I also like the fact that anything given to DRK is then nerfed later on down the road.
Souleater, Drain, and now Absorb TP have all been nerfed in some way.
Printable View
I also like the fact that anything given to DRK is then nerfed later on down the road.
Souleater, Drain, and now Absorb TP have all been nerfed in some way.
They changed WAR Raging Rush to crit and didn't do the same for DRK Guillotine in one update. Why? I don't know. I like to think SE deliberately keeps WAR overpowered but that's another topic. Critical weaponskills are generally by far the best in terms of raw damage output, so Razed Ruins or not even updating Guillotine to make it critical would be a significant increase in its damage.
Well, I also think they keep WAR overpowered by choice. Mainly because everyone thinks that unless it is the best DD, it is just a subjob. There are no other options, just black or white.
I also didn't understand why they kept so many level 70 avatar pacts out of the crit WS update. Ifrit's BP for example is useless on everything in the game except open mouth goldfishes. SE seems to always just update some jobs and leave others to rot.
Of course, Summoner gets a lot of updates so you can't say they are forgotten, they are simply misunderstood since almost all updates add the wrong things. (5 bucks on next update not having any Summoner armors. At most it will be a BLM/WHM/SMN armor with +7 summoning skill and the rest MAB and cure potency)
I think both DRK and PLD really need some love. They are not really "needed" for anything these days. And I agree - if a player has a skill which increases their attack at the expense of damaging themselves - they should have top tier damage after using that skill.
Oh, you mean people like this guy:
By saying we're one of the top DD in/out of abyssea, that our Last Resort is just fine, and that we need an Empy Weaponskill to keep up (lolQuietus. At least Torcleaver is trying) is stuck in some whacked out world of delusion. And you know what's sad? There are people who actually believe this.
Idk, I like Dark the way it is. In Abyssea, if you want a Crit Hit WS, just use swords, axes or even g.axes(for Cleaving). You don't ALWAYS have to use a scythe or g.sword. Drk's get access to pretty much everything a War gets, and then some, so comapring Darks to War is kinda moot.
Dark is a hybrid class, it has a lot of uses other than "MONGO SMAAAAASH!". 99% of the Darks out there REALLY want to be playing Warrior, because there's absolutely no difference between how 99% of Darks play Dark and How a War plays War, except for aesthetics.
That's not to say there's NO differences between them. Just that people rarely use the stuff that separates Drk form War. I rarely if ever see Drks cast anything besides maybe Ab-TP. Most of them only see the job abilities and seem to ignore they got an MP pool. Do you know what Ab-Agi does for a group? It drops the mob's agility, aiding in the overall crit-rate of the entire group. Ab-Acc, is like another Blind that stacks in addition to Blind, Ab-Dex drops that accuracy even further (not so noticeably though). And dare I remind you, did you know Dark can actually sleep stuff? Never seen that cross a Darks' mind when an add is sitting there whacking on someone (Or aggro something and choose to die instead of sleep it).
SE keeps trying to corral Darks into casting more, and I wish they would, but I will admit, Dark does have a few "Head Scratchers"... Elemental Magic is kinda too low to be Useful. Why would I cast Aero III when I can hit a mob 3x in the same amount of time, do 5x as much and be 3/5's of the way to a weaponskill? If the elemental spells were incorporated/combined with the Ab-Spells in some way, like say instead of having Ab-Dex and Thunder, instead give Ab-Dex a thunder property that absorbs dexterity and deals thunder damage. It would be a lot less insulting than an elemental spell thats out damaged by something a healer could toss out while goofing off.
And if SE really wants Darks to be more valuable to parties, AND cast more, give us an ability that allows Darks to share their absorb spells with a party member(s). How nice would it be to have a Dark cast Aspir, or Drain and have it shared with a tank? Like a "Trick Attack" for magic. Just put a party member between you and a monster, cast Ab-Acc, you get accuracy and so does your buddy. Or just an Aura ability: you Absorb Strength, and anyone within x yalms gets the Str buff too.
Casting magic (yes even absorb TP) hurts your over all DPS and isn't worth it in any way, that is why you do not see DRKs casting their spells.
DRK would be easy to fix with the coming updates. It's not nearly as far behind the other jobs as people think it is - it's solely that Atma makes critical-based jobs so overpowered that any two-handed DD without a critical WS is subpar. Outside of Abyssea, where the playing fields have been leveled, DRK is only slightly behind, if at all, other DD jobs.
Also, the differences between DRK and WAR are much more than aesthetic as a previous poster suggested. DRK has much greater survivability. I know that, even with Apocalypse, my WAR is much stronger than my DRK in terms of straight damage output, but I feel paper thin and vulnerable when I play WAR because I don't have any ability to regain health, stun the enemy, or use Dread Spikes as a buffer.
DRK can be easily fixed by making more use of its job abilities such as Souleater (perhaps a trait at 95 that lowers the downside to Souleater, so that it takes only 5% of your health, rather than 10%, yet deals the same damage as before), and perhaps the addition of job abilities that allow, or force, critical hits on weapon skills, or additional effects on regular attacks (low chance, say 10%, permanent Endrain is what I'm thinking of).
lower souleater timer to 1 min and ungimp souleater ;o
Get torcleaver, sub thf. Problem solved.
Thats hardly a solution blowfin... I can't think of any other job whose main weapon is worse than a secondary weapon
edit... but i suppose GA could work.. if they gave drk an A- rating in great axe
then it would be problem solve >_>
Well if youre going in with a main weapon mindset like that of course its not a solution. Why do you have to be swinging a scythe the whole time to be happy on DRK, its 7 skill levels difference at lvl 90 between GS and Scythe and hardly worth even considering them as main or otherwise.
Also, the GS is the easiest empy to get (with GK and Gun), improves the performance of DRK substantially and you get to crit your WS every 30 seconds if you sub THF.
A jobs best weapon shouldn't be B- rated ... heck even whm ( considered a non DD job) gets a B+ in its main weapon club
Give Drk an A- in GA and it would be fine to say problem solved imo...
edit.. oh and its not 7 skill level differences between GA and scythe at 90
GA caps at 325 .. scythe caps at 361
Sorry, there was a typo in my post which read GA rather than GS. Even still, the original post did say that there was a 7 skill level difference between GS and Scythe, not GA and Scythe.Quote:
A jobs best weapon shouldn't be B- rated ... heck even whm ( considered a non DD job) gets a B+ in its main weapon club
Give Drk an A- in GA and it would be fine to say problem solved imo...
edit.. oh and its not 7 skill level differences between GA and scythe at 90
GA caps at 325 .. scythe caps at 361
Just to note, isnt Rampage spam the way to go for good numbers for DRK in Abyss? At least for EXP. At least until you can get hold of the Empy GS. Why is swinging a 2H weapon that important that people overlook other options.
I don't like to be mean, but I have to. This entire post is wrong, wrong, wrong, wrong. Let's break it down:
1) You got DRK and WAR swapped. It is WAR who has more weapon versatility than DRK, and uses those weapons better too. That is why WAR is always wanted over a DRK for red procs.
2) lolMongo Smash. Did you know that the only way to do such a thing is to use Souleater and Last Resort together? Once we do that, we probably run even with WARs and MNKs as far as DoT, only we're actually dying while doing it and they're not.
3) DRKs don't want to be WARs. Actually, no SMART DRK wants to be another WAR. What good DRKs want is something that makes them stand out and have something that is actually needed and better than another job. Did you know BLMs have the same Dark Magic skill as us? Thats right. We can't even beat BLMs in a magic category that we're supposed to specialize in.
3) Casting during a battle greatly reduces our DPS and overall DoT. If we're not supposed to physically engage an enemy, such as against NMs in Abyssea or other such events, guess what we do? Stun. Sadly, so can other jobs, making us not as valuable. Sure, we can also cast absorb spells to weaken the NM, but Absorb decay is so high on NMs that it wears off quickly even if we have capped Dark Magic, fully merited, and have a Dark Magic set. So sure, we can cast Absorb-ACC. It'll give any ordinary big NM...oh...10 seconds of "blind." And did you know our ability to sleep things is usually overshadowed by other mages in the group? both BLMs and RDMs do it better than us. We only have to use it if we're the only ones that can, and seeing as how our actual enfeebles list is small, chances are a DRK who didn't lvl another mage job with more enfeeble spells won't have a high enough skill to land Sleep in the first place.
