Dancer is a very versatile job, capable of filling many niche roles, while not entirely excelling at them, the job manages to hold its own against the true jobs for such roles. Though it's no Red Mage, dancer can heal a party well enough. It might not be a Paladin or Ninja, dancer can hold its own against most monsters for the party and not die quickly. It might not be a Samurai, but dancer certainly has some potent weaponskills on hand.
Though the latest additions to Dancer from Square has broadened its abilities as a high damage output job, it still doesn't measure up to other classes. The primary reason for this, is Dancer's need TP for other uses than weaponskilling, which happen to be its primary resource for damage output via building up through job abilities like Building Flourish and Wild Flourish to create rather potent weaponskills in huge bursts of damage. But there is a downside.
Weaponskill consume ALL of our tp. Though with the latest update Dancer can set Samurai as its support job and use Sekkanoki every 5 minutes to breach this issue temporarily, the vast majority of the time a dancer gets a bad taste in his or her mouth at the thought of consuming all our TP for a single attack, putting us in a temporary danger zone while we regain it back. We won't be able to heal, Sambas are unable to be used, even for a brief moment we may not have enough TP to even perform a step!
This few seconds of danger could be devastating. What if moments after weaponskilling the tank gets hit with an unlikely attack that leaves his HP at a dangerous level? We could have healed him moments ago, but now all our TP has been consumed for a weaponskill, leaving us unable to help him at all and only stand by helplessly as we watch our party member die.
We could maintain our finishes for a Reverse Flourish and use that to regain our TP after a weaponskill, however that completely disregards the entire use of abilities like Wild Flourish, which put a 30 second recast on our Reverse Flourish after its use!
To solve this issue, I present a new method for Dancer to truly fill the niche of a damage dealer, Dynes (or whatever you wish to call it, I like the name Dyne as it follows Final Fantasy 9's pattern, as our 2 hour is Trance, but call it what you will)
Dynes are melee or magical attacks performed by the dancer that consume TP in set amounts. Similar to weakened versions of weaponskills. There are two varieties of Dynes, damaging or effect based. Damaging Dynes are self explanatory, they consume a portion of TP and do physical damage with various mods, a single chance of critical hits, or one very highly accurate attack with a dexterity mod, etc etc. On the other hand, effect based Dynes perform little to no actual damage but consume TP to inflict potent effects on the opponent. For example one dance could consume 25 TP to inflict the opponent with a potent blind effect for a short duration, much like the paladin's spell Flash. Or maybe a Dyne might inflict the opponent with a potent Poison effect. However unlike magic, most Effect based Dynes do not rely on magic accuracy, Intelligence, Mind, etc, but entirely the dancer's accuracy and skill with their weapon. Think of it as adding a 100% effective Eneffect to the dancer's next hit. As long as it actually physically lands, the effect activates. Or maybe there could be some effects that cost more TP and don't have a 100% chance of actually taking effect, but are far more potent then their 100% effective versions.
However, unlike weaponskills, Dynes do not consume all your TP. Each dyne consumes a very set amount of TP, like magic. For example one dyne that performs a single low accurate attack with a high amount of damage, lets call it Subversive Plunge or whatever, would consume exactly 35 TP, no more, no less. Because of this, a dancer has the ability to perform potent attacks and crippling effects without entirely consuming all of their TP. No longer does a dancer need to perform a potent attack and end up unable to heal afterwards for several seconds. Through Dynes, dancers can attack AND heal together!
However there is one special Dyne that dancers can perform once they have unlocked Dynes. Grand lethal, a very potent, highly accurate attack that causes tremendous damage, and doesn't consume any TP! However, this Dyne is only available when a dancer is under the effect of Trance, and upon using it, even if Trance was just used, it immediately is consumed and wears. Whether it is worth it is up to Dancers themselves and the situation, of course.
Dynes become unlocked from level 70 onwards, after the player has successfully bested Laila in the Final level cap raise quest. The player then can speak to Laila to learn about Dynes. She tells them about how if they truly want to become a great dancer, they must learn new dances. She states that, having learned under a Blue Mage for a year, she learned the ways of observing one's opponents and mimicking their attacks. However she was never able to grasp Blue Magic, but instead trained herself
to mimic her opponents in another way; through dance!
