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  • Dark Knight F.A.Q./Guide

    Here's a small guide that I've come up with after reading some of the questions on the board. If any mods out there approve of this and would have it stickied, I'd be extremely grateful. If not... oh well :p

    FREQUENTLY ASKED QUESTIONS

    Why does DRK suck at mid levels?

    - No multi-hit WS's, not even 2-hit. The reason for this is probably because of darkness (soul eater). When the ability is used with a one hit WS, it deals around the damage of a 2-hit WS. Also, it lasts for a full minute, so if kept up, you could deal enough cumulative damage from it to easily match and surpass the damage you're not doing with the WS's that you use without darkness. The downside is that if the WS misses, you get nothing to fall back on and the skillchain is ruined, and that it wastes a lot of MP. Another downside is that some people just don't know.

    - Some DRK switch between 2h sword and scythe often to accomodate parties, so sometimes if they join a party, the weapon they are asked to use hasn't been skilled up for 2 to 3, maybe even more job levels. As a result, they will miss more than normal, and do less damage until the weapon is skilled up.

    - A common starting mistake is to disregard cumulative damage and get this fetish for numbers going. Your WS has only one hit and you can't do that much damage from it. As a result, you do everything you can to boost up one number. You'll notice that some DRK, upon turning level 30, will always stack up Berserk, darkness, and last resort (all of their charge-ups) on one WS, then try to cancel them all as fast as possible, causing the MP of the party to go from full to empty in one burst for only a barely acceptable damage figure. This means that berserk , which could boost normal swings for a good 3 minutes, is wasted, so the average swing isn't as pleasing. Darkness is wasted, since a 6 minute ability that lasts for a minute was just used for one swing, and last resort almost got you killed (also, the rest of your hits and WS's are unbuffed, therefore extremely weak until your abilities recharge). In some cases, the monster will counter with it's special attack (meaning you won't be able to cancel all the charge-ups in time) and the DRK will get one-shotted right there and then because your defense has been reduced from cardboard to tissue. This is a common mistake that even I've made. You've got to resist the temptation to do this. DRK's defense isn't actually that bad, it's just that a lot of people THINK it is for this reason.

    What subs work and don't?

    For levels 1~59, WAR sub is really the only way to go. For info 60 onwards, check out the post I made on subs here: http://www.ffxionline.com/forums/sho...threadid=17827

    What's the best race for DRK?

    Ideally, galka is, but elvaan and hume have their traits that make them just as good, if not better at times. Mithra and taru are the least ideal, but race shouldn't be much of a hinderace for good players, especially for DRK considering how versatile the job is.

    What does it mean that DRKs aren't compatible with THFs?

    Not that they aren't compatible, just that there are other classes that are so much MORE compatible. Of all of the "primary attacking classes," the WS that DRK uses to skillchain with THF is worst of those that other classes use. Note that if you sub SAM, there is no more problem in terms of compatibility, I'll explain later. Another reason is that endgame (65/66~), DRK plays the exact same role as a THF only stronger. You can't have 2 people sneak+tricking, it just doesn't work that way.

    What do you think of my plan, start as WAR, go to 18, then... etc etc etc

    Your track doesn't matter, as long as you end up as DRK with your subs levelled.

    Scythe or 2h Sword, and why?

    2h sword has it's uses at midlevels, but sort of gets pushed out once you get guillotine. However, it makes a dramatic comeback after level 66 with it's 225 WS spinslash.

    Is DRK's defense really that bad?

    On it's own, no. However, good equipment (mainly accessories) for DRK take away a lot of defense, as do the abilities used to charge up attack power. If DRK geared it's equipment towards defense, however, and ate defense food and used defense up abilities, DRK wouldn't do that much worse than WAR in terms of taking damage.

    Compared to RNG, DRG, and SAM, how does DRK fare?

    In terms of damage, RNG always wins... Then the order is DRK > DRG > SAM until level 30, then it's SAM > DRK > DRG, then at level 49 with pentathrust it's DRG > SAM > DRK, then when you hit level 60, DRK > DRG > SAM. DRG is still more useful in parties with THF, however, so they tend to get more invites. SAM... go look and the SAM board and you'll hear them bitching about post-60 :p

    What is HNM and is DRK useful in it?