4) Our Elemental Magic skill isn't too low. We have the 2nd highest in the game. It's the spells themselves that are too low. We only have as high as tier III.
"My truck is suppose to be a race car! How dare you tell me it can haul things! If I help people and put stuff in the truck bed I can't go fast!"
You're missing the point of my post. First of I said most people that play the job act as such, not that I believe it should be done as such. Second, I am not confusing the versatility between the jobs as stated. Reread what I said. Third, Read, don't skim in the future. And finally reread the metaphor in the opening of this post and hopefully you can see where I am coming from.
You don't have DRK levelled, do you... Know how I know?
DRK Elemental Magic rating is B+, it's higher than a freakin' RDM, and equal to a SCH using Dark Arts. The skill is fine, we just have no native MAB do do anything with it. So our Fire III lands just fine, it's just does less damage than a dagger swing, and takes 10x as long.
If SE wants us to cast more spells, give us a damned reason to cast them! Occult Accumen was a start, but why on earth am I going to spend the time to cast a spell, possibly get interrupted, do crappy damage, and get back 2 or 3 tp, when I could've swung my scythe/GS, done MORE damage, NOT get interrupted, and gotten back around 19-ish tp?
It's simple. Have Occult Accumen give us tp comparable to a weapon swing. Make the casting time comparable to weapon delay, and give us the tp associated with it. I'll happily cast spells all day if I can get that tp that my weapon would get.
That would be better as a job trait.
Um, because balance has to be maintained throughout the game? Come on, use your head, please. How would you like it if people demanded "Warrior or get the hell out" of you, and your melee jobs amounted to Dark Knight and maybe White Mage? And this is concerning most of the good stuff that's out right now.
You clearly have no idea how much more lethal a weapon is, when you compare wielding it with one hand to wielding it with two hands. Two-handed weapons should beat out one-handed weapons every time.
I personally find this post hilarious. We have the first three tiers of single-target elemental magic, which does crap for damage coming from a job that has no Magic Attack Bonus, and Occult Acumen gives us maybe a fifth of the TP we'd get for swinging a weapon in the same amount of time, plus the weapon would do more damage. Then there's our enfeebling magic, which is just Bind (one of the most useless spells in the game), Poison II (Red Mages do it better), and Sleep II (see Poison II). Our Absorb spells decay over time and take too long to cast, Dread Spikes isn't even worth a darn, and Endark overwrites additional effects on your weapon, like the Twilight scythe's Death. You could argue that we have Stun, but so do Black Mages, and they have equal skill in dark magic to us.
I repeat, there must be balance. Right now, there most certainly is not balance, considering Dark Knights are a joke in Abyssea.
Um, not at all. We need to NOT rely on a support job for anything, thanks. People need to learn that a support job's just there to support, and not, "THIS OR YOU AREN'T WORTH CRAP!!"
As it stands, it's DRK/SAM, or we aren't worth crap. This must change by making Dark Knights better, and there are several parts of the job that need to be fixed.
The next thing we know, you'll be suggesting that we use a dagger 90% of the time.
Again, not really. We have an A+ with a scythe. We need to be using that. Or would you expect a Paladin to be using a staff 90% of the time, hm?
Even Torcleaver's a joke compared to every other Empyrean Weapon Skill, sans Quietus, and that's just sad for us Dark Knights. You need to do a lot more research into this matter before you even post again. You obviously have no idea what you're talking about.
Do DRK's consider drain and drain II as actual damage? Or does it all have to come from the Scythe?
Well then stop complaining about not being able to crit your WS if you won't sub the appropriate thing to do it?Quote:
no
/thf can be up to 40%+ weaker than /sam.
Well, put it this way. I think DRK's chances of suddenly getting a JA to crit the first hit of a WS is very highly unlikely, seeing as it already exists and is a JA for THF. I'm all for constructive ideas but that one is kind of silly.Quote:
Should a drk sub thf, they hurt their overall damage by far more than they gain from being able to crit-hit their WS. One step forwards, two steps back.
I don't think anyone was asking for a JA to do that, just for a crit-hit WS.
Here's an idea I posted on the DRK forums that I think should be looked into:
Quote:
Job Trait: "Crippling Blow" - Occasionally doubles the damage of the next physical attack to strike an opponent. (5-10% rate, can process on a missed hit, can process on weapon skills, but only on the first hit.)
