Hello everyone. I've been working on an all inclusive guide/reference for those players interested in the Dark Knight class and have been gathering feedback on it from it's original test bed on RPGFan as well as KillingIfrit. Anyway, this collection of knowledge is nearing completion and I wanted to present this work to the Dark Knights here for their perusal, comments and corrections before final publication. Thanks again everyone, especially Awntwn, whose original DRK FAQ inspired me to give up 63 levels of RDM to follow a path I found infinately more enjoyable.
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The Dark Knight Encylopedia
"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 -
This is by no means meant to be the definative guide to playing the Dark Knight class in Final Fantasy XI, but rather a compilation of knowledge about the job from several different career DRKs to be used as a reference to help aspiring players who wish to pursue the job. Special thanks to Neximus, Haephestus, Goobjihn, Doomcrak and Poopie for providing direct and indirect input on playing the job.
A Dark Knight is Born...
The Dark Knight (DRK) class came into popularity from its first major introduction in Final Fantasy IV (FF II on SNES) via the Dark Knight Cecil and his twin brother and fellow DRK Golbez. While Cecil would become a Paladin and protagonist, eventually conquering his twisted brother, the DRK class appears to be a classically evil job class. In Final Fantasy XI, this is not the case. Players are introduced to Dark Knights via the last remaining true DRK, the Galka Zeid. The ability to channel one's anger, hatred and despair into power to bring death and destruction is a hallmark of what defines a DRK, but as Zeid states, it is a terrible path to tread and only brings misery. Though, once the player completes the DRK Artifact Armor quest, they realize that while the fate of a DRK brings about suffering, they are important to the delicate balance of life and death. They ensure that the cycle of life can continue through death.
Since they are so integral to the balance of natural life; artifical life, or arcana, exist in constant fear of a DRK. A DRKs role is to maintain the natural order of life through enforcing death, thereby, it is safe to assume no undead may arise from the wake of a DRKs rampage, but such is their vulnerabilty. A DRK is no match for something already removed from the natural life cycle, that is a Paladin's duty and his specialty. Though, creatures that have never possessed natural life, artifices who live through magic are especially weak to a DRK's power. Pots, Golems, Dolls, Weapons are vulnerable to the enforcer of the life/death cycle.
In order to enforce the natural order, the DRK possesses incredible damaging potential, but at the cost of their own souls. The can harness this dark energy to strengthen their blows, but at the cost of slowly slipping from life itself. A Dark Knight can tap into the very resource of his soul to do his duty, but it comes at grave risk. Only infrequently can a Dark Knight sap the life force of his prey to feed his own lifeforce dissipation. A Dark Knight is primarily a melee fighter, but has an impressive host of black magic with which to press the attack, and also has the power to absorb the strengths (not abilites) from the enemy for a limited time.
The road to playing a Dark Knight in Final Fantasy XI is thrilling and complex, but risky if played without caution. The job is undoubtedly one of the most popular and suffers from overpopulation, though many, many Dark Knights do not understand the nuances of the job and fail to live up to their potential. Sadly, this leads to many bitter Dark Knights, and not many see the finale at end of their journey."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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Darkness has Many Faces
Choosing the species of your avatar is one of the very first choices a player makes before entering the world of Vana'diel. Long before the player even has the option of embarking on the quest to become a Dark Knight, they must decide on what race to adventure as. Firstly, it is important to say that every race has the potential to be a legendary DRK, though every race must approach the job differently. Let's take a look...
Galka
These massive humanoids are the original DRKs of Vana'diel, so they have many desireable traits for the job. High Strength (STR) increases their damage considerably, but they still cannot compare to the STR of Elvaans. One thing that Galkas do have is Vitality (VIT), which gives them a great deal more Health Points (HP) than any other race, which allows them to get the most mileage from life draining techniques such as Soul Eater and give them a little more defensive buffer than most other races.
Galkas also have fairly decent Dexterity (DEX), so while they might be big, they have a decent amount of accuracy with their weapon blows. Galkas suffer drammatically in the Intelligence (INT) and Mind (MND) department so characteristically have very small Mana Pools (MP) and dreaded status ailment susceptibility (Slow/Paralyze). Before the introduction of Stun, most DRKs rarely used their MP in battle, save to Drain an opponent of health or sap Agility (AGI) or VIT, etc. With the increasing importance of the DRKs stunning capability, having more MP on a DRK was very desireable when faced with monsters with powerful Weapon Skills or abilites. All in all, a Galka DRK offers a solid choice for the job, though players might have to invest in gear to increase their mana pools in the event they are needed for Stun duty (for example in PTs without a BLM). Galkas do get the most advantage out of the DRKs most powerful ability "Soul Eater", coupled with their already impressive STR make for a fighter worth fearing. Most Galka DRKs are usually old school FFXI players who fight traditionally and cautiously. More weighted to the damage side than the well balanced Hume DRK, but still definately a good choice.
Hume
The most balanced DRK is the hume DRK. Good all around stats give this DRK the ability to be more flexible with their playstyle. While Galkas have to play conservative with their MP, Hume's can be more aggressive. While they do not have a massive HP pool with which to abuse Soul Eater with, they can still use it with aplomb. The only real drawback with playing a Hume DRK is the fact that you will not excel in any field of a DRKs duties, but you have the capacity to play all roles of a DRK with ease. Hume's are middle of the road for all job classes, and this also applies to DRK. if you plan to specialize a DRK role, Hume might not offer you enough advantage in any particular field to do so. This is of course the most common choice for a DRK and as such, many of them aren't very good. A player who chooses to be a Hume DRK should concentrate on being a well rounded DRK instead of a specialist.
Elvaan
One of the initially more popular choices for the DRK class, but also one of the most flawed. While Elvaans have the highest STR of all the available races, making for the most damaging blows, they have the worst DEX of them all. This results in below average weapon accuracy. While this can be remedied via equipment, +accuracy gear is phenominally expensive. Since the DRK class is based around large, slow 2 handed weapons, inaccuracy can kill a DRKs overall damage as well as his ability to participate in weapon skill chains. Bonuses to playing an Elvaan DRK are of course the advantage of having a decent VIT and HP pool, making more use of Soul Eater, and their higher MND stat helps them avoid those crippling debuffs more often. Sadly, Elvaan are very deficient in the MP pool department, so they have to be judicious with their MP usage like the Galka. Once Elvaan DRKs gain the ability to Sneak Attack via THF subjob, the guaranteed accuracy for their WSs takes alot of the sting out of playing the class. An Elvaan DRK SATA (Sneak Attack + Trick Attack) WS is truly something to behold. Of course, getting to that point takes alot of skill and alot of gil on the part of the player. An Elvaan DRK is a monster with the right accuracy gear and the right subjob, though offsetting the intrinsic problems with accuracy needs to be an Elvaan DRK's main priority so that he can take advantage of his damage.
Tarutaru
A suprisingly popular choice recently for DRK, are these diminutive creatures. Taru's are generally considered the perfect job for mage-type classes due to their high INT, MND and MP. Sadly, Taru's do have the lowest STR and VIT of all of the races, so their damage per hit will be noticably less than a Hume, Elvaan or Galka DRK, and they won't be able to use Soul Eater for very long due to a very small HP pool. What Taru's do have is a very good DEX and AGI rating, which means that while they dont hit for as much damage, they're connecting more often than their larger counterparts. A higher AGI also means they will be more evasive than the other jobs when they do come under fire. Though, DRKs have classically shoddy defensive ratings, so while they might gain a slight advantage in evasion, if a weapon skill blow lands, chances are the Taru DRK will be taking a dirt nap is pretty high. Their huge MP pool allows them to take part in debuffing more frequently than any other race choice and they can participate in MB with respectable precision. Playing a Taru DRK is exciting, because they are suprisingly effective due to their accuracy and VERY complex to play because of their increased spellcasting potential. It takes a VERY skilled player to pull off a taru DRK effectively, but don't count them out. Truly a very fun combo if you have a PT willing to try something out of the norm.
Mithra
These feline females are the darlings of the THF class and were thought to be too physically weak to ever make effective DRKs, but like playing a Taru DRK, its about using your race's advantages to the fullest even though it means playing away from the norm. Mithra have the highest AGI and DEX rating of all the classes. This means they have the best natural accuracy, and they are the most evasive. While they do lack STR to come close to the earth shattering blows of the Elvaan DRK and they don't have a mountain of HP or VIT of the Galka to abuse Soul Eater with, they have an enormous advantage of Dexterity. For a job that puts consistent accuracy at a premium, players would be hard pressed to find a better race than Mithra.
