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?
Last edited by Nikashi; 09-10-2011 at 02:21 AM.
Player
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.
Last edited by Covenant; 09-10-2011 at 11:32 AM.
we need specialization in our melee phase. or we're just a toy job. That's just the way that it is.
My suggestion for DRK 2h:
raise pDIF to maximum for 1 minute. ignores targets defense.
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.
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.
Last edited by Selzak; 09-17-2011 at 05:09 AM.
New 2 hour idea. Everytime you activate your 2 hour a piece of bacon appears to you IRL. BEST 2HOUR EVER!!!!!!!!!!!!!!!!
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |