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Urteil
07-12-2011, 11:56 AM
SE can you please add to Dark Knight's spell list some useful spells, or update us on what might be in store for our horribly gimp job.

I know that our melee is also in question, but as we are not just warriors I have done some careful thinking and believe the following spells fit thematically and would also provide utility.



What I would like to see on Dark Knight:


Drain and Aspir need their recast times lowered:

Drain - Recast 30s
Drain II - Recast 75s

Aspir - Recast 30s
Aspir II -Recast 75s.

Even if this looks to be 'overpowered' I assure you it is not, as the DRK must often be engaged with the target and successfully cast, AND, unlike a cure spell the amount of HP returned is not guaranteed and will most often be resisted.


Drain III - Since there's six tiers of Cure and everything resists drain anyway.
Aspir III - See above.

Stun II - With longer potency and duration over 1, and without a terrible recast timer since Blue Mage gets 314123421512532143112351 stun spells.

Siphon - Puts a debuff that drains hp/mp from the target, scales with dark magic.

Darkness - Instant cast, 100mp darkness based nuke similiar to holy.

Plague - Reduces the targets TP over time.

Poison III - Why not.

Bio III - We should already have this, make it a scroll give us the merit 1 version and let RDM's keep their merts. Our T1 version will wipe the floor with it anyway.




Absorb Spells: Absorb Spells need to NOT decay, or absorb much more than they currently do. They are also semi-useless in abyssea as they do not stack with cruor buffs.

Absorb Defense - Absorbs the targets Defense.

Absorb Attack - Absorbs the targets Attack.

Covenant
07-12-2011, 12:39 PM
I like absorb spells (tier II) not decaying. You can sub scholar for quicker recasting timers and potencies on all magics. Or a redmage sub also helps. Siphon and plaque very gimmicky. Mobs don't have MP in the usual sense I don't think. At least I've never seen a mob "take a knee". TP is too quick for a lower TP effect, especially when there absorb-TP around.
I'd like a "blood" DoT to approach a "poison 3" effect. Stop with the bio3 crying...get over it. Darkness I love this dark nuke idea. Should be tier for lower level acquisition.

Urteil
07-12-2011, 12:54 PM
First off by stating that Dark Knight should sub Scholar or Red Mage. Then start talking about how spells would be useless in a party-sense or in a PvE group situation without the words:

Ballista
Soloing
Something INCREDIBLY Niche
Dicking Around
PvP

Shows an incredibly large gap in the logic you are using to apply criticism.

If I'm also not mistaken you sort of said that mobs don't have mp for players to...drain?

. . .
Immediatley I know that you are either as serious troll or have nothing constructive to say.


Moving on:

Dark Knight should not have to sub Scholar or Red Mage to have faster Dark Magic casting, the goal is to strengthen the job inherently without relying on subs.

-Of course mobs have mp, the fact that you are saying they don't even in a 'normal' sense is rather hilarious.

-5/tic HP/MP drain is powerful, perhaps it could even be a 10/tic hp/mp drain.
Unless you think Refresh and Regen are 'gimmicks' too?

-Players can accumulate TP very fast, especially Dark Knights and plague is very annoying, so I feel that it would have its uses during low man situations.

-Holy cannot be acquired as a sub job, so Darkness should not either. This way RDM's will never get to see the spell.


I don't know what you mean by 'blood DoT', but I've seen your other posts, and well I'll let people go read those gems for themselves.

Jar
07-12-2011, 01:46 PM
no to everything :D just boost base PDIF(pre crit) cap for 2handed DD from 2.2 to 2.7

Zatias
07-12-2011, 02:01 PM
Siphon - Puts a debuff that drains hp/mp from the target, scales with dark magic.

Should be "Sap". XD One of the only things I support in the "Give DRK better magic" category, with the other few being along the lines of Absorb-Haste (gives a second "slow" type effect to the monster's melee and an attack delay reduction to the DRK independent of job ability haste).

I don't see why you bash the job so much if you like it. There is a reason serious zerg groups wanted DRK, and it's not because we could lol the mob to death with crappy magic. Abyssea is broken. We only need trigger and crit jobs!

(btw Covenant means that it's very difficult to drain the mob completely of MP... I think. Which it is. Seen a Kirin go on casting for more than 5hrs before it finally ceased to cast. lolHibayshu!)