While they have passable INT and MND scores, they do have less MND to work with than the Humes and are more suceptible to debuffs, though they are better equipped to use black magic than the Galka or the Elvaan. While Mithra do have a marked DEX advantage over the other races, Mithra still miss - so don't think that they land their blows 100% of the time. A Mithra DRK should be concerned with their accuracy gear just as much as any other DRK, but they might choose to invest in gear that offsets their less than average physical strength. In context, their accuracy by virtue of their DEX also helps offset their lack of damage per blow and also allows them to build TP more easily so they can participate in renkei much more often than any of the other race choices. A Mithra DRK is not a juggernaut, but a finesse fighter who offers the promise of more consistent damage over time and more renkei availability than most other races.
So, as you can see - choosing the right race for your DRK is more of a playstyle choice than what's more effective and what's not. There are many players who scoff at DRKs who are not Galka or Elvaan, but these players are usually misinformed or have had bad experiences with players not playing their role as a DRK bases on their strengths. Be warned however, these days, DRKs ARE the most abundant player class, so finding ready parties is difficult. it is important in your career as a DRK to play the job to its fullest potential based on the race and support job you've chosen - only then will you find more frequent invites from people who know you to be a good DRK."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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Looking for Something with More Support?
Once a player reaches level 18 in any job, they can then embark on a quest to obtain a Support Job (SJ or Subjob). A SJ is very important to improving or expanding the abilities of your current main job. For a Dark Knight, a player needs to look at the strengths and weaknesses of the job before deciding what SJ works for them. Let's look at the jobs available for the SJ spot and look at their usefulness or worthlessness.
Warrior (WAR)
Warrior is a very good choice for a DRK SJ at the early levels. The SJ offers a good boost to overall melee statistics like STR and VIT as well as giving the DRK more HP and a better defense. The ability Provoke gained at SJ level 5 gives the DRK the ability to share tanking duties with the WAR or PLD. At the early levels, Provoke is a great ability, but as a DRK approaches maturity around level 60+, they are better served avoiding the monster's attention.
The passive offensive and defensive boosts offered by WAR also make the SJ very attractiive. The ability Double Attack gives the DRK the chance to land a second blow after every strike, which lends to improved TP gain and more overall damage. This ability can also activate during a weapon skill, for added damage. The drawback to this is that more damage = more hate from the monster.
At higher levels where DRKs are using gear that increases attack and decreases defense, Double Attack can lead to many deaths due to the massive hate the additional damage can cause. Berserk is another nice addition to the WAR SJ, which allows a massive increase in attack power in exchange for defensive ability. Defender does the opposite. The only problem is that Berserk can stack with Last Resort as well as Soul Eater which reduces a DRKs defensive capability to that of wet tissue. Coupled with the massive damage increase, a DRK who stacks all their offensive buffs is likely to get one-shotted.
At SJ level 35/ mainjob level 70, WAR SJ also gives the DRK the ability called Warcry which raises the damage ability of everyone in the party. Useful, but risky for a job that needs to try to avoid a monsters notice in battle.
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.
Monk (MNK)
The MNK SJ offers less STR than WAR SJ, but more VIT - though overall less attack and defense. MNK does give the DRK a boost to their HP which gives them more playtime with Soul Eater. The abilities of Boost (SJ level 5) and Counter (SJ level 10) are decent attack raising abilities, and Dodge (SJ level 15) can be a lifesaver if aggro is pulled. Though, like many WAR abilities, Counter and Dodge proc (process) randomly and cannot be counted on 100% of the time. Focus, however, is a very nice MNK ability that DRKs can monopolize if they choose to use MNK long term. Focus increases accuracy for a limited time, though is only available at SJ level 25.
Newly added to the MNK SJ repertoire is Subtle Blow (SJ level 5) which decreases the amount of TP gained by a monster for every blow you land. Since DRKs don't hit as often as most melee, their contribution to an enemy's TP is minimal, so this ability does nothing for the DRK.
MNK is a very solid SJ for DRK at early levels, and might be more useful for Elvaan DRKs due to Focus, though WAR SJ outperforms MNK SJ due to a larger offensive and defensive stat boost and more useful abilities, especially once Defender and Double Attack are obtained.
Thief (THF)
THF might seem like a pointless SJ for a heavy damage melee class like a DRK, and in truth, for the majority of a DRKs lifetime, THF is almost useless. However, at SJ level 30 (mainjob level 60), THF becomes one of the preferred SJs for DRK and the only legitimate SJ for DRKs in an experience point party at level 65+.
Stat-wise, a DRK who chooses THF sub does not gain any more STR, though they do gain a respectable boost in DEX and AGI, plus 2 passive evasion buffs (SJ level 10 and 30 respectively). The real power of the THF SJ comes in with the abilities Sneak Attack (SJ level 15) and Trick Attack (SJ level 30). Sneak Attack guarantees a critical hit with the next attack if performed behind the enemy, which is a massive boon for those overpowering DRK weapon skills that always miss at the worst time. Trick Attack transfers the hate from the next attack onto the person directly infront of the DRK/THF.
So, essentially, a DRK can SATA (Sneak Attack + Trick Attack) their most powerful WS onto a tank or secondary tank (whichever one the mob is NOT facing) and not only avoid attention from the enemy, but actually trick the enemy into thinking the tank/secondary tank deal the damage. This helps to lock firm hate onto the tank and allows the DRK to use their attack buffs without fear of the monster looking their way and attacking them.
DRKs used to playing SJ WAR will be sacrificing a great deal of regular offensive power to play THF SJ, the SJ allows them more flexibility to use their abilities by being able to influence positive hate control toward the tank. Also of note is that the end-game WS for DRK receive massive boosts because of Sneak Attack, which should level out the lesser damage per blow a DRK/THF does compared to a DRK/WAR.
Ninja (NIN)
Ninjas by nature are dual wielding fiends who strike quickly and evade most blows through their NIN magic. What does this do for a DRK? Almost nothing... A DRK is a 2-handed weapon specialist, they are rated superbly in Scythe, Greatsword, though have only a decent rating in one handed weaponry. A DRK wielding two one handed weapons cannot compare to the damage over time of a DRK weilding their classic tools. This lack of skill not only means they won't be hitting with as much accuracy as say a NIN, WAR or PLD, it also means that they are lower on the totem pole for learning those one-hand weapon skills. So what about the NIN stat boots? NIN gives a marginal DEX and AGI boostc and no offensive or defensive boosts. In fact, the only real reason to sub NIN is to take advantage of their Dual Weild ability and their Utsemi magic (Blink magic).
A good DRK should not be tanking, nor should they be taking damage in an xp team, so Utsemi is more of a luxury than a necessity - added to the fact the tools needed to use the magic is expensive. Though, many DRKs will sub NIN when engaging in HNM (High Notorious Monsters) hunts to capitolize on the Sword WS "Spirit's Within," though this is entirely a personal choice for the DRK and is never used outside of that context. 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.
Samurai (SAM)
SAM sub is a very capable sub for a DRK to use at early levels and has some uses at the higher levels for HNM hunts but is an impractical sub for a DRK for most of the job's lifetime. SAM sub gives a marginal boost to the offensive and defensive capabilites of a DRK and offers some very nice abilites. The passive TP store traits of the SAM allows DRKs to collect more TP per blow, so they're usually overflowing with TP by the time the others are ready to renkei. By the time the SJ is 30 (mainjob level 60) the ability Mediate is available. Mediate allows the player to build TP over a matter of seconds without having to make contact with the enemy.
Though, with the TP nerf, SAM SJ loses alot of its luster because multi-hit weapon skills like Guillotine don't gain TP per blow, they gain as much TP as a one hit WS. Also, the weapon skills of a DRK at later levels are so powerful that being able to execute more of them would land the DRK with permanent hate. SAM SJ works well for DRGs because they can erase hate with Super Jump - DRKs don't have such a luxury without subbing THF for Trick Attack."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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Dragoon (DRG)
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.
Paladin (PLD)
PLD SJ gives a DRK the ability to use white magic as well as a few passive defense boosts and defensive abilites - at the cost of attack power. So, in a nutshell, PLD sub makes and excellent attacker with poor defense into a mediocre attacker with mediocre defense. DRKs who might be thrown into a defensive role would be better served subbing WAR for Defender instead of subbing PLD without losing much of their attacking power. At later levels a DRK should NEVER be put into a tanking role.
Ranger (RNG)
DRKs have classically awful marksmanship and archery skills. Subbing RNG would allow them to use ranged WS, but due to the DRK's poor ranged skills, the weaponskills available to them are very low on the totem pole. Camoflauge and Widescan are nice abilities, but really have no practical use for a DRK. While the RNG SJ would give a passive accuracy bonus at SJ level 10 and again at level 30, accuracy is better served being addressed through equipment than through SJ. Losing the Double Attack and Berserk/Defender of WAR SJ or the Sneak Attack/Trick Attack of THF would be more detrimental to the DRK than 2 passive accuracy buffs and no boost to attack or defense. Definately a combo to avoid.
