Dancer
|
|
Job Base(s): |
Archer
|
Job Type: |
2-2
|
Race: |
Human
|
Changes At: |
Comodo
|
Number of Skills: |
18
|
Total Skill Points: |
91
|
Total Quest Skills: |
1
|
Job Bonuses
|
STR |
AGI |
VIT |
INT |
DEX |
LUK
|
+2 |
+7 |
+3 |
+5 |
+5 |
+8
|
|
Overview
Rhythm and balance are qualities cultivated by all Archers, however, only the truly talented are allowed to learn the secret steps of the Dancers. These scantily clad seductresses gain the power to influence the minds of allies and enemies alike.
It is said that time slows down when a Dancer starts to move her hips to the sound of some mysterious tune; that those watching may lose control of their bodies and find their magic reserves either greatly improved or gone altogether. Where their male counterparts, the Bards, are more bent on support, Dancers specialize at disruptive maneuvers, which make them an invaluable asset in the War of Emperium.
Supporting with a Bard or Dancer requires a different approach than other classes. Music-based buffs are mostly percentual values, as opposed to the absolute values of Priest buffs. Despite their supportive role, one should not forget that Dancers are also capable of dealing good quantities of damage, one of their main advantages over Huntresses is their immense SP pool which allows them to continually use Double Strafe instead of normal attacks, ensuring decent damage output.
To understand how to build a Bard or Dancer, knowledge of all their skills is needed. In general, there are 2 types of skills for both a Dancer and a Bard; skills which can be sung or danced without a partner of the opposite gender and those where the player needs another Bard or Dancer respectively.
As a Dancer, only whips, daggers and bows are available for weapons, whereas Bards can use instruments instead of whips.
Unbarring Octave, Dazzler, Pang Voice and Charming Wink are usable regardless of weapons.
Job Change Guide
See Dancer Job Change Guide for detailed information.
Changing into a Dancer from an Archer requires the player to complete a number of tasks:
- Item Collection
- Written Test
- Dance Test
After completing these tests, the player will be transformed into a Dancer. This takes place in Comodo.
Builds
Dancers are an interesting class due to having two "modes", support and battle. Support mode uses a Whip to play songs with (and usually a Shield with Racial Reduction Cards for defense, while battle usually involves using a Bow. Because of this, it is generally recommended to put the primary Whip, a Dagger (for song flashing), the primary Shield (equipping the Bow will remove the Shield), and a Bow all into easily accessible hotkeys.
Gypsy's Kiss / Support Build
- STR: 1
- AGI: 1+
- VIT: 60-80
- INT: 60-80
- DEX: 80-99
- LUK: 20-40
Gypsy's Kiss is the most popular Dancer song for PVM purposes, as it lowers the SP cost of the party. DEX improves damage for any offensive skills. INT is helpful for upkeeping SP. VIT is necessary for survivability / HP pool. AGI is optional, but does provide some song bonuses as well. Some Dancers may also already have AGI from leveling as an Archer for the ASPD / FLEE.
Arrow Shower Build
- STR: 1
- AGI: 1+
- VIT: 60-80
- INT: 40-60
- DEX: 80-99
- LUK: 20-40
The Archer skill Arrow Shower is only AoE accessible to a Dancer, but still offers good damage even up to level 99. With HP Healing Items, this build can AoE level very effectively and quickly. This build can actually have similar or identical stats with a support oriented build, and it is simply the equipment that differs. Double Strafe still offers very high single target damage output.
AGI Build
- STR: 1
- AGI: 80-99
- VIT: 40-60
- INT: 30-50
- DEX: 80-99
- LUK: 20-40
This build is generally recommended for newer players with less funds. This Bard build is specialized on single target ctrl-click killing, which uses minimal HP / SP Healing Items. Note that Double Strafe can be spammed quicker with higher AGI (and ASPD as a result) as well.
Tactics
Dagger switching, or Dagger Amping is a popular technique used among Dancers to stop a song. By switching to a dagger while performing a song, the song is immediately interrupted. While is has the same effect as Amp, switching weapons can be done at any time, where as Amp requires both SP and can only be used 5 seconds after the song has started. Although it is also possible of to cancel a song by equipping a Bow, changing to a Dagger has the advantage that the Bard's shield does not become unequipped in the process.
Flashing is a tactic used to make full use of the Dancer. The Dancer casts a song for an instant, then dagger or bow switches to a damage or status dealing configuration to participate in combat. This works because a song's effect stays on players for about 20 sec after a person leaves the song's AoE. One can also flash by moving around a large formation of players with a single song up.
Song flashing is somewhat complicated and can be confusing however. If a song is replayed before the 20 seconds is over, the buff does not restart. If another person receives a song buff, then the Dancer cancels it at 19 seconds, the effect will only last for one more second, instead of an additional 20 seconds (to total 39 seconds). The effect will only be refreshed 20 seconds after the other person initially touches the song area of effect. So if the Dancer plays the song with the person being buffed within it, then immediately cancels it, the other person will stay buffed for 20 seconds. After 20 seconds or more (21+ seconds to be safe), the Dancer can play the song again to give the buff to the other person again. This is extremely hard to keep track of without external timers / resources, so sometimes Dancers just permanently keep the song on. If the Dancer does wish to use offensive skills while not playing the song, they can do it by feel and play the song for a couple seconds each time, and replay it when it feels about 20 seconds or more since the last time the song was played.