Zoner
07-12-2011, 03:36 PM
An absorb-buff from mob spell would be nice too

Covenant
07-12-2011, 10:49 PM
Ill admit I ready the phrase wrong... Thought you meant lowering a mobs HP/MP, not that you'd be able to absorb both. Darkknights are one of the most annoying topics for me. All people want is more and more melee damage, even a twilight scythe don't interest them, or so it seems to me. This job has two components whether players want to admit it or not.
Their melee side is tremendous now. With scythes, Souleater, and whatnot. Their magic is severely lacking, but I don't mind it so much.
I'm sure there are players out there willing to sacrifice more magic updates just to get more melee output, yet are unwilling to just be samaurais or warriors.

StingRay104
07-12-2011, 11:44 PM
I feel really sorry for any DRK who would pass up on Twilight Scythe. It is arguably the best scythe in the game atm, barring aftermath/hidden effect procs of empy/relic. The fact its melee strikes count as non elemental damage like mnks formless strikes is just epic, 1 drk with twilight scythe can completely negate Ulhuadshi/glavoids phases were they get healed by physical damage. As for the lack of drk's magic I agree slightly. Drk is meant to be a hard hitting dd, all those tiers of attack bonus, last resort, and souleater prove that, but its suppose to use magic to help increase its advantage against a foe. Spells like drain, aspir, dread spikes, endark, and stun do this. Our absorb line tho has always been lame and very inconveniant, and that is where the largest part of our magic updating is needed. I think the concept of sap is fine but I'd rather it be more of an en-spell or god-forbid a JT like double attack with % proc rate, whatever suits balance more. Reducing recast timers on drain and aspir is a definite must and of course the t3 versions also good, but I would love to see a spell series that drains hp from an opponent and turn it into mp for you, since not everything has mp. Plague, poison 3, and bio 3 also good choices for new drk spells, and yeah they can remove our lame acc boost merit to give us bio3 so that rdms won't complain, but the other 2 are fine. Darkness, sounds interesting, perhaps it could have stat reduction debuff on it like impact does, of course on a smaller scale since it will ultimately do less dmg and for less mp. Abs att and def I have personally brought in past forums so you got my vote for those. I'm sure someone will bring it up eventually but doom and death are bad ideas for drk due to the fact they woul have such incredibly low success rates on mobs worth casting them on, or else they would be game breaking. Not gonna mention the number one spell mentioned on forum, lets just call it "Jim," yep not gonna mention Jim. All in all I think I can get behind most of the ideas been posted here so far, would love to hear some more fresh ideas.

Urteil
07-14-2011, 05:11 AM
DRK getting the spell doom would doom the job ironically to God-Tier-Gimmick status.

Rafien
07-14-2011, 05:14 AM
DRK getting the spell doom would doom the job ironically to God-Tier-Gimmick status.

Doomed can be cured.

There are many Dark Knight NPC's that cast Death. Why doesn't a DRK have death?

Urteil
07-14-2011, 05:18 AM
Doom, death, whatever.

Because it would give the illusion that our job would have some use for a spell that would work if we are lucky 3% of the time on an EP mob, be useless versus Impossible to Gauge or other players as we are immune to Death in Ballista.


IE - Useless for upwards of 80%of the game's content, because nobody exp's anymore and that would theoretically be the only time where Doom would even be marginally useful, even then I'm pretty sure most mobs would die before the ticker would even go down because get real, it would probably be a minute at least for us.


People would see the spell doom and instantly think that DRK is awesome because it has an iconic move that wouldn't work on anything of value in PvE, End-Game or NM's, or Ballista.

They would look at the spell and use that to justify DRK never getting a single thing because of a gimmick effect.


What I would like to see is a form of Curse.

Rezeak
07-14-2011, 06:47 AM
Drain III and Stun II/Terror are things i agree with

Tho i thought if they added a dark based stun (could call it Fear) then we could stun stuff that is currently unstunable which i would <3333 a lot and it should be DRK exclusive too :P

This is what will happen if DRK gets doom
DRK cast doom
DRK "hey guys that mob gonnn...."
/random DD one shots mob
DRK "Nvm *whistles* "

and death will be like
DRK starts casting death
20-30 secs later
DRK "BOOM oneshotted a mob"
WAR ".... hmmm i just fell cleaved 20"

honestly theres just no place for em.

