note : Our FFXIV Job guides for Endwalker are based on our preview fourth dimension with the newfangled expansion. As such, we might make minor changes after the wax release, based on new information or changes to the live crippled with Patch 6.0. meanwhile, if you ’ re strictly matter to in Endwalker Job changes, we have a feature detailing all new DPS abilities and reworks here !
Dancer Basics (Just Click the Shiny Buttons)
Among all the FFXIV damage-dealers, Dancer might merely be the simplest. They must obey the rhythm and you, in turn, must obey the random “ procs ” that appear on your hotbar as you play. Whenever Dancer uses a basic attack skill, they have a 50 percentage chance of triggering what is essentially a stronger version of the same skill. This type of random opportunity or buff is called a proc, and proccing forms the anchor of any Dancer ’ randomness direct attacks .
Take Cascade ( Lvl. 1 ), for example. This is the most basic Dancer ability. It deals a small come of damage to a single aim at range. It combos into the skill Fountain ( Lvl. 2 ) just like so many melee and ranged attacks in FFXIV — meaning Fountain will deal greater damage if you use it soon after Cascade, as indicated by the glowing, dotted line around the skill. Simple stuff !
however, Cascade besides has a 50 percentage opportunity to proc Flourishing Cascade. This is a 20-second fan that allows you to use the skill Reverse Cascade ( Lvl. 20 ) as if it were a normal jazz band attack, like Fountain, as indicated by the same dot pipeline on the skill on your hotbar. Reverse cascade does the lapp wrong as Fountain, but also has a 50 percent chance of generating a Fourfold Feather. This is the basic resource for Dancers to cast even more potent attacks — only it ’ s stuck behind not one, but two separate 50 percentage chances .
Fountain besides has a follow-up attack that you can use at random : Fountainfall ( Lvl. 40 ). This does the most damage out of the four basic attack skills and also has a prospect to generate one Fourfold Feather .
This is a slightly complicate direction of saying something that appears dead simple in-game. Use Cascade → Fountain to deal price. sometimes, Reverse Cascade and/or Fountainfall will glow on your hotbar, indicating you can use them. Put even more just : always press the glowy buttons. Glowy buttons do more damage and create feathers that you can spend on even more damage .
Your glowy release priority should be : Fountainfall ( most wrong, plus a 50 percentage chance of a Fourfold Feather ) > Reverse Cascade ( tied for second-most price, with a 50 percentage chance of generating a Fourfold Feather ) > Fountain ( tied for second-most damage, with a 50 percentage gamble of proccing Fountainfall ). then, fall back on cascade when there are no more bright squares to press !
When fighting groups, you can alternatively use Windmill ( Lvl. 15 ) and Bladeshower ( Lvl. 25 ). These are area-of-effect ( AoE ) versions of your main attacks, but the principle is precisely the same. Windmill combos into Bladeshower and can proc Rising Windmill ( Lvl. 35 ). Whereas Bladeshower can proc Bloodshower ( Lvl. 45 ). With the liberation of Endwalker, single-target attacks ( e.g. Cascade ) can proc the AoE equivalents ( e.g. Rising Windmill ) and frailty versa. There ’ second no substantial gameplay benefit to this beyond quality-of-life, but it ’ s a nice exchange !
Let the Feathers Fly (Off the Global Cooldown)
While you ’ re using these Global Cooldown ( GCD ) skills, you can “ weave ” off-Global Cooldown ( oGDCD ) abilities into the mix. These are skills that have their own recast timers, so they can be used whenever they ’ rhenium available — even and especially when your convention attacks are still cooling down. This proficiency is called weaving among the FFXIV community ( or double-weaving, as it ’ sulfur called when you use two oGCD skills in short sequence ) .
You can find a glossary of terms like weaving and oGCD in our FFXIV glossary, by the way .
Weaving is critical to dealing the most damage-per-second possible. And since Dancer is a DPS class, you ought to get dear at it. fortunately, the Job continues its simpleton streak with evenly simple oGCD attacks : Fan Dance ( Lvl. 30 ) and Fan Dance II ( Lvl. 50 ). These consume one Fourfold Feather each to deal damage. They can be recast about instantaneously, besides — allowing you to weave them pretty much seamlessly, therefore long as you have Fourfold Feathers .
Fan Dance is a individual aim assail, while Fan Dance II hits enemies in a circle around you. appropriately, the latter skill is mathematically good when attacking two or more foes. If you ’ ra contend equitable one enemy ( such as a emboss ), constantly use a normal Fan Dance .
You can hold a utmost of four Fourfold Feathers to use on Fan Dances at one time, though you can generally spend them equally soon as you get them. You can besides theoretically hold onto them all until Dancer has one or more price buffs active. however, try to keep no more than three Fourfold Feathers in reserve at one time. When carrying the maximal of four, any Fourfold Feathers you would generate from an attack is alternatively lost, since there ’ s no room to hold more. This is called “ overcapping ” and is broadly frowned upon by… well, everyone. Any Fourfold Feather you lose is a Fan Dance you don ’ metric ton cast !
