View Full Version : DRK ~ new job ability "Last Breath".
Covenant
07-29-2011, 07:06 PM
Much like a "reraise" spell, this new Dark Knights ability/spell would cast an "option" on Darkknights which triggers when a dark knight crosses the threshold of death. The Dark Knight is given 30sec to unleash massive damage(multipliers) to all attacks.
Think the classic "beserk" mode. Could trigger when DRK fall under 10%HP. I was thinking invulnerable, but could mimic's a paladins "sentinel" with 90% damage reduction. Once the timer is "up" the DRK dies automatically.
As a balance, maybe "weakness" takes longer to wear off once the DRK is raised.
Urteil
07-29-2011, 07:54 PM
We definitely don't need a job ability based around us dying.
How about the smart and obvious fix:
Blood Weapon is now a 10m ability.
DRK gets a real 2hr.
Zyla420
07-30-2011, 08:15 PM
what? no... a thousand times no...
1. our dmg isn't so horrible we need something to make us broken. yes our dmg isn't as high as a war, makes sense seeing that we're not war's.
2. it would be extremely situational being you'd have to nearly be dead.
3. why would you ever use this if it made weakness last longer? weakness = downtime, downtime= bad, if i'm that close to dying anyways, i'd rather just eat the death and get back to killing in 5 min instead of being down even longer just to add on a lil bit more dmg
StingRay104
07-30-2011, 11:02 PM
1. our dmg isn't so horrible we need something to make us broken. yes our dmg isn't as high as a war, makes sense seeing that we're not war's.
This was the only wrong part of your statement. Our damage is low period. Also DRK is supposed to be the highest tier of damage when it goes all out and, usually it ends up killing itself to do this. WAR is supposed to be the jack of all trades in melee weapons and combat situations. His damage should be great but we specialize in damage, and yet a jack of all trades is outdamaging a specialist in damage. Other than that you were spot on in your post, this idea is absolute garbage, it would have to do a minimum of 20k damage to be worthwhile and lets face it SE ain't gonna let that happen.
Zyla420
07-31-2011, 03:18 AM
well i mean yea, our dmg ain't where i feel it should be either. it's not like i'm bustin 9k guillotines or anything, but that's a far cry from sayin we're pathetically weak like alot of ppl think we are. over all dps i seem to do pretty decent i think, unbuffed i land hits 200-300 with some buffed crits i've seen 700-800. just wish i had my cala done to boost that further.
but yea on the main topic, i wouldn't use this even if it was an option. would like to see a boost to our dmg but this ain't the way to go i feel. i once thought up an idea along the lines of a spell series, sacrifice-"stat", that would sacrifice a stat to 0 and add that as a large dmg boost to your next ws, the stat drain would last 1 min or so. thought against posting it though after lookin at it closer though, cause i realized it was stupid to begin with lol.
Kagato
08-01-2011, 01:16 AM
You're all wrong.
Our job is especially revolved around us casting elemental magic. :3
with no native mab trait!
i'll continue to beat the dead horse.
fix what we have, don't give us new things that you'll screw up just like our old stuff.
Tohihroyu
08-01-2011, 03:33 AM
Why not give us Demi? though many would QQ "RED MAGES HAVE GRAVITY STFU! LET DRKS SUCK & BE EMO!" yes it would be another gravity type spell but it also deals darkness damage, I nearly never cast elemental magic as a dark knight unless I'm trying to pull off (weak) magic bursts or going against mobs like Jelly or Flans but I usually use Endark ._.; (Edit: also a last resort yellow !! proc with the few teir III)
there's other spells/abilities too Dark Knights in other FF games have:
Demi: Inflicts Gravity magic damage to reduce current HP of target party by 25%.
Confuse: Causes Confusion effect on target.
Break: Red mages, scholars & black mages already get this.... /sigh
I would put doom & death here but I doubt SE would be nice enough to give Dark Knights that, if they did the MACC would be incredibly low.
Infernal Strike: Absorbs MP with the power of darkness.
Black Sky: Inflicts ten random hits of non-elemental magic damage to target party.
Charon: User sacrifices self to inflict unblockable special type damage to one target; user becomes unusable for remainder of battle (Added to "Attack" menu). (this would piss of Nin's...but I think it might be a better 2hr for drk? )
Crushing Blow: Deals damage; Add: Stop.
Abyssal Blade: Consumes 20% HP to do damage in a cone-shaped area.
Unholy Sacrifice: Consumes 30% HP to do dark damage to surrounding units.
