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  • #31
    Thinking of zanshin, how about adding a trait that increases attack 10% every time you miss a swing? ;D Call it 'rage'... I'm sure we've all felt it.

    It'll be the day when people applaud us for missing... hahahaha!

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    • #32
      Any FFV fans in the house?

      the sorcerer class worked by casting a spell and it 'imbued' your weapon with the spell. Steiner also did something like this in FF9. What I'm thinking for DRK is an ability to target yourself with dark magic (particularly, the ABS spells) and the next successful hit casts the spell on the smitten foe. It wouldn't be much but using this before battle could help DRK tp gain a smidge. Also, ABS-TP and TP-Regen would both be unfair as that dips too much into samurai domain -- even though they won't make you compete with a sam for tp, it's just the concept that kills it.
      "And if he left off dreaming about you, where do you suppose you'd be?"

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      • #33
        I actually had a few ideas for DRK.

        Non-Active:

        From Langolier's Idea.

        Final Blow- get another attack after a crit, does work with sneak.

        Torment- every hit has a 10% chance to torment your enemy( added 15% attack on the hit)

        Consume- your next hit will have a chance to drain your enemys health.(same as bloodweapon but only works for one hit)

        Activated:

        Cripple- Target now has its weapon attack speed and casting speed reduced by 50% for xx seconds.

        Fear- Causes enemy to run in fear from you.

        Defile- Drains all your mana for the next attack and adds to damage.

        Magic spells:

        Siphon Life- Drains xx amount of health from the enemy every 2-3 seconds for 30 seconds.

        Hellfire- Ignites yourself and your enemy with xxx fire damage.

        Corruption- Corrupts target dealing xx damage to it every 2-3 seconds.

        Edit: Also had an idea for Darkness.

        Instead of the skulls coming out of your head. Take your weapon in one hand, then place the other across your chest and rip down, you see blood fly out. Then your weapons glows a red aura(kinda like GM one?) for howerever long the darkness effect lasts.

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        • #34
          Ok... I've got it; I know what Dark Wave should do. This is a copy and paste of a post I made on another forum.

          -------------------------------------

          The more I think about, the more I kinda' like an ability like this.

          As others have suggested, you can utalize it after Souleater has run it's course...

          Souleater eats 600 HP, then you use this ability to deal another 600 damage to the mob.

          Not a bad idea... and not over-powered, in exp, or HNM, or BCNM, in my opinion.

          Dark Wave

          Level: 60

          Durration: Instant

          Recast: 10 minutes.

          This is so you can't use it with Souleater every time, only every other time. Every 15 minutes might work too, if 10 minutes isn't enough.

          The only place I see this being a problem is in Ballista...

          People need to take your HP to 0 to kill you, and unless they one shot you, you are probably gonna one-shot them when you get low on HP.

          One balancing idea I see for this though is to make it AoE.

          This way it would still be useful in EXP and such... but in Ballista it would give players a way of countering this 'cheap' JA. They just don't attack the DRK one on one. Attack him in a pair, or a trio, ect... So this ability would kinda' be our own version of 1,000 needles; dangerous solo, but a papercut with even one friend to back you up.

          Yes, this would allow us to solo mobs easier... but so what? This would just make high EP's and DC's a tad easier, EM's and upwards will still require much more technique, skill, and equip, if they aren't still impossible anyway.

          I suspect this ability would gather up "damage" durring it's recast... up to a Maximum of your current Max-HP. So you couldn't hold onto this for a few months and then one-shot an HNM for 50,000 damage. (Or however much they have)

          This would give DRK's more use in HNM since they could unleash this after nasty AoE's and such, or after Souleater. Having a party of DRK's do this would be nice numbers.

          Again this fits very well with the DRK immage...

          How twisted we are...

          That said, it's really to bad that my posting this here means, statistically, that will never be implemented. Maybe I should email the idea to SE anyway. I really like it.

          Perhaps one of our relic or AF pieces could be upgraded to have an "Enhances Dark Wave Effect" by adding Blindess or something to the ability. Maybe with merits we could increase the "damage store" to more than our Max-HP. Say +500 or so, no more than that though.
          Langron, Dark Knight of Bastok. Level 75 Rank 10

          www.lightstemplar.com
          A Pheonix Role-playing linkshell.