Bard (BRD)
Bad, bad, bad! BRD is an AWFUL sub for any melee class. Not only does BRD offer no beneficial stat boots, they can only sing one low level song. Any DRK who chooses this combo is either trying to make a joke or is just plain ignorant. This combo is just NOT worth it.
Summoner (SMN)
SMN would give the DRK the ability to use avatar abilities (Bloodpact) at the level of this SJ as well as a decent boost to INT, MND as well as MP. This sub offers no offensive or defensive boosts. MP consumption with avatar use would be too much of a drain on a DRKs MP pool, which is better served for enfeeblement. A DPS class should not gimp themselves by trying to play a support mage - badly.
White Mage (WHM)
Again, really not a useful SJ. Whle very very useful in the early levels as a DRK soloing those first 10 levels, once a DRK gets to level 11-12 and begin to party with other jobs, the WHM sub needs to stay at home. The idea of having a few curative spells might seem like a good idea, but a DRKs MND as well as MP pool are not very impressive, so better to leave the healing to the true WHMs.
At very high levels, SJ WHM gives the DRK the ability to Teleport to the 3 basic Crystal Crags which is very handy, though again, this sub should only be used for convenience aka transport, rather than a staple in an xp PT.
Black Mage (BLM)
The same argument can be made with BLM that is made with WHM. While BLM would give a DRK an MP and INT boost, its not significant enough to make the DRK a capable magic burster. With the massive amount of MP needed for the level II spells, a DRK is better served to save their MP for debuffs and drains. Though, the BLM ability of Warp and Escape are very nice abilities to have in the event you're exploring on your own and get into a fix and need to return home without returning to HP.
Now, in theory, this combo might be useful in the early levels for a Taru DRK, but once they reach level 65+, they need to be able to mitigate the hate their damage builds and BLM sub doesn't cut it.
Red Mage (RDM)
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.
The RDM ability Fast Cast is a godsend for DRKs in an HNM hunt for the DRK spell "Stun" which stops a monster dead in their tracks when they wind up for a devastating spell or weapon skill. Likewise, RDM/DRK is the preferred RDM combo for HNM hunts by virtue of "Stun."
Beast Master (BST)
BST gives the DRK the ability to charm and control monsters with limited efficacy. Since BST is a CHR based job (same with BRD), and DRKs have classically low CHR and have no practical CHR boosting gear - a DRK/BST would be a very, very gimp combo. Nothing like attempting to charm the add, failing, and inadvertantly pulling the mob's entire posse to beat you up. {{Good job!}}"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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"Hey Dark Knight! What's your function?"
Most people thing that there is only one primary role a DRK has for the entirety of its career, and that's Damage, Damage, Damage. Sounds simple doesn't it? Its not, there are more facets to a DRK than most people realize. There are 4 main roles and DRK will play in a PT, and they are simple in the beginnning and complex at the endgame.
Damage Per Second (DPS)
From the very beginning, the primary role of a Dark Knight is to inflict as much damage as possible. In the beginning levels, a DRK is more than capable of dishing out hurt and taking it. They are one of the easiest classes to solo from level 1-10. Since a DRK is a master of the scythe and great sword, they will always be dishing out some of the most damage per blow of everyone in the PT, though their slow weapon speeds lend to severe problems with maintaining consistent damage due to inaccuracy. With WAR sub, the death dealing DRK is ferocious, but as they grow in power, they dwindle in defense, which leads to their next role.
Hate Controller
By Virtue of the THF SJ abilites of Trick Attack, a DRK has the power to fool the enemy into thinking the damage from a DRKs massive WS came from someone else, namely the tank. DRKs who are able to consistenly "Trick" damage onto the tank or subtank manage to stay under the radar, and are more free to use their damage buffs like Soul Eater and Last Resort without risking pulling aggro from the mob and getting killed. This role comes into play at DRK level 60, THF SJ level 30 and shines at level 65+ with the introduction of the 225 WS.
Debuffer
When players think of a debuffer, they automatically think of a RDM, though a DRK has many potent debuffs at their disposal. The ability to cast Bio and Bio II have a direct influence on how much damage a mob can do to the tank. Their Absorb line of spells reduces the mobs corresponding stat by 3-17 points (based on level of Dark Magic) for a limited time, giving it to the DRK. Absorbing a mobs AGI will reduce its evasion and Absorb STR reduces it damage per blow and takes the wind out of some of their weaponskill damage. Likewise, Absorb VIT reduces the overall defense of an enemy, making your allies hit for more damage.
Light/Darkness Renkei Finisher
This role doesn't come into play until the late levels of a DRKs career. Once a DRK reaches level 65, they can learn the Scythe weapon skill "Cross Reaper" and at level 66, they can learn the Great Sword weapon skill "Spinning Slash." These weapon skills become vital to a DRKs repertoire as they are regarded as one of the best, if not *the* best closers for the level 3 renkei of "Light" and "Darkness." Since the actual renkei damage is a % of the end WS damage, damage concious parties will want the most damaging weaponskills to finish the level 3 renkei to give them the best overall renkei damage. These WS are terrifying on their own, but when used with SATA (Sneak Attack + Trick Attack) their damage goes from impressive to monstrous."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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Lies, Misconceptions and Ignorance
There's alot of misconceptions players have about the Dark Knight, and some of these untruths can stay with a potential DRK and cripple their self esteem as well as their performance.
Falsehood
The DRK is the KING of damage - all other jobs pale in comparison.
Truth
The DRK is one of the best damagers in the game, but dont truly shine until they hit 65/66. They are comparable to WAR, SAM, DRG and MNK for overall damage per battle. At the end-game, they are one of the four best closers for level 3 renkei. The others being MNK, RNG and THF. The DRK is not king of the hill, it just looks that way because they hit for so much per blow, but they're not hitting as fast as many of the other jobs out there. The only undisputed melee class that deserves that title is RNG by virtue of their INSANE WS damage, but DRKs are more consistent with landing their special moves thanks to SATA.
Misconception
DRKs can't tank.
Truth
This is a semi-untruth. By virtue of their specialty gear and their abilites, which drain a DRKs defensive capabilites, DRKs are VERY succeptible to damage. On their own, a DRKs base defensive ability is about on par with a WAR, but unlike WAR at higher levels and PLDs, they get no passive defensive buffs. With the right equipment a DRK can be a capable support tank with WAR sub and the Defender ability, though they shouldn't be forced to take primary tanking duties for long. *When* a DRK is equipped in their damage gear using their damage abilites, they are at great risk for getting killed outright. a DRK does NOT make a good Trick Attack buddy.
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.
Misconception
A DRK doesn't need to keep Great Sword leveled up since they are only going to be using Scythe.
Truth
People are lazy - it takes work to keep two very slow weapons up to par. I feel this beleif is tied into the misconception that Guillotine is a DRKs bread and butter - which is untrue. For a DRK, Great Sword has some of the nicest weapon skills in the game and some of the most versatile. Power Slash links into a THFs SATA Viper Bite for massive Distortion Renkei. Great Sword can also close a DRGs Skewer with SATA Sickle Moon for impressive Distortion also. The beauty of the Great Sword is that most of its weapon skills are one hit which means they get the most out of SATA boosting than the multi hit or AOE of Scythe. The main reason for a DRK to keep Great Sword leveled is that at 66, they learn Spinning Slash, which is one of the best closers for Light renkei. And since its a one hit WS, SATA drives its damage through the roof.
Misconceptions
DRKs get killed too easy and miss alot.
Truth
This is a beleif that was probably founded out in the days of n00bhood in Valkrum Dunes when all the baby DRKs would abuse Soul Eater/Last Resort and get one-shotted. Still to this day, I see DRKs who use Soul Eater whenever they have it available... on chain 1. The beleif that DRKs are inaccurate is a combination of having very slow weapons and inappropriate gear. Every job has the chance to miss an attack, when your weapons are slower, a missed blow is that much more noticable, even though the hit/miss ratio is probably as good, if not better than a faster melee class (A+ in scythe/greatsword skill = better accuracy overall). This is why most DRKs have a fetish for accuracy gear. DRKs get killed too easily when they don't think defensively in a combat situation. Without a way to mitigate hate, a DRK needs to be cautious with how they use their attack buffs and their weapon skills. Until a DRK has Trick Attack at their disposal, they shouldn't even touch Soul Eater unless they are in a desperate battle situation and the PT is at risk.
Falsehood
DRKs are all sullen goth kids, which is why they're always so depressed.
Truth
DRK is a very cool class, that has become overpopulated and over-criticized thanks to many DRKs who cannot grasp the nuances of what is a very complex job to play effectively. Many DRKs I know have an inferiority complex in their middle levels compared to DRGs who've recently learned Penta and MNKs because of their almost limitless renkei potential. When you're stuck using Vorpal Blade and Power Slash for 73253475 levels, you'd be pretty sullen too. The fact that DRKs also have to fight with more pronounced inaccuracy due to their slow weapons leads many of them to feel inadequate. Therefore, many of them become power hungry, desiring the best gear to show that *they* are the most powerful. In a way its as if they overcompensate to prove that they're worthwhile - which they've always been. These types of DRKs need to get over themselves. To quote Fight Club, "You are not a beautiful and unique snowflake."