Just putting my 2 gil in, that's all ^^;
Urteil
08-01-2011, 07:19 AM
I just think us having a job ability based on killing us is retarded.
/quit.
Back to RDM forums with you please.
Tohihroyu
08-01-2011, 08:59 AM
Ouch, I'm so offended ._.
Karbuncle
08-01-2011, 09:08 AM
Dark not powerful?!
DRK is a very powerful job, I'd trade you every Ability I have on THF for Last Resort, a 3min ability that increases your Attack by 25% and grants a 25% JA Haste? Really? a DRK can have 50% Haste up for 3min out of 4:10 (recast merits). Thats nearly 75% of the time.
That on top of weapons like Twilight Scythe which count as "formless strike" Damage and ignore Absorb and most all forms of Special defense, and Weapons like Caladbolg and Torc's amazing fTP mods and high Damage. You don't do well in abyssea, But you guys are absolute powerhouses outside of Abyssea.
You're not perfect, But you're far from gimp!
So keep asking for improvements, just don't sell yourselves short.
StingRay104
08-01-2011, 09:48 AM
Dark not powerful?!
DRK is a very powerful job, I'd trade you every Ability I have on THF for Last Resort, a 3min ability that increases your Attack by 25% and grants a 25% JA Haste? Really? a DRK can have 50% Haste up for 3min out of 4:10 (recast merits). Thats nearly 75% of the time.
That on top of weapons like Twilight Scythe which count as "formless strike" Damage and ignore Absorb and most all forms of Special defense, and Weapons like Caladbolg and Torc's amazing fTP mods and high Damage. You don't do well in abyssea, But you guys are absolute powerhouses outside of Abyssea.
You're not perfect, But you're far from gimp!
So keep asking for improvements, just don't sell yourselves short.
Cept most the things that make LR so awesome are the merits, which before the LR update were basically useless. Thing is altho outside abyssea (Which at this point is still a moot point cuz theres nothing worth doing outside atm) we are still behind when we should be ahead. Our job is supposed to be the polar opposite of PLD the Ultimate shield, therefore we are the Ultimate blade. PLD utilizes some divine spells to enhance its shield like abilities and we are supposed to use dark magic to weaken our opponents so we can murder. THF may have been shafted horribly by SE (I agree with all your and others posts on thf related forums) but you still have a better advantage then us with your useful crit ws's in abyssea. Outside yes its a different story seeing as crit ws's mean less but we still fall short against most other dd's. Our ability to cap haste 75% of the time is nice but if we lack the overall damage capabilities of war, mnk, sam, and nin, then what good is it. Hopefully the ws update will bring really good news to us, specially to our empy's which still leave much to be desired (Torcleaver is nice but the high multiplier without the gs's normal good cratio still leaves more to be desired, plus quietus nuff said).
StingRay104
08-01-2011, 10:16 AM
Why not give us Demi? though many would QQ "RED MAGES HAVE GRAVITY STFU! LET DRKS SUCK & BE EMO!" yes it would be another gravity type spell but it also deals darkness damage, I nearly never cast elemental magic as a dark knight unless I'm trying to pull off (weak) magic bursts or going against mobs like Jelly or Flans but I usually use Endark ._.; (Edit: also a last resort yellow !! proc with the few teir III)
there's other spells/abilities too Dark Knights in other FF games have:
Demi: Inflicts Gravity magic damage to reduce current HP of target party by 25%.
Confuse: Causes Confusion effect on target.
Break: Red mages, scholars & black mages already get this.... /sigh
I would put doom & death here but I doubt SE would be nice enough to give Dark Knights that, if they did the MACC would be incredibly low.
Infernal Strike: Absorbs MP with the power of darkness.
Black Sky: Inflicts ten random hits of non-elemental magic damage to target party.
Charon: User sacrifices self to inflict unblockable special type damage to one target; user becomes unusable for remainder of battle (Added to "Attack" menu). (this would piss of Nin's...but I think it might be a better 2hr for drk? )
Crushing Blow: Deals damage; Add: Stop.
Abyssal Blade: Consumes 20% HP to do damage in a cone-shaped area.
Unholy Sacrifice: Consumes 30% HP to do dark damage to surrounding units.
Just putting my 2 gil in, that's all ^^;
Ok its really getting old now, DEMI is not a even remotely usable option in an MMO. For all sense of balance SE would never, EVER, give a pc job this spell. The reason being that it deals damage based of a percentage, so lets say it deals 1/4 hp damage, cast it 4 times on a nm with 100k hp and he's down to 31k, 6 more times and he's down to 5.6k. Percentage based attacks are very unabalanced in an MMO game with the exception of npc's using them, and even then its a bitch. Now I know that Diabolos has ruinous omen which also does demi damage, but thats a 2hr ability. The whole Demi train was derailed before any plans were ever drawn up please let us waste no more time on this pointless discussion of demi.
