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View Full Version : DRK magic, what do we really want?



Finuve
01-19-2012, 12:54 AM
ok so a lot gets tossed back and forth about DRKs and magic, and I see so many people outside of DRK players saying things that seem utterly retarded, like trying to increase DRKs magic burst damage for elemental magic

so what do DRK players want? Heres my ideas:

ignore DRK elemental magic completely

give DRK a darkness based nuke that is also based off of dark magic skill, moderate MP cost low casting time (The oft referenced Darkness/Darkness II)

Give DRK a trait that removes the decay on absorb spells and makes them last longer

Increase the amount of stat drained by absorb spells

Dark Magic Fast Cast

Increase quietus Damage (had to toss that in here...)

Taint2
01-19-2012, 01:17 AM
Stun II

Bio 3

Beyond that, speed up the casting time of all absorbs,dread spikes, endark.

Lower the recast of Drain 2. Increase the skill cap of Drain and Drain 2.

Eliminate the Hasso casting/recast effect.

Geabrielle
01-19-2012, 06:18 AM
I shall begin with 'ignore elemental magic' ; I'm going to say simply NO. A Dark Knight's very first baby spell is Stone, just like a BLM. In fact a Dark's spell progression with a few tossed in dark magic spells is similar but rightly discrepant as Dark's are supposed to be black magic specialists. If we have to be burdened with Elemental magic, then I would ask for native magic attack bonus - Not a lot, even one or two tiers would be nice to reflect the similar training a DRK undertakes to balance their combative skills with magical harassment.

Secondly, Darkness/Darkness 2 ... if they don't suck like everything else dark based I'll be down with that. But as a nuke without native MAB to give it any punch, you are wasting time and MP.

Bio 3 - Hell no, DRK is not a RDM and no one gives a flying apkallu butt about reducing a mob's attack outside of a solo situation, especially with a DRK's paltry enfeeble C skill. Would it be fun for solo .. maaaybe but no.

Epic thumbs up on reducing the decay on Absorb spells and increasing the duration. It would give more reason to cast them, actual utility. YES, please.

Decrease the recast timer on ALL dark magic for Dark Knight ONLY.

They said something about giving Darks a fast cast trait for dark magic but good re-iteration. Dark Celerity, yes yes yes yes!!

As for the Hasso thing ... eh it's possible to make use of your magic with it up. But considering most DRKs can't understand why they have an MP pool it's been a non issue in my experience unless your healer sucks.

Hextitan
01-19-2012, 08:59 AM
Dark Magic MAB traits.

Fast Cast for Dark Magic.

More DRK-themed Dark Magic spells like Drain II, Endark, Dread Spikes, etc.

A dark-based nuke.

Lower recast on all Dark Magic Spells.

Revamp the Absorb line of spells. Also drastically increase the duration the stat bonuses last, and their potency.

That's about it. Elemental spells need to be completely ignored.

Rampage
01-19-2012, 09:29 AM
An ability to make next dark magic spell quickcast. A drk magic based nuke that costs 250mp.

Make elemental absorb spells.
Fire absorb : drains strength, weakens enemy to fire, gives fire att bonus.
Blizz abs: drains int, weakens enemy to blizz, gives bilzz att bonus.

These spells would give our elemental magic a little boost and if you make em stack with regular absorbs we could be looking at pretty nice stat boosts.

Daniel_Hatcher
01-19-2012, 10:11 AM
Bio 3 - Hell no, DRK is not a RDM and no one gives a flying apkallu butt about reducing a mob's attack outside of a solo situation, especially with a DRK's paltry enfeeble C skill. Would it be fun for solo .. maaaybe but no.

You're aware Bio III is Dark Magic, not Enfeebling Magic right?

It wont happen while it's RDM's merit spell, but still!

ManaKing
01-19-2012, 01:56 PM
Eliminate the Hasso casting/recast effect.

I have 5/5 Desperate Blows. I usually use Seigan unless I'm WSing constantly. Hasso and Seigan recasts and casts could have just applied to Ninjitsu only, since that was all they were really targeting. It really is a hindrance to DRK since you are going to go /SAM to almost everything since it is pretty much broken good.



An ability to make next dark magic spell quickcast. A drk magic based nuke that costs 250mp.

Make elemental absorb spells.
Fire absorb : drains strength, weakens enemy to fire, gives fire att bonus.
Blizz abs: drains int, weakens enemy to blizz, gives bilzz att bonus.

These spells would give our elemental magic a little boost and if you make em stack with regular absorbs we could be looking at pretty nice stat boosts.

Yeah so Absorb-MDB, 1 spell. Got it. Sounds like a winner.

I don't really want more elemental magic emphasis because it isn't optimized for AO. Anything that DRK gets, spell-wise should provide utility or be catered to AO. It's not like the job is lacking in damage.