DRKs need to get over their melancholy nature of not doing 34364304623 damage EVERY blow. Alot of them feel that if they're not one-shotting the mob, they're not doing their job right. The fact is, many of them don't really *know* their job. The climb to TRUE power for a DRK is slow, but the end of the road is well worth the hardship. Eventually they WILL be able to one-shot mobs with some reneki help, but they need to remember that DRKs are nothing without their team.
Falsehood
Taru's make horrible DRKs.
Truth
Taru's make kick ass DRKs if they play the job with some forethought. A good DRK wont get aggro, so the argument of a Taru's low HP and VIT is kind of moot. Their low STR does affect the job, but at the end game where their damage is mostly from their WS, their added DEX allows them to build TP more effectively. Taru DRK is a very difficult combo to play, but I've seen it played with deft precision, and its very viable. The problem is that most people who desire to play DRK don't grasp the different roles of the job, so they make assumptions based on one aspect of the class (damage per hit). A bad Taru DRK is usually just a bad player playing a challenging combo - a good Taru DRK *knows* the class inside and out."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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Tools of the trade...
Weapons Proficiency
In a perfect world, a deadly Dark Knight would be a master of all forms of armed combat, but there's this thing called play balance. Now, being a DRK gives a player access to all sorts of stabby cutty things - scythes, great swords, swords, daggers, axes, great axes, bows and crossbows. However, a DRK has a limited range of weapons expertise. Here is the weapon skill rating for a DRK:
Scythe: A+
Great Sword: A-
Great Axe: B+
Axe: B-
Sword: B-
Dagger: C
Club: C-
Marksmanship: E
So what exactly does this mean? Essentially, a weapon that's ranked A gains more skill points per level, capping off much higher than a weapon rated B or below. For example, at level 75, an A rank weapon has 75 more points than an E weapon (over 30% more points). Likewise, a weapon rated D or E gains very few skill levels per level, capping off much faster than weapons of higher ratings. Now what does more skill points in a weapon do for you? Higher skill in a weapon means certain weapon skills are learned earlier, you are more accurate with that weapon, as well as doing more damage. Since the DRK has an A+ skill, they gain a few more points per level in that weapon than an A-rank weapon once they hit level 60+.
So, looking at the ratings, logic would dictate that a DRK would specialize in Scythe to the exclusion of building skills in other weapons. This should not be the case. As explained earlier, a DRK should keep Great Sword leveled alongside Scythe due to both weapons having periods of their prime. For more specific information on skill level caps, please refer to this excellent guide here. Also, a DRK should take the time to master all of the weapons they have proficiency with. While they might seem impractical in a regular experience point party, there are times when a DRK has to don a shield and be a tank, and it would be beneficial to maintain a degree of damage dealing with a properly leveled 1-handed weapon. Also, Great Axe has some wonderful enemy debuffs like Armor Break, Weapon Break etc. that DRKs will find useful at one time or another in their career.
Weapon Skills
Due to the wide arrange of weapons at a DRKs disposal, i'm only going to concentrate on the weapons skills available to a DRK with their 2 primary weapons: Scythe and Great Sword.
Scythe
A scythe is a traditional farming tool used to cut wheat or any tall grain. This weapon is weilded with 2 hands and consist of a massive curved blade mounted on a long pole with an adjacent handle. Though not originally intended as a weapon, the scythe is most well known as being weilded by the ghostly Grim Reaper. Due to its size and unweildiness, a scythe is a very slow weapon, but the tradeoff is that it does incredible amounts of damage. In FFXI there are 2 classes of scythe weapons. The first is the reaper-class scythes: these are characterized by faster delay times (usually 480 or less) and can usually be used by other classes like WAR and BSTs. DRKs should avoid these scythes because the lower delay means they get less TP per swing, so it actually takes them longer to build to 100% TP than the true-scythes. The true-scythe class of scythes are usually DRK only and have much higher delay (528+ delay) and higher damage than a reaper-class scythe. The higher base damage rating on a true scythe means more top end on weaponskill damage also.
Scythe Weapon Skills
Slice
WS-10 DRK-3
(weapon skill level 10) (Dark Knight level 3)
Slice is the first weapon skill a DRK will learn with the scythe. This single hit blow has damage based on the amount of TP stored. This weapon skill has the potential to do quite a bit of damage, but has a high rate of missing. "Sneak Attack" ability gives this weapon skill some teeth. Useful in closing Distortion renkei or beginning Liquefaction renkei. Very compatible with daggers, swords, polearms, axes and katanas for renkei.
Dark Harvest
WS-30 DRK-9
Dark Harvest is the first elemental-based WS for a DRK. Not suprisingly, Dark Harvest is a dark element attack. Sadly, this doesn't really mean much unless its for a renkei. Not very many creatures are very weak to dark element, so the damage this WS does is usually pretty disappointing. Dark Harvest is useful in beginning Fragmentation or Impaction renkei (thunder/wind). As another one blow WS, it can get a boost from Sneak Attack, but the damage overall is usually pretty awful.
Shadow of Death
WS-70 DRK-23
Shadow of Death is more like an upgrade to Dark Harvest. Beside a different animation, Shadow of Death does more overall damage than Dark Harvest, but still pretty disappointing. The only nice aspect of Shadow of Death is that it opens the level 1 Dark renkei "Compression." Also, its a one hit, so it gets a decent boost from Sneak Attack.
Nightmare Scythe
WS-100 DRK-33
Yet another dark element attack, this time a two blow WS and also has a chance to blind the target. You'd think that as a two hit WS, Nightmare Scythe would be some pretty impressive damage, but alas, it's pretty crummy overall. Since its a 2 blow WS, it doesn't get much wind from Sneak Attack, but it does open the level 2 Darkness renkei "Gravitation" and can close the level 2 renkei "Distortion."
Spinning Scythe
WS-125 DRK-41
The DRKs first and only AOE (Area-of-Effect) WS. Yay! Spinning Scythe is really useful in crowd control because of the large radius of the attack and the decent damage it does it everything in its wake. Pathetic damage against a single enemy that rates T or higher, but awesome for cutting down a crowd of "Too Weak to be Worthwhile."
Vorpal Scythe
WS-150 DRK-49
Vorpal Scythe is probably one of the most useful WS a DRK will have in their career because it opens the ever popular Distortion renkei. Usually a THF will close Distortion with SATA Viper Bite for INSANE damage. Unfortunately, the damage range of Vorpal Scythe is erratic. Sometimes blows can land for as little as 60 damage or as much as 600 damage on the same enemy. Since this WS is usually used to open Distortion for a THF, a DRK won't get much opportunity to use Sneak Attack to boost the damage of this single blow WS. Using Last Resort before popping this WS usually helps the damage stay on the high side, but be sure to disengage the buff once the WS is done so the enemy doesn't pound you into a fine red mist. Also, Vorpal Scythe has a HUGE chance of missing against evasive mobs.
Guillotine (DRK only)
WS-200 DRK-60
The legendary DRK 4 hit WS. Aside from being incredibly flashy and noisy, Guillotine is the most damaging WS a DRK will have at this time. Sadly, the damage is wildly inconsistent because of the high chance of missing one or more of the 4 strikes. Also, Guillotine doesn't get much from Sneak Attack due to the multi-hit aspect of the weapon skill. Guillotine's usefulness in renkei is debateable, being used to open Compression or Impaction, both level 1 renkei, as well as opening Fragmentation (level 2). A DRK/WAR can get some serious damage with this WS if Double Attack procs during the WS, but can draw more hate than the DRK is capable of tanking. By the time a DRK learns Guillotine, they can also learn Sickle Moon with Great Sword, which is an infinately more useful WS for a DRK/THF in renkei because it closes Distortion, stacks with SATA and has much more consistent high damage. Also of note is that Gullotine has a chance of silencing a target, so it does have some practical application when fighting casters, but the debuff lands seldomly and wears off fairly quickly.
Cross Reaper (DRK only)
WS-225 DRK-65
Congratulations, you have finally reached true DRK-hood. Cross Reaper is what Guillotine *should* have been. This two hit WS not only stacks with SATA for ungodly damage, it also links with a completed Gravitation renkei to create the level 3 renkei "Darkness." Cross Reaper can also link with other 225/240 weaponskills (such as a PLD's Swift Blade) to create a 2-man Darkness. Cross Reaper can open the Darkness renkei, but is usually reserved for closing it. Even without SATA, Cross Reaper does more damage in its two blows than Guillotine does with its 4 - consistently. Of course, as a two strike WS, there is a chance of missing one or both of the blows, but by the time a DRK learns this WS, they will be using THF SJ, so SATA guarantees at least one of the blows to land.
