown, and ignore the single-target procs it gives you at 3+ mobs.
—Use Saber Dance at 80 Esprit.
Link to the DNC Job Guide for tooltip information:
https://na.finalfantasyxiv.com/jobguide/dancer/