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  1. #11
    Player Kagato's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    303
    I apologize everyone. Guess we can't stop that mess. If you find he's too rude, go to his profile and click on "ignore."
    (0)
    Last edited by Kagato; 03-24-2011 at 11:17 AM.

  2. #12
    Player Raelia's Avatar
    Join Date
    Mar 2011
    Posts
    84
    Character
    Raelia
    World
    Siren
    Main Class
    DRK Lv 99
    5. Remove the decay effect on Absorbs and add new Absorbs including a magical-category Haste/Slow effect.
    4. A natural-critting WS.
    3. A trait that lowers casting time and increases potency/accuracy of all dark based magic (absorbs, drains, at least 20% fast cast and 30-50% potency at high levels, perhaps smaller tiers at lower levels)
    2. Make Blood Weapon a ten minute JA, give DRK a new 2-hour that combines Blood Weapon with a Dread Spikes effect.
    1. Increase Last Resort duration to three minutes. Reduce Desperate Blows to 3% haste per point.
    (0)

  3. #13
    Player Xsilver's Avatar
    Join Date
    Mar 2011
    Posts
    62
    Character
    Xsilver
    World
    Bismarck
    Main Class
    BRD Lv 99
    1. Being able to cast while meleeing
    2. longer last resort (2min)
    3. drk specific spells/enfeebles i.e. drain III
    4. drk magic fast cast/potency trait
    5. two more tiers of acumen

    misread format thought 5 was most important
    (0)
    Last edited by Xsilver; 03-26-2011 at 02:12 PM.

  4. #14
    Player Returner's Avatar
    Join Date
    Mar 2011
    Posts
    24
    Character
    Returner
    World
    Ragnarok
    Main Class
    PLD Lv 95
    Going from 1 to 5, 1 being the most needed IMO:

    1) Make LR at least 3 mins, I don't mind if they nerf the haste per merit a bit, something that make DRK at least unique in a way that we can cap JA haste for an extend period of time with hasso. This should be our most powerful JA without a doubt.
    2) Able to cast while still meleeing. No doubt this will solve all the magic side of problem, at least a big chunk of it. I was temped to put this as No.1 priority because it just makes so much sense, but I think LR will eventually help more to our overall effectiveness.
    3) A new offensive JA or JT that aims at giving our WSs a boost. I would rather not have "a" critical hit WS as that will almost certainly force everyone to use that. And if you are relic or emp or mythic owners, you are forced to use something less powerful, I am sure no one likes that. A universal WS boosting JA or JT can go a long way.
    4) Adjust souleater so it deals 10% of the HP but drains only 5%. And once the user is below 50% HP, it starts draining MP at the convertion rate of 4:1 and 20% MP at a time.
    5) Adjust bloodweapon to 1 minute, and giving it sort of a added bonus to it like haste, DA, or critical hit during the duration. Most mobs either attack much faster or much harder during bloodweapon, we should get something similar to that.

    I know getting all that will obviously make us overpowering. I was making them with the idea of only getting 1. So I hope I did keep it realistic.
    (0)
    Returner - Formerly known as Nameless

    Ragnarok - TheExpendables

    DRK | PLD | BLM | RDM | DRG

  5. #15
    Player Arek's Avatar
    Join Date
    Mar 2011
    Posts
    41
    Character
    Slayerofgods
    World
    Asura
    Main Class
    DRK Lv 99
    5.DRK Enfeebles like Curse, Plague maybe Amnesia
    4.Dark Magic Fast cast (or Quicken Cast)
    3.Better Weaponskills (Critical or not but with STR+INT huge modifiers)
    2.JA for MAB and MACC Elemental Magic (can boost Occult Acumen while under the JA)
    1. New Spells : Drain III, Absorbs-Attk, Speed, maybe defense
    and maybe "Ultima" a Magical Souleater using HP besides MPs to deal Darkness Elemental Damage
    (0)

  6. #16
    Player Dart's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    1. crit based ws for our main weapons, people are you just ignoring razed ruins and how it entirely changed the game from a dd standpoint?
    2. longer duration for LR, again combined with Desperate blows (which can be nerfed to counteract this) would be a significant boost to our melee phase.
    3. drastically shorten casting times for drk specific spells that we actually use (absorb tp to a degree, DREADSPIKES, aspir1 and 2)
    4. a melee stance would be nice but I feel that it would overpower the job if we get 1-3.
    5. honestly i Just want 1-3 the rest is just window dressing
    (0)

  7. #17
    Player Xaveron's Avatar
    Join Date
    Mar 2011
    Location
    Sandoria
    Posts
    14
    5. Reduce casting times on Absorb spells while letting it decay from the mob instead of us.
    4. Increase the duration of Last Resort to the equivelent of Berserk.
    3. Give us Blood Weapon as a Job Ability that isnt our 2 hour and come up with a better 2 hour instead.
    2. Please for the love of GOD give us better dark magic spells (while increasing our Dark Magic skill respectively) such as Doom, Death, Plague and so on. P.S. - We should have already had Bio III.
    1. Stop giving us weapon skills that require MND instead of our native attributes. STR +60% modifier Critical hit weapon skill (3 hit prefferably) would be fantastic. Finally, change the weapon skills you have already given us to STR only modifiers.

    By the way, these arent just suggestions but are what Drk needs to become balanced. As everyone will agree, Dark Knight is the most under performing job in the game and we are all sick of it. On that note, please take heed to what the Drk community is asking. WE ARE NOT ASKING TO BE THE BEST JOB IN THE GAME, BUT WE ARE TIRED OF BEING SEVERELY OVER-LOOKED. THANK YOU SE FOR HEARING US OUT!!!
    (0)
    Last edited by Xaveron; 04-04-2011 at 12:42 PM.
    "When everything seems to be going against you, remember that the airplane takes off against the wind, not with it." Henry Ford

  8. #18
    Player Dart's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    they could just make guillotine crit based, they changed raging rush to crit based a long time ago, so it can be done easily, and most drk's I know/talk to like guillotine.
    (0)

  9. #19
    Player Xaveron's Avatar
    Join Date
    Mar 2011
    Location
    Sandoria
    Posts
    14
    In honest truth I would be happy if they just fixed the higher tier weapon skills. Guillotine is the least of my concerns. Quietus is a joke just as much as Insurgency and Catastrophe are. I have literally no clue why Sqaure Enix chose to put MND as a weapon skill modifier for Drk weapon skills.
    (0)
    "When everything seems to be going against you, remember that the airplane takes off against the wind, not with it." Henry Ford

  10. #20
    Player Dart's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    personally i had the crazy notion for fixing relics to give all relic ws a crit mod to go along with what they already have. lvl 90 apoc can push cata numbers up to 2500+ (for me personally i'm sure it can go higher) man if that could crit... then just give the occasionally deal double damage 30-50% like empy.

    ANYWAY back to drk

    The problem is how razed ruins completely changed the game. If your ws doesn't have a crit mod, its useless in abyssea compared to everyone else. You would need str+ something insane to get numbers close to crit based ws. A str/attack total that is pretty much unattainable, so crit based ws is the way to go. Drk needs one the end.
    (0)

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