Spiral Hell (quest weapon skill)
WS-240 DRK-68 (level 71 with 240 scythe skill mandatory to receive quest)
Quest obtained from Novalmogue in Bostanieux Oubliette
Spiral Hell is the quested WS for the scythe. Visually, this WS isn't quite as sexy as Cross Reaper but does respectable damage. The real beauty of Spiral Hell is that the WS is a one hit blow so negates the risk of missing the second blow of Cross Reaper with SATA. Also, just like Cross Reaper, it can be used to start or close Darkness renkei. Also of note is that these WS are very, very TP dependent on damage. A 200-300% TP Spiral Hell completely overthrows Cross Reaper. Toss in SATA and you'll see numbers roughly around 1500-2000+. Sadly, only a handful of enemies you'll be fighting at this level are vulnerable to Darkness."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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Great Sword
Unlike the Scythe, the Great Sword was designed for one thing in mind - combat. A great sword is a classic blade weapon characterized by being wielded with two hands. The most memorable great sword in history is probably the Scottish Claymore that was the weapon of choice of William Wallace (iconicized by Mel Gibson in Braveheart). Suprisingly, the great sword is not a weapon designed for finesse cutting like a typical one-handed sword. The size and weight of a great sword greatly aids its two primary uses - amputation of limbs and peircing through armor. Perfect for a DRK, no?
Great Sword Weapon Skills
Hard Slash
WS-10 DRK-3
The big brother version of Fast Blade. Hard Slash is one of the best damaging WS you get for the Great Sword. Since this WS damage is TP dependent, the more the better. Hard Slash has no elemental attributes, gets a lovely boost with Sneak Attack and is versatile for renkei. This special is a downward power cut-type of maneuver.
Power Slash
WS-30 DRK-9
Power Slash is probably the most useful WS for the Great Sword because its primary usage is to open the level 2 renkei Distortion - hopefully to be closed by a THF with SATA Viper Bite. Power Slash is a piercing attack, with the blade being thrust forward at an enemy with rapid velocity for massive damage. As a one blow attack, Sneak Attack lends very well to increasing the damage of this particular WS. Important to note is that while Power Slash is fairly consistent in damage, it's accuracy is erroneous. Power Slash does not have an elemental alignment, it is a purely physical attack.
Frostbite
WS-70 DRK-23
Paradoxically, Frostbite is an entirely elemental-based attack. This single blow delivers ice-based damage which is usually negligible when compared with Power Slash and Hard Slash. As an ice-based attack, Frostbite's renkei versatilty is extremely limited and almost never used in practical weapon skill chains. The visuals are pretty, the damage is depressing. Sneak Attack compatible, but hardly worth mentioning.
Freezebite
WS-100 DRK-33
Logically, the next WS in the series has to be an upgrade of a nigh useless WS. Freezebite does do more damage than Frostbite and is especially more damaging to creatures vulnerable to ice damage, but even then the damage leaves much to be desired. Sneak Attack helps this WS about as much as Frostbite, but again - almost useless in renkei.
Shockwave
WS-150 DRK-49
Finally an AOE attack. Shockwave is a rather small AOE compared to Spinning Scythe or the dagger WS: Cyclone, but does a bit more overall damage. Even more interesting is that the WS also has a chance of putting the enemy to sleep. Of course, this added effect doesn't land often and is almost always removed due to someone else in the PT hitting the enemy. The WS is fairly useful when farming low level mobs, and can stop a massive train of "Too Weaks" in its tracks with proper placement. The WS has limited renkei usage due to its AOE and its links into poor weaponskill chains, just like Spinnig Scythe - but it looks cool.
Crescent Moon
WS-175 DRK-55
Crescent Moon literally marks the upswing for the Great Sword. This one hit WS looks like a deluxe reverse Hard Slash complete with dust cloud. This one hit WS does decent damage, is TP dependent, has no elemental attribute, works beautifully with Sneak Attack and closes Distortion. The only WS that beats the pants out of Crescent Moon is of course...
Sickle Moon
WS-200 DRK-60
Sickle Moon is the stylish upgrade to Crescent Moon. This two blow WS begins like Crescent Moon with an onverhead finish that ends in an illuminated crescent sickle. As a two blow WS, there is the chance of missing the second blow even with Sneak Attack, but when both land - the damage is luscious. Benefits of this WS are the same as Crescent Moon, only much more damaging. Sickle Moon is the WS that allows a DRK/THF to take the spot of a THF main to close Distortion instead of Dancing Edge. The DRK loses some damage on the THF, but overall is more reliable than Guillotine. On an IT, if both blows hit, damage ranges for 600-800 with SATA.
Spinning Slash
WS-225 DRK-66
Break out the champagne, this long awaited WS makes it all worthwhile. Spinning Slash isn't very flashy, but is a one hit WS that stacks with Sneak Attack+Trick Attack for MASSIVE damage and can begin or close the level 3 Light renkei. Like Cross Reaper, Spinning Slash is usually reserved for closing the Light renkei by virtue of its damage contribution to the end renkei damage equation. Spinning Slash is also TP dependent, so building that TP boosts the damage quite a bit. As a massive (hopefully SATA'd) one hit WS, DRKs can feel free to use Soul Eater to give this already incredible WS even more umpf. The average damage on this WS is 400-600 alone, with SATA it almost doubles. Throw in Last Resort and/or Soul Eater and expect to be hitting in the 1300-1500 range.
Ground Strike (quest weapon skill)
WS-250 DRK-72 (level 71 required to obtain quest)
The quested WS for Great Sword is truly a sight to see - the leaping attack really shows how a DRK can get air with the best of them. Just like Spiral Hell, Ground Strike's overall damage is actually a little less than Spinning Slash, but gains a significant boost at 200-300% TP. This WS also has its own inate renkei effect and can be used to start or close level 3 weapon skillchain."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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A killer is only as good as his tools...
One of the most important parts of playing a Dark Knight is having a knowledge of what kind of weaponry you should be using and when. This section is not a definative list of what a DRK must use (because its largely my opinion), but rather a suggestive collection of solid weaponry that a practical or perfectionist DRK would use for the listed level ranges. Any items listed with a * is considered a luxury item, % denotes a bare minimum requisite weapon, while an object marked with @ is mandatory for DRK.
Great Sword
Level 1-5
%Rusty Great Sword
Damage 14 Delay 456
The Great Sword can be fished up in Battalia Downs or on the AH. The reason why I recommend this beginning weapon instead of the simple bronze sword is that you need to be building skill with the Great Sword from the beginning. The earlier you get into the habit of using both a scythe and a greatsword, the easier it will be to level them as you gain in experience.
Level 5-18
@Deathbringer
D20 DLY 466, Attack+8 Defense -6
The Deathbringer is the first true DRK-only weapon and can only be obtained through the quest "Blade of Death" in Bastok Mines. The quest is identical to the DRK flag quest in that the player must kill 108 monsters in the same zone with Chaosbringer, then take the blade and dip it into a pool of water in Gusgen Mines. This will upgrade the sword to the Deathbringer. Once you obtain the Deathbringer, feel free to toss or sell your rusty greatsword, but hold onto the bronze zagnhal and remember to keep it skilled up. The nice thing about this weapon beside its killer stats, its absolutely FREE!
Level 13-18
*Flame Claymore
D26 DLY 444, Added Effect: Fire Damage
This great sword is pretty decent due to relatively high damage, though don't expect the Fire Damage effect to activate very much if at all. Thrifty DRKs can completely bypass this blade and go directly to the Braveheart. Flame Claymore is pretty optional and requires an alchemist to make - so the prices can vary widly on the AH, but is usually on the high end for a level 13 player with a budget.
Level 18-27
@Braveheart
D30 DLY 444, +2 DEX +5 Accuracy
Congratulations DRK, this is your first +Accuracy weapon. Not only is the damage on the Braveheart great for its level, the +5 accuracy is worth its weight in gold. This sword should remain in your possession for a very long time because it makes skilling up Great Sword incredibly easy, should your skills slack. This weapon is a NM drop in Palborough Mines, but should easily be available on the AH for a few thousand gil. While you could technically consider this weapon a luxury item, its usefulness is so vast that I beleive its worthy of mandatory status. This weapon will last you quite a while.
Other swords in this range are the Mercenary's Greatsword at 20 and Barbarian Sword at 24. The Merc's sword doesn't have that much of a damage boost and the lower delay means more swings needed for full TP. Barb's sword is really huge damage, but at -5 accuracy its diminishing returns for such a high-gil item. Neither of them are appropriate for a DRK.
Level 20-27
*Two-Handed Sword
D35 DLY 456
High damage make this Great Sword a very, very nice weapon to have, but the extra damage doesn't outweight the +5 accuracy of the Braveheart IMO. Very much a luxury item, because they aren't usually cheap in the AH for the level it can be used.