Darkness I/II. High MP, Quick Casting Time. Make it happen and DRKs will cast so long as the damage is decent. It makes for a very convenient way to jump your TP up to the next WS. Absorb-TP is more for TP suppression, which is fine if you can find a DRK or /DRK willing to cycle it in.

Muras
01-19-2012, 06:48 PM
For new additions, I'd like more enfeeblement type absorbs, much like Absorb-ACC which is a pseudo blind. I honestly dunno why we haven't gotten more... Absorb-ACC just seems so random compared to the other absorbs. I always felt it was the start of the second tier of absorbs, where we'd get Absorb-ATK, Absorb-DEF and so on.

I'd be happy with a variety of new absorbs, such as:

Absorb-SPD
Absorb-M.DEF
Absorb-PHYS (Gives Physical Damage-% to DRK, Physical Damage+% to mob)
Absorb-ATK
Absorb-DEF
Absorb-M.ACC
Absorb-M.EVA
Absorb-EVA
Absorb-M.ATK

As I said in some post ages ago, Absorb-SPD should have a new unique boost/down effect that's independant of Slow/Haste. It would inflict Speed Down and give the DRK Speed Boost. This way it doesn't hinder other jobs roles. If you're really worried about balance and having mobs attacking too slow, put it in the same spot as Elegy as Elegy isn't as commonly used as Slow due to PTs not always having a BRD. And Absorb-PHYS would just be great to have not just for offensive purposes, but for defensive as well. And other melee would love DRKs for it. Even if it's only -/+ 5% (But 10% would be nice...).

Any of these would be useful in party situations because they boost not only the DRK, but other jobs in the group, and would give DRK that unique edge it needs, instead of being "just another DD". I'd like to point out to the devs that BLU has many of these enfeeblements as additional effects on their spells, so it's not like it'd break the game if DRK got absorbs at least equal to those (Acrid Stream is MDEF-10, Frightful Roar is DEF-15%, for example). Acrid Stream's MDEF down seems to land with high reliability from what I've seen on my BLU, even on tougher mobs, and if our previous absorbs are any indication, we'd a harder time dealing with resists than a BLU would. So why can't we have 'em?

Changes to current spells that I'd like to see would be reductions in recasts for Drain II and Dread Spikes...

Drain II should be 1 min 30 seconds. It's not even that much stronger than Drain itself and the HP boost lasts for such a short time that it's not gonna make or break anything. Also keep in mind that Drain (Both of 'em) always seem to get resisted a lot on the tougher mobs, so being able to use Drain II twice as much isn't gonna break the game.

Dread Spikes should be changed to 1 min 30 sec recast, and at very least it's duration (If not taking hits) should be increased to 3 mins like any other spikes spell so that it can be kept up ahead of pulling hate. I'd personally like to see it absorb only 50% of damage taken too so it lasts twice as long while taking hits as well, but that's just me. I think it wearing off after absorbing 50% of maximum HP is still ok.

I also recall SE saying DRK was getting the equivalent of Elemental Celerity for Dark Magic spells, and that they were abolishing the decay on absorbs. It currently feels like these have been forgotten, but perhaps Camate can reconfirm this for us?

Also, as other have mentioned, Darkness/Darkness II nukes would be fantastic. BLU also has a full line of Darkness nukes (Death Ray, Eyes on Me, Everyone's Grudge, Dark Orb), and we're not even asking for stuff that's equally powerful, just something useful. Make them as strong as Thunder II and Thunder III, but maybe give them naturally high magic accuracy. After all, the darkness element in FF11 is often related to the Magic Accuracy stat, especially as shown by the magian trial weapons, so why not?

Saiken253
01-20-2012, 02:11 AM
Omg yes to Darkness I/II. 200/250MP and as fast as Dia while dealing bare minimum no less than a crit on an attack(not Apoc super crit mind you) is what they need to be.

For years I have always wanted Absorb-SPD/Haste. It just makes sense and yes should stack with other forms of slow. If they're worried about too much slow on a mob being broke, make a "Slow cap" on mobs like how there is a Haste cap(retarded) on PCs, fixed.

A JA that I thought of that I think would be amazing for DRK would be to make the next offensive spell we cast become an En-spell. The thread is Symbiosis of Might and Magic if you want to take a look. I think it would help DRKs a lot.

Warp Come on~! We should so have this!(yes I know it's enhancing magic, but Dia used to be Divine and was changed to Enfeebling, just change Warp to Dark Magic and give us just Warp 1!)