    Most hard HNM nowadays are best off w/ no melee at all... just a couple of tanks and a THF for drops, and the rest being mages. It's gay, I know. If you're gonna have melee, however, DRK a good amount of spells (stun in particular) that make it useful.

    What is yokodama and why does DRK/THF use it?

    Yokodama is a japanese term, it involves the THF's level 15 and 30 abilities to pass the hate of the next attack onto a designated player. Since guillotine does quite a good amount of damage on it's own, yokodama works with guillotine to put hate on the tank. Previously, yokodama worked with both sneak and trick, now sneak only works behind the monster. As it is now, yokodama's a good trick for passing hate onto the tank without having to worry about front-based ranged attacks, even if some damage has to be sacrificed. Nowadays this technique is mainly just used for NM's and the lot.

    What is hate and why does it matter?

    Hate, or emnity, is the monster's tendancy to hit you. You can get hate from certain abilities, dealing damage to the monster, casting debuffs on it, or healing/buffing someone who has emnity with the monster. The monster will attack the player that has the most hate, so if DRK gets more hate than the tank, then the monster will be hitting the DRK, and thereby wasting MP with healing and making the tank ineffective. Good practice would be to, somehow, keep the tank with the most emnity in the party, so that the monster is always hitting it, thereby keeping MP usage for cures to a minimum.

    What are "arcana" creatures?

    Weapons, pots, dolls, golems, eyes, bombs, stuff like that. They aggro to magic, and some require sneak, some aren't active at all. Beginning you won't see much of these, but as your level gets higher, you'll be seeing them everywhere (Tulia is 95% arcana)

    What do the absorb spells do?

    The spells will temporarily lower the monster's stat and raise yours for about 12 to 15 points initially, then the number counts down gradually until it hits zero and then the spell effect completely goes away.

    What is Guillotine?

    Scythe level 200 (job level 60) WS, 4 hits for 50% TP return, this is DRK's bread and butter WS for a good amount of time. Funny how DRK doesn't get it's bread and butter until level 60. It's well worth the wait, in my opinion.

    What's the deal with cross reaper/spinslash?

    The 225 WS's for scythe and 2h sword respectively. On their own, they're not that great. However, since they deal a good amount of damage with a low amount of swings, THF sub's sneak attack boosts the damage extremely high. Added with a level 3 skillchain attack, sneak+trick cross reaper becomes the best dark skillchain finisher, and sneak+trick spinslash becomes the best light skillchain finisher (though MNK/THF may be able to match this number on bones, but that's only on bones). This makes DRK the ideal nuking WS finisher at the endgame level.

    What about spiral hell and groundstrike?

    The final quest WS's for scythe and 2h sword respectively. Aside from an extra skillchain property each (secondary), these are predominantly just alternate versions of the 225 WS's listed above. On their own, their damage is actually less than the 225 WS's. However, the extra TP damage bonus for the quest WS's multiplies the damage by an insane amount. At 200% or higher TP, these WS's will do more than the 225 versions, so it will be worth using them when you have this much saved up. At 300%, expect to do some serious damage.
    DRK75 / THF37 / WAR37 / RDM60 / BLM31 / PLD11

    ohnoez

  • #2
    Managing Abilities

    Managing Abilities

    Here's a little suggestive guide on how to play DRK, using it's abilities and all.

    Disclaimer: This is how things seem to work best in my experience and through my observations; I may be wrong.

    2h SP: Blood Weapon

    One of the most useful SP's in the game at low levels while soloing, it leeches the HP that you damage the monster for, so if you're losing in a fight, use the ability to avoid a trip to the HP. It's completely wasted on undead, however, so don't try it. In parties, this ability isn't that useful until level 30, then it becomes a very deadly weapon. If used with darkness, it will leech back the HP you lose from darkness AND the base damage of the scythe. Basically, you're hitting for 250 a swing without losing any HP at all, and since your HP stays full, each swing is 100% effective. The faster the weapon, the more effective the SP is. A DRK using a 1h Sword with Blood Weapon and Darkness is comparable to a MNK's SP... A DRK using it with kraken club... ... ... ...

    Unfortunately, the SP doesn't stack with WS's, or else it truly would be one of the best SP's in the game.

    Weapon Bash:

    Make a macro for this that's easy to reach. If the monster is casting a powerful spell, or charging for a very dangerous ability, interrupt it with Bash. If the monster doesn't have any such spells or abilities, feel free to use bash at the end of fights when the monster barely has a sliver of life left. It only does around 20 damage (set amount), so it's funny when you kill the monster with it :p

    Arcane Circle:

    When you're fighting a monster that is "arcana," use the circle to increase your party's protection. A member effected by the circle will occasionally make any arcana monsters attacking it freeze up in panic, similar to the paralysis effect.

    Pre-60 (WAR sub):

    Last Resort:


    This skill is, like it's named, your last resort. You only use it if you have to WS during the 2 minute cooldown where berserk has expired and is still recharging. Never ever stack last resort with Darkness or Berserk, and always cancel it right after the WS. With Darkness, the hate stacks and you get your butt whooped. With Berserk, your defense is lowered twice with both abilities, so if the monster counter swith a special, there's a likely chance that you'll get one-shotted.

    Berserk:

    Use berserk early in a fight with a tougher monster. Berserk lasts for 3 minutes, so it's a complete waste to just use it for a WS.

    Darkness (Soul Eater):

    Use sparringly. If there isn't a THF to secure hate in the party, you're most likely better off not using this ability altogether. Though you do more damage, you may end up slowing the party down if you lose HP from this ability AND are getting hit constantly, causing the mages to waste MP trying to cure you. With a THF in the party, however, you can use darkness for WS, and if the THF is good (does a lot of damage with their WS and transfers a lot of hate to the tank), you can afford to keep it up. Once your HP goes into the yellow, use drain, as Darkness is most effective with more remaining HP. However, once the monster turns back around to hit you, cancel darkness immediately. The tank should be able to taunt it back, or at least turn it with it's abilities.

    Post-60:

    SAM Sub:

    Last Resort:


    Use it as the standard charge-up before guillotine. Make sure you activate the SAM ability Heart Eye first, so that if you turn the target, you have some time to cancel the last resort ability. It only lasts for 30 seconds, so it's safe to say that it's a WS boosting ability. Make sure you cancel it after use, as it gets a lot of hate.

    Darkness (Soul Eater):

    If you've already skillchained with the THF, it should be safe to use Darkness guillotine on that same monster. Be sure to use Heart Eye before going, and cancel it immediately after you go. If there's no THF in the party, wait until you're certain that a 4-hit darkness guillotine will kill, or come at least damn close to killing the monster before using it. Don't go if there are too little HP left either, as it would be a waste of your ability. Another way to use it is to use it with Vorpal Scythe with the THF and keep it up. If you hit for at least 4 times before cancelling Darkness, it was worth it.

    Heart Eye:

    Use before you use a powered up guillotine. It wouldn't hurt to use it for a normal guillo either, but time it and make sure it will ready for when you really need it.

    Silent Concentration:

    If you're in a skillchain with a non-guillotine WS, save this ability for until after you use the WS, then use it again. This way you should always be able to get at least 1, if lucky 2 guillotine's in between skillchains. If there is no skillchain, use it right after a guillo and you can do 2 in a row, and the 3rd won't be that far behind.

    THF Sub:

    Sneak Attack and Trick Attack:


    Since yokodama is no longer effective, you're probably going to have to use them separately, trick attack to WS behind the tank and put hate on him, and use sneak just to land a guaranteed critical.

    Last Resort and Darkness:

    Since you no longer have to worry about hate, you can be a lot more all-out with these abilities. You can use darkness with guillotine whenever you want, as long as you use it with trick attack. After darkness guillotine, check your mages' MP. If there's plenty of it left, feel free to keep it up. If it's low, or you're still on the earlier chains and you might not have enough MP to last the whole chain, then go ahead and cancel it to save MP. Last resort however, there's no reason to cancel it, so just feel free to keep it up. THF sub cuts a lot from DRK's attack power, so you have to take advantage of this freedom to make up for as much as you can.

    Flee:

    Fishing tool. Poison a monster and run back as fast as you can. Unless there's a THF or RNG, DRK usually does the fishing for the party.

    WAR Sub:

    Use the pre-60 strategies, except for Darkness, use the SAM sub strategy.

    Endgame (65/66)

    THF Sub is really the only option here, anything else and you're not doing it right


    Last Resort:

    WS charge, good to use on WS's during the 1st and 5th chain monsters. Being subbed THF, you're own hate isn't much of an issue anymore.

