That or give them the Osmose spell where instead of draining MP like aspir it deals damage and converts it into MP.
That or give them the Osmose spell where instead of draining MP like aspir it deals damage and converts it into MP.
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-By increasing attack while taking damage, you don't mean the actual +"Attack" statistic do you? With food and and the Dark Knight's inherently high attack + endark this would turn out to be rather inconsequential.
I'm hoping you mean a straight % to damage dealt, and also applies to magical damage as well.
-A concern by many Dark Knights is that we do not have the MP required to do what the development team envisions for our job. That all of this magical talk is useless if we are without the MP required to fuel it.
If we are sacrificing MP to boost our damage through MP:
Is the Dev Team planning on increasing our base MP?
Decreasing the base cost of spells through a job trait/ability native to Dark Knight.
Giving us a magical spell or job ability that allows us to convert damage dealt -> mp?
Giving Dark Knight Tiers of Auto refresh, or abilities to recover HP/MP more effectively?
-By sacrificing MP to increase magical attack or taking damage to increase magical attack, will this also apply to the line of Aspir/Drain?
If this new stance or ability to increase our magical attack does not increase the power of our signature line of spells, this seems very lackluster and useless.
First things first:
-How do you intend for Dark Knight to be able to cast spells in combat while on the front lines?
Our elemental skill level is too low, the spells take too long to cast compared to melee hits, and the most common support Job is Samurai which only serves to lengthen and hurt our already feeble spell casting abilities.
Or we to sacrifice the best support job we have to increase our failing physical damage capabilities, to use half-baked magical methods of inflicted pain on our foes?
And we are interrupted easily, like a baby being distracted by a shiny object.
Does SE plan on giving us fast cast for all magics?
An strong trait that gives us interruption resistance?
An absorb spell that greatly reduces the enemy casting speed and greatly increases our own?
Last edited by Urteil; 08-02-2011 at 03:23 PM.
Created and replicated Camate's post in this forum in the Dark Knight area:
http://forum.square-enix.com/ffxi/th...603#post160603
I suppose that's a more 'proper' place for it anyway, so its there, go talk about it or whatever, and community rep's post there!
Thank you.
Meh, DRK's blubbering about a lack of gear to make nukes count has me shaking my head. As is, the back is certainly our weakest slot for these builds, but +53 INT and +34 MATK is possible with a set, maybe more depending on what you have access to. Compared to RDM, I'm sitting on +73 INT and +33 MATK. No doubt a native MATK trait helps, as well as the likelihood of swapping staves. Regardless, these can double toward the elemental WS like Infernal and Herculean, which may be further adjusted amongst the vague reference to WS adjustments. Insurgency going crit-based could also be among those tweaks. I do feel DRKs should get at least level 2 in the MATK trait, though, and all the MP jobs deserve some form of tiered auto-refresh to both up longevity and versatility.
Camate, I'm legitimately hyped to hear this news. O_O
I'd like to offer some input to the developers for consideration, if they haven't already:
• Aftermath Adjustment for Catastrophe: With Dark Knight able to obtain gear-related haste more easily, we believe the aftermath effect of 10% Haste applied to gear after using Catastrophe would be better suited toward Magical Haste from now on.
• Job Ability Dire Strike: The Dark Knight consumes a portion of their own HP to enhance their next attack and ignore level difference penalties.
• Dark Magic Demi, Demi II, Demi III, Scathe: Deals Dark Magical Damage to an enemy.*
• Dark Magic Absorb-Attack: Steals a target's attack rating and adds it to the caster's own.
• Dark Magic Absorb-Speed: Steals a target's attack speed and adds Haste to the caster.
Let us know what the devs think!
*Since Paladin and White Mage have their own set of Divine Magic "Nukes," why shouldn't Dark Knights have their own set of Dark Magic "Nukes"? Black Mage can be added to the jobs that can use it as well if desired.
Last edited by Quetzacoatl; 08-02-2011 at 07:05 PM.
I've honestly given up on the idea of Insurgency becoming a Critical-Damage WS the moment I saw that Vorpal Scythe is already one. Guillotine isn't that bad now that we have Last Resort at a 3-minute duration, and It's okay for Normal Monsters and Lower-Tier NMs. We can easily cap Accuracy, now we just need to push our Attack stat further.Originally Posted by Minsc
Though, whatever happened to the idea of using Spinning Slash for Bigger NMs? I'm pretty sure some vets already know this, but *GASP!* Spinning Slash ignores level penalties in the same way Flashy Shot does! Try it with either Stout Arm/Razed Ruins/Apocalypse or Alpha&Omega/RazedRuins/Apocalypse. I had some passable numbers with it while it lasted for me.
If it doesn't, well...either find a gear set to improve it, or suck it up and work for an Empyrean Weapon (or WoE Weapon depending on how much you play).
Last edited by Quetzacoatl; 08-02-2011 at 06:54 PM.
I like all of these, like +1.
Maybe we could sacrifice our hp to force a critical? "Dire Strike".
The Catastrophe nonsense that is going on now I don't understand either, if Aegis can boost the -mdt cap why doesn't our aftermath get 'helped'? Its totally worthless due to a Job Trait we possess.
Good ideas, especially the Dark Magic nukes because I don't understand why Holy is in the game and "Dunkelheit" "Darkness" is not.
Last edited by Urteil; 08-02-2011 at 07:46 PM.
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