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		<title>FINAL FANTASY XI Forum - Dark Knight</title>
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			<title>FINAL FANTASY XI Forum - Dark Knight</title>
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			<title><![CDATA[Dark Knight feedback & suggestions.]]></title>
			<link>https://forum.square-enix.com/ffxi/threads/64509-Dark-Knight-feedback-suggestions.?goto=newpost</link>
			<pubDate>Tue, 28 Jul 2026 19:13:59 GMT</pubDate>
			<description>Hello! 
 
Dark Knight has been my main job for over 20 years now, I play it almost everyday. I could play only that job, I love it! Thanks to Square...</description>
			<content:encoded><![CDATA[<div>Hello!<br />
<br />
Dark Knight has been my main job for over 20 years now, I play it almost everyday. I could play only that job, I love it! Thanks to Square Enix for designing such a great job.<br />
Unfortunately for me, Dark Knight was not picked my anyone for so many years, now I am able to play Dark Knight in a lot of content but it starts to look like it might fall back on the the undesired jobs again soon.<br />
There are a few flaws I think that needs to be adjusted;<br />
<br />
First, off<br />
Great Sword skill needs to improve to A+<br />
The main reason for this is that Dark Knight has been the main user of Great Swords since early days of the game. They also still are the main damage dealer melee job that can use Great Sword so well. It should come to the Dark Knight player's choice if they prefer to focus on Great Sword or Scythe, or both. For those reasons, they should both have the same skill level, (A+).<br />
<br />
Dark Magic:<br />
Likewise, about Dark Magic, Dark Knight is the main user of Dark Magic in Final Fantasy XI and even more in other Final Fantasy games. So Dark Magic skill should be increased to A+ as well for Dark Knight.<br />
<br />
Dark Magic spell Death:<br />
Dark Knight should have access to the Black Magich spell: Death. The MP cost for Death should be fixed to an amount, like 180 MP. A spell that takes away all our MP when cast is just an unreliable mechanic that cannot seem to get good nor useful.<br />
<br />
Endark II / Endark :<br />
Endark II needs to not have it's effect decay over time, the duration is too low and the effect decays so fast than it requires the Dark Knight to consistently recast it to have a good effect from it, hence making Endark barely useful.<br />
Endark spells duration should be increased by a lot; probably 30min to 1h. The reason for this is quite simple, having to recast  Endark II before attacking, becomes such a slow down than it really cuts down Melee time to be efficient at damage dealing in melee.<br />
<br />
Consume Mana:<br />
This job ability is almost useless, it needs to be changed in a way that it only consumes a portion of MP, not 100%. The only use I found for it is to use just before the Weapon Skill Entropy. It also becomes very problematic when an auto-attack consumes MP before we can use a Weapon Skill.<br />
There are 5 ways I can think of to make this Job Ability more interesting;<br />
<br />
1- Pair it with EndarkII to earn a new effect form Endark II; Consumes 8% of total MP (only on Weapon Skills but not Auto-Attacks) to increase Weapons Skill damage by 1-10% + x% that is the % of MP consumed. Maybe 1 minute duration instead of a single charge.<br />
<br />
2- Simply make it be used for Weapon Skills only (not auto-attacks), duration 1 minute instead of a single charge, cooldown increased to 3 or 4 minute, Consumes 3-8% of total MP to increase Weapons Skill damage by 1-10% + x%, x equal to the % of MP consumed.<br />
<br />
3- Duration of 1 minute instead of a single charge. Only Weapon Skills can consume MP, consuming only 100MP per WS to increase base damage by 100. <br />
<br />
4- Auto-attacks have an Aspir effect for 1 minute duration, where MP that were not restored are instead stored in a MP Pool, at the end of the duration, get a Consume Mana Charge, where next WS consumes all the MP that added in the Pool to add 1 extra base damage per 10MP stored up in the pool.<br />
<br />
5- A Mana Wall (BLM) effect but for Dark Knight. Duration 4 minutes, cooldown 5 minutes.<br />
 <br />
Aeonic Great Sword, Lionheart:<br />
Dark Knight needs to be able to use Lionheart, I own that Aeonic weapon at rank 15 and it is completely useless on tank, since Dimidiation is much better and a lot more useful.<br />
In General, Aeonic weapons should see an increase on the number of jobs that can use them, to make them a lot more interesting.<br />
<br />
Final Fantasy endgame:<br />
I think we need to see classical endgame from other Final Fantasy be added soon, for example the Black Mage and Ultima.<br />
For Dark Knight, of course it should have access to Death and the spell should be reviewed with fixed MP cost. Dark Knight should probably also see some new spells such as EnDeath, Death Spikes, Doom, Undeath: (inflicts a curse that prevents the enemy from healing, like a Zombie effect).<br />
I think Dark Knight should have two new Weapon Skills;<br />
Great Sword: Omnislash (21 attacks, like Cloud in Final Fantasy 7)<br />
Scythe: Zantetsuken? Doom? (Chance to inflict Death or Doom)<br />
<br />
Thank you for taking your time to read this and please give it some considerstions.</div>

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			<category domain="https://forum.square-enix.com/ffxi/forums/99-Dark-Knight">Dark Knight</category>
			<dc:creator>Nelyus</dc:creator>
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