Fan Dance and Fan Dance II have their own 50 percentage proc, arsenic well. Either skill can trigger Flourishing Fan Dance, which lets you cast Fan Dance III ( Lvl. 66 ). This is good a more mighty hybrid of both skills, dealing big damage to a individual target and reduce hurt to any early enemies nearby .
Endwalker added an about identical skill called Fan Dance IV ( Lvl. 86 ). It does more damage than any early Fan Dance, but it only procs after using the skill Flourish ( Lvl. 72 ), which is on its own 60-second cooldown. Flourish actually procs every random skill at once, besides, so you can use it to deal a crowd of damage at once. This feels particularly great after getting screwed out of nine straight Reverse Cascade procs .
Devilment ( Lvl. 62 ) functions similarly to Flourish. It ’ s an oGCD fan with bivalent the cooldown ( two minutes ), but grants 20 percentage bonus Critical Hit and Direct Hit Rate to the Dancer and whichever ally they designate as their “ dance partner ” with the skill Closed Position ( Lvl. 60 ). even the Dancer ’ sulfur damage yellowish brown is based on random casual ! What ’ s not random is the Endwalker skill Starfall Dance ( Lvl. 90 ), which is yet another damage skill that hits one target hard and all other nearby enemies in a straight line for 50 percentage of that effect .
note that Closed Position is permanent until you deactivate the skill. Most of the clock time, you ’ ll designate a dance partner at the start of a crusade and not think about this skill again .
DDR (Dance, Damage, Repeat!)
Speaking of dance partners, let ’ s lecture about where this Job gets its name. Dancing is another simple, random ability type unique to the course. It largely boils down to precisely two skills : Standard Step ( Lvl. 30 ) and Technical Step ( Lvl. 70 ) .
The first skill is available every 30 seconds and should be used pretty much every 30 seconds. standard Step makes about every other Dancer carry through unavailable for a short circuit clock time while tasking the actor with pressing a sequence of ( you guessed it ) random attack buttons on their hotbar. The adjust sequence is indicated by more radiance proc outlines. You just need to press what you ’ ra told twice — like an extremely simple rhythm game — before activating Standard Step again .
Every button in the sequence will have a glowing proc outline, including the second compress of Standard Step ( which is technically called “ Standard Finish ” at the end ). This makes it highly unmanageable to mess up a dance. so long as you don ’ triiodothyronine panic or have accessibility needs FFXIV may not provide for this class .
Finishing the dance will deal huge damage to one nearby foe and 75 percentage less to nearby enemies. It besides provides a 5 percentage damage buff to all attacks performed by you and your dancing partner ( less if you mess up the Standard Step sequence ) .
technical Step is about identical to Standard Step. It plainly does more wrong, has a longer cooldown of two minutes, and requires you to press four semi-random buttons rather of two. It besides provides up to 5 percentage supernumerary wrong to your entire party when they ’ rhenium standing close adequate. Once you, uh, finish with Technical Finish, you can besides execute yet another powerful AoE attack called Tilana ( Lvl. 82 ). This refreshes the buffet from Standard Step equitable for beneficial standard .
You want to use both dances angstrom frequently as possible — even if you don ’ t need to refresh the durable buff from Standard Step. The damage that both skills deal when they “ eat up ” is always greater than anything else you can be doing. Dancers got tantalum dancing, after all !
One supernumerary bonus from Standard Step and Technical Step is that it activates your “ Esprit Gauge. ” This is a yellow Job estimate that gradually fills up whenever you or your dancing partner use a skill. It ’ s basically just a resource you can burn to cast the simple AoE attack Saber Dance ( Lvl. 76 ) any clock you have 50 Esprit or more. For all its many travel parts, Dancer remains kind of a one-trick shot glass .
Feel the Healing Beat ( and the Shielding Beat )
Endwalker does let the Dancer lean a bit more into a hybrid identity. Whereas the Bard has increased damage-boosting skills, Dancer has a copulate more options for healing and defense .
Curing Waltz ( Lvl. 52 ) is a bare AoE mend with a 60-second cooldown. One unique antic to it, however, is that the restoration radiates out of both the Dancer and their dance partner. It ’ s an oldie but a goodie !