Level 27-36
%Inferno Sword
D40 DLY 456
Added Effect: Fire Damage
This greatsword is an alchemical synth of the two-handed sword, so it's usually a touch more expensive than the base blade. The reason why I recommend this blade is that the damage on the Braveheart will begin to slack considerably around this level, and the only other feasable alternative is the Demonic Sword, which is very nice but extremely expensive.
Level 31-41
*Demonic Sword
D44 DLY 456
Darkness+8, Added Effect: Darkness Damage
This is the first *real* luxury great sword for the DRK. This sword drops from a particularly nasty NM in Castle Oztraja, so its price usually runs in the 30-60K gil range. If you have the gil, the Demonic Sword can allow you to bypass the Mithril Claymore and go straight to Great Sword (how original). The darkness damage effect goes off fairly freqently, which is nice for the pricetag. The model for the Demonic Blade is more attractive than most of the generic greatsword-types.
Level 36-41
%Mithril Claymore
D46 DLY 444
A very solid great sword with good damage and decent delay for TP gain. This blade is no muss, no fuss, and fairly inexpensive in AH. The only drawback is that it looks plain as dirt and has no real nice stat boosts or added effect.
Level 39-47
*Icebrand
D53 DLY 456
Ice +8, Added Effect: Ice Damage
Another luxury item that's usually used to stem the gap between two luxury swords, namely the Demonic Sword and the oh so sexy Faussar. This one is actually not a NM drop, but an extremely rare drop from a mob in Davoi. Suprisingly, this sword isn't usually very expensive in the AH, but is pretty rare to find on sale.
Level 41-47
%Great Sword
D55 DLY 456
Another bare minimum greatsword for this level for the budget concious DRK. Really nice damage and delay make this a reliable, yet plain, great sword. Usually you can find these on the AH in bunches for relatively cheap.
level 43-54
*Royal Swordsman's Blade +1
D57 DLY 456
In areas outside your countries control VIT +2
This weapon is actually an upgrade on the San D'Orian CP weapon of the same name (which is PLD only- go figure). Thanks to a crafty smithy, the +1 is not only becomes useable by a DRK but has a really nice, though conditional, VIT boost. Depending on your server and your Smithing population, you may or may not find this blade on the AH for a bargain. Again, optional."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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Level 47-54
*@Faussar
D61 DLY 480
The Faussar is a paradox. On one hand, the sword does phenominal damage for its level, with no muss, no fuss stats - which would make you think there'd be a ton of them on AH for rock bottom prices. On the other its a total PIA synth, requiring not only smithing, but woodwork and leatherwork, and is ultra cool. The drop dead sexy blade (a curved-blade skin once thought reserved for PLD only swords like the Ram-Dao) usually sports a playboy price tag. Though, at this level, a DRK shouldn't have much trouble farming for gil (and should be for sniper's rings) and this one is worth the money. The seven level lifespan of this beauty is so worthwhile that I have to say that this blade deserves a mandatory rating for a DRK. Yummy!
Level 54-60
%Darksteel Claymore
D71 DLY 489
From the high fashion of the Faussar, we are doomed to revist mediocrity. The Darksteel Claymore does MASSIVE damage, but looks like total and complete ass. Using the EXACT same shell of the Chaosbringer ( DRK Flag quest item), most DRKs cry at having to retire their sexy Faussar for this lame looking blade. I know, it sucks, but grin and bear it - its a long 6 levels.
Level 60-73
@Zweihander
D76 DLY 456
The time of agony is over as you can finally discard your Darksteel Claymore for the infinately better looking Zweihander. Solid stats make this blade competent almost all the way to the very end. Though, the lifetime of this blade is so incredibly long, and is so very, very common, that most DRKs make the mad dash to one of the uber expensive alternatives at this level to break up the monotony. Still, the Zweihander is very common in the AH and fairly inexpensive at around 30K gil.
Level 62-70
*Arondight
D79 DLY 480
Fire+7 Water+7, Added Effect: Water Damage
The legendary Arondight, named after Lancelot's sword, is a complete and total PIA to get. This weapon is rare/exe so you can only carry one and it cannot be traded or sold once obtained. Getting the blade requires a decent group of people to camp a Crab NM "Cancer" in Kuftal that *might* pop from a forced spawning point every 15 minutes. While this might not sound bad, the spawning point is smack dab in an area surrounded by Haunts (which still aggro at level 75) and other crabs. Not only is the NM a very rare spawn, the sword is also a relatively rare drop from the NM. While getting the sword doesn't cost more than the price of the fish used to spawn the NM, the time that needs to be taken into camping it is enormous. Not many people camp Cancer because of how futile the effort is. The damage on the blade is very nice and had max delay for a Great Sword, meaning more TP mileage per swing. The shell that of the Zweihander only with a blue-edge'd blade as well as a gold and blue hilt. This sword is very much a sword in the stone.
Level 66-73
*Mithril Heart
D80 DLY 480
Added Effect: Dispel
Ah yes, the Mithril Heart. This sword offers excellent damage for a DRK at the level they learn their most potent GS WS "Spinning Slash." The Dispel effect is nice, but doesn't activate very often. This sword is created by a high level smithy using a mithril ingot and the GS "Lockheart", which drops from a manticore NM in Cape Terrigan. This blade usually runs for about 600-800K in the AH and isn't very impressive looking, using the exact same shell as the Braveheart. The entire blade is a crisp sterling silver and reflects a ton of light on the PS2 version of the game. PC users don't get the lightshow, unfortunately.
Level 70-73
*Balmung
D80 DLY 480
HP-5% Accuracy+5 Attack+13, Added Effect: Dispel
The legendary Balmung is dropped from the HNM Fafnir, lord of dragons. The chance of legitimately obtaining the blade from the beast is is very slim since he requires a solid alliance of 70+ that can claim the spawn before the japanese players. Fafnir also pops once a day, usually during japanese prime time. The blade is saleable, and usually shows up once or twice a month in the AH for 2-3 million gil. This sword is the definative DRK great sword. This sword was the original inspiration for the super sexy Faussar, but this paticular curvy blade is jet black. From what information i've gathered, the Dispel effect on the Balmung activates with much more frequency than the Mithril Heart, but is still seldom. The +accuracy is a massive boon, but the -5% HP can be crippling for Taru or Mithra DRKs who like to use Soul Eater. The Balmung is not only a massive status symbol, its a damn good blade - sexy to boot.
Level 71-75
*Nagan
D84 DLY 480
HP+10 DEX+2 VIT+2
The Nagan doesn't quite have the pedigree of the Balmung, but sports a simliar price tag due to the sheer number of adaman ingots required to craft it. This blade has the same design as the Balmung, but has a cobalt blue blade and golden hilt. The added damage over the Balmung makes this blade get more mileage out of its WS. While the +5 accuracy is missing, the DRK can hold onto his HP. Many DRKs will usually opt for this blade over the Balmung if none is in stock. The stat boosts are nice, but fairly superficial at this level.
Level 73-75
@Balin's Sword
D84 DLY 480
MP+13 STR+4 INT+2
This is the undisputed endgame blade for the Dark Knight. Obtainable only through the BCNM fight called "Scarlet King" against a NM Mancticor, this blade is usually pretty frequent on the AH, selling from as low as 200K to as much as 1 million gil. The skin is identical to the Balmung, the only difference is that one has a blue hilt, while the other is red. This relatively inexpensive and available blade (in comparison to the Nagan and Balmung) makes it the best choice for the end-game DRK, bar-none.
Level 75: Ultimate
*Ragnarok
D86 DLY 431
Accuracy+20, Increased Rate of Critical Hits, Original WS: Scourge
This massive golden great sword adorned with runes is the attestation of a master DRK. The amount of time, gil and sanity required to obtain this coveted blade is no more than incredulous. While only 2 damage more than Balin's Sword, the Accuracy +20 speaks volumes. Of course its very own original WS and increased critical hit rate make this Great Sword a true legend."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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Scythe
Level 1-10
%Bronze Zaghnal
D14-DLY 480
Easy to make with amateur smithing skill, the Bronze Zaghnal is the entry level scythe. The damage is enough to get the job done, but the primary reason for using this weapon alongside the rusty great sword is to make sure you keep the weapon skilled up for the next *real* scythe.
Level 10-18
@Legionnaire's Scythe
D27-DLY 495
This weapon can be obtained via Conquest Points in the nation of Bastok, or in the AH. The high damage make this weapon deadly in the hands of a DRK, but its relatively high delay also make missing that much more painful. Now aren't you thankful you kept the skill up with the Bronze Zanghnal? Anyways, once you can obtain the Lego's scythe, you can retire the Bronze Zhagnal.
