Originally Posted by
jpn2k
I feel that Square-Enix really missed the mark on a lot of aspects of DRK. It started out (low levels) as a job that has highest attack; and in order to keep the balance, low defense. But at higher levels, Square-Enix modified it to emphasize more on magic. It makes gearing a lot more complex compared to other straight melee damage dealers. Spending time casting also slows down TP generation, which defeats the purpose of having the highest physical attack. All the magic options also make timing critical for DRKs.
Souleater is an awesome ability, but can't be used all the time since it requires cure. On top of that, Square-Enix keep adding HP- abilities, which not only reduce the effectiveness of Souleater, but it also decreases survivability. A lot of DRKs want high damage (which makes sense since DRKs have the lowest defense), but in doing so would kill the DRK even faster due to the enmity generation. The use of Bloodweapon is so limited that I don't even know where to begin. With these in mind, I would like to make the following suggestions:
Higher attack/STR base stats to compensate for the slow TP generation (think of fighting undead monsters outside of Abyssea).
A Darkness-based magic attack (similar to PLD and WHM's Holy, but of the opposing element).
Addition of Bio III.
Add more defensive abilities and reduce the casting time of Dread Spikes to match that of PLD's Reprisal.
Increase the effectiveness of Absorb spells, possibly adding Absorb-Attack/Defense, etc.
Some way to balance the effectiveness of Souleater and all the -HP gear and job abilities.
Adjust Souleater so that its more useful without cure spam. Possibly making Blood Weapon or a lesser version of it to pair with the use of Souleater.
Lengthen the duration of last resort and decrease its enmity generation.
Some way to temporarily reduce enmity generation.
More magic to debuff the monsters, such as plague, paralyze, and short-duration terror.