Shield Samba ( Lvl. 56 ) is besides an AoE, but it barely reduces damage taken by yourself and nearby party members by 10 percentage. The impression is wholly unaltered in Endwalker — and it still lasts 15 seconds — but now at Level 88, the cooldown is reduced from two minutes to 90 seconds .
then, there ’ s the curious duck known as Improvisation ( Lvl. 80 ). This skill was largely reworked for Endwalker. It still asks the Dancer to stand in invest for up to 15 seconds ( moving or using another action will cancel the while ), but now you gain one push-down storage of an effect called Rising Rhythm every three seconds. The buffet can increase up to four times until you ultimately cancel the motivate with improvise Step ( which functions just like the Standard and Technical versions ). The Dancer and nearby party members will gain up to a 10 percentage HP barrier if the skill finishes with all four stacks .
even before that crescendo, the Dancer and nearby allies will regenerate health for a long as you channel improvisation. This seems great for downtime and for those long animations where a boss hits the party with a big AoE attack .
last, while not a traditional mend skill, Dancer gets En Avante ( Lvl. 50 ). This just causes you to dash advancing in whichever direction your Dancer is facing. At Level 78, you get astir to three charges of this skill to use however you like ( be it dodging attacks or getting back into scope of the fight ) .
Prioritize Your Procs (but First Your Damage Buffs)
Because the Dancer is so completely reliant on random find, there ’ s not much you can do but follow the beat. That means prioritizing certain skills more than finding a utilitarian script to follow in some kind of rotation .
You typically want to start with Standard Step for the large price and the 5 percentage buff on far hits. once that ’ randomness in place, you ’ ll boost Technical Step for an even bigger outburst and another layer of damage buffs before flourish gives you guaranteed uses of your more basic skills. For this reason, it ’ mho credibly better to use Standard Step first. Devilment can besides make those blows rain harder if you get any crits or direct hits .
As mentioned above, however, you can ’ thyroxine use other skills while dancing Standard Step and Technical Step into being, so you may wish to avoid using Devilment right before either dance — rather giving yourself more chances to land more randomly boosted hits. Though if you do get a Critical Hit on either of the coating moves, it ’ sulfur reasonably juicy .
public speaking of which : Starfall Dance is always a guarantee critical send reach ( which makes smell given that it basically combos out of Devilment ). Since you can only use Starfall Dance during this window, make certain that you do so, but consider holding off a snatch. The critical Hit and Direct Hit Rate stat buff from Devilment only lasts 20 seconds, while S tarfall Dance can be used up to 30 seconds after the ability is cast. Since the skill is a critical lineal hit even without Devilment, fire off other skills in the 20-second window rather. Part of the initial buff is wasted on Starfall Dance. Though it ’ ll still deal a little extra price from the 20 percentage bonus to the Critical Hit stat .
once you have both dances and start build Esprit, Saber Dance becomes your most brawny GCD. You might a well use it rather of fishing for procs, specially as you get closer to overcapping on Esprit .
stopping point but not least, Improvisation is most naturally used during downtime, or if your healers are in a real pickle. You might be able to support a tank with it while person is busy resurrecting dead party members, for example. Shield Samba never hurt anyone playing main tank, either .
On that note : melee DPS Jobs like Monk, Dragoon, and Reaper are prime priorities for close Position. All of your defensive utility abilities ( i.e. Shield Samba, Curing Waltz, Improvisation ) are AoE. On the other hand, the damage buffs from Standard Step and Devilment only affect your partner. As such, tanks can still catch your heals and shields regardless provided you and/or your partner are standing close enough to them. damage classes get the most dynamism out of your price buffs. price for damage !
Dancer Stat Priorities
Dancer follows the like, basic stat rankings as most classes — particularly square DPS Jobs like this one .
Your general club of precedence should be :
Critical Hit > Direct Hit Rate > Determination .
Critical Hit and Determination do largely the same thing ; they increase your damage and bring around. critical Hit is more effective than Determination, so it gets top billing— particularly since Dancer already boosts the stat by 20 percentage with Devilment. That increases not entirely the crit rate but besides the damage, making it still utilitarian for Starfall Dance. Direct Hit Rate, meanwhile, is like a slightly weaker Critical Hit that merely affects damage. It ’ s typically still more valuable than Determination, so it gets the second spot .
Skill Speed doesn ’ metric ton get “ prioritized ” equally among different players, therefore its absence from this layout. You basically add deoxyadenosine monophosphate much to any build up as you feel is necessity ( i.e. how much you can add while still comfortably weave oGCD skills ). But so, indeed much Dancer damage comes from Standard Finish and Technical Finish, so Skill Speed is even less useful on this class than others.
The best food and potions to use change with the tides ( i.e. new recipes with each piece and what you can afford from the market control panel or make yourself ). But, by and large, focus on Strength, Vitality, and that all-important Critical Hit. This made Smoked Chicken the go-to meal by the end of Shadowbringers .
Dancer brings undeniable benefits to any team it joins. At the like clock, it can feel a little… paint-by-numbers when you play it long enough. How much fun you have with the Job might depend on how bored you get barely following the same, random procs every few seconds. If you can get into a rhythm method of birth control, however, reasonably much any group in the game will be happy to include you among its DPS loyalist ! And you get the satisfaction of those explosive dances to boot .
just remember your priorities and use up those Fourfold Feathers. You ’ ll chew through your foes with a devastating flourish. Best of luck ! No, badly, it ’ south all about luck sometimes…