Zoner
07-14-2011, 08:07 AM
How about an aoe Death spell, no items or exp, but great crowd control

vedder
07-16-2011, 08:28 AM
and my facepalming continues

Urteil
07-16-2011, 10:48 AM
How about an aoe Death spell, no items or exp, but great crowd control

palm2face.

Zatias
07-16-2011, 02:22 PM
DRK can use Fell Cleave too... ;(

Jar
07-19-2011, 05:50 PM
and my facepalming continues

im Paying someone to facepalm me i ran out of hands about 3 posts into this thread.** Pfft this whole Forum lmao

Rezeak
07-22-2011, 02:40 AM
inb4 endeath

Tyrian
07-22-2011, 06:53 AM
DRK needs Terror. Let it operate similar to Stun, but be based on a different element. Heck, give them both Terror and Stun II. Give them have some tactical diversity in shutting down a monster's TP moves or spells.

Covenant
07-22-2011, 11:27 AM
Delta thrust (4 hit attack with chance of TP drain down 10 pts and HP or MP I forget) for blue mages is in game. I can get behind a plague spell or other ones.

Just has a thought, what if the "tier two absorbs" could absorb 2 stats at the same time? Sorta like envervati or corrosive ooze can.

Jar
07-22-2011, 01:46 PM
Delta thrust (4 hit attack with chance of TP drain down 10 pts and HP or MP I forget) for blue mages is in game. I can get behind a plague spell or other ones.

Just has a thought, what if the "tier two absorbs" could absorb 2 stats at the same time? Sorta like envervati or corrosive ooze can.

Delta hits 3 times and inflicts Plague, which drains 6MP and 10TP per tic

Zyla420
07-22-2011, 06:28 PM
DRK needs Terror. Let it operate similar to Stun, but be based on a different element. Heck, give them both Terror and Stun II. Give them have some tactical diversity in shutting down a monster's TP moves or spells.
would love to see both of these, however i doubt terror would work on anything that matters (hnms, high tier nms)

Urteil
07-22-2011, 06:45 PM
Delta hits 3 times and inflicts Plague, which drains 6MP and 10TP per tic

Give this to DRK as a JA.

1 min cool down.

thx.

Jar
07-23-2011, 08:55 AM
Give this to DRK as a JA.

1 min cool down.

thx.


not cool even than almost everything is immune to it already

Raka
07-29-2011, 05:12 PM
I like the idea of having a spell that gradually consumes targets HP and converting it to heal your own. I'd say at most it would have to be around 20/tic though. Effect wears off within a given duration or once you reach full health. As for a spell that gradually consumes the targets MP and converts it to your own, I wouldn't support this. Aspir/Aspir II are all you really need; It's just be the same scenario regardless if you fight an Undead and try using this "Sap Energy-like spell".

I would alter the name on it however, no offense to the current given ideas or anything. Just needs something with more of a relation to Dark Knights.

Sorry if this was mentioned already as I did not read the whole thread.

Dart
07-29-2011, 05:32 PM
have any of you guys played tactics ogre? I've always thought of drk as a terror knight.

But finding some way to give us that terror aura without breaking the game is just beyond me.

anyways: reduce recast timers and maybe give us some way to boost our dmg on drain/drain2, and our aspirs or something. ANd the age old lowering casting time so we don't lose so many melee swings.

Urteil
07-29-2011, 05:47 PM
have any of you guys played tactics ogre? I've always thought of drk as a terror knight.

But finding some way to give us that terror aura without breaking the game is just beyond me.

anyways: reduce recast timers and maybe give us some way to boost our dmg on drain/drain2, and our aspirs or something. ANd the age old lowering casting time so we don't lose so many melee swings.

^^^^
SE: ITS THIS FUCKING EASY.

brayen
07-29-2011, 09:25 PM
terror spell, and aspire that drains hp > mp

other then that something to make up for the time lost casting any of this garbage. As much as i like that nice atk boost from endark the mob usually dies if i try to cast that junk. Honestly has no1 made a topic on the cast times relative to dmg lost for drk yet?