My idea with "Crippling Blow" was that it would process like a critical hit, like this:
First attack round:
Therin's attack deals a crippling blow!
The Forest Hare takes 200 points of damage.
Then, since the monster is "crippled", the very next attack from the same player would deal double damage. This would be a little more interesting that just straight up doubling the damage occasionally and would force more user input. For example, if you waited to weapon skill until after you saw the message, your WS would force double damage.
This would be a low activation rate, 5 or 10%, so it wouldn't be overly powerful I think.
I'd be happy with a straight up double damage trait too, of course, but I like the idea of making jobs more complex and engaging.
If you wanted to make DRK more party friendly you could even open it up to allow "Crippling Blow" to apply to other jobs. So, the DRK processes a "Crippling Blow" attack and then a SAM uses Tachi: Gekko immediately after, and his Gekko does double damage. This would make DRK more interesting and allow it to do more damage, both directly and indirectly (by allowing another player to deal more damage thanks to the DRK with "Crippling Blow").
If they implemented this idea, we'd be seeing inevitable DRK gear with bonuses like "Crippling Blow"+5%, increasing its chance to activate.
I Rarely use Guillotine ;) but yes Drk is at the bottom of the Totum pole
I don't think DRKs are helping their cause when they start saying stupid things like a dagger swing does more damage than a T3 nuke. Lies and gross exaggerations like that pretty much make the rest sound like whining.
Martially, I'll just reiterate that Insurgency should be a crit WS. During the TP phase, at best I'd offer DRK a trait that grants a high chance of attacking again after landing a critical hit. If we're gonna dabble into the whole Combat Casting idea, that's something RDM and PLD should be getting their hands on, too, with RDM being the best at it if it winds up being tiered.
Magically, I could maybe see up to the MAB2 trait. DRK should have Auto Refresh just like PLD, as Aspir isn't always an option. A trait to greatly enhance nukes on MBs has also been considered in the past, as well as a JA that could make a T3 function like a T4 with the T3's MP cost and (re)cast time. I'd also be okay with simply getting a DRK-specific nuke that does similar, maybe a bit better on MP costs and cast time. The decay rate on Absorbs should be abolished and their overall potency needs to scale better. Absorb-TP should be more like 3/4 the mob's TP unresisted instead of 1/2. I'd be okay with Dread Spikes absorbing maybe 1/2 to 3/4 a blow if it lasted for 5 minutes. And this is just me babbling off the top of my head.
Overall, we all know Abyssea's skewed job perception. I don't forget DRK being the go-to zerg job for damn near everything pre-Einherjar (and even then it was moderately useful at times). I saw DRK tanks on HNMs, tanked some low-man activities myself, and was rarely excluded from the pink pecker phase of birds EXP. DRK isn't a bad job. It's just not popular for Abyssea due to the lack of crit WS on their main weapon(s) and limited proc selection. Meanwhile, for those itching for more and more and more melee prowess, all I can suggest is a job change. Like it or not, the magic is not going away, as that is part of what makes DRK a DRK and it SHOULD be used more often.
I'm not trolling, and you're wrong.
Personally I don't see the problem when I've seen screenshots of critical hits from DRK's that made my jaw hit the floor. I don't see a problem when the Empy GS is so easy to get. There doesn't seem to be much wrong with DRK's potential damage output at all. Maybe in Abyss, but what do people care about Abyss beyond EXP for anyway? DRK lacks many of the procs that make the more desirable DD's just that. If you expect to get by as a DRK main in Abyss you sure as hell better have put some effort into your job, thus you should have the GS empy (or better) really.Quote:
They don't need to give DRK a critical hit WS they just need to give DRK a 30 second JA that causes the first hit of the next WS to be a critical hit.
One good WS per minute does not a good DD job make.Quote:
Personally I don't see the problem when I've seen screenshots of critical hits from DRK's that made my jaw hit the floor.
I'm not even talking about the WS.
A DRK/THF using Gswrd has nothing really going for it BUT the WS...
lol this post has been moved due to emo loldrks *hey guys hwo knows if they bring back distortion skillchains you... wait nope not needed then either*