Skill Build Recommendations and Breakdowns
This is the standard build of all Dancers:
- Encore 1/1
- Amp 1/1
- Gypsy's Kiss (the main party support spell)
- Sling Arrow 5/5 (optional)
- Dance Lessons 10/10
- Dazzler 5/5
- Mental Sensing 5/5 (optional. once in a blue moon you might find a bard to cast this with. most skip it though)
- Lady Luck 10/10
Ensemble skills are generally useless as a Dancer and the chances of another performer being in party is very slim. Any abilities not listed are probably not worth learning as a Dancer.
- Slinging Arrow is the ONLY skill that Dancers can cast while under the effect of Ensemble Fatigue. As a leveling spell, it deals much more damage than Double Strafe. It's a fantastic leveling spell for those wishing to level with a whip and shield for the full 'Performer' experience. It is counted as a ranged attack, so using Archer Skeleton cards WILL boost the damage.
Equipment
Kingdom Guild Equipments Quests
- Main article: Kingdom Guild
Kingdom Guild Equipment is a great series of starter equipment. All items have 1 slot, carry different bonuses, and are enchantable.
Class Data
Skills
See Archer Skills for first class skills.
Solo Skills
Skill |
Description |
Levels |
Type
|
|
Applies a buff that reduces the SP cost of Performance Skills. |
1
|
Active
|
|
Increases damage, CRIT, and max SP with Whips. Also increases Movement Speed during Ensemble Fatigue. |
10
|
Passive
|
|
Inflicts Stun effect on monsters and party members within caster's view by chance. |
5
|
Active
|
|
Recast the last Performance Skill that was cast at half of the SP cost. |
1
|
Active
|
|
Applies a buff that increases HIT of all nearby players. |
10
|
Active
|
|
Applies a buff that increases max SP while reducing the SP consumption for all nearby players. |
10
|
Active
|
|
Deplete SP of all targets within the 7x7 area of effect. |
5
|
Active
|
|
Applies a buff that increases the CRIT rate and Critical Damage for all nearby players. |
10
|
Active
|
|
Use an whip-class weapon to do ranged damage to a single target. |
5
|
Offensive
|
|
Decrease attack and movement speed of all enemies within the 7x7 area of effect. |
10
|
Active
|
Ensemble Skills
Ensemble skills need the two performers to be within 9x9 range of each other. After casting an ensemble skill both performers suffer from Ensemble Fatigue for 30 seconds, this slows down their movement speed and attack speed, as well as blocking them from using other skills except Melody Strike or Slinging Arrow. When an Ensemble skill is performed by a Bard and Dancer, the lower level of the Ensemble is performed. (i.e. when a Bard that has learned Acoustic Rhythm Lv.5 performs the skill with a Dancer that has only learned Acoustic Rhythm Lv.3, the Bard and Dancer will perform Acoutic Rhythm Lv.3)
Skill |
Description |
Levels |
Type
|
|
Create a 9x9 area that gives Fire, Water, and status effect resistance to Party Members within range. |
5
|
Active
|
|
Party members within this skill's 9x9 area will have increased ATK and DEF for the skill's duration. |
5
|
Active
|
|
Create a 9x9 area where all players and non-boss monsters cannot use skills. |
1
|
Active
|
|
Reduces all DEF derived from the VIT stat to 0 for all enemies within the 9x9 area of effect. |
1
|
Active
|
|
Provides a bonus of DEF-ignoring damage to all players within the 9x9 area of effect, as long as they're wielding level 4 weapons. |
5
|
Supportive
|
|
Sing a dreamy song to put enemies in a 9x9 area to sleep. |
1
|
Active
|
|
Increases the EXP earned from monsters killed in the 9x9 area of effect. |
5
|
Active
|
|
Cast a 9x9 cell area around the casters that nullifies item costs for most skills. |
1
|
Active
|
Quest Skills
Skill |
Description |
Levels |
Type |
Job Level Requirement |
Quest
|
|
Wink at a specific target, charming them for 10 seconds. |
1
|
Active |
40 |
Charming Wink Quest
|
Job Bonuses
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8
|
STR
|
3 |
28 |
|
|
|
|
|
|
AGI
|
2 |
10 |
11 |
24 |
30 |
35 |
48 |
|
VIT
|
17 |
33 |
43 |
|
|
|
|
|
INT
|
5 |
13 |
21 |
40 |
47 |
|
|
|
DEX
|
6 |
9 |
16 |
20 |
41 |
|
|
|
LUK
|
1 |
7 |
15 |
19 |
32 |
38 |
46 |
50
|
ASPD
External Links