I do like just about everything I've read so far as well and agree with what I like. Yes I believe that our absorbs should be both fixed and expanded upon. 1 thing I though that people haven't noted upon is faster absorb spells. Yes they said we are getting Dark Celerity(or something similar) but I think the dark spells should naturally be cast faster, especially when we are casting spells in the middle of combat(or if we are, which SE apparently wants us to do).

And maybe a spell to help with our hate. Maybe we could use the hate that we have gained to deal damage then wipe our hate? Make it a fairly long recast so that it can't be spammed(because DRK can definitely cap hate in a heartbeat), but still make the damage when using it desirable enough to cast it. Or maybe just shred all or half our hate onto another pt member(becoming the tanks best friend haha, or a magekiller LOL!), but I personally like the first idea.

Geabrielle
01-20-2012, 07:04 AM
Bio 3 is dark magic yes, but it's also an enfeeble. It's also a blatant of MP and a merit point that SE inflicted upon RDMs. I don't want it on DRK.

Urteil
01-20-2012, 07:15 PM
Bio 3 is dark magic yes, but it's also an enfeeble. It's also a blatant of MP and a merit point that SE inflicted upon RDMs. I don't want it on DRK.

Then let's help SE reverse their foolish, shortsighted and illogical decision.

With Bio III and OA gear you could easily get 12tp per quick cast, with far more initial damage and higher DoT than an RDM could ever hope to achieve.

It was a stupid stupid stupid decision, and acting like it s somehow justifiable by any means of logic when the RDM has a D/E ranking in the spell school follows suit.



But alright, that's fine because by your logic is perfectly reasonable for me to say:

Okay then I want Poison III, Bind II and I'll take some Dispel/Blind because they are dark based enfeebles, and I have a C - in Enfeebling.

Those would all be welcome additions.

Rezeak
01-21-2012, 12:03 AM
RDM/SCH = b+ dark magic skill

Either way bio III is an enfeebling spell (as in it enfeebles the mobs) and the fact that it's RDM prime role (only role RDM can even fill now) it should stay RDM only either way that's just my opinion.

I'd like to see maybe 3 things added to dark magic for me to feel DRK is done and a complete job.

1st .
Drains
These should be cures that DRK can have access too and in so should be a reliable way to restore hp.
Example: we get a 3rd teir and all there recasts are 1 min
Drain 1 =~ cure III
Drain 2 =~ cure IV
Drain 3 =~ cure V
The max hp boost from II can be removed and added as a 3-5 min job ability that can be stacked with any drain.

2nd.
Absorbs
They need to be completely changed imo
Ideally
5-10 min duration w/ no decay and a 30-50 stat drain from a mob.
I'd take the trade off of only being able to have 1 absorb up at one time meaning there is some strat between ACC or STR

Absorb-TP
The amount we get shouldn't be based on solely what tp the mob has but your dark magic skill/resists

If i have 450+ dark magic skill and the mob has 60 tp I should take all it's tp not 1/3-1/2 of it
Either way i think the cap for absorb tp should be 4/Dark magic skill(so you can drain 100 tp+ if ya capped) and if the mob doesn't have tp i should still get 0 tp just to be clear.


3rd
DMGing spell.

High cost(200mp)/low cast(stun speed) time Dark based nuke
Only so that Scythe + Occult acumen can become another play style vs GSD + ws spam
and no 3 min recast ffs the limiting factor should be mp 1 min should be max recast of this
As for DMG 500-1k if any less then add a DMG taken debuff to the mob.

Saiken253
01-21-2012, 02:48 AM
When did Bio become Enfeebling Magic? From my experiences it definitely levels my Dark Magic skill.... Also, DRK can get more Dark Magic Skill + than a RDM can, thus enhancing both the initial damage of Bio III and it's Dot effect.

HOWEVER

Bio III would be only useful for it's own Higher DoT than Dia III. Dia III would still be more useful for it's Defense down effect and us DRKs spamming Bio III would only help us and would decrease the output of the other melee for group events.

BUT

I would not be averse to having this, since it is considered DARK MAGIC and Dark Knight is also meant to debilitate their opponents, which is enfeebling magic, but Dark Magic does that as well.

Moving On

Dark Knight needs a fast cast and recast nuke that does respectable damage(comparable to a melee hit/crit, not counting ODD) and reworking/addition of our absorb spells.

Geabrielle
01-21-2012, 05:45 AM
I was thinking through the logic of the OA gear and the return of tp per tick on a Bio 3 because it's a quickly casted spell and suddenly ... stopped caring. On this part of the discussion I'm tapping out. If DRK gets it fine, if not fine. I'll remain a condemned sufferer of SE's sadistic whims of even adding OA in the first place .....

Otherwise !!

I'm completely down for the initial idea of the original post, a dark knight's magic does need some adjusting but more along the lines of actual reasonable requests. When the DRK community gets outlandish it adds fuel to further reasoning for being ignored completely.