Break is most likely gonna be added to our repitoire so I can say that would be somewhat nice. I like crushing blow, lets make that a new version of weapon bash, stop could last up to 10 secs would be sweet. Infernal strike and black sky sound like ws's to me. Doom and death have very little chance of either A.) being given to players, or B.) being even remotely useful due to bad acc. Confuse is more along the lines of charm in this game and therefore it would not make as much sense to give us charm, also I see this as more of a rdm spell if they incorporated a confuse status in the game. Charon.......no, just flat out no, as you've seen in this thread the answer is no. Your last 2 abilities are just, well they are just plain different. IMHO they are weak, and therefore not worth the time or effort. If they gained a boost from souleater and even received stalwart soul support than could be nice, but not expecting much.
If I had to say any spell really needs to be in our spell list its terror and plague, but thats my opinion
Zyla420
08-01-2011, 10:38 AM
plague would be nice. as for terror, i really don't see us getting it. if we did it'd be nearly useless on anything that matters, i.e. a useless gimmick. or if it did work on them they'd all build resistance to it after 1-2 casts. otherwise you'd just have a pt full of drks dedicated to just keeping the mob terror'd the whole fight.
Karbuncle
08-01-2011, 12:27 PM
Cept most the things that make LR so awesome are the merits, which before the LR update were basically useless.
Its useful now and Merits are a dime a twenty :P
Thing is altho outside abyssea (Which at this point is still a moot point cuz theres nothing worth doing outside atm)
Well, on a bright side, Good chance there will be in September when we reach 95, because SE said abyssea was over. Also Voidwatch/Neo-Dynamis are both still worth doing, and DRK do nicely there, DRK/DNC can excellently proc WS, JA, and Magic Mobs in Neo-Dynamis.
Voidwatch has some best-in-slot items IIRC, the MAB Ring, the VIT+8/VIT+4-Quad.Atk+4 necks, and i think 1-2 others that make it semi-useful to do.
we are still behind when we should be ahead. Our job is supposed to be the polar opposite of PLD the Ultimate shield, therefore we are the Ultimate blade.
This is true i think to some extent, I think DRK was suppose to be a Combatant with the power of Dark magic, whereas PLD was a Combatant with the power of Light magic.
I agree, DRK is suppose to be a powerhouse DD, the only reason its not in Abyssea is because Abyssea really skewed the game in favor of Critical hit WS jobs. Its no so much the fault of the job as it is the fault of Abyssea. Really all it would take to "Fix" DRK in abyssea would be to turn Cross Reaper, Guillotine, or Insurgency into a Crit WS.
Our ability to cap haste 75% of the time is nice but if we lack the overall damage capabilities of war, mnk, sam, and nin, then what good is it.
I respectfully disagree here. Haste is the most important DD stat, followed by Accuracy and Attack, You have an ability that grants you 25% Haste (Capped JA haste) and 25% attack, You have very high damage capabilities, its just again you're kinda shafted in the WS Department. a Rep did say a lot of WS's were in for over-hauling, so maybe you'll get lucky...
DRK also has the highest "Attack Bonus" Job Trait, as well as multiple Offensive related traits and spells (Like Absorb TP which is nice on mobs that dont resist Dark magic).
We seem to agree the only true area DRK is shafted hard-core is WS choices, While you have some good ones, almost all pale deeply to Ukko's Fury, or even Victory smite.
Also NIN kinda sucks on anything higher than Even match outside Abyssea >_>
Hopefully the ws update will bring really good news to us, specially to our empy's which still leave much to be desired (Torcleaver is nice but the high multiplier without the gs's normal good cratio still leaves more to be desired, plus quietus nuff said).
Yah, as i said above, we seem to agree on a lot of points.
I still believe DRK is a very strong DD out of Abyssea, Inside it suffers because of lack of Crit WS, same as SAM, Hopefully this upcoming WS update will change this for inside!
Lordscyon
08-01-2011, 03:14 PM
DRK shouldnt die! they should live too cause death too monsters not the other way around!
LOL this kinda remind of this one video clip: I type in the buttom its hella funny lmao.
http://www.youtube.com/watch?v=YJ6Fo_QMdmg
Urteil
08-01-2011, 07:26 PM
Ouch, I'm so offended ._.
Not you, not you at all.
