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The Dark Knight Encylopedia

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  • #46
    Thanks Asche, haven't had a chance to spell check the sections since i'm still in the process of writing it (slowly). Hopefully the next (and largest) section, Equipment, will be done in the coming weeks.
    "In my travels, I have seen the city in the sky and trembled in awe.
    I have dived into the arms of infamous darkness, only to walk the shores of a forgotten land.
    I am the student who has bested the teacher, yet knows my learning continues.
    My journey is the stuff of legend, yet my voyage is just beginning..."


    Arliman: Fearless, yet brow-beaten leader of the Solaris Linkshell

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    • #47
      you know, it's a shame this hasn't been stickied yet... /HINT

      Thanks Yyg!

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      • #48
        Originally posted by Asche
        About Poisonga....I actually find it useful for when things get hairy. There's always times when things go bad and you get links....so the mages might be trying to tele/escape, and they can sometimes be getting hit.So I usually try to Defender (I sub war)
        and poisonga to grab hate off the mages so we can safely get out of there.Risky, but it's helped out before.Overall though, a very nice guide,and aside from the occasional spelling error, pretty much perfect.Best DRK guide I've come across so far, and I've played since beta.^^
        Not a bad idea. The only problem is if someone has cast Sleep or Sleepga in which cast casting Poisonga wakes all the mobs, makes them impossible to sleep again, and since Sleep hate is greater than Poison hate, they go and whack on the mages more. ><;;
        Rhayn ~ Windurst Rank 8
        PLD75 WAR37 THF37 NIN22
        Profile: Paladin (EXP) ~ Paladin (HNM) ~ Thief
        LS: Unleashed

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        • #49
          poisonga is also useful for ripping through shadows (blink/utsuesemi)

          very nice guide.. finaly made me make up my mind on what job to play

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          • #50
            Do you have the AF armour yet? If so what quest do i have to do to get it? I know i have a long way to go to getting the armour but i would just like to know in advance.

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            • #51
              I personally find Poisonaga very useful when you need to get the attention of alot of mobs quickly. If you happen to see a low lv being chased by 5 bats, you can get them all at once to possibly save him.

              Maybe not very useful for pt/nm, still a great group spell to have, considering it's the only one we get.
              Kujata server:

              Reneki: Elvann/Male


              DRK lv 60/ Mnk lv32/ War lv28
              Thf lv30/ Whm lv28/ SAM lv21


              Elias: Taru/Male
              Rdm lv11

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              • #52
                Just posting a quick note. I know I haven't updated this body of knowledge in quite some time, and since I'm retiring from FFXI entirely, it doesn't look like i'm going to be able to add the promised equipment section and other niceties, but would like someone to carry the torch, and continue to ad to this work as it seems fit.

                Best Wishes,

                Arli
                "In my travels, I have seen the city in the sky and trembled in awe.
                I have dived into the arms of infamous darkness, only to walk the shores of a forgotten land.
                I am the student who has bested the teacher, yet knows my learning continues.
                My journey is the stuff of legend, yet my voyage is just beginning..."


                Arliman: Fearless, yet brow-beaten leader of the Solaris Linkshell

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                • #53
                  oh no arli, not you too
                  well, good luck to you wherever you go. /salute

                  edit: sticky for really good info
                  Last edited by neighbortaru; 09-20-2005, 08:18 PM.

                  Thanks Yyg!

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                  • #54
                    Re: The Dark Knight Encylopedia

                    Pimped out guide I also am looking forward to the spell section. I dont think anybody could have been as detailed as taht
                    Nice guys finish last...but since when was life a race

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                    • #55
                      Re: The Dark Knight Encylopedia

                      Nice guide learned alot from it

                      Take The quiz yourself!









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                      • #56
                        Re: The Dark Knight Encylopedia

                        Some things that need to be addressed. While these are debatable, many points I make have many proofs you can obtain from the FFXI community at large and can be used to back up my points:

                        All-in-all WAR makes the most useful SJ for a DRK until they begin to gain their more potent weapon skills at level 60 (Guillotine and Sickle Moon) and should NEVER be used when the DRK obtains their 225 WS (Spinning Slash and Cross Reaper) at level 65/66.
                        You're forgetting that a DRK/WAR does *not* have to rely on a Great Sword and those WSs you've listed to perform solid skill chains. Even in my mid 60s, after getting Cross Reaper, I found the damage from Guillotine on average a lot more consistent and greater. On NM/HNM fights, you'll most likely always have a THF or two in the group you're with, which makes having a DRK/THF almost pointless and becomes a problem. THF main with Assassin Trait does not have to worry about the complexity of "lining up."

                        In essence, a better DRK will have both THF and WAR subjobs properly leveled to 37.