Level 18-30
@Scythe
D38-DLY 528
This is the first DRK-only scythe, and with good reason: high damage and huge delay means large TP gain and top end WS damage. This weapon will take you a good distance on its own. While there are a number of other scythes along the road to 30, such as the Frost Reaper etc., they are all reaper-class scythes so you'll need one extra swing to hit 100% TP over a true scythe like this one. The nice thing about the Cruel Scythe and Frostreaper is that they're relatively easy to hunt if you have level 40 or so friends because the NMs they drop for are almost never camped and have a fast respawn. More than likely, the Scythe will be more pricey on the AH than these common NM drops, but worth it.
Level 20-30
*Cruel Scythe
D40-DLY 513 DRK-only
INT+2 MND-2 [LIT]-2 [DKN]+2 Add Effect : Evasion rate down
The second DRK-only scythe is a fairly frequent visitor on the AH, and usually isn't terribly expensive to buy or to farm. While this scythe offers a good bridge to the Merc. Capt. Scythe, the low delay can mean some problems for TP perfectionists. Still, the 2 additional damage and Added Effect: Evasion down are nice caveats, though the extra effect shouldn't be counted on to land every battle. Definately a nice scythe for the DRK who has to stay ahead of the equipment game, but those DRKs who have already invested in a Scythe can pass on this one and save their gil for the next.
Level 30-40
@Mercenary Captain's Scythe
D51 DLY 528
The next true scythe a DRK comes across is this handsome black-bladed item thats a Windurstian CP weapon. Since this scythe can be obtained at any ranking in conquest, its fairly frequent on the AH, so is usually inexpensive. The large jump in damage over the plain Scythe is enough to make DRKs giggle with glee. Definately one of my favorite scythe's growing up.
Level 40-43
@Mithril Scythe
D64 DLY 528
Again, a solid damage boost from the Merc's scythe along with that lovely max delay make for a weapon to fear. The only reason why this scythe has such a short lifetime is because of the DRK AF Scythe at level 43. The only reason why I say this scythe is mandatory is because it will probably be your main scythe for the lucrative BCNM40.
Level 40-43
*Mutilator
D62 DLY 501 Accuracy+3
A fairly new scythe addition is this DRK only scythe called the Mutilator. The damage is not quite as good as the Mithril Scythe, but the +3 Accuracy is definately no slouch. The relatively low delay means much quicker attacks, but equals less than optimal TP gain per blow. Again, since this is an accuracy boosting item, it goes for a premium in the AH, usually 40-50K, and is in short supply. Still, a decent scythe and a luxury.
Level 43-49
@Raven Scythe
D68 DLY 528
Congratulations DRK on your first peice of Artifact gear. The Raven Scythe is another great upgrade for the DRK. While only a small damage boost from the Mithril Scythe, this weapon is free and mandatory for a DRK who intends to complete their AF.
Level 49-58
@Barbarian's Scythe
D76 DLY 528
Accuracy-5 Attack+25
This scythe is one that's been under much debate due to its negative accuracy debuff. The rationale for using this weapon is that, at this level, a DRK should have enough +accuracy gear (Sniper's rings, Life Belt) to negate the accuracy debuff on the weapon. The primary reason for using this scythe is not only for the large damage rating but the massive attack boost. Those who don't feel comfortable with an accuracy debuff will usually resort to the Bone Scythe at level 53 for a touch more damage, no attack boost and lower delay.
Level 58-65
@Vassago's Scythe
D84 DLY 528
HP-5% Accuracy+5
Finally, Vassago's Scythe is obtained. This is the classic DRK scythe - demonic looking and deadly. The high damage on the vassago's is nice, as is the +accuracy, though the -5% HP can be a tough pill to swallow for using such a remarkable weapon. Since the Vassago's is considered THE scythe for DRK, and is a BCNM item, it can vary in price quite dramatically at the AH. I have seen this weapon for as low as 70K in the AH, to as high as 200K. DRKs who are money concious should keep an eye on the market for this weapon and buy when the price is right. People who want the look of the Vassago's earlier in their career can go for the Demonslicer at level 55, but its lame damage and low delay isn't worth the hefty pricetag.
Level 65-73
*Darksteel Scythe
D89 DLY 528
No fanfare on this scythe other than its massive damage rating. Looking almost identical to the Merc. scythe, this slick black and silver scythe comes just in time for a DRK to learn "Cross Reaper." Deciding to use this scythe over the Vassago's is a matter of personal preference. Some players aren't willing to lose +5 accuracy without getting something in return. I think the +5 Damage really makes a difference in WS top end, but DRKs have this fetish for accuracy that defies human rationale. The reason why I like this scythe over Vassago's at this level is not just the increase in base damage, but the fact that I don't lose 5% of my HP using it. While this item isn't anywhere near expensive compared to the Vassago's, having it in addition is really more of a luxury.
Level 73-75
@Death Scythe
D97 DLY 528
Added Effect: HP Drain
The endgame scythe for DRK, aside from the illustrious "Apocalypse" is also the cheapest. Insane damage with a gimmicky added effect for a mere 7K gil. The reason being is that crafters spew out so many of these scythes in hopes of making the +1 (which they sell for 900K), that the regular synth can be picked up for pennies on the dollar. I love a bargain!
Level 75: Ultimate
*Apocalypse
D103 DLY 513
Accuracy+20, Original WS: Catastrophe, Added Effect: Blind
This is the ultimate incarnation of the reaper's sickle. This golden scythe adorned in runes marks the highest acheivement for a DRK. Aside from doing UNHOLY gobs of damage, having its very own original weapon skill, it also requires enough trips to Dynamis to earn your "alternate dimension" tour guide license, as well as more gil than IGE can push in a month. Of course, +20 accuracy is enough to make any DRK cream in their jeans. In my time on Vana'diel, I have YET to see a single DRK weild this weapon or its lesser form, the Bec de Faucon. Someday...."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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With Great Power, Comes Great Responsibility...
With any job class, each player is embued with special powers that enable them to do their job more efficently. For a Dark Knight, their abilities can inflict dire harm on the enemy, or bring about an early grave for themselves. In this section, i'll illustrate the abilites that a DRK obtains over their career and how they are used as well as how they are frequently misused.
Blood Weapon:
DRK - level 1
This is a DRK's ultimate power. Usable every 2 hours real-time, this allows the DRK to drain the health of the enemy proportional to the damage they do with their weapon for 30 seconds. This vampiric ability is truly devastating and can save the life of the Dark Knight if used judiciously, however can be easily squandered. Blood Weapon will NOT drain the enemy's health from weapon skill damage - it will ONLY drain from regular hits.
Tips:
Using Blood Weapon with Soul Eater increases the damage done per blow and leeches back the health that Soul Eater consumes. Used hand in hand, the DRK becomes an incredible beast of a creature, dealing critical damage at the cost of their own health - but replenishing the draining effect and then some. DRKs who choose to evoke this combination must be prepared for the worst - namely their own death. If the enemy doesn't fall before both abilites stop, the DRK will have built enough hate that their only saving grace is probably the PLD's "Invincible" 2HR. Employ this combo as a total last resort - the damage will be unholy, but if your foe doesn't die - your life is forfeit.
As this ability is on a relatively short timer, maximizing its efficacy is simple - use a fast weapon. When using the classically slow weapons of a DRK, Blood Weapon will drain 3-4 hits before expiring. If you miss a swing, a large portion of the ability's potency is lost. This can be fixed by switching to a quicker weapon so that the ability has more blows with which to drain the enemy's health. While a DRK is not a 1-hand weapon specialist, they have a passing proficiency in 1-hand sword. The 1-hand sword is an ideal weapon for those tense moments where Blood Weapon+Soul Eater is used. Not only are 1-hand swords relatively quick, the PLD/DRK only swords do a respectable amount of damage. Instead of the 3-4 hits a Scythe or Great Sword would drain, a 1-handed Sword could land 6-8 blows or more (Haste helps), maximizing the duration of the ability. Because of this, I advise DRKs try to keep their 1-hand Sword skill as high as possible and carry one with them at all times.
Arcane Circle:
DRK - level 5
Arcane Circle might seem like a completely worthless ability - but becomes a major weapon in the DRKs defensive arsenal. This ability protects the DRK and his companions (if in range) against arcana monsters. What are arcana monsters? To put it simply, Arcana are monsters that exist through magic alone. This includes Pots, Golems, Dolls, Weapons and Bombs. This AOE protective field randomly intimidates the arcana monster, causing an effect similar to "Paralyze" for their combat round. The DRK themselves always have their own protective aura against Arcana, Arcane Circle simply allows them to spread their personal barrier to other party members within range for a short time. This ability lasts for 3 minutes and can be reused every 5 minutes.