Urteil
08-01-2011, 07:28 PM
Its useful now and Merits are a dime a twenty :P
Well, on a bright side, Good chance there will be in September when we reach 95, because SE said abyssea was over. Also Voidwatch/Neo-Dynamis are both still worth doing, and DRK do nicely there, DRK/DNC can excellently proc WS, JA, and Magic Mobs in Neo-Dynamis.
Voidwatch has some best-in-slot items IIRC, the MAB Ring, the VIT+8/VIT+4-Quad.Atk+4 necks, and i think 1-2 others that make it semi-useful to do.
This is true i think to some extent, I think DRK was suppose to be a Combatant with the power of Dark magic, whereas PLD was a Combatant with the power of Light magic.
I agree, DRK is suppose to be a powerhouse DD, the only reason its not in Abyssea is because Abyssea really skewed the game in favor of Critical hit WS jobs. Its no so much the fault of the job as it is the fault of Abyssea. Really all it would take to "Fix" DRK in abyssea would be to turn Cross Reaper, Guillotine, or Insurgency into a Crit WS.
I respectfully disagree here. Haste is the most important DD stat, followed by Accuracy and Attack, You have an ability that grants you 25% Haste (Capped JA haste) and 25% attack, You have very high damage capabilities, its just again you're kinda shafted in the WS Department. a Rep did say a lot of WS's were in for over-hauling, so maybe you'll get lucky...
DRK also has the highest "Attack Bonus" Job Trait, as well as multiple Offensive related traits and spells (Like Absorb TP which is nice on mobs that dont resist Dark magic).
We seem to agree the only true area DRK is shafted hard-core is WS choices, While you have some good ones, almost all pale deeply to Ukko's Fury, or even Victory smite.
Also NIN kinda sucks on anything higher than Even match outside Abyssea >_>
Yah, as i said above, we seem to agree on a lot of points.
I still believe DRK is a very strong DD out of Abyssea, Inside it suffers because of lack of Crit WS, same as SAM, Hopefully this upcoming WS update will change this for inside!
I go DRK/DNC all the time to Dynamis and its also very good at dying very quickly because it has no form of damage mitigation.
The real problem is that everyone here is asking for more damage in a very small aspect of the game (Abyssea) and incorrectly seeing that DRK does very good damage outside of this event.
The real problem with DRK is its complete lack of survivability, and that is something that most people are too short sighted, or ignorant to ask for.
DRK is shafted in its magical ability too, severely.
And honestly PLD and DRK were never supposed to be /polar/ opposites, the first Dark Knight's in FFXI lore used swords and shields and were very powerful defensively and had incredibly high HP values which helped them survive and fuel their attacks offensivley.
long live my golden can opener outside of abyssea forevermore
still our dmg mitigation while not stellar is a far cry from poor. Minus evasion tanking we're about middle of the road imo. War gets shafted much more than we do in this department.
Also to be fair, outside abyssea my drk still trashes most jobs in pure raw dmg like it always has.
Karbuncle
08-02-2011, 12:26 AM
I go DRK/DNC all the time to Dynamis and its also very good at dying very quickly because it has no form of damage mitigation.
My Brother goes DRK/THF (yah, He's gimp) every run and he has yet to die. Maybe you just have really bad WHM's >_>? Dread Spikes, Drain, Drain II, Stun, and Dances go a long way to keeping someone alive.
Unless you're soloing, then thats just suicide and borderline "turn in your game badge please" urt. lol
The real problem is that everyone here is asking for more damage in a very small aspect of the game (Abyssea) and incorrectly seeing that DRK does very good damage outside of this event.
I agree.
The real problem with DRK is its complete lack of survivability, and that is something that most people are too short sighted, or ignorant to ask for.
I disagree. DRK is not a solo job. They have survivability through use of a White mage. That and Dread Spikes, Drain, Drain II, Nether Void to enhance Drain/Drain II, etc. They're not designed to be self-sufficient Auto-healing Tank machines. They all for all intents and purposes glass cannons.
i REALLY DEEPLY hate using this argument. but DRK is not designed to keep itself alive, It wasn't designed to be a defensive job with a lot of defensive capabilities to be self-surviving. the Devs seem to believe pretty clearly they want DRKs to be offensive glass cannons, which is a good role to fill, you rely on WHMs to do their job to keep you alive, while helping them with tools like Drain, Dread Spikes, and stun
DRK is shafted in its magical ability too, severely.
I can kinda agree, I mention above Drain/etc, Those are great Abilities, Absorb-TP as well, and Absorb Acc in some cases. I think if DRK got more magics it should be carefully considered.
