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  1. #1
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99

    Dark Knight Magic

    SE can you please add to Dark Knight's spell list some useful spells, or update us on what might be in store for our horribly gimp job.

    I know that our melee is also in question, but as we are not just warriors I have done some careful thinking and believe the following spells fit thematically and would also provide utility.



    What I would like to see on Dark Knight:


    Drain and Aspir need their recast times lowered:

    Drain - Recast 30s
    Drain II - Recast 75s

    Aspir - Recast 30s
    Aspir II -Recast 75s.

    Even if this looks to be 'overpowered' I assure you it is not, as the DRK must often be engaged with the target and successfully cast, AND, unlike a cure spell the amount of HP returned is not guaranteed and will most often be resisted.


    Drain III - Since there's six tiers of Cure and everything resists drain anyway.
    Aspir III - See above.

    Stun II - With longer potency and duration over 1, and without a terrible recast timer since Blue Mage gets 314123421512532143112351 stun spells.

    Siphon - Puts a debuff that drains hp/mp from the target, scales with dark magic.

    Darkness - Instant cast, 100mp darkness based nuke similiar to holy.

    Plague - Reduces the targets TP over time.

    Poison III - Why not.

    Bio III - We should already have this, make it a scroll give us the merit 1 version and let RDM's keep their merts. Our T1 version will wipe the floor with it anyway.




    Absorb Spells: Absorb Spells need to NOT decay, or absorb much more than they currently do. They are also semi-useless in abyssea as they do not stack with cruor buffs.

    Absorb Defense - Absorbs the targets Defense.

    Absorb Attack - Absorbs the targets Attack.
    (4)

  2. #2
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    I like absorb spells (tier II) not decaying. You can sub scholar for quicker recasting timers and potencies on all magics. Or a redmage sub also helps. Siphon and plaque very gimmicky. Mobs don't have MP in the usual sense I don't think. At least I've never seen a mob "take a knee". TP is too quick for a lower TP effect, especially when there absorb-TP around.
    I'd like a "blood" DoT to approach a "poison 3" effect. Stop with the bio3 crying...get over it. Darkness I love this dark nuke idea. Should be tier for lower level acquisition.
    (0)

  3. #3
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    First off by stating that Dark Knight should sub Scholar or Red