Tips:
Due to the limited nature of this ability, it is best used in situations where aggro isn't locked onto the tank. In the event of a PLD losing aggro of an arcana monster, having this ability available can cause the enemy to have enough hesitation against severely mauling the WHM for the PLD to regain hate. I usually recommend using it the moment the party engages the enemy, as it discourages the enemy from attacking anyone in melee range while the team gets into position. As the later levels of a DRK is spent fighting enemies in Tu'Lia, which are 95% Arcana creatures anyway, Arcane Circle will have ample opportunity to show its worth.
Last Resort:
DRK - level 15
Last Resort is, literally, a last resort. This ability increases attack power in exchange for defensive power. While not as dramatic as WAR's Berserk, Last Resort is very effective. this ability is very short-lived, lasting only 30 seconds, and can be re-used every 5 minutes. Last Resort can be used in tandem with the WAR ability "Berserk" for even more attack power, and even more defensive crippling.
Tips:
First bit of information I can give the young DRK:
All of your attack buffs will pull hate when you use them!
While not as potent as "Provoke", Last Resort can pull unwanted attention to the DRK at a time when they are their most vulnerable. As most young DRKs play DRK/WAR, the temptation to use Last Resort with Berserk (and yes, even Soul Eater) is great, as it boosts your attack through the roof. The problem is, if the ability doesn't pull hate on its own, the damage you do from the amped up attack will. DRKs have relatively pathetic defensive gear on their own, with Last Resort active, the DRK might as well be wearing only his boxers to the fight. Throw in Berserk ontop of Last Resort and that's basting a naked DRK in honey and throwing him into a bear pit.
Last Resort should ONLY be used to boost the damage of a WS immediately before the attack is used - and then it should be removed once the attack lands.
Removing an active ability is a skill every DRK must master, because many of our powers should be used incidentally. Many of them can get us killed if left running for their duration. If you're using a keyboard, this is as simple as hitting the + key twice on the number pad to activate the icon selector. You then move the selector left or right with the arrow keys until the buff you wish to remove is highlighted. One highlighted, pressing Enter on the number pad will remove the buff. Hitting ESC will cancel the icon selector and return you to normal operation.
Weapon Bash:
DRK - level 20
Weapon Bash is one of those life-saving abilites that takes a great deal of skill to master. This ability allows the DRK to literally "bash" the enemy with their currently equipped 2-handed weapon, stunning them momentarily. This can be used to interrupt spellcasting as well as the weapon skills of an opponent. In order to use this ability, the DRK MUST be using a 2-handed weapon (Scythe, Great Sword, Staff, Great Axe) for this ability to be useable. Also, Weapon Bash does not guarantee that a mob casting a spell or charging a WS will will be interrupted. DRK AF gloves enhance this ability, making the ability more effective, as well as lasting longer.
Tips:
Not really much advice I can give you on how to use this ability, outside of understanding that there is a slight delay between hitting the button and the bash going off. There have been many times where I thought I hit my Weapon Bash macro fast enough to block a charging WS, but server/client lag and variable enemy WS charge times makes connecting in time, difficult. DRKs will have to pay close attention for the WS charge graphic (the pinpoint rays of light), or the casting graphic (vertical rays of light) in order to execute this ability in time - even then, there is a chance you won't be able to interrupt the ability fast enough.
The longer the enemy WS or spell charge time, the easier this ability is to use. Usually, I recommend DRKs use the spell "Stun" to interrupt WS and incoming magic, as its much faster and more reliable than Weapon Bash, though has a long recharge time. I advise that Weapon Bash be held in reserve until after Stun is used, and only used if it is too soon to recast Stun. Also, in the event that the DRK is out of MP, Weapon Bash is free. If you've got a Weapon Bash macro, carry around your DRK AF gloves and slip an /equip line into the macro to maximize its efficacy."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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Soul Eater:
DRK - level 30
Soul Eater is the final and most powerful ability a DRK will learn. This ability consumes the DRKs health to enhance the damage of each blow. This also includes boosting WS damage dramatically, but also consumes the DRKs HP proportionately. This ability, once activated, lasts a full minute and can be reused every six minutes.
Tips:
My dear aspiring DRK, do not let tempation lead you down the dark path to your own destruction. Soul Eater is, hands-down, the...
SINGLE
MOST
ABUSED
&
MISUSED
ABILITY
DRKs have. First of all, activating Soul Eater draws almost as much hate as a WAR's '"Provoke." Secondly, as each Soul Eater-enhanced blow lands, the hate that is build is exponential to the hate of a regular melee blow. Add in the fact that each blow that connects saps a great deal of health from the DRK, this move can be fatal if not used correctly.
Young DRKs commonly become obsessed with their damage dealing capacity, and will frequently activate all of their offensive buffs (Last Resort+Soul Eater+Berserk) to boost themselves into the stratosphere. What they don't realize is that while you're hitting the enemy like a Titan, you've effectively reduced your defensive capacity to that of delicate cobweb, and pissed off the enemy so much that the tank simply CANNOT regain hate. Meanwhile, every caster in your party is feverishly trying to keep you alive as the enemy lands blow after critical blow on your sorry ass. May the mob have the mercy to one-shot you with a WS, so your mages have enough MP left over to heal the tank after you're dead.
This "Self-Destruct Button" does nothing more than get YOU killed, exhausts healer MP, screws aggro, and will most likely end up getting you kicked off the team. I advise, under average circumstances....
DO NOT DO THIS!!!!!
Pre-SATA (Sneak Attack+ Trick Attack), Soul Eater should ONLY be used in combination with Blood Weapon in desperate situations, or trying to finish that last chain with the PERMISSION of your tank and your healers. Common sense would dicatate that using Soul Eater should correspond with enough damage needed to fall an enemy. The problem is, mobs are unpredicatable and should not be assumed to fall beneath the might of Soul Eater without taking you with them! Now, if you absolutely MUST use Soul Eater, again please make sure your PLD is aware of when and where you plan to use it so that he can inform you when Cover is available. This is give the DRK some freedom to use this ability, but once Cover drops, there is no guarantee than the PLD will manage to keep aggro off of you - so please use at your own risk. The operating capacity of tanks, especially PLDs can be variable, so make sure you communicate your battle intentions and that they are willing to work with you within the limits of their special abilites.
Soul Eater should NEVER be stacked with Last Resort OR Berserk unless... and ONLY unless, it is used with SATA, and ONLY if you can avoid pulling aggro when activating it.
Also, important safety tip. Never... EVER use Soul Eater with a Multi-Hit WS, even with Blood Weapon active. Remember, Blood Weapon doesn't absorb enemy health from weapon skill damage, Soul Eater will absorb YOUR health for every strike of the multi-hit WS in addition to any regular blows. I have seen MANY DRKs attempt to use Guillotine with Soul Eater and watch in horror as 70% of their HP is drained away, only to have the enemy turn and slay them in one strike.
Final Thoughts
I cannot stress enough how important survivabilty is to a DRK. In many xp parties, especially after 66+, the DRK is a major, if not THE major, source of damage for the team. Losing the DRK not only means losing the skillchain, and/or xp chain, it also means not having enough damage to defeat an enemy before magic resources dry up. We are very important to the survivability of the team, and we do nobody any good if we're dead.
A DRK needs to be able to gauge the flow of aggro/hate as well, if not moreso, than a PLD in order to understand where and when to use our abilities. For the majority of a DRKs career, they do not have the ability to mitigate the hate they build during combat. They must rely on the skill of the PLD as well as THF(if available) to keep the enemy from tearing the DRK to ribbons. Our abilites can cause fearsome damage to our enemies, but will put us in a situation where we are most vulnerable. The only way to avoid this vicious circle is to use common sense. DRKs should not use attack buffs on a mob who has not been solidly fixed on the PLD. Last Resort should only be used to boost a WS damage. A DRK should never wantonly abuse Soul Eater without realizing the danger to self and party.
Once a DRK has the ability to transfer hate via Trick Attack, DRKs have more freedom to leave abilites such as Last Resort and Soul Eater active for their duration, instead of canceling them out after a WS. Therefore it goes without saying that a DRK will grow from a plain old DPS into a renkei finisher/hate controller as they grow in levels and actualize their true potential."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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and to think I've been working on a website with the exact same type of information, including WS vids/Screenies and a forum.
/sigh
75DRK . 37THF . 38WAR . 37SAM . 37NIN . 22WHM . 18MNK . 17BLM . 16SMN - [Rank 10]
Leader of Doom - Odin
Member #46 of ZORINSOUL - Odin
Member of TeamKANICAN - Odin
[ 63 Alchemy - 60 Cooking - 50 Goldsmithing - 20 Smithing]
Relic Armor: 2/5 Obtained
Scythe 276 - Great Sword 269 - Sword 240 - Axe 220
Fenrir: O -- Tu'Lia: O -- Moon: O
Current Status:Working on Dark Knight website
DAoC - Soulstaff 50Friar - Merlin
DA0C - Primadonna 50Eld - MLF
DAoC - Soulscar 4x SB - Guin
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