DRKs use Drain/Absorb-TP/Dread spikes, in the same light, PLDs use Cure/Reprisal/Flash. Banish and such are farces for PLD, Holy is "meh okay" with Divine Emblem up though.
And honestly PLD and DRK were never supposed to be /polar/ opposites, the first Dark Knight's in FFXI lore used swords and shields and were very powerful defensively and had incredibly high HP values which helped them survive and fuel their attacks offensivley.
I don't recall DRKs in FFXI lore being Sword/Shielders (in fact DRKs have 0 Shield Skill, even though they can wear some), in campaign maybe some NPCs are, but a lot of stupid sh*t happens in campaign. Zed is the only Dark Knight from Lore i can remember, and you can bet he's a glass cannon of Great-sword Fury.
So is the Shadowguy in Campaign, he gets a Unique GS weaponskill that terrors too.
Urteil
08-02-2011, 05:44 AM
Thief and Dancer do decent damage, especially with forced crits with Twashtar and keep themselves alive.
I'll give up both tiers of Drain for Rank B+ evasion.
I'd give up nearly every magic spell I have for Rank A+ evasion, or anything that would let me survive and continue smacking things.
I'd gladly give up some of my damage to get some survivability because you can't DPS when you are dead.
DRK wears heavier armor than Paladin, and has better VIT than all other jobs besides MNK and PLD.
Other jobs don't need to rely on another job to do damage and have basic survivability, I shouldn't either.
If I am going to have to rely on a job and have this 'handicap' then I should have the benefit of having at least 200% more DPS than any other class.
Retarded argument is retarded.
But I don't, and can't, and the only way for me to achieve a large level of survivability is to attain a relic weapon which I will have in a month.
Even when I have Appocalypse I'll still be saying how stupid it is for Dark Knight to have to get a relic to have the survivability to back up its damage.
Was referring to Final Fantasy as a whole as far as the Shield things go.
Karbuncle
08-02-2011, 05:47 AM
Thief and Dancer do decent damage, especially with forced crits with Twashtar and keep themselves alive.
I'll give up both tiers of Drain for Rank B+ evasion.
Basically THF and DRK are opposite in a way, THF is great in Abyssea, DRK is not so much, THF is shitacular outside, DRK is not!
Urteil
08-02-2011, 05:50 AM
Basically THF and DRK are opposite in a way, THF is great in Abyssea, DRK is not so much, THF is shitacular outside, DRK is not!
You need to get a Twashtar then, because I see Shiomi THF/DNC doing 2000~ forced crits on VT Dynamis mobs after stagger, then reverse flourishing and getting off a self SC sometimes, while dodging shit like an assassin from ragnarok.
All of this while taking no damage.
The entire argument that I'm supposed to die, or that my lack of defense makes up for my damage is fine, if my damage was anywhere near the level it would have to be for me to be a suicide kamikaze class.
We'd be talking about a straight 200-250% increase to my damage across the board and then I'd think that I'd have the glass cannon properties of a melee black mage.
DRK is not anywhere close to that, its just in the middle getting pooped on.
StingRay104
08-02-2011, 06:26 AM
DRK wears heavier armor than Paladin
This is just absolutely wrong. PLD and DRK both have access to the really heavy armors, PLD actually has access to the best defensive gear in the game, whereas DRK has limited access to this. Also past DRKs have been about GS, FFXI was the first to introduce scythe to DRK and it has tried hard to sell it. Pre grats on relic btw. Other jobs do have to rely on healers, hell all the wars keep complaining about is that they can't live long enough to do there maximum damage. DRK does need some defensive capabilities but DRK was created with the pure intent of being the Ultimate blade. You are completely right about DRK getting pooped on with our low damage, and I still find it funny despite how broken war has been since before 80 cap, they still keep boosting its damage, its as if SE wants to start phasing out non war dd's.
Karbuncle
08-02-2011, 06:39 AM
You need to get a Twashtar then, because I see Shiomi THF/DNC doing 2000~ forced crits on VT Dynamis mobs after stagger, then reverse flourishing and getting off a self SC sometimes, while dodging shit like an assassin from ragnarok.
You mean 2k Normal crits? if so I'd like screenshots lol, a 2k Crit on THF on VT mobs outside Abyssea seems high, next to impossible unless it was a SA with Aftermath, even then, a VT Demon i don't see taking 2k Critical hit from SA.