As for the 5-10 min absorbs ... reduce that to 3 minutes, adjust the amount absorbed by skill level/gear, no decay will always make me happy. My biggest beef with the abs spells is the bloody decay.

Nether Void says "Hi", btw ... It's a 5 minute ( 3 minute please!!!) job ability, 1 minute duration and stacks with any drain/absorb spell. It is also enhanced by Bale flanchard by a nice percentage.

I'm going to scream for Dark Celerity some more, because it was mentioned and needs to keep being mentioned. Dark magic fast cast where?? Give give give!! ( and NOT on the +2 relic head piece. That was cute, but not what we wanted).


That is all! Good night, Vana'diel!

Finuve
01-21-2012, 06:23 AM
I was thinking through the logic of the OA gear and the return of tp per tick on a Bio 3 because it's a quickly casted spell and suddenly ... stopped caring. On this part of the discussion I'm tapping out. If DRK gets it fine, if not fine. I'll remain a condemned sufferer of SE's sadistic whims of even adding OA in the first place .....

Otherwise !!

I'm completely down for the initial idea of the original post, a dark knight's magic does need some adjusting but more along the lines of actual reasonable requests. When the DRK community gets outlandish it adds fuel to further reasoning for being ignored completely.

As for the 5-10 min absorbs ... reduce that to 3 minutes, adjust the amount absorbed by skill level/gear, no decay will always make me happy. My biggest beef with the abs spells is the bloody decay.

Nether Void says "Hi", btw ... It's a 5 minute ( 3 minute please!!!) job ability, 1 minute duration and stacks with any drain/absorb spell. It is also enhanced by Bale flanchard by a nice percentage.

I'm going to scream for Dark Celerity some more, because it was mentioned and needs to keep being mentioned. Dark magic fast cast where?? Give give give!! ( and NOT on the +2 relic head piece. That was cute, but not what we wanted).


That is all! Good night, Vana'diel!

unless they increase the potency of drains however thats the only place I'll be using nether void

Jar
01-21-2012, 04:15 PM
reading all this im glad i don't read this forum anymore.....

Cljader1
01-23-2012, 06:37 AM
reading all this im glad i don't read this forum anymore.....

Jar the troll

Rezeak
01-24-2012, 01:27 AM
When did Bio become Enfeebling Magic?

When it enfeebles the mob with attack down and a DoT effect

We all know it's dark magic based but it is a enfeebling spell as in it's use just like dia, slow ,absorb-acc, stun, dreamflower.

Just because someone calls in an enfeeble doesn't mean it has to be under the enfeebling magic skill otherwise BLU would be screwed ^^.

plus RDM can use staffs so a good RDM/SCH will land Bio III less resisted and for more dmg it's just the dot effect DRK might get more of since but thats only 1 more dot (and that's a maybe)

Honestly tho i don't know why ya think SE would allow DRK to take a merited spell tbh i would like a Dark version of Bio

via say Absorb-Attack and Sap (DoT + Regen aura from mob)

Saiken253
01-24-2012, 11:51 AM
Yeah, I agree that DRK needs it's own DoT that, as you suggested, saps the target of health. Maybe also have it sap TP as well? or a separate spell for that too.

I'm still all for a high cost, fast cast(stun speed), fast recast, high damage dark nuke.

ManaKing
01-24-2012, 01:50 PM
What the drunk are you guys talking about? Bio I,II, and III are all dark elemental, dark magic.......The only Dark Magic that isn't Dark element is Stun, which is Thunder Element. You guy are really making me wonder what game you play. If you really want to call Bio 3 a debuff you can, but Enfeebling is it's own school of magic and you are being unclear/lazy while describing things.

I play both DRK and RDM and believe me, Bio isn't what you guys are talking about. Dia 3, even Dia 2, is significantly better than anything Bio will do for you. If you wanted to Kite, then Bio is what you are looking for. If you are looking to rip into a mob it is Dia. I don't think DRK use 2Handers because they are looking to kite.

DRK wants the Dark equivalent of Holy. That is basically it. It would be a lovely addition.

Rampage
01-24-2012, 02:17 PM
Actually if im understanding Rezeak i would l
lOVE to have "Sap" added. Basically a dot drain along the lines of a regen 3 or 3.5.

Also kind of off topic, but would help with casting. Give weapon bash a magic defense lowering effect. While we are at it lets make its damage be modified by STR like shield bash is by vit now. Lets also lower the timer on it :).

Saiken253
01-24-2012, 04:40 PM
What the drunk are you guys talking about? Bio I,II, and III are all dark elemental, dark magic.......The only Dark Magic that isn't Dark element is Stun, which is Thunder Element. You guy are really making me wonder what game you play. If you really want to call Bio 3 a debuff you can, but Enfeebling is it's own school of magic and you are being unclear/lazy while describing things.

