FFXIV Dancer (DNC) General Guide & FAQ (Shadowbringers Update)

Hello aspiring Dancers! In this short and simple guide, you’ll learn all the basics of the Dancer (DNC) job such as Skills & Traits, Job identity, a FAQ, and links to further resources. Hurry and take the first step!

If you’re here on how to unlock Dancer, it’s in the FAQ section. You can also check our FFXIV Job Unlocking & Requirements Guide.

FFXIV Dancer (DNC) General Guide – Navigation:
DNC Actions & Traits List | DNC Job Identity | DNC FAQ | DNC Resources

Dancer Actions & Traits List

Here we will have a “simplified” and “actual” actions list. To help you get a better grasp if needed, and more detailed if desired! IF YOU’RE CONFUSED ABOUT YOUR INITIAL ROTATION: Dancer L60 Rotation.

DNC Actions (Actual)DNC Traits
LvlSkillDescriptionTypeDurationCastRecast
1CascadeDelivers an attack with a potency of 200.
Additional Effect: 50% chance of granting Flourishing Cascade.
*Action changes to Emboite while dancing.
Weaponskill20Instant2.5
2FountainDelivers an attack with a potency of 100.
Combo Action: Cascade.
Combo Potency: 250.
Combo Bonus: 50% chance of granting Flourishing Fountain.
*Action changes to Entrechat while dancing.
Weaponskill20Instant2.5
15WindmillDelivers an attack with a potency of 150 to all nearby enemies.
Additional Effect: 50% chance of granting Flourishing Windmill.
Weaponskill20Instant2.5
15Standard StepBegin dancing, granting yourself Standard Step.
Duration: 15.
Action changes to Standard Finish while dancing.
Only Standard Finish, En Avant, step actions and role actions can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution.
Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
Ability15Instant30
15Standard FinishDelivers an attack to all neraby enemies.
Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
0 Steps: 500.
1 Step: 750.
2 Step: 1,000.
Step Bonus: Grants Standard Finish and Esprit to self and party members designated as your Dance Partner.
Damage bonus of Standard Finish varies with number of successful steps.
1 Step: 2%.
2 Steps: 5%.
Duration: 60s.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution.
Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
*This action cannot be assigned to a hotbar.
Ability60Instant1.5
20Reverse CascadeDelivers an attack with a potency of 300.
Additional Effect: 50% chance of granting a Fourfold Feather.
Can only be executed while under the effect of Flourishing Cascade.
*Action changes to Jete while dancing.
WeaponskillInstant2.5
25BladeshowerDelivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Windmill.
Combo Potency: 200.
Combo Bonus: 50% chance of granting Flourishing Shower.
Duration: 20s.
Weaponskill15Instant2.41
30Fan Dance IDelivers an attack with a pptency of 150.
Additional Effect: 50% chance of granting Flourishing Fan Dance.
Duration: 20s.
Can only be executed while in possession of Fourfold Feathers.
Ability20Instant1
35Rising WindmillDelivers an attack with a potency of 250 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: 50% chance of granting a Fourfold Feather.
Can only be executed while under the effect of Flourishing Windmill.
WeaponskillInstant2.5
40FountainfallDelivers an attack with a potency of 350.
Additional Effect: 50% chance of granting a Fourfold Feather.
Can only be executed while under the effect of Flourishing Fountain.
*Action changes to Pirouette while dancing.
WeaponskillInstant2.5
45BloodshowerDelivers an attack to all nearby enemies with a potency of 300 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: 50% chance of granting a Fourfold Feather.
Can olny be executed while under the effect of Flourishing Shower.
WeaponskillInstant2.5
50Fan Dance IIDelivers an attack with a potency of 100 to all nearby enemies.
Additional Effect: 50% chance of granting Flourishing Fan Dance.
Can only be executed while in possession of Fourfold Feathers.
Ability20Instant1
50En AvantQuickly dash 10 yalms forward.
Max Charges: 3.
Cannot be executed while bound.
AbilityInstant30
52Curing WaltzRestores own HP and the HP of all nearby party members.
Cure Potency: 200.
Additional Effect: Party members designated as your Dance Partner will also heal self and nearby party members.
AbilityInstant60
56Shield SambaReduces damage taken by self and nearby party members by 10%.
Effect cannot be stacked with bard's Troubadour or machinist's Tactician.
Ability15Instant180
60Closed PositionGrants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Devilment, and Curing Waltz with said party member.
Effect ends upon reuse.
AbilityInstant30
60EndingEnds dance with your partner.AbilityInstant1
62DevilmentIncreases critical hit rate and direct hit rate by 20%. Additional Effect: Party member designated as your Dance Partner will also receive the effect of Devilment.Ability20Instant120
66Fan Dance IIIDelivers an attack to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% less for all remaining enemies.
Can only be executed while under the effect of Flourishing Fan Dance.
AbilityInstant1
70Technical StepBegin dancing, granting yourself Technical Step.
Duration: 15s.
Action changes to Technical Finish while dancing.
Only Technical Finish, En Avant, step actions, and role actions can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution during the cooldown of weaponskills, step actions, or finish actions.
Ability15Instant120
70Technical FinishDelivers an attack to all neraby enemies.
Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
0 Steps: 500.
1 Step: 750.
2 Step: 1,000.
3 Steps: 1,250.
4 Steps: 1,500.
Step Bonus: Grants Technical Finish and Esprit to self and party members.
Step Bonus: Grants Technical Finish to self and part members.
Damage bonus of Technical Finish varies with number of successful steps.
1 step: 1%.
2 steps: 2%.
3 steps: 3%.
4 steps: 5%.
Additional Effect: Activates the Esprit Gauge.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution.
Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
*This action cannot be assigned to a hotbar.
Ability20Instant1.5
72FlourishGrants you the effects of Flourishing Cascade, Flourishing Fountain, Flourishing Windmill, Flourishing Shower, and Flourishing Fan Dance. AbilityInstant60
76Saber DanceDelivers an attack to target and all enemies nearby it with a potency of 600 for the first enemy, and 50% less for all remaining enemies.
Esprit Gauge Cost: 50.
Ability15Instant1
80ImprovisationDance to the beat of your own drum, granting Improvisation to self.
Improvisation Effect: Continuously Increases Esprit Gauge while in combat.
The speed at which the gauge increases varies with the number of nearby party members.
Furthermore, HP recover via healing actions for self and nearby party members in increased by 10%.
Effect ends upon using another action or moving (including facing a different direction).
Cancels auto-attack upon execution.
Ability15Instant120
STEP ACTIONS
*These actions cannot be assigned to a hotbar.
15EmboitePerform an embiote.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased. Triggers the cooldown of weaponskills, step actions, or finish actions.
*This action cannot be assigned to a hotbar.
AbilityInstant1
15EntrechatPerform an entrechat.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
*This action cannot be assigned to a hotbar.
AbilityInstant1
15JetePerform an jete.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
*This action cannot be assigned to a hotbar.
AbilityInstant1
15PirouettePerform a pirouette.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.
*This action cannot be assigned to a hotbar.
AbilityInstant1
LvlTraitDescription
30Fourfold FantasyGrants a Fourfold Feather upon landing certain actions. Maximum Stacks 4.
50Increased Action DamageIncreases base action damage by 10%.
60Increased Action Damage IIIncreases base action damage by 20%.
68Improved En AvantAllows the accumulation of charges for consecutive uses of En Avant. Max Charges: 2.
76EspritGain Esprit Gauge when you or your Dance Partner land a weapon skill or magick attack.
78Improved En Avant IIAllows a third charge of En Avant.