If you mean 2k Weaponskills, the DRK brother i told you about earlier has a Caladbolg (Its the reason he uses /THF, I don't ask, i know its meh.), But he can SA > torc for 3k~4.5k+ on Dynamis mobs (not the Demons though, fk them, usually does ~3k on them)
Which zone btw?
All of this while taking no damage.
I wouldn't say that... THF/DNC has paper defense, and while eyeballing is fun, Our Eva rate does cap out, and we get hit, we get hit hard, VT mobs will likely hit us for over 200 a swing, 350/400+ on Crits. I'm not saying THFs aren't great at evading, But they are far from taking no damage... Especially on VT+ Dynamis mobs.
The entire argument that I'm supposed to die, or that my lack of defense makes up for my damage is fine, if my damage was anywhere near the level it would have to be for me to be a suicide kamikaze class.
Well you're not suppose to die! Thats what the WHM and RDM's are there for!
We'd be talking about a straight 200-250% increase to my damage across the board and then I'd think that I'd have the glass cannon properties of a melee black mage.
DRK is not anywhere close to that, its just in the middle getting pooped on.
I don't know, DRK is a greatly powerful job, But i admit its not as powerful as it should be, Still, With an Equally geared THF and DRK outside Abyssea, the DRK will walk circles around the THF in terms of damage if the enemy has more defense than a colibri.
I don't know, I don't own a Thwastar, but I'm more than halfway to a Mandau, and when i get it I'll have some fun with it, but i think you're still selling yourself short.
DRK is miles ahead of a THF in damage output, miles, Again i agree they're far from what they should be though. Because they should be pretty high on the DD list but they do fall short.
Urteil
08-02-2011, 03:52 PM
This is just absolutely wrong. PLD and DRK both have access to the really heavy armors, PLD actually has access to the best defensive gear in the game, whereas DRK has limited access to this. Also past DRKs have been about GS, FFXI was the first to introduce scythe to DRK and it has tried hard to sell it. Pre grats on relic btw. Other jobs do have to rely on healers, hell all the wars keep complaining about is that they can't live long enough to do there maximum damage. DRK does need some defensive capabilities but DRK was created with the pure intent of being the Ultimate blade. You are completely right about DRK getting pooped on with our low damage, and I still find it funny despite how broken war has been since before 80 cap, they still keep boosting its damage, its as if SE wants to start phasing out non war dd's.
I meant as heavy, not heavier, my mistake.
Still plate-mail.
We aren't ultimate at anything except killing ourselves, because we are the only job that can do it with a job ability.
Risk is not worth the crap consolation prize that is our job.
THF:
Thief is fucked too, nearly every god damn update Dancer has gotten should have been thieves'.
The entire Dancer Job should have been conglomerated into thief - minus the healing ability, and sambas.
What SE did is pretty much take the concept behind World of Warcraft's rogue and gave it to dancer, AND made it a healing job when there already was a dagger wielding evasion job in existence.
And three plus jobs that could already be considered competent healers when geared/specced/played correctly:
RDM
WHM
BLU
SCH
It was a stupid move/ idea, Thief should have been the ability to be able to manipulate the battle through use of JA's that require TP, a job using it to heal was hardly necessary.
Behind Dancer is the World of Warcraft Rogue, building up combat points with abilities then releasing them in various ways, to keep play engaging and to help themselves and their allies.
Thieves should have gotten abilities like steps, that debuffed the mob in useful away or raised its liklihood to drop treasure, defense down, acc down, magic defense down.
Then used these "combo points" to activate abilities that would force them to crit, or modify their play in some way.
Dancer didn't ever need to exist, let alone giving it nonsense like forced crits on WS.
StingRay104
08-03-2011, 06:04 AM
PLD still has access to all the plate mail as well. Your right about thf and dnc tho, its kinda like us and war, we shoulda got restraint not them. Retaliation would have fit either job but since we got dread spikes I'm ok with war getting this. I really think the new post of the DRK adjustments has alot of promise, I just hope they can actually deliver.
why is this still going on?
what is this? I don't even.....
Urteil
08-03-2011, 07:50 PM
Oh you know what this is.
Urteil
08-03-2011, 08:43 PM
PLD still has access to all the plate mail as well.
Yes, and so do we, and we are the classes in the heaviest of armor, but that's not whats important in the grande scheme of things.
In reality its not the armor that does anything but its the Shield and the mitigation from blocks that they possess that makes Paladins so robust, a Paladin without a Shield is just as lolworthy in the mitigation department as many other classes.
It would be nice to either boost the effectiveness of the defense stat as a whole, or plate-armor.
Or specifically to Dark Knights give us a JA analogous to Perfect counter except with parrying, to give us 1-3 guaranteed Parries every odd 60s or so.