I play both DRK and RDM and believe me, Bio isn't what you guys are talking about. Dia 3, even Dia 2, is significantly better than anything Bio will do for you. If you wanted to Kite, then Bio is what you are looking for. If you are looking to rip into a mob it is Dia. I don't think DRK use 2Handers because they are looking to kite.

DRK wants the Dark equivalent of Holy. That is basically it. It would be a lovely addition.

Yes, but more damage +_+

Quetzacoatl
01-24-2012, 05:19 PM
Let's make it simple so we don't have to go through any headaches:

1. Ignore Emphasis on Elemental Magic.

2. "Dark Celerity" and Dark Magic Nukes with very low casting times. you people should look into this one for your own good

3. New Dark Magic Spells.

pick only one option.

Kylos
01-25-2012, 05:00 AM
I have thought about DRK adjustments for a while, and this is what I think we should get.

A defense down ability - WAR has Tomahawk, DRG has Angon, THF has Feint for Evasion Down, so why can't DRKs have an ability like that? Also they could make it so Angon/Tomahawk won't overwrite it. Imagine if you was fighting a high defense mob and you could do the ability at the start of a fight?

Buffs to your party - So we have absorb spells, but how often you do you use them? It seems pretty rare for players to use them nowadays, maybe we could get a whole new range of Absorb spells, and once you absorb the specific stat(s) out of the mob, the rest of your party will get that stat too.

Examples:
Absorb Regain - For those monsters that accumulate TP on their own, why not allow a DRK to absorb some of that and give it to the party?
Absorb Defense - A stronger version of Absorb VIT, which could be absorbed into the party, potentially buffing a Paladin tank.and lowering the monsters defense.
Absorb Attack - A stronger version of Absorb STR which can be given to other DDs in your party.

And after reading about DRK magic spells on another site, I do agree that DRK should get a decent Dark Magic based Nuke spell, one that will give us a substantial amount of TP so it don't hurt our DPS.

Also what about some form of enfeebling spell? It would be great if a DRK could Blind, Paralyze or even put Terror on a mob.

Tohihroyu
01-25-2012, 09:17 AM
I like #2 the most in Quetzacoatl's.

But...because its SE they'd give drk Tier IV elemantal nukes over new DRK only spells >_>

Akutenshi
01-25-2012, 09:19 AM
I would like mostly new Drk magic spells. Something quick to cast and damaging, but a high mp cost. Make it viable and make it don't have a high recast time. This could lower the gap in damage some drks have with other dd. Granted, this kind of makes entrophy ideal, but I could live with that. Hell, if they implent it correctly, I'd switch from Torcleaver to a Entropy if low on mp and switch back if I really loved GS lol

I think the absorb spells should have the duration of say hasso, but maybe limit one per drk on a mob. Get rid of the decay, which I believe they mentioned already. Maybe some new absorb spells. Get rid of the penalty of casting on hasso as well. I think it's about time for that. People could argue that you can cancel it and then recast it, but that's just poor game mechanics and taking time away from something else you could be doing.

Someone mentioned a "Sap" like spell similar to regain. I think the idea of say a spell that lowers mob's hp over time and gives it to you like regain would have some synergy with souleater as well. Not to mention the extra damage you take from last resort. Warriors could use retaliation when berserk is up so drk can have something to use while last resort is up. Granted there are other tools that can help with that, but it's just a thought.

mattkoko
01-25-2012, 12:44 PM
i hate to be the one to put a damper on anyone's hopes but there have been multiple threads talking about dark magic boosts and new dark magic spells for drk. they said they would look into it months ago. and as we saw for recent adjustments, all they gave was decreased recast for weapon bash. and in contrast, they gave drg just about everything they want and more. sorry i do not mean to squash everyones hopes. but facts are facts. a few threads later on this subject and nothing is being done about it.

Fyreus
01-28-2012, 06:18 AM
Bio 3 is dark magic yes, but it's also an enfeeble. It's also a blatant of MP and a merit point that SE inflicted upon RDMs. I don't want it on DRK.

Know what's also an enfeeble? Nearly 80% of dark magic spells. Only 10 or 20% of rdm magic enfeebles.

Geabrielle
01-28-2012, 02:18 PM
Know what's also an enfeeble? Nearly 80% of dark magic spells. Only 10 or 20% of rdm magic enfeebles.

SO that's why everything a Dark casts gets resisted! Holy crap we've cracked the Vana'diel DaVinci Code.

