gotcha, I guess it really is fitting with this forum. Silly/pointless thread, silly/pointless posts
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glad to help anyway if ya have anything to post on topic i'd be happy to hear it if ya have any other questions on threads or forums http://en.wikipedia.org/wiki/Internet_forum will help ya.
As to not derail the thread any further.
I still don't think MAB is needed to get DRK nuking (it'll add too little)
More dark nukes based soley Dark magic skill like Drain III and a high mp, Decent DMG, Low cast time Nuke or 3 to make the most of Occult acumen and entropy a new style for DRK.
I think increasing the potency of Drain 1/2 would be another step forward too since our hp has increase alot and drain/2 has not i still feel Drain 1 and 2 should be simular to Cure IV around 600-800 hp recovered since the recast is so long.
I completely agree with you Rezeak. They should add some magic DPS to DRK's arsenal. It's probably the #1 thing SE could add to drk to separate it from the other melee. I had always envisioned DRK to have a magical aspect to it that would either help bolster it's attacks or as another way of dealing damage. I don't want to be a war or a sam while i'm on drk. I want to stand out as a melee when I'm on drk... Because as it stands we're mostly unconventional at best.
to stand out as a melee on drk, you have to compete with war and sam. You do realize what you're saying right?
endark helps us boost our attack with our magic!!!
Seriously can we fix the real issue with the job, our ws damage and then worry about magic?
Entropy was a nice step in the right direction, but more is needed to ever be more than just a token job.
I do realize what I'm saying. I think you're missing my point though. Drg does "reliable" extra damage through JAs. Why can't we have reliable extra damage through spells(as was somewhat the intent SE had for drk) that doesn't impede our meleeing. the spell would have to be as fast as stun and deal no less thann a regular swing for it to be worth it... which can be considered fairly OP. But if SE had a good recast on them(to where we can't spam them as much as say Bio or Dia, but maybe have a 1min recast) idt it would cause that much of a fuss from the other jobs. Also, i'm just going off on the idea that SE is trying to make drk a little more magic oriented. Kinda like the Antithesis off BLU; where BLU's melee is reliable extra damage for their magic, our magic could be the little extra damage for our melee. Again, I don't want drk to be so similar to war or sam or drg, I want it to stand out on it's own as a DD(instead of just swinging my weapon and WSing with the occasional stun thrown in). WS damage could be better yes, but i'd also like to see more changes to drk to make it what it was envisioned to be.
Just gonna say outside of abyssea i rarely get beaten for DMG on DRK since resolution was added so imo DRKs for DMG is fine i mean even ukko WARs/vere mnks arn't keeping up alot of the time (maybe it's to do with skill lvl but isn't that what it should be about more than what job you play).
Now yes there is an issues w/ using scythe on DRK that sux that why i feel DRK should be able to abuse the mp excess Entropy gives meaning we have 2 stances Scythe and great sword.
Sorry to break it to you, but you play with shitty war, sam, mnk's then.
SE should just give DRK's Fire VII already, cause ya know ya'll need more fire power
http://www.danzfamily.com/archives/b...fire_power.jpg