By no means am I looking to have as many natural forms of damage mitigation/avoidance as a Paladin but I'm certainly looking for better than nothing.
Rezeak
08-05-2011, 12:49 AM
I just want to put my 2 cent in here.
First thing i would say DRK is hard to play at it's full potential while the DD aspect of the job is pretty damn easy to get ur head around the Risk taking and survivabilty side of DRK is hard to grasp.
People talk about DRKs survivabilty and say it's crap well .... honestly i would put DRK near the same levels of NIN when geared correctly in alot of cases.
For example in Abyssea you can sub MNK and stack Hp gear and u just can't die as long as you have a WHM focusing on you.
Then outside all you need is DMG- gear /NIN and HP gear then clever use of stuns and fast casts means you'll won't be dieing on DRK the only issue here is you'll be losing DMG but honestly thats what DRK is risk-->DMG
Which leads me to the point of the reason i enjoy DRK is that it is a risk for DMG DD and this is what makes it different from WAR with spells and that why i don't want SE to move away from this, now i can agree that the risk vs DMG output isn't what it should be but SE are going to correct that hopefully with the new updates.
One thing i'd agree on the is a perfect parry ja because u can parry mobs WSes/Ja so if used skillfully would be another worthy addition to DRK.
StingRay104
08-05-2011, 10:33 AM
Except the whole "risk" was intended to hurt oneself a little to inflict massive damage on the enemy. Your whole concept of risk losing ones dd to tank is complete bs, thats why war has defender and shield abilities, to lose its dd to tank, but trying to convince a war to do that is like telling obama not to run again, waste of time. Being able to skillfully utilize ones job in new and exciting ways is always a blessing because it really lets people know you got skill, but when it comes down to it the job was never meant to do any of that. Remember back when rdms were the number 1 tanks on endgame bosses, is rdm supposed to be able to tank? No. For that matter is rdm supposed to be able to solo nearly every god (talkin pre abyssea here) in the game? No. Yet people did it, and far to often. As I've stated numerous times before and I'll state it again, DRK is supposed to be the opposite of pld which is the Ultimate shield (supposed to be) and DRK is therefore the Ultimate blade (again supposed to be). I think the new posts on DRK have tremendous promise, and I agree with all statements about DRK and parry, but DRK is not intended to tank, it is intended to kill, to think otherwise is folly.
Urteil
08-05-2011, 05:24 PM
I just want to put my 2 cent in here.
First thing i would say DRK is hard to play at it's full potential while the DD aspect of the job is pretty damn easy to get ur head around the Risk taking and survivabilty side of DRK is hard to grasp.
People talk about DRKs survivabilty and say it's crap well .... honestly i would put DRK near the same levels of NIN when geared correctly in alot of cases.
For example in Abyssea you can sub MNK and stack Hp gear and u just can't die as long as you have a WHM focusing on you.
Then outside all you need is DMG- gear /NIN and HP gear then clever use of stuns and fast casts means you'll won't be dieing on DRK the only issue here is you'll be losing DMG but honestly thats what DRK is risk-->DMG
Which leads me to the point of the reason i enjoy DRK is that it is a risk for DMG DD and this is what makes it different from WAR with spells and that why i don't want SE to move away from this, now i can agree that the risk vs DMG output isn't what it should be but SE are going to correct that hopefully with the new updates.
One thing i'd agree on the is a perfect parry ja because u can parry mobs WSes/Ja so if used skillfully would be another worthy addition to DRK.
Please post the gear set complete with scenarios and situations for said gear that allows me to come within fifty miles of the survivability of Rank A evasion, Utsusemi Ni and Ichi provide and still maintain a respectable damage output.
Urteil
08-05-2011, 08:11 PM
Except the whole "risk" was intended to hurt oneself a little to inflict massive damage on the enemy. Your whole concept of risk losing ones dd to tank is complete bs, thats why war has defender and shield abilities, to lose its dd to tank, but trying to convince a war to do that is like telling obama not to run again, waste of time. Being able to skillfully utilize ones job in new and exciting ways is always a blessing because it really lets people know you got skill, but when it comes down to it the job was never meant to do any of that. Remember back when rdms were the number 1 tanks on endgame bosses, is rdm supposed to be able to tank? No. For that matter is rdm supposed to be able to solo nearly every god (talkin pre abyssea here) in the game? No. Yet people did it, and far to often. As I've stated numerous times before and I'll state it again, DRK is supposed to be the opposite of pld which is the Ultimate shield (supposed to be) and DRK is therefore the Ultimate blade (again supposed to be). I think the new posts on DRK have tremendous promise, and I agree with all statements about DRK and parry, but DRK is not intended to tank, it is intended to kill, to think otherwise is folly.