See also: Physical Ranged DPS Role Actions.

Dancer Job Identity – Why play Dancer?

Where do I begin!? Dancer is a heavily (RNG…) proc based Physical Ranged DPS class. You’ll be very familiar with coin flips by the time you max your dancer, as “50% chance” is something you’ll pray to multiple deities over.

Aside from that, the DNC has a deceptively high skill ceiling as you can save all your cooldowns and feathers for an extreme burst – plus your support actions which lend to a very high level of personal skill expression.

Get ready to be begged for Dance Partner, though :)

I’ll expand on this as I get more hands on experience with DNC.

DISCLAIMER

DISCLAIMER: This is not meant to be a blurb that aligns with the current meta. That changes from patch to patch. Our goal here is to provide you with an idea of what a Dancer is trying to be, getting cues from both the Developers concrete decisions on job design, as well as our own feedback.

Dancer Frequently Asked Questions

How do I unlock Dancer? I want to be a Dancer ASAP!

  • Quest: Shall We Dance
  • Location: Limsa Lower Decks (9,12)
  • NPC: Eager Lominsan
  • Requirements: Level 60 DoW or DoM
  • Aetheryte -> Aethernet: Lower Decks Aetheryte straight up… it’s near.

After that, it’s as simple as equipping the Dancer soulstone. If you want to be a Dancer as soon as possible, check out our tips in our FFXIV Job Unlocking & Requirements guide. TLDR: Start as Bard.

What crafting or gathering classes go well with Dancer?

It may be sad for newer players, but crafting doesn’t really work this way. As it is now you must level all crafting classes to be a relevant crafter.

However, there is a more practical answer to this. There are ways to level crafting classes “without going all out” for the sole purpose of repairing your gear. In which case you will need the following DoH classes:

Dancer DoH Classes for full repair:
? ? ? ? ?

What class to choose!? Dancer?

This should be addressed by the “Dancer Job Identity” segment above…

Dancer Resources & Links

We will be adding to this ASAP.

FFXIV Dancer (DNC) General Guide – Navigation:
DNC Actions & Traits List | DNC Job Identity | DNC FAQ | DNC Resources

Well that’s about it! At least you can now with confidence say, “My job is a Dancer!”, a sentence many of us wouldn’t think we would utter in our lifetimes.

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