Fyreus
01-28-2012, 05:30 PM
SO that's why everything a Dark casts gets resisted! Holy crap we've cracked the Vana'diel DaVinci Code.

o.O my skill isn't capped, but i don't resist with +50 or so skill and m.acc

Quetzacoatl
01-28-2012, 10:19 PM
i hate to be the one to put a damper on anyone's hopes but there have been multiple threads talking about dark magic boosts and new dark magic spells for drk. they said they would look into it months ago. and as we saw for recent adjustments, all they gave was decreased recast for weapon bash. and in contrast, they gave drg just about everything they want and more. sorry i do not mean to squash everyones hopes. but facts are facts. a few threads later on this subject and nothing is being done about it.
Did you also see the post in the SMN Thread where Camate told us the devs have a bunch of ideas, theirs and ours, on the table, but they have to go through a process before announcig and implementing them? I suggest you do before telling us to abandon all hope. I'll start doing that when the devs make something highly disappointing official, thank you.

Edit: it's this one (http://forum.square-enix.com/ffxi/threads/20057-SMN-adjustments....seriously?p=268167#post268167)

Geabrielle
01-29-2012, 03:35 AM
o.O my skill isn't capped, but i don't resist with +50 or so skill and m.acc

Forgive my silly joke, I couldn't help myself.

mattkoko
01-29-2012, 11:15 AM
i posted this before i saw that. and i never said abandon all hope. it is true that most of the adjustments, if not all are just them adjusting current job abilities and spells which are easier then adding i am sure. so i do apologize about getting a little jumpy. i also posted this just after i saw our adjustments for drk/pld after i saw drg and cor. maybe there is some hope. maybe not. at this point, i have no clue lol. i just hope i dont have to tell you that i told ya so.

Geabrielle
01-30-2012, 09:42 AM
FYI the relic +2 burgeonet I think is a slap in the face. "Black Magic casting time -8%" it works with both dark and elemental magic spells .....

I'm go cry in a corner now.

ManaKing
01-31-2012, 05:18 AM
Lol you guys should check out RDM forums. I'm not saying DRK doesn't have grievances, because DRK does. BUT we've been bitching up a storm for the last....year(?) and they don't comment on anything unless it is to state the obvious. I don't think they realize how important informing their player base is because I think most jobs are complaining about what is coming and when. I'm not telling you to have patience or slow your roll, I'm probably encouraging you to stay vocal about what you want. At least then SE can be aware they aren't done yet.

Raucent
01-31-2012, 08:40 AM
as pessimistic as it may sound i think they are aware that people are annoyed but do not care enough to inform us of their current plans or future thoughts. Hell even if they gave us a listing of their future ideas it could be useful to them in that the players could offer input on how the idea could be used or modified to fit the job and actually be useful ( damn you Scarlet delerium,) using SD as an example they could have taken player ideas such as have it sap hp over time while enhancing dmg output vs the 1 hit for boost and pray to altana the landed attack is a good one.

mattkoko
02-03-2012, 01:13 PM
so i kind of have an idea. not really sure how it works and not sure how far it would go lol. but here it is. how about a spell and/or ability that you cast on a mob in which when the mob tps or casts magic, it hurts itself. again i havent completely thought it out. if its a spell, the effect would obviously depend on int/magic attack and if it is an ability, maybe it could have a type of modifier or something to enhance the effect. or maybe ability would hurt it on a tp move and the spell will hurt it on a magic move.

so a quick run down again. you cast what ever the spell is called (yep, i havent even thought of a name), and the effect stays on the mob until it tries to cast a magic spell, and when it starts to cast, it takes damage or maybe a certain amount of hp depletion during the entire cast so longer casts will hurt it more. and as far as the ability, you use the ability and maybe the animation could be in the way of a step animation where you swing the weapon, so the next tp move it tries to use, it hurts itself. and my thought is the spell would have int modifier (as stated above). and the ability would have a str modifier (only reason i think the ability and spell should have modifiers on it because it just gives you more control over how much dmg the mob will take when the mob tps or casts magic). only other way they could control it more is make them meritable. but with everything costing merits now (even quests now a days) i figured people are tired of the whole merit grind lol

sorry i know i am kinda all over the place. its one of those ideas where i think it could be good maybe with a little fixing up. anyone have any suggestions on it?

mattkoko
02-03-2012, 01:37 PM
so i kind of have an idea. not really sure how it works and not sure how far it would go lol. but here it is. how about a spell and/or ability that you cast on a mob in which when the mob tps or casts magic, it hurts itself. again i havent completely thought it out. if its a spell, the effect would obviously depend on int/magic attack and if it is an ability, maybe it could have a type of modifier or something to enhance the effect. or maybe ability would hurt it on a tp move and the spell will hurt it on a magic move.

