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  1. #21
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Cljader1 View Post
    If they want to keep blood weapon as our 2hr then it needs to be improved, purposed fix: Under the effect of Blood Weapon the dark knight absorbs ALL forms of weapon damage, including weaponskills, standard melee attacks, weapon bash etc all forms of weapon damage is absorbed by the drk, and they can keep duration at 30 secs.

    Although I much rather have Blood Weapon as a Job Ability that we can use every 15 mins if the ability remains in its current state. This is NOT to much to ask for dragoon 2hr was "Called Wyvern" and SE changed it to a 20 min JA and gave them a new 2hr, drk should get a similar fix. If SE decide's to give us such a fix I purpose an idea for our new 2hr:


    Two Hour Ability

    Dark Ascension: Reset the timers on all dark magic spells and doubles its potency, while casting dark magic the drk cannot be interrupted. Duration 30 secs

    What this would mean is that the dark knight gain the ability to absorb double damage from drain spells and dread sprikes would also absorb double damage while under the effect thus aiding in replenishing the drk's hp. A true save your ass the drk's got it 2hr.
    We'd need good dark magic for this to happen, this is more like another 15 minute ability.
    (1)

  2. #22
    Player Nikashi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    22
    Character
    Nikashi
    World
    Odin
    Main Class
    DRK Lv 99
    I think I'd rather see something more melee oriented for a new two hour ability. WAR has Mighty Strikes, SAM has Meikyo Shisui, DRG with Spirit Surge, etc. If we really are a melee job, why not make our something to enhance our melee capacity like other melee jobs?
    (0)
    Last edited by Nikashi; 09-10-2011 at 02:21 AM.

  3. 09-09-2011 11:35 PM

  4. #23
    Player Zoner's Avatar
    Join Date
    Jul 2011
    Posts
    88
    Character
    Zoner
    World
    Quetzalcoatl
    Main Class
    DRK Lv 95
    Quote Originally Posted by Cljader1 View Post
    If they want to keep blood weapon as our 2hr then it needs to be improved, purposed fix: Under the effect of Blood Weapon the dark knight absorbs ALL forms of weapon damage, including weaponskills, standard melee attacks, weapon bash etc all forms of weapon damage is absorbed by the drk, and they can keep duration at 30 secs.

    Although I much rather have Blood Weapon as a Job Ability that we can use every 15 mins if the ability remains in its current state. This is NOT to much to ask for dragoon 2hr was "Called Wyvern" and SE changed it to a 20 min JA and gave them a new 2hr, drk should get a similar fix. If SE decide's to give us such a fix I purpose an idea for our new 2hr:


    Two Hour Ability

    Dark Ascension: Reset the timers on all dark magic spells and doubles its potency, while casting dark magic the drk cannot be interrupted. Duration 30 secs

    What this would mean is that the dark knight gain the ability to absorb double damage from drain spells and dread sprikes would also absorb double damage while under the effect thus aiding in replenishing the drk's hp. A true save your ass the drk's got it 2hr.
    I like the idea of adding "dark knights adsorb all forms of damage" to blood weapon, but extend it to last at least one full minute; 2-handed weapons only of course.
    (0)

  5. #24
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    There exist several "blood drain" weapons already in Vanadiel. Don't really think this is necessary...however, since SE seems to want to mess around with 2hours... Perhaps extending the 30sec duration of some of the 2 hours are needed? After all scholar is gaining massive bonuses from their 2 hour WITHOUT sacrificing the normal bonuses, such as having access to both light and dark books and no need for charges for job abilities. Seems like unlimited accession and manifestations pretty strong as is.

    @nikashi... Sorry but Darkknights are NOT melee jobs. Darkknights are a melee AND magic job. Yes, we don't nuke(elemental) on par with blackmages, but we shouldn't. Our magics should be geared towards status effects, virus, plagues etc...more specifically our high dark magic skill.

    Dark Acension sounds nice. A doubling dark magic potency would be amazing. Reset timers is kinda weak. I know this is a work around for drain 2 having such a long timer, but proper planning and play should be factored in while maintaining a 2 hr. After all, Redmages don't get an MP reset if they use Chainspell. Redmages need to hold mp or at least a convert in their pockets when contemplating using their 2 hour.
    (0)
    Last edited by Covenant; 09-10-2011 at 11:32 AM.

  6. #25
    Player Dart's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    we need specialization in our melee phase. or we're just a toy job. That's just the way that it is.
    (0)

  7. #26
    Player Ethalio's Avatar
    Join Date
    Mar 2011
    Posts
    169
    Character
    Ethalio
    World
    Ragnarok
    Main Class
    BLM Lv 99
    My suggestion for DRK 2h:

    raise pDIF to maximum for 1 minute. ignores targets defense.
    (0)

  8. #27
    Player Nikashi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    22
    Character
    Nikashi
    World
    Odin
    Main Class
    DRK Lv 99
    Quote Originally Posted by Covenant View Post
    @nikashi... Sorry but Darkknights are NOT melee jobs. Darkknights are a melee AND magic job. Yes, we don't nuke(elemental) on par with blackmages, but we shouldn't. Our magics should be geared towards status effects, virus, plagues etc...more specifically our high dark magic skill.
    I understand that DRK is a melee/mage hybrid, but how often do you see a DRK casting magic outside of Drain/Aspir I & II, Dread Spikes, and Stun? Let's not forget about Absorb spells, but inside of Abyssea, they're next to useless. (Yes, I know the game is moving back outside Abyssea with the cap increases, and Absorb spells will have their place again.) Personally, I don't think that our 'signature' ability should be focused on an underused aspect of they job. Just my opinion.
    (0)

  9. #28
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Quote Originally Posted by Rezeak View Post
    The best idea i've heard for this is just make a JT that allows DRK to drain the full DMG of the weapon 5-10% of the time then that could be DRK version of DA/TA/Counter ect
    That was me, and I agree very much with me.

    Also, I agree with the idea of DRK being a melee/mage hybrid. I'd be happy with our DD as it is now if we brought some unique utilities via spells and/or abilities. The problem is, our job as it stands now can't fulfill any role other than melee DD...so obviously we want to be among the best at it.

    Having the DD output we have now while being able to do something unique (like an amnesia spell, for instance) and a dark-based nuke like Ultima at 99 (this can be our version of Ancient Magic, with high damage and high cast/recast) would help to realize the job a lot more and give some purpose to the /mage side of the job.

    It would also help our spell casting if we got some traits to enhance our Drains and Aspirs. Either boost the returns or occasionally allow the recast not to reset.

    I also think we should get (a very, very inaccurate and inpractical) Death spell.
    (1)
    Last edited by Selzak; 09-17-2011 at 05:09 AM.

  10. #29
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    New 2 hour idea. Everytime you activate your 2 hour a piece of bacon appears to you IRL. BEST 2HOUR EVER!!!!!!!!!!!!!!!!
    (1)

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