    Sneak Attack and Trick Attack

    Use for WS; you're the finisher. Use your judgement to see who the monster will be facing when it's time for you to go, and position yourself behind the opposite person. If you're not sure, stand at the side and wait, and quickly run behind the proper person after the sneak+trick macro is activating. WS right when u get in position. This is a lot easier with a gamepad.

    Souleater

    If you're using cross reaper, feel free to use it with a WS. Generally you'll want to save it for the last chain that you'll need to kill quickly. When u close with cross reaper, it forms a dark skillchain, so you can MB drain to it. Here's where you get to see those lovely 400+ damage MB's.

    If you're using spinslash, it's kind of a waste to use souleater w/ WS because it's only 1 hit; you'd only be adding ~120 to 800~1000 + 400~1400 light damage. Save souleater for when you need it to finish a chain. In your chain, you'll probably have a weaker link where you're likely to miss the timer and kill the chain. For example, a lot of parties want you to save on the 4th chain to quickly kill the 5th one with a strong skillchain. This means that you have to hack away at the 4th chain, where you may time out of the chain. Souleater here would be able to bring it down much faster. Whenever you decide to use it, make sure to trick the first blow onto the tank to prevent hate.
    DRK75 / THF37 / WAR37 / RDM60 / BLM31 / PLD11

    ohnoez

    Comment


    • #3
      Levelling Parties

      Dark Knight in Parties

      This section explains how DRK should function in a levelling group.

      Lv. 1~10 Solo. DRK is one of the best early level solo classes because you kill monsters so fast. You can get the first 4 levels without even having to rest because you level up before your HP drops to a dangerous level. You can continue to fight same levels through level 10 until you start grouping.

      Lv. 10~31 When grouping, the standard skill chain is usually Slashing > Red Lotus > Combo due to a lack of options. DRK will usually be placed at the front, so you can use either Hard Slash or Slice. Since you are given this freedom, make sure to alternate your weapons as to keep both skills as updated as possible.

      Lv. 32~48 At level 32, THF gets an extremely powerful WS called viper bite (most powerful skillchain closing WS at this point) You'll want to take advantage of this by having the THF close the skillchain with it. To do this, you must use a piercing WS in front, something that scythe doesn't have. In this level range, you're most likely going to be using 2h sword's 2nd WS Power Slash for most of your parties, because piercing > viper bite is the "standard." So how, you ask, are you supposed to keep scythe up to date like this? There are alternatives. First of all, if there is another meleer in the party who can use a piercing WS (ex, WAR using spear, PLD using 2h sword), you can go before the piercing WS with Nightmare Scythe, as Nightmare Scythe > Piercing WS > Viper Bite will end up in the same effect. If your scythe skill lags 2 or 3 job levels behind without skill up, make your own party where you can use scythe and catch up. For example, at level 41, monk's rangeki WS closes up skillchains really well, so you can go slice > red lotus > rangeki.

      *side note* another popular skillchain in early levels is freezebite/shadow of death > storm vent (or piercing arrow). Get a RNG or WAR/THF to close the skillchain, it makes for quite a powerful decomposition (thunder/wind) skillchain.

      Lv. 49~59 With the addition of vorpal scythe, the need for 2h sword is completely diminished for now. I highly recommend that you try to keep it skilled, however, because you'll need it later at level 66. Note that at this point, DRG may seem completely superior to you in every way due to penta thrust, and SAM may have seemed that way ever since level 30 with the TP charge ability. Just bite the pains and bear it. I recommend making your own parties, or setting up w/ a mage, or else you're never going to get any action. The penetration > Viper Bite combo is still the best way for you to go because you don't have any good weapon skills. In short, you need the THF, but the THF doesn't really need you.

      Lv. 60 DING DING DING! Finally! You scream at the mages to haste you, gaining those most painful last 2 skill points in your life. Suddenly, you scream: "I LEARNED IT!!!" Some more seasoned members of your party smirk, while some others stare at you funny. The THF spams his TP like hell, and you say "Just go." Confused, he busts his viper bite for 940. Eager to test your new toy, you bust it out with darkness/soul eater and go: o.O Was that 4 digits....?!?!! Did the monster just... die?! What happened to the second half of his HP bar....?!?!! OMFG!!! Why do I still have TP?!

