Updating 201: The Damage Dealing Archetype
In situations where dancers can function as a damage-dealing class, it may surprise you that they are actually quite potent damage dealers. Blistering attack speed, high critical hit rate, critical attack bonus, and a high multi-attack rate (when Saber Dance is active - which it will be if you're functioning under this paradigm) bestow upon dancers firepower like they have never seen before. On top of this, dancera have a plethora of offensive abilities at their disposal and they have gained access to a great deal of powerful offensive equipment and weaponry.
The obvious downside here is that Saber Dance restricts access to waltzes. That said, Square-Enix has not done a lot to make the dancer miss them. Shared timers and a pathetic curing formula has left waltzes sitting in the dust wondering when they'll be useful again for more than emergencies and solo play. Square-Enix seems to have realize this, however, and have turned to beefing up the dancer's offenses to compensate (either that or they're just incompetent, which is an equally plausible explanation). This strategy has been hit-and-miss and remains pretty controversial with the playerbase.
While we're on the subject of damage, however, let me make something extremely clear that applies to every battle archetype:
NO MATTER WHICH ROLE ONE IS PORTRAYING AS A DANCER, YOUR GOAL IS TO MAKE AS FEW OFFENSIVE SACRIFICES AS POSSIBLE WHILE STILL EFFECTIVELY AND EFFICIENTLY MEETING THE DEMANDS OF YOUR CURRENT POSITION IN THE GROUP.
Allow me to clarify, because it may seem out of place for a main healing dancer, for example, to worry about his or her offenses. As a dancer, you are a front-line class. You must justify your presence on the front line. As a main-healing dancer, if you are not contributing a worthwhile amount of damage to the party, then you are just a gimped white mage who is forced to stay at range, and increases the enemy's rate of TP gain for a less-than-favorable damage tradeoff. Why would you bring a front-line supporter who offers less support than a back-line supporter
and contributes poorly to the front line? Well, you wouldn't, and that's the point. Similarly, while soloing, you want to optimize your damage output while keeping it balanced with your survival. In other words, you want to be
just defensive enough -- if you're more defensive than you need to be, well, that's just wasted defensive effort that could have been put into offense. It's rather appropriate that dancers are subject to a perpetual balancing act, don't you think?
Anyway, here are your dancing goals for the damage-dealing battle archetype:
Contribute to the front line by optimizing your damage output
Maintain fully-merited Haste Samba to boost both your own effectiveness and that other front-line classes
Light debuff support through the use of steps, albeit mostly as a byproduct of collecting finishing moves
This pretty much directly implicates that you will be using Saber Dance. Which brings us to an important point:
Playing the Dancer class as a damage dealer essentially depends on having mage backup. As a result, we must justify bringing a dancer over some other damage-dealing class:
Dancers are relatively survivable, taking less damage than many other damage dealers.
Even in full-on DD mode, dancers provide support to other classes through Haste Samba and the significant bonuses of Steps.
Dancers change gears very easily, making them ideal for events such as Salvage, Nyzul Isle, and Dynamis where enemies are high in number, but low in power, and conditions are highly variable.
Contrary to popular belief, the damage output of the Dancer class is very competitive with the more popular damage-dealing classes, at least assuming aftermath is viable.
*The WAR/SAM/MNK/DRK onry crowd is going to disagree heavily with this statement, but I give fewer *** than Julie Andrews does while spinning happily through a field of wildflowers in alpine Austria. Properly played and geared, Dancer will provide similar damage output to a MNK.
What you need to optimize as a Damage Dealer:
Competitive Daggers. Twashtar, Coruscanti, Thokcha come to mind. Aftermath is a huge boost if you can take advantage of it.
Saber Dance unlocked. Preferrably 5/5 with Etoile Tights +2
High-tier WS sets.
Warrior support job for harder content, Samurai support job may win out for easier content.
Guts. You need to have the gall to be extremely aggressive.
Efficient macro setups.
It's also important to note that without efficient macro setups, and
very good gear, you will not be competing with the heavy hitters. So, don't be surprised if you (as a new dancer) aren't able to provide the damage output I've hyped up, or if you (as an observer) don't see a Dancer performing as well as I've mentioned. It's something for which one has to do a lot of work, and a lot of learning, to accomplish - especially since it's so contrary to our "classic" position in battle.