                        Practically, NIN SJ is a worthless sub for the practical DRK. The SJ is useful for those DRKs who are interested in skilling up their one handed weapons during coffer hunts etc. by virtue of Dual Wield.
                        It is not as useless as you say. There's several advantages in a TP burn party at end game (especially for meriting) as well as in active Ballista (Where players could spend many hours in these matches) I'd highly recommend that DRKs also level up this subjob.

                        Dragoon SJ gives very few skills a DRK could use. They offer a passive damage and accuracy buff as well as the Ability "Jump." DRG SJ does NOT allow the player to control a Wyvern. While Jump is a very cool looking ability, it is very inaccurate when obtained through a SJ.
                        Sesshoumaru (Can't remember the server he's from) has already proven this to be the most effective subjob for a DRK in certain situations. As SE has been adding a plethora of new NM/HNM monsters in end-game and where more and more Wyvern-type monsters appearing as well as monsters with certain kinds of special abilities, this subjob does have good merits - more than you've given in your guide.

                        This sub has a little more practical application for DRKs who want to play solo or are in HNM hunts. IF the DRK is high enough, RDM SJ can give them a decent defensive boost with Protect II and Phalanx and are even able to Cure and Regen themselves. Though subbing RDM means the DRK will lose alot of offensive and defensive stats as well as a decrease in HP from a DRK/WAR.
                        It does have some advantages in certain situations. While I agree those are far and in between, it is still a better option for a DRK than a BLM or WHM subjob.

                        False

                        The DRK weaponskill "Guillotine" is the best weapon skill in the game.

                        Truth

                        This is total and complete horseshit. I was one of the many aspiring DRKs who looked forward to this WS with glee. While Guillotine is a very nice WS for farming, the high inaccuracy of the ability makes it impractical for use in an xp PT. Coupled with the fact that the WS isn't very renkei friendly, having only marginal usefulness for opening the level 2 Fragmentation renkei. I have tried many times to find a more practical application for Guillotine, such as closing renkei in an xp PT, and almost always stuck to another weapon skill with more consistent damage and renkei viability. Once a DRK gets SATA, the damage output on Guillotine goes up, though since it only crits the first blow of the 4 hits, you can still miss the rest. The weaponskill is very useful against equal or lesser mobs, but really has a hard time putting up a fight against IT mobs. Your mileage may vary.
                        This has got to be a troll based on biasness and with little knowledge of the capabilities and application of this weaponskill. At 75, many players will tell you one thing: hitting an exp monster will not be an issue to one with average equipment. That's because you will rarely come across any exp type monster that will con IT challenge and more than likely, the gamut of your range will run from Tough to Very Tough challenge.

                        In TP burn parties, DRK/WAR with Guillotine is the preferred method of disposing enemies quickly and extending ridiculously long exp chains.

                        Since monsters will die quickly, you'll not have time to bother with SATA or performing SCs. It all becomes a moot issue when you hit 75 and begin meriting.

                        Unless SE adds content in the future which will remedy this situation, I for one feel that this entry should be excluded or at least the message changed in attitude.

                        Arcane Circle
                        This ability lasts for 3 minutes and can be reused every 5 minutes.
                        I believe it's 30s-45s and 10 minute recast. Feel free to prove me wrong, but my circles never get used more than 6 times an hour at a maximum (If I tried) The number you posted sound suspiciously like Berserk ...
                        My Stats

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                        • #57
                          Re: The Dark Knight Encylopedia

                          Arcane Circle is 1 minute activation period with 10 min recast. With AF it's 1.5minutes.
                          滅殺

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                          • #58
                            Re: The Dark Knight Encylopedia

                            hey i'm new and all but would a galka drk/drg be a good combo???






                            Double Post Edited:
                            hey would a drk/drg be a good combo???
                            Last edited by Chocobo Knight; 11-21-2005, 06:16 PM. Reason: Automerged Doublepost
                            The endgame virus. Stop the virus. It is spreading.

                            HAVE SOME FUN, VANA-DIEL!

                            Also, listen to the smart people. They know what they are saying, and you know what? They even say it with this thing called PROPER GRAMMAR, which is more than I can say for most of you.
                            HAIL THE INTELLIGENCE OF THEGRANDMOM AND ICEMAGE!

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                            • #59
                              Re: The Dark Knight Encylopedia

                              hey would a drk/drg be a good combo???
                              hells no

                              Thanks Yyg!

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                              • #60
                                Re: The Dark Knight Encylopedia

                                Obviously didn't read this sticky because it already states this earlier in the thread.
                                You kill one man, your a murderer
                                Kill many and your a conquerer
                                Kill them all... your a God.

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