      Yeah, that was my first guillotine ever. I shat my pants. You will too. Your long overdue multi-hit WS, at first it's the greatest thing ever created in the world. Over time, you'll wake up and realize it's not as unworldly as you had initially saw it, but you'll realize over time how incredibly useful it is. Finally, your class isn't vastly inferior in every single way to other damage dealers anymore. From here on out, your playing style completely changes, and you are given many many options, depending on the subjobs you have available. You'll notice from these listings that DRK/WAR is no longer ideal for any party setup after level 60. Here are the alternate playing styles:

      Tank + DRK/SAM + THF:

      Disclaimer: I, personally, do not have SAM sub available yet. All of the information I have for this combo comes from observing neighboring parties and from conversations with other people.

      As I'm sure I've made it clear to all of you in posts around the forum that vorpal scythe sucks. Also, when people make parties, 90% of the time they consist of a designated tank and a thf (party is easier like this), and they get one more job last to skillchain with the THF's dancing edge (since that's the source of the THF's damage, it's a waste of the THF's potential to not skillchain and have a large amount of added damage from the skillchain). When you're partying with a THF and go all solo, DRK can guillotine on average 2 to 3 times for everyone one of THF/NIN or THF/WAR's dancing edge's, because guillotine returns a high amount of TP (up to 50%, or if dual swing kicks in with WAR sub, more). Unfortunately, if you skillchain w/ THF, vorpal scythe only returns 12%, so you'll be going with the THF every time without any room for guillotine. Considering that DRG's Skewer is 3 hits, and MNK's level 60 WS does 500~600 consistently, they would have no reason to pick a DRK/WAR when they have the other options. However, for DRK/SAM, you can use the TP recharge ability right after you skillchain to bring your TP back up to where it would be if you were on a constant guillotine loop, so that the vorpal scythe doesn't offset you.

      Tank + DRK/THF + WAR/SAM:

      Basically, after an initial shield break for each fight, WAR charges TP up again with ability, and then your skillchain is Guillotine > Raging Rush. Considering you do trick attack correctly, the target should constantly be attacking the tank, whether it be PLD, NIN, or another WAR. The purpose of shield break is to lower the enemy's evade, which is crucial for guillotine. With the enemy easier to hit, bards can also use attack up songs instead of acc up songs, allowing you to do much more damage.

      WAR/SAM + DRK + RNG:

      WAR/SAM is really the best tank in this config. In fact, it's only a half-tank. Basically, the skillchain is guillotine > sidewinder/slugshot. This does massive damage and places all hate onto the RNG (sub NIN is recommended for RNG here, as he'll be tanking quite a lot XD). In the event that the monster isn't dead after skillchain, it's death is usually ensured with either a drain, an after-hit with darkness up, one of RNG's ability shots, or WAR's WS. If you sub SAM, you can even throw in a few guillo > raging rush skillchains in between. It's the same element (thunder/wind), so make sure you're fighting monsters weak to that. This is by far the best frontline config a DRK can be in, and the most action-packed as well. The key is to kill the monsters as fast as you can to make up for the MP heal downtime.

      Lv. 65/66 Cross reaper and spinslash are extremely powerful when added with sneak attack. Starting now, THF sub is really the only option, and DRK in level up parties replaces what the THF used to be.

      Lv. 68~End Using spinslash, you can join bone parties (Gustav 68~72, Ramp's Tomb 72~end). The ideal bone party configuration is actually PLD/WAR, MNK/WAR, MNK/THF with the skillchain being Red Lotus > Howling (or Raging) Fist > Sneak + trick Double Dragon Kick behind PLD. DRK can replace the MNK/THF, being the only class that can match the closing WS damage. Given you'll be a little weaker on normal hits, souleater will save you at least some face. Bone parties are the best exp parties in the game, so you'll love to level off these. Unfortunately, your darkness magic and scythe skills will fall behind, so you'll have to spend time skilling these up later in skill-up parties.

      Another good alternative is either Tulia or Ro'Maeve. Tulia is where you can go to after you complete zilart mission 12. Given it's very large and confusing, I can't really name specific levelling areas inside it; you're going to have to do a bit of exploring.