The player then journeys to a Blue Mage NPC located somewhere or other, anywhere is fine withing WotG or normal FFXI areas, as one cannot expect a player to own any other expansions other than WotG for these quests. The Blue Mage then shows them a list of his favourite monster attacks you should learn.
One then selects from the list, and he tells you how complicated the move is on a scale of 1-5 stars. The more complicated the move, the more times the dancer must “observe” the attack, while on dancer, to learn it. Observing the move can mean one of several things, depending on the move.
A: Simply being on the hate list of the monster when it performs it. Generally these would be self buffing moves, AoE attacks, etc.
B: Receiving the attack directly
or C: Receiving the attack and not evading it, which means if one had Utsusemi up when the attack is performed and shadows absorb it, the attack does not count. This is reserved for the most difficult of Dynes to learn.
The dancer then travels out into the wild in search of an opponent to learn this move from. The opponent must be strong and skilled enough to grant the Dancer experience points. There is no point in trying to learn the move from a weak opponent! They then engage and fight their opponent, and every time they use it the dancer carefully observes and watches the moves. Eventually, having seen the move enough times, they will adapt it to their repertoire of dances and gain a new Dyne!
However, in order to take on and learn higher tier Dynes, a dancer must start at difficulty level 1 Dynes and learn a certain amount before unlocking Tier 2, then Tier 3, etc etc. Not all of them, but about half of the list.
Here are some examples of Dynes I can think of from the top of my head:
Critical Plunge: ★★★★☆
Performs a low accurate physical attack with a dramatically high chance of performing critical damage and stunning the opponent.
Cost: 45 TP
Requirement:
Survive 100 throat stabs from Tonberries
Feathered Guard ★☆☆☆☆
Grants you temporary invulnerability to having your TP drained
Cost: 25 TP
Requirement:
Observe 300 Feather Tickles from Colibri
Dark Slash ★★★☆☆
Performs an attack with low accuracy that blinds opponent
Cost: 30 TP
Requirement:
Observe 100 Black Clouds
Rapid Fire ★★☆☆☆
Performs 5 highly accurate attacks in quick succession, lowers opponents accuracy
cost: 50 TP
Requirement:
Observe 100 Slipstreams
Finally, if a dancer ever does manage to learn all of the Dynes, they can unlock a series of quests to learn the ultimate of all Dynes, One Man Army!
First, the player must be far enough in the Wings of the Goddess plot to have met the dancer troupe and Lilessete. Upon talking to present Laila, she talks about how the leader of the troupe was the most amazing dance teacher she ever met, and if only you could have met him.
One ventures in the past to southern San d'Oria's tavern, where you originally met the leader of the troupe. Upon clicking the door you get a cut scene where the troupe leader requests you to return when you look like a dancer to him.
Return and click on the door again geared in your full artifact armor, and he decides to let you join the group if you can prove your worth as a dancer. You show him your copy of “The Essence of Dance” and he decides to let you join. You explain your situation and he tells you about an incredible dance he is attempting to teach his troupe, the Tarentella. He decides to see if you can master the dance, and you of course being a willing adventurer, agree to take on the challenge.
Your first task is to take a dagger given to you by Troupe Mayakov's leader and perform 10 of each dyne while wielding it. This will be record like weaponskill points, except via dynes. Return the knife to him after to complete the first step.
Second, you are given back the knife, now imbued with the power of your Dynes, and you must travel to the farthest tip of Beaucidine Glacier and hold up the knife (trade it to a ???)
A large Amphiptere spawns, requiring at least a full alliance of level 85+ members to kill, and commences attacking. After beating it, your character feels he is ready for the Tarentella.
You return to Southern San d'Oria [S] and talk to the troupe again, and Lilesette decides to test you. You head to Vunkerl Inlet and enter Everbloom hollow. Inside you face off against Lilessete. You must use everything in your arsenal to defeat her, solo.
After taking her down to 25% she concedes you are ready, and you learn the Tarentella. Then you return to the present and speak to Laila. You show her the Tarentella and she applauds you, then asks you if your ready to learn the Dancer's ultimate attack. You of course agree, and she teaches it to you.
Your character then has access to the ultimate of all dynes, the only one to measure up to Grand Lethal. The attack consumes 300 tp to perform an incredible 8 hit attack that cripples the opponents defense, evasion, attack, and accuracy. Coupled with a very potent stun and a temporary paramter enhancemnt for all party members (all stats+10) this attack is the ultimate of all moves for any Dancer's arsenal.