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  • Need info on DRK+sub

    Leatly I decided to start playing FFXI. Thow the game seems nice and the information on the forums are rather fulfilling, I still have some questions on DRK.

    To start off, I don't plan on making a bold combo such as WAR/DRK but somthing more exotic.

    My ide was to start off as RDM/DRK. I know his attacks are not that good but as I like to solo this combo might come in handy. Now I have a litle dilema.

    -Woud it be bether to start off as WAR then go RDM and finish off as DRK? if that is possible !
    -Is it possible to go RNG/DRK ? Is it a good combo ? Why ?
    -what woud be the job change lvls ?

    If you have some info on how to grow to a DRK trough RMD or RNG please post your information or a link. Don't be afraid to tell me to use some wied weapons (guns, Kinfes, ect) GreightSwords aren't the only cool things to kill with.

    I woud much rather have an original build then a perfect one.

    And please coment all you want, I also want to see the flaws in my ideas !

  • #2
    Re: Need info on DRK+sub

    um to make it short,

    rng/drk you will be lost in searching for partys, for soloing you have nothing good, dark magic skill is halved..

    rdm/drk the same, long party searchings time will be your best friend, for soloing you get aspir drain a bit earlier then blm, but i`ll prefer blm or nin sub for rdm solo.

    now to your level process
    you can start with RDM till 18
    then bringing a sub job to 15, best would be a mage, after that rdm till 30
    or go war till 18
    then a sub job 15, war 30

    new ideas are welcome, but the world of ffxi is not easy, without a good job choice you will end up in waiting too long or you have some friend who knows your skills (maybe a LS). in that case you can take a not perfect job choice.

    i know not enough to tell you about drk soloing.
    Monchichie

    Ayumie

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    • #3
      Re: Need info on DRK+sub

      For a DRK ... these are the subs that you'll use at 75.

      DRG
      RDM
      SAM
      THF
      WAR
      WHM
      NIN

      BTW, I didn't make this up. You can check out the many articles about the various subjobs and choices on KI, Alla and here. For the record, before 75, I recommend either THF or WAR in exp situations. For other situations (Don't worry, these will be numerous in your career) you get a bit more flexibility on what you want.

      Or get a static and do w/e the hell you feel like.
      My Stats

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      • #4
        Re: Need info on DRK+sub

        Whell,

        I have started a RDM, and thow he is rather expansive and his weapons arent that easy to find, I still like to play with the character. I will try out the RDM/DRK combo and see how it goes.

        Yes I know, I will propably end up remaking it any ways but I im fan of originality.

        Who knows, I might pull it off, somehow...

        Thank you for the information, both of you !

        Comment


        • #5
          Re: Need info on DRK+sub

          Not to hijack your thread (so please excuse me :\ ), but I'm interested in a few things about Kosy's post. Just wondering how:

          A) DRK/DRG is used (what situation)?
          B) What situation would cause you to choose DRK/WHM over DRK/RDM? By this, I mean why would DRK/WHM be necessary over DRK/RDM in a situation? Extra Cures and Raise, I could understand, but in most cases /RDM is just fine for Cures. Maybe Raise for skillup PTs or coffer hunts with friends?

          Just curious.

          In any case, back to the OP, RDM/DRK solo-wise will benefit you only in early lvling situations. It'll probably fly well in lower lvl party situations as well, but around 20+, parties will begin to grow more dynamic in workings and it's doubtful people will accept a RDM/DRK over something like a RDM/BLM, however you should still be able to manage it. Still further though you'll have some serious trouble getting into parties. It's not so much that RDM/DRK has nothing to offer, but other subs such as RDM/BLM, RDM/WHM or even RDM/SMN have much more to offer. As for the solo-ability of a RDM/DRK, again, it's not that it's bad, but many other options would benefit you more. At much higher lvls especially, where RDM/NIN becomes perfect for solo'ing somewhat. Just my 2 gil, but please by all means, try whatever you'd like ^^ What matters is that you're enjoying your experience. :D
          Kailo(Elvaan):[75DRK], [37THF], 37WAR, 37SAM, 37RDM, 37NIN
          Current Mission
          â—‹San d'Oria [M8-2] - Lightbringer
          â—‹Zilart [ZM14] - Ark Angels
          â—‹Promathia [PM4-2] - The Savage
          -----------------------------------------
          "Better to be pissed off than to be pissed on!" (°~°; )

          Comment


          • #6
            Re: Need info on DRK+sub

            Originally posted by Dark^Impact
            What matters is that you're enjoying your experience. :D
            Thank you, I am enjoying it ! RDM ir a greight class !