so a quick run down again. you cast what ever the spell is called (yep, i havent even thought of a name), and the effect stays on the mob until it tries to cast a magic spell, and when it starts to cast, it takes damage or maybe a certain amount of hp depletion during the entire cast so longer casts will hurt it more. and as far as the ability, you use the ability and maybe the animation could be in the way of a step animation where you swing the weapon, so the next tp move it tries to use, it hurts itself. and my thought is the spell would have int modifier (as stated above). and the ability would have a str modifier (only reason i think the ability and spell should have modifiers on it because it just gives you more control over how much dmg the mob will take when the mob tps or casts magic). only other way they could control it more is make them meritable. but with everything costing merits now (even quests now a days) i figured people are tired of the whole merit grind lol

sorry i know i am kinda all over the place. its one of those ideas where i think it could be good maybe with a little fixing up. anyone have any suggestions on it?

actually, now that i think about it. just make both of them abilities lol. and have them only work with 2handed weapons and give the same animation as steps. i am not going to bother explaining modifiers again since they are kinda obvious. and make it so the mob still takes dmg from casting a spell or tp move, even if it is stunned. in fact, make it so the mob takes even more dmg if the tp move is stunned. damn too many ideas lol

Duzell
02-03-2012, 10:45 PM
I want necromacy as an addition to my dark magic... Calling Skeletons, Zombie Dogs, Jnun, VAMPIRES to aid me in battle. Having them out should constantly drain HP just as an avatar drains MP.

mattkoko
02-04-2012, 01:54 AM
how about an ability that costs a certain amount of mp, and not only increases your next spells attack, but also makes it so no matter what spell you cast, it will count as a dark magic spell. this way, elemental spells will actually be able to be put to use. for example, using thunder III under this ability will still count as the element of thunder (so the elemental wheel will still effect it as well), however, dark magic skills will effect it rather then your elemental magic skills (again only under this ability). and make it so the amount of magic attack bonus is enough to were it falls between dmg numbers of T4-T5 after it is all said and done assuming dark magic skills are capped. so if your dark magic skills are lacking, it will not do as much dmg obviously. just like anything else (figured that last part is common sense but since we have so many leeches now, i wanted to dumb it down a bit XD).

Kury
02-28-2012, 06:27 PM
maybe have been mentioned befor and im not sure where to post it but maybe someone will read this and post it more appropiatly.

drk needs the spells that appose holy 1 and holy 2, such as demi 1 and demi 2 or bring Gavija back from the older ff games!
i like Demi better though, a darkness based nuke with the same casting time and either same damage or greater damage then the holy spells

also maybe a ability that apposes souleater, but uses mp instead. either consumes mp like souleater does hp or just dumps your mp onto your next attack. something along those lines would give entropy greater use for a drk rather then sticking them strictly to reso for dmg.

just some thoughts plz post em in a more apropiate place is ya know of one

Hatfield
03-27-2012, 12:27 AM
It was mentioned but id love to see abs-mdt, ptd, and speed spells introduced. A version of holy for dark magic would be cool too, since that generally is a fast cast. Personally i would rather see SE add a way for us to use our mp to increase our physical dmg. If i wanna nuke there are jobs more suited. Give me selfbuffs or even debuffs worth casting or dont bother.

mattkoko
03-28-2012, 12:21 AM
What do i want? i want zombies. In the words of good old george carlin, "Where the F*** are all the zombies!"

Daniel_Hatcher
03-28-2012, 03:51 AM
It was mentioned but id love to see abs-mdt, ptd, and speed spells introduced. A version of holy for dark magic would be cool too, since that generally is a fast cast. Personally i would rather see SE add a way for us to use our mp to increase our physical dmg. If i wanna nuke there are jobs more suited. Give me selfbuffs or even debuffs worth casting or dont bother.

Selfbuffs.... with no enhancing skill.

Duelle
03-28-2012, 08:59 AM
Dark Magic or DRK magic spells as a whole?

DRK should definitely have it's own version of Fast Cast/Elemental Celerity. Could be called Quickened Shadows, a trait that increases castingn speed based on your dark magic skill without affecting recast timers.

An alternative would be to make all Dark Magic native to Dark Knight have Stun's casting time.

------

If you were talking DRK spells as a whole, then my suggestion would be revamp the elemental nukes to work as follows:

Job Trait
Arcane Ruin: Changes your elemental magic spells to short cast, low damage enfeebles that boost Absorb spells.

Tier I spells take one second to cast. Tier II spells take 1.5 seconds to cast. Tier III spells take 2 seconds to cast. Each spell would deal 10% of the maximum damage it would normally do and inflicts the target with the debuff <Element> Ruin that takes effect so long as the elemental spell does damage. Each elemental spell makes its corresponding absorb spell unresistable and boosts the amount of the stat absorbed. Ruin I would boost it by 25%. Ruin 2 would boost it by 50%. Ruin III would boost it by 75%.