The problem with this thinking is that there are are many DD's and only one "Shield" so of course this shield gets to be ultimate.
How could they make us the Ultimate DD in a game when over 15 of its classes can be classified as such.
This vision of DRK is flawed too, it cannot happen, and will never happen, simply because the only classes in the game are not DRK PLD and WHM.
Leonlionheart
08-07-2011, 06:41 AM
I like the idea actually, since DRK has always been (until recently anyway) the premier zerg job.
I don't mind automatically dies, but longer weakness is silly. No weakness, but no matter what you are raised with 1 HP doesn't sound bad.
Killvearn
08-08-2011, 03:26 AM
I basically agree with all Karbuncle said.
On topic i think that death is not a valid option, maybe negative effect for some minutes after the boost is fair, but the boost must be worth the sacrifice.
Zyla420
08-08-2011, 10:10 PM
a few things i think that would go along way toward fixing drk are:
-make absorb spells absorb stats based on dark magic skill, maybe capped out @25-30, and grant it as an aoe buff to the whole pt. this should stack with cruror buffs and should last around 1.5-2 min. also making every worthwhile mob not damn near immune to dark magic would help.
-an ability to trade excess tp over 100% to mp. 1/1 ratio would suit this fine. (not sure if that ability pld has to get mp works like this or not, i'm not a pld lol)
-a set of abilities that use 1-5% of hp to deal a moderate amount of dmg + inflict a status effect like silence, addle, sleep, curse, plague. amount of hp used would determine the length of the debuff effect. these should be on a shared timer of maybe 1-2 min.
spells i feel should be added:
-darkness 1-4: dark elemental dmg
-shadowflare : drk equivalent AM, deals moderate darkness dmg while inflicting att down, def down, m.att down, and m.def down for 30 sec
-plauge
-faery fire : deals low darkness dmg and prevents mob from using tp moves for 10-15 sec. this would need at least a 1 min or more recast, with a cast time akin to stun
all i can think of atm, but i think these would help drk a lil bit on the magic side, which seems to be the direction SE seems to want us to go in.
Cruentus
08-13-2011, 02:35 PM
This reminds me of the Amok ability a Dark Fencer would get in Final Fantasy: The 4 Heroes of Light. Deal five massively powerful hits, then drop to 1 HP.
It doesn't work well enough in Final Fantasy XI.
Calamity
08-14-2011, 11:25 PM
One of the biggest changes I for one would enjoy seeing, take Torcleaver's vit mod and turn it into a str mod. All the other powerhouse weapons get mods that make sense. Torcleaver's vit mod makes me feel like they designed it with pld in mind >.>
SuicideAngel
08-29-2011, 03:33 AM
personally i would like to see DRK have more magic or JA's that would help us survive/tank mobs. a ja like retaliation for drk would be nice.
Urteil
08-29-2011, 06:41 PM
personally i would like to see DRK have more magic or JA's that would help us survive/tank mobs. a ja like retaliation for drk would be nice.
How is retaliation going to help us tank mobs.
retaliation helps war to kill it much faster. On mobs that attack fast or triple/double attack and you can survive some face beating you can really spam ws. Can literally self light ukko > ukko over and over and over with retaliation, but again you have to be able to survive with a whm curing you (which you should). In that regards it helps you tank via spike dmg/hate. As always its all about your support.
Covenant
09-03-2011, 11:43 PM
In my mind I had this idea of under 25%HP. AND solo...or things going badly. Mob is totally focused on Dark and it's going to kill you anyway. The "drop dead thing" wasn't fully thought out. I do like the "1HP" suggestion ala "Self destruct". I had wanted to trade MASSIVE damage(while still being based on melee chance as opposed to blue Mage or NI JA's self destruct) for death or near death.
I also added the weakness argument because I didn't want dark to use this ability repeatedily without "serious" consequences. A weakened dark could still "potentially" fight(if no AoE) but much more restrained.
This move was basically like the %HP gear like "sorcerers ring" that grants additional bonuses depending on HOW WEAK YOU ARE. I could forgo the whole sacrifice idea,in exchange for a Darkknight set %HP bonuses.
drk just needs some beefing up to our ws's and a few small tweaks to spells that we already have and the like (FOR THE LOVE OF GOD STOP MAKING STUFF RESIST SOULEATER)
You guys are really trying too hard.