      Lv. 72~End Ro'Maeve is good for fighting behind the moongate. Getting behind moongate is quite a tedious process, I'm sure that by the time you're this level you'll know enough about it. Anyways, the weapons behind the moongate are really good for levelling, especially with you as DRK, being strong vs. arcana. It's useful to have a SMN, or at least WHM/SMN in the party to cast blinkga on the frontliners to block the weapons' ranged stun attack. DRK can also stun them (Roughly translated, Enraged Whirlwind?) to stop it, so keep your finger poised over the stun macro. You have to be hasted, or else it's impossible to stop it. Only stop the whirlwind attack; don't bother with the single. The tank should be able to run to escape it and make it lose it's TP. If you stun it, it still has TP. The whole idea is to stop a whirlwind in hopes that it later decides to use the TP on the single attack. You can try chaining golems in for higher-exp chain links every now and then. Save arcane circle for these. If you're going for a Ro'Maeve party, try to get a RNG as your 3rd attacker, because, simply put, it's the best out there.

      There are other endgame levelling spots in the game such as Kuftal and Teriggan, but none of them are as good as Ro'Maeve and Ramp's tomb. DRK is extremely versatile in the end that they can hunt in every location without suffering, whereas THF, DRG, and RNG can't hunt bones. BST, NIN, WAR, and SAM can, but they can't go by the ideal format, therefore the exp isn't as great for them. If people have a MNK, they will look for another MNK. If they can't find one, then they'll find DRK. If they have anything other than a MNK, then they'll try to find DRK. Endgame, DRK has it best ^^b
      DRK75 / THF37 / WAR37 / RDM60 / BLM31 / PLD11

      ohnoez

      Comment


      • #4
        Equipment

        Equipment:

        This is the "standard guide to non-gimpiness." Though it's not always crucial to have the best equipment possible, it's best not to fall too far behind.

        Disclaimer: This is ideal equipment; not everyone's equipment is up to par, so not everyone is a clone of each other running around. If you want to be considered high-end, this is your target, that's all. It's not the "what everyone wears, I'll prove it through screenshots" guide.

        Weapons

        Always have the most recent weapon whenever possible. Note that some NM dropped weapons are extroardinarily expensive; these aren't always expected of you.

        Scythes:

        Only get scythe-classed scythes; the reaper-class scythes, which are for WAR/DRK/BST, have lower DPS and lower TP return. Go for the ones with 528 delay.

        Lv. 49 Get barbarian's scythe. It may have -5 Acc, but you should have enough + so that it doesn't hurt you that much. Considering how much damage it does, it's worth it. This should last you until vassago; bone scythe sucks horribly, just skip it.

        Lv. 58 Vassago's Scythe. I'll bet you've been waiting for this one. Self-explanatory here, it was the best weapon in the game back in it's time.

        Lv. 65 Dark Scythe. Get it, but keep vassago on you if you can. If you ever have trouble, feel free to switch back.

        Lv. 73 Death's Scythe. Hello, high D. Once you have this, you can sell/donate/toss dark and vassago's scythes. The best thing is that this weapon is cheap as heck. Don't worry, though, there's plenty of other things to drain your money supply.

        Great Swords

        Up until 60, it's usually the best one that you can afford. After 60, however, there are these categories:

        Gimp swords

        Zweihander, San d'Oria Conquest Sword, Cancer Sword: Zweihander's actually OK, DPS is as good as the higher end swords, but it's more speed than D. This means much lower WS damage, therefore much less damage in the end. Cancer Sword has lower DPS than Zweihander, so it sucks. San'Doria Conquest sword is sheer and utter crap. If you're San d'Orian, I guess you can use the +7 acc as an excuse, but really, it sucks.

        Decent Swords

        Lockheart, Zweihander+1: Zwei+1 isn't too expensive, but it's rare because all +1's are. It's DPS is actually higher than most of the high ends, but once again, it's WS is lacking. Lockheart isn't too great, but it can be synthed into mithril heart. You generally only use this until 66, then try to get it synthed by a high level blacksmith.

        Good Swords

        Mithril Heart, Balmunk, Nagan: Mithril Heart has the same base stats as Balmunk, only no +'s and -'s. Good enough that you won't notice much of a difference. Balmunk is better for it's +attack and -acc and sheer sexiness, and Nagan has higher base stats... and sheer sexiness. The only thing Mithril Heart has to offer in terms of sexiness is the fact that it glows brighter than a frickin lightsaber in the sunlight, which is fine by me. These 3 are swords you can retire with.