Example:

Casting Fire III on a mob gives that mob Fire Ruin III. The DRK follows this with Absorb-STR. The amount of STR drained via Absorb-STR is boosted by 75% while consuming the Ruin III effect.

-----

On the topic of stun, Stun II wouldn't do much for us outside of being something else to stun with when stun and weapon bash are on cooldown. I just think the devs should focus on making what we currently have actually work in our favor before adding anything new.

Calamity
03-29-2012, 09:23 AM
Selfbuffs.... with no enhancing skill.

We have a couple self buffs. They are dark magic skill. Kinda like how blu self buffs don't require enhancing skill either. Smn, same deal. Was never a rule written that said all buffs have to be enhancing magic, even if most are.

Tsukino_Kaji
03-31-2012, 10:56 AM
DRK magic, what do we really want?As a final spell, drks should get death, but that wont happen.
Instead they should be given Contagion.

Fyreus
03-31-2012, 12:05 PM
As a final spell, drks should get death, but that wont happen.
Instead they should be given Contagion.

This.
A hundred times.
I want to give anymob i see the status effects i have so they know my pain D:<

But really... This.

Saiken253
04-01-2012, 07:55 AM
on the job bio pages on the wiki, it says that DRKs have black magic that is used to torment our enemies http://wiki.ffxiclopedia.org/wiki/Category%3AJobs

Annoy does not equal torment in the least. Plz fix SE

Cljader1
04-10-2012, 01:46 PM
What ever happen to revamping our 2hr, SE promised in the 1st quarter of 2012 the where going to revamp or give drk a new 2hr along with several other jobs. They even hinted at these new 2hrs being unlocked though merits, where is all this stuff they promised? is it even in the works??

Dart
04-19-2012, 02:14 AM
too busy monitoring neo nyzul to catch cheaters that people complained about for no reason since it doesn't effect their gameplay experience.

Urteil
04-19-2012, 03:08 AM
Plague. dfgdfssdfg

Daniel_Hatcher
04-19-2012, 03:26 AM
What ever happen to revamping our 2hr, SE promised in the 1st quarter of 2012 the where going to revamp or give drk a new 2hr along with several other jobs. They even hinted at these new 2hrs being unlocked though merits, where is all this stuff they promised? is it even in the works??

The 2hours will be their big news at the anniversary, shortly followed by a massive outbreak of laughter from all the players.

Cabalabob
04-26-2012, 06:42 AM
All I really care to see for drk is doom at lvl 95, death at lvl 97 and comet at lvl 99. maybe if they make bio 3 a real spell and not a rdm merit that could go in somewhere at 80~.

Doom and death are both now on Blu and smn so don't see any reason for drk not to have them and I feel comet at 99 would be a nice way to round off being both an elemental spell that's dark based, would also be a good spell for occult acumen.

DarkViper
06-14-2012, 08:03 PM
Let's make it simple so we don't have to go through any headaches:

1. Ignore Emphasis on Elemental Magic.

2. "Dark Celerity" and Dark Magic Nukes with very low casting times. you people should look into this one for your own good

3. New Dark Magic Spells.

pick only one option.

Why does everyone want to ignore elemental magic DRK should be about timing spells in between attacks and short term vampire tanking which should all be based on skill. We need drain to work better a shorter cooldown on dread spikes and for the love of god give us fast cast, remove the delay on weapons when casting spells and reduce the mp cost to do them. Whatever needs to be changed to make this happen is fine because DRK should be about magic and not just melee otherwise whats the point?

Zyla420
06-14-2012, 10:12 PM
because elemental magic is pointless on drk, even if you gear out completely in elemental nuke based casting gear the dmg output and time spent casting still won't come even close to the dmg from just auto attaking and using WS's in respective appropriate gear.

if anything we just need our casting times and recasts on current dark magic spells reduced a bit and maybe a few other spells adds for a bit more utility.

absorb-att, def, m. att, m. def, eva, crit. rate, etc.
plague
terror
stun II
tiered low cost dark based nukes 1-4
dark based AM with quick cast speed (not likely but can't help but hope)
another drain tier would be nice but also not likely gonna happen

that's about all i can see drk really needing, and most of it isn't actually needed because of the way drk is played now anyways. allowing melee hits to still register and gain tp while casting would help us alot but i don't see that ever happening either

Smeggles
06-15-2012, 08:04 AM
I would love to see dark based nukes that can be used in between swing timers (Darkness / DarknessII like Holy) but I also do like my elemental magic, I would like to be past the T3 elemental magic cap T4 nukes plz?

Comet would be an amazing addition and would make me very happy in pants.