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Jigs details for Chocobo Jig  

Jobs/Level:Dancer, lvl 55
MP cost:0
Element:None
Duration:N/A
Reuse:Instant
Cast time:Instant
Target Type:Self
Description:Recieve flee effect.

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Note.
# Mar 10 2009 at 9:52 AM Rating: Decent
Does not stack with Flee.
note...
# Jun 03 2008 at 6:52 AM Rating: Decent
another thing to note is that this jig will not actually be active if you cast it while youre on autorun. you must stop first cast it and then run agian for it to actually take effect. if you cast it while youre autorunning ull just continue to run at normal pace till you stop and move again.
note...
# Jul 04 2008 at 12:16 AM Rating: Decent
35 posts
Quote:
another thing to note is that this jig will not actually be active if you cast it while youre on autorun. you must stop first cast it and then run agian for it to actually take effect. if you cast it while youre autorunning ull just continue to run at normal pace till you stop and move again.



You make it sound like chocobo jig won't go into effect if you're on auto-run. It's true that you have to reset your auto-run once your movement speed increases, but that's true with anything that increases your movement speed such as the thief job ability Flee.

on another note, they really need to change this description of Chocobo Jig. It doesn't give a flee effect, it gives a Quickening effect. As with other quickening effects from such items as Sprinter Shoes (quickening effect of movement speed +12%), the effect wears off if you engage in combat or get aggro. The increase to movement speed for chocobo jig is 25% and it stacks with equipment that increases movement speed. (in sandy I move 37% faster with kingdom aketon and Chocobo Jig active.) As mentioned below this does work in Dungeons unlike Chocobo Mazurka and lasts for 2 minuntes with a 1 minute recast timer.

Hopefully this helps clarify any questions as to how Chocobo Jig works. I leveled Dnc to 55 just to gain access to this ability, and it's made traveling around cities while crafting SOOOOO much easier. 55 DNC/ 27 Thf FTW!
Zone/dance
# Dec 06 2007 at 12:37 PM Rating: Good
48 posts
Chocobo Jig remains active upon zoning, it also has the animation of the crazy tapdanceish dance.
gimped
# Dec 01 2007 at 8:37 PM Rating: Good
most likely gimped, flee is for thf running away from mobs, chocobo stuff is just to get u somewhere faster
Flee?
# Nov 24 2007 at 7:46 PM Rating: Good
Anyone know if this is like actually "Flee" or is it gimped like Mazurka?
Flee?
# Dec 02 2007 at 1:53 PM Rating: Good
*
60 posts
Mazurka isn't really gimped, true when getting away
fast Flee is faster, but on the longer run, Mazurka is
better, since Flee only lasts 30 seconds, Mazurka can
last like a minute and recast is right away by then.
Flee?
# Dec 03 2007 at 1:37 AM Rating: Good
Ayten wrote:
Mazurka isn't really gimped, true when getting away
fast Flee is faster, but on the longer run, Mazurka is
better, since Flee only lasts 30 seconds, Mazurka can
last like a minute and recast is right away by then.


Mazurka is lost once you get attacked, flee isn't. This makes Flee better in the situation described.

The actual speed enhancement from this jig is equivalent to Chocobo Mazurka. It lasts 2 minutes and has a 1-minute recast. Unlike Mazurka, it works in dungeons. Like Mazurka, it is lost when you are attacked. It does not stack with Mazurka.
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