Dancer · 5 machines

Five FFXIV Dancer (Dawntrail 7.x) mechanics drawn as bench machines. Each figure runs a short tour on its own and pauses when scrolled away; press its buttons (or focus it and use the keys named in its label) to drive it yourself.

Steps already danced on the board, the tile just stepped on, the dancer on a finish, Finish-ready pinPrompt board (a column per tile, a row per step), four step tiles, home pad, 15 s dialA prompt board and a dance floor as the Dancer's steps in FFXIV (Dawntrail). Standard Step prompts 2 steps and Technical Step 4, drawn from Emboite, Entrechat, Jete and Pirouette (red, blue, green and yellow in game; 1 to 4 studs here). Each row of the board is one step in order and its peg sits over the tile to dance. Dancing lasts up to 15 seconds and the finish pays for every correct step: Standard Finish 360, 540 or 850 potency for 0 to 2 steps, Technical Finish 350, 540, 720, 900 or 1,300 for 0 to 4. The prompts are random here as in game; the dial runs fast.
Standard Finish ring (dancer and partner), Technical Finish ring (all in range), live dials, ready pinsParty pads, the partner cable, Technical step selector, 60 s and 20 s dials, three ready pinsParty pads as the Dancer's two finishes in FFXIV (Dawntrail). Standard Finish after 2 steps gives the Dancer and the Dance Partner only 5% more damage for 60 seconds (2% after 1 step), along the partner cable, and grants Last Dance Ready. Technical Finish reaches everyone within 30 yalms for 20 seconds: 1%, 2%, 3% or 5% for 1 to 4 steps (the selector), and grants Flourishing Finish (Tillana) and Dance of the Dawn Ready (the three pins: Last Dance, Tillana, Dance of the Dawn). The recasts (30 s and 120 s) are not enforced and the dials run fast.
The boom's tether to the Dance Partner, Devilment rings on the dancer and partner, HP columns just healedDancer's pad with the boom post, party pads with HP columns, 20 s Devilment dialCuring Waltz spreading from the dancer and from the partnerA swinging boom as the Dancer's Closed Position in FFXIV (Dawntrail). It designates one party member as the Dance Partner, and the Dancer then shares Standard Finish, Curing Waltz, Devilment and Finishing Move with them. Devilment raises critical hit and direct hit rate by 20% for 20 seconds on both. Curing Waltz heals everyone near the Dancer (300 potency), and the partner heals everyone near them too, so a well-placed partner reaches people the Dancer cannot. Reusing Closed Position (or Ending) moves the boom. The heal radius, HP and timers are illustrative.
Esprit collar at 50 or more, the whirling blades, Dance of the Dawn Ready pinFeed lines from every pad, the 20-mark Esprit column with its 50 stop, saber spinner on its postA hopper column and a spinner as the Dancer's Esprit Gauge in FFXIV (Dawntrail). While Esprit is up (after Technical Finish for the party, or Standard Finish for the Dance Partner), the Dancer's own combo and proc weaponskills add 5 or 10, and each party member's weaponskill or spell has a chance to add 10 (the pulses along the feed lines). Saber Dance spends 50 for 540 potency. After Technical Finish, Dance of the Dawn Ready turns the next one into Dance of the Dawn (1,000), and Tillana adds 50 at once. The pulse rate is illustrative.
Fan blades whose effect is up, Fourfold Feathers in the rack, the 30 s dial while procs lastFolding fan of five blades on its stand, four-feather rack, 30 s dialA folding fan as the Dancer's Flourish in FFXIV (Dawntrail). Flourish opens five blades at once for 30 seconds: Flourishing Symmetry (Reverse Cascade, 280), Flourishing Flow (Fountainfall, 340), Threefold Fan Dance (Fan Dance III, 220), Fourfold Fan Dance (Fan Dance IV, 460) and Finishing Move Ready (Finishing Move, 850); each action folds its blade. Reverse Cascade and Fountainfall each have a 50% chance to add a Fourfold Feather (up to 4), and Fan Dance spends one with a 50% chance of Threefold Fan Dance. Flourish has a 60 s recast, not enforced here.