            Comment


            • #7
              Re: Need info on DRK+sub

              Originally posted by Dark^Impact
              Not to hijack your thread (so please excuse me :\ ), but I'm interested in a few things about Kosy's post. Just wondering how:

              A) DRK/DRG is used (what situation)?
              B) What situation would cause you to choose DRK/WHM over DRK/RDM? By this, I mean why would DRK/WHM be necessary over DRK/RDM in a situation? Extra Cures and Raise, I could understand, but in most cases /RDM is just fine for Cures. Maybe Raise for skillup PTs or coffer hunts with friends?

              Just curious.
              I'll list these briefly. For those of you who're going to argue on these points, please remember that these are not mine alone. I did not make these up. I just gathered from many different player's experience and put it together in this list.

              (1) DRK/DRG

              There's a few end-game situations where this unlikely combo manages to shine through. Against HNM and NM wyverns (King variant included) as well as CoP Wyrms and it is quite devastating against Ouryu. I know a few players that have used this job combo and have been asked repeatedly by their HNM shells.

              Here's what a DRG had to say about this:

              I've seen DRK/DRG tested. For those DRKs sick of subbing THF, it's worth a shot. This combination is mainly focused on pure DPS. Equip, for instance, a Death Scythe +1. Your delay is so-so, but amazing damage. But... equip a Wyvern Earring with this, and you already have the best DPS for a melee. Add in Dusk Ledelsens and Gloves and you have a ton of Haste+. And to go all-out, add in a Speed Belt.

              All of this gear basically puts your delay down to (about) a Great Katana. However, you have a 99 DMG weapon wailing the enemy. This is amazing shit. Now you also get Jump, High Jump, and an Accuracy Bonus (also an Attack Bonus but not visible on DRK).

              This makes for an amazing melee. How fast will you get hate? On the second swing So, hope you have a PLD to work his ass off for you. I recommend all DRKs try it out at least once, just for fun.
              (2) DRK/WHM

              Remember that saying about DRKs being nothing but stun whores? Well, on certain NM/HNM runs, this might be true, depending on what's required of everyone participating in these events. WHM sub allows the DRK to do more than just hit 'Stun' macros while on the backline. At least they can throw out a heal or two and use Erase. This helps a bit on easing MP usage. Again, very situational, but you might be asked by your HNM shell to do this.

              (3) DRK/SAM

              Again, this is situational and dependant on your LS. Basically, you lead off SCs for other melee. This is in case there isn't a SAM in your LS or maybe the strat your LS is using is calling for massive TP whoring and if you're fighting against very tough NM/HNMs and there's nary any monster to TP gain off of, this at least gives you some TP to work with. This combo is also great in Ballista.

              (4) DRK/RDM

              Same as in (2) but with the added ability to dispel, which would come in handy for your LS. Your main job is to stun, dispel and toss out a cure or two. You at least have phalanx and stoneskin to pad yourself on the backline. It's not a glorious thing, but even the small things can go a long way for your LS ...

              (5) DRK/NIN

              You use this combo for the shadows and I know this combination was used by a JP LS on CoP Wyrms. Basically, you'll have the DRK/NIN Ridill + KC Souleater and spam Vorpal Blade. Mages in the same PT will cure bomb the hell out of the DRK/NIN (Unless you're also blowing your 2HR which will put damage through the roof) and once SE wears off, someone usually will start up Teleport/Escape (Depends on where you are) or make you log out on the spot (Or what they'll do is have 2 PLDs and you alternate between Covers) Since they can do this every 5 minutes (Souleater cooldown) they use this to supplement the normal arrangement of DDs. I think I heard someone list that you can get up to 9,000 damage for about a minute every 5 minute (While throwing in a Spiral Hell or Ground Strike in the 5 min interval between Souleaters), providing of course you're the best beastly equipped DRK on your server. Again, this is quite situational, as you don't want to do this in exp parties >.> Or maybe you do ...
              My Stats

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              • #8
                Re: Need info on DRK+sub

                The search function is your friend. http://www.ffxionline.com/forums/showthread.php?t=13840
                http://www.ffxionline.com/forums/showthread.php?t=19694

                If you want to be unique by all means go for it, but this game is very party-oriented and sometimes "unique" doesn't get you very far when most melee-type jobs have a hard enough time getting a group even when you are the "cookie cutter" builds.
                Last edited by :+:Pal[A]diN:+:; 11-08-2005, 08:58 AM.
                PANDEMONIUM

                Nites 75RDM/BLM - Rank 10

                I need a buddy pass!

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                • #9
                  Re: Need info on DRK+sub

                  It really depends on your strategy, when at really low levels such as Valkrum dunes sub Black Mage, when you get past level 30 sub Warrior for sure, you get a vary handy technique called Bezerk which will raise your physical attacks. After you reach level 60 sub Thief, you will now be the top person to put renkie and be one of the major physical damage dealers, for subbing Warrior past level 60 is quite pointless.