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          • #35
            Dark Wave was my favorite ability of all time. You have to change it for balence in FFXI, but I'm sure it would be a great addition.

            I feel that the Dark Knight job's problem is not the job itself, but what other players expect from it. Yesterday, I told my party I was subbing WAR. I kept up with the RNG in TP (except when Barrage was used), and I did similar/more damage on attacks and Weaponskills. You can easily see the problem of subbing THF on DRK when you watch a SAM/THF, WAR/THF, or DRG/THF party. They can keep up in TP with any other melee, and are still able to close the skillchain.
            DRK75/WAR75/BLU75/RNG75/NIN72

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            • #36
              I very much like that Dark Wave idea >=)
              Landon Lv. 75 DRK/THF
              Server: Phoenix
              http://ffxi.allakhazam.com/profile.xml?40964

              Currently working on Relic Scythe....They say I'll never get it done, but I say it's only a matter of time ~_^

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              • #37
                Here are some more refined ideas I've had for new DRK-only spells, be they Enfeebling or Dark Magic, as well as a more thought-out implementation to "Killing Swing", which I listed on the first page...

                Confuse:

                Level: 65

                MP cost: 80

                Recast: 3:00

                Durration: 1:00-2:00

                Effect: Lowers the Evasion and Accuracy of the target by a certain % based on your Dark Magic skill.

                Sour:

                Level: 50

                MP cost: 45

                Recast: 0:45

                Effect: Gradually reduces the target's MP.

                Durration: 1:00-2:00

                Spite:

                Level: 55

                MP cost: 50

                Recast: 0:45

                Effect: Gradually drains the target's TP. (gives it to the caster)

                Durration: 1:00-2:00

                Draw:

                Level: 70

                MP cost: 100

                Recast: 2:00

                Effect: Steals an enemie's current buff and gives it to the caster. (So it'd steal Protect from the target and give it to the DRK, or Shell, or Refresh, or Phalanx, or Evasion boost, Defense boost, Attack boost, ect...)

                Killing Swing:

                Level: 60

                Attack again after scoring a critical hit.

                If we could Merit this, or just our Critical Hit rate, it would have an over-all damage increasing % similar to the one Warrior gains by upgrading Double Attack.
                Langron, Dark Knight of Bastok. Level 75 Rank 10

                www.lightstemplar.com
                A Pheonix Role-playing linkshell.

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                • #38
                  Originally posted by MAK
                  Fear- Causes enemy to run in fear from you.

                  Magic spells:

                  Siphon Life- Drains xx amount of health from the enemy every 2-3 seconds for 30 seconds.

                  Hellfire- Ignites yourself and your enemy with xxx fire damage.

                  Corruption- Corrupts target dealing xx damage to it every 2-3 seconds.

                  hi2u world of warcraft spells
                  observe the splendor of ping pong balls!

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                  • #39
                    Originally posted by Sadeira
                    hi2u world of warcraft spells
                    What can I say? I loved warlock.

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                    • #40
                      Re: Dark Knight Changes

                      So here's a more thorough thought on Last Resort I just had.

                      What if it raised the damage of your attacks by 15% instead of just raising your attack?

                      Keep the durration, keep the enmity, keep the recast.

                      Similarly, it would increase the damage you take by 15% too.

                      So immagine popping this before Guillotine, Cross Reaper, Spinning Slash, or ect... WS?

                      I would definetly make our SATA-WS even better, which THF might not like, but I think it's a good idea none-the-less.

                      With Merits, you'd upgrade it to say 20% increase in damage and 20% increase in damage taken. (Abyss Sollerets would cut the damage taken by 5%)

                      I think this fits very well with DRK and it has a big trade-off.

                      To make sure everyone understands this:

                      Say you are hitting with each scythe swing for exactly 100 damage.

                      You hit Last Resort.

                      Now each swing will do 115 damage for 30 seconds.

                      Each of your Guillotines always does 1000 damage, now you hit Last Resort and your next Guillotine does 1150.

                      What do all of you think?
                      Langron, Dark Knight of Bastok. Level 75 Rank 10

                      www.lightstemplar.com
                      A Pheonix Role-playing linkshell.

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