        Armor:

        Lv. 1~6 Either starting equip or stripper gear, it's your choice. At this low level, it doesn't really make a difference.

        Lv. 7~10 You can choose to buy the level 7 grey suit if you want, but once again it doesn't really matter this much at this level.

        Lv. 10~16 The scale mail armor, your very first suit of armor that actually looks like armor.

        Lv. 17~21 Lizard armor. Try to find an alternative for the helmet, the lizard helm makes the armor look reeaaalllyy gay.

        Lv. 21~23 If you want, you can buy a beetle suit, but it's really not necessary.

        Lv. 24~29 Chainmail armor. This is one of the nicest looking medium armors in the game. It's quite expensive, but you're expected to have it. Take some time off and farm.

        Lv. 30~39 Bastok conquest armor, also known as "chicken armor" because it's white scales look like feathers. Ideally, you should use San D'Oria CP gloves for their accuracy boost, but it's always OK to sacrifice effectiveness for looks, as long as the full suit of "looking" armor is up to date.

        Lv. 40~44 a lot of people like Steel Musketeer (Bastok conquest) (gundam) helm, gloves, and boots. Though there aren't any useful stat bonuses, it's defense is quite high (higher than normal platemail at least). For chest and legs, they take San D'Oria conquest level 40. This suit is ideal, but quite expensive. For the economy player, substituting any piece you can't afford with platemail (tin can armor) is fine.

        Lv. 45~48 For chest, upgrade to Brigandine, the orange and black checkered shirt. Some people think it's sexy, others think it's horrid. I think it's horrid. Even so, it is one damn nice piece of equipment, do what you can to acquire one.

        Lv. 49/50~AF For the average player who wants to look cool, some people go mithril until AF, and some people go gundam (steel musketeer) until AF. In terms of effectiveness, they are about the same, considering the full suits. While there are more ideal equipments to use in the 50's, it's acceptable to want to look sexy with these suits. Mithril is quite a bit cheaper than gundam, but gundam looks nicer in my opinion.

        Lv. 50 Optional, but it's nice to get San D'Oria conquest gloves (boots and helm are available too, but they don't seem worth the money) for the +accuracy. These are really great gloves, and you won't really notice them standing out on mithril, so it doesn't ruin the whole suit of armor that bad.

        Lv. 55 Optional, San D'Oria level 55 Conquest is really useful with +attack and +acc, but this suit is pretty expensive. Since you get your AF chest in 3 more levels, I say just save your cash.

        Lv. 59 Haubergeon is available, but most likely you won't be able to afford one. If you are capable of acquiring one, then you shouldn't have to be reading my faq. Shoo, go off and play it by yourself, leave me alone >< This suit is better than AF chest by far, it's the best chest armor for DRK until level 69.

        Lv. 60 Unless you have haubergeon, don your full suit of AF. Use the +abilities (useful or not) as an excuse to look sexy. Looks and badassness are half of the job. You've earned the right anyhow.

        Lv. 68 Upgrade to "thick series" gloves and boots. Your AF3 (helm) is useful enough for you to keep it at level 70.

        Lv. 69 Acquire a hauberk (Not that expensive anymore :p Haubergeon+1 is better, though, if you can afford it and are willing to look like crap), and get the "thick series" pants. Congradulations, you are now 133t.

        Rings:

        If you have a bastok starting ring, that'll last you for awhile. If not, get dex+ rings at level 10. If possible, get the HQ +2 rings, but it's not that big a deal if you can't. When you hit 30, if you can afford it buy a set of archer rings. Archer rings are pretty expensive though, and you often can't afford them on your first time around, so wait until level 36 and get the dex +2 rings if you don't have the HQ level 10's. These are cheaper. When you're level 40, you can wear sniper rings, but once again you likely won't be able to afford them. Eventually, however, you'll want to get them, or if not, at least have the highest level +dex ring that you can wear on both hands.

        Belts:

        Not that important at lower levels, just make sure you get the Lifebelt (acc+10) at level 48. This is crucial.

        Cape:

        If you're from bastok or san get your conquest level 55 mant (you can't buy this, only trade CP). The best mantle for attackers is Amemet's Mantle. Not as pricey as behemoth's mant, and more beneficial for the attacking class.

        Necklace:

        Not really much of an option here. At level 25, get a spike necklace (dex and str +3, mnd -6). This should last you until level 55, when you should get the San D'Oria conquest collar, which is probably the ideal necklace for DRK. Some would say that the argus necklace is better, but the argus necklace doesn't add to your attack like the San Collar does.

        Earrings:

        +Attack is really all that's important, throughout all levels. Upper 50's you can get assault pierce, which adds to attack AND adds to accuracy. Unfortunately, you can only hold one because it's rare, so get one and try to find the best earring that you can afford for the other ear. Early on, it may be tempting to buy those physical pierces that add to HP, but honestly, don't bother with those. MP is good for DRK too. You're better off boosting your attack.

        Ranged:

        There is one crossbow that DRK can use at level 20-something, I forget. Get one just for fishing (You usually fish with poison, but sometimes elementals will get in the way, which aggro to magic), don't bother with the skill or doing damage with it. Only fish. Did I mention it looked sexy? It's X-shaped :D You can also get a bomb queen core, but don't toss it by accident :p
        DRK75 / THF37 / WAR37 / RDM60 / BLM31 / PLD11

        ohnoez

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        • #5
          Heh, well that's all for now, hope it helps.

          - This space reserved for future updates -
          DRK75 / THF37 / WAR37 / RDM60 / BLM31 / PLD11

          ohnoez

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          • #6
            awsome awn *claps* it made drk so much clearer for me...u listed lots...this should be stickied....great info and ty
            Minusdkp (Hades) 75WHM, 75MNK, 71DRK, 49NIN

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            • #7
              excellent

              Extremely good DRK guide, congrats awn youre the best in the busines(DRK) hope you can still bring more good info
              the ffmaster is here...

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              • #8
                Freakin good info and well worth the read! thanks i am now a little more knowledgeable than just attack all out and hope the monster die before i do. cant wait to get a hold of my controllers again and try out the new knowledge.
                sro D E S T R U C T I O N orz

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                • #9
                  Very nice! Now we won't have to search for any information about DRK anymore! :p

                  Comment


                  • #10
                    have i told you before your my hero? You missed me saying that? oh well now u know.

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                    • #11
                      Wow, this guide is awesome and taught me a lot about my character's future in this game and I don't even want to be DRK. Someone should make somethign like this for every single class!
                      "Know the enemy and know yourself; in one hundred battles you will never be in peril."
                      -Sun Tzu

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                      • #12
                        Awntawn, I have to hand it too you. Not only did you pump out a hell of a guide, but you also raised my confidence in becomming a Dark Knight. Never again, will I let others influence my opinion (only you are allowed to do that). I bow to thee, Awntawn the great.
                        Varo
                        Hume Male
                        Bastok Rank 9 | Zilart Mission 5
                        70 DRK | 37 THF | 35 WAR | 22 NIN | 5 SAM
                        check out my journal

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                        • #13
                          *Clapz hands* Gratz!
                          But being the noob i am, i have a simple request. i always like looking forward to the great skills i will be getting, and dont have a players guide or anything, so i was wondering if you could add a list of DRK and Scythe abilities, what they do, and what level you get them. I am only a lvl 11 WAR, and wanna know when i start to get stuff. (Only 11 cus comp problems) i would really appreciate it, and i think all the other nobs like me would too!

                          thnx, Milo

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                          • #14
                            Could the equipiment strategies work for a future WAR/SAM? I know that you said in an earlier post that WAR is called to attack and defend at times so perhaps sniper rings and all +attack stuff wouldnt be so good
                            "Know the enemy and know yourself; in one hundred battles you will never be in peril."
                            -Sun Tzu

                            Comment


                            • #15
                              Couple things i noticed Awn.
                              First the chicken armor sucks, i compared stats and dont see a point to upgrade to it from chain, as chain has total of 5 less DEF.
                              Also why is the DRK helm so gay lookin, i think the only cool helm in the game is the I.M. helm.

                              Now as for that San CP Neckpiece with ACC+4 and ATT+4 + Life belt. Wouldnt this combo be better. Peacock Charm(granted you can beat the other 60 pl around waiting to provoke tothe punch)+HQ Sword Belt? Your giving up 4 ACC but gaining +8 ATT. Also ACC i dont think is that hard to boost specially with Sniper Rings(HQ if you can get it) or archer rings plus that earing you mentioned.

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