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                  • #10
                    Re: Need info on DRK+sub

                    People want DRK/WAR and DRK/THF only, so if you dont have that your not getting groups, if u dont get groups you wont advance... because after a while you cant solo for xp at all.
                    Last edited by jeffos; 11-14-2005, 11:48 PM.

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                    • #11
                      Re: Need info on DRK+sub

                      You actually want wierder subs for ENMs, and baisc messing around with your LS, like /rng for widescan (if no one else can sub it). Even /brd (ballad, madrigal for skillup pt) or /blm (escape, warp) helps sometimes.

                      But to re-iterate, main sub for drk is /war; second, /thf--because you are normally a damage dealing job, and are expected to do it well.

                      Comment


                      • #12
                        Re: Need info on DRK+sub

                        I might be the guy you want to talk to about odd Drk jobs... I am currently leveling up Drk/Pld and Pld/War (just to lvl pld faster). My main job is Drk/pld and it is a very intresting job.
                        My hint about odd job combos is that as long as people understadn that you won't fight like a normal version most combos work out reasonably well. (But you will have to figure alot of it out for your self as you go along.) Some that don't work are melee's without magic with mage subs are vary hard. (mnk, thf, or war with whm, rdm, blk, sum, ect) These classes tend to not play out all that well because you simply don't have enough manna to cast the needed spells to make it effective. For example I had a party member who was a Galka Mnk/Whm but he had only 30 mp to cast with.

                        Comment


                        • #13
                          Re: Need info on DRK+sub

                          Originally posted by Dark^Impact
                          In any case, back to the OP, RDM/DRK solo-wise will benefit you only in early lvling situations. It'll probably fly well in lower lvl party situations as well, but around 20+, parties will begin to grow more dynamic in workings and it's doubtful people will accept a RDM/DRK over something like a RDM/BLM, however you should still be able to manage it. Still further though you'll have some serious trouble getting into parties. It's not so much that RDM/DRK has nothing to offer, but other subs such as RDM/BLM, RDM/WHM or even RDM/SMN have much more to offer. As for the solo-ability of a RDM/DRK, again, it's not that it's bad, but many other options would benefit you more. At much higher lvls especially, where RDM/NIN becomes perfect for solo'ing somewhat.
                          I definitely agree that rdm/drk isn't exactly the best combo for pts and such and that you would probably have a hard time finding pts, but it is actually rather handy for solo use. At higher levels it can open some new possibilities and I would suggest rdms to level many subs. Drk is one of the few subs you can use Vorpal Blade with and it raises your attack a nice amount. You would go rdm/drk more for killing things fast than surviving a long time, not that you die that easy though.

                          It is also greatly wanted/needed for some high level HNMs and such. At 74 rdm/37 drk you get stun and have the ability to chainspell stun. This is very useful for when a NM uses chainspell or another ability that needs to be stopped quickly for a longish period of time.

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                          • #14
                            Re: Need info on DRK+sub

                            Originally posted by vanriku
                            I might be the guy you want to talk to about odd Drk jobs... I am currently leveling up Drk/Pld and Pld/War (just to lvl pld faster). My main job is Drk/pld and it is a very intresting job.
                            My hint about odd job combos is that as long as people understadn that you won't fight like a normal version most combos work out reasonably well. (But you will have to figure alot of it out for your self as you go along.) Some that don't work are melee's without magic with mage subs are vary hard. (mnk, thf, or war with whm, rdm, blk, sum, ect) These classes tend to not play out all that well because you simply don't have enough manna to cast the needed spells to make it effective. For example I had a party member who was a Galka Mnk/Whm but he had only 30 mp to cast with.
                            Doesnt that just kinds make you like... A gimped RDM with no refresh or any good buffs? Just thinking about that combo, the DRK dmg = high, pld dmg = low, they cancel eachother out and maybe meet in the decent damage range, though you get more MP and some cures, little more defense, this kinda creates a fighter rdm without the refresh, phalynx, or stoneskin. (prolly some typos in there, dont remember how to spell some of thoes spell names)
                            -Lionheart

                            I wish my lawn was Emo so it would cut itself-

                            Comment


                            • #15
                              Re: Need info on DRK+sub

                              The only reason to sub PLD... ever... is for Cover, and that's really only used in specific end-game activities.

                              In all other cases, /WHM gives you more MP, better traits, better abilities, and more spells.

                              For DRK, about the only race that can reasonably use DRK/WHM for XP parties is Tarutaru due to having large base MP pools, and even that is questionable when you could instead be subbing /WAR or /THF in an XP party for more damage (your primary role as a Dark Knight in most XP parties).

                              End-game activities are all special cases though - for instance, even non-Tarutaru DRK may want to be /WHM when fighting Fafnir or Nidhogg. DRKs taking on Gration, on the other hand, will want to be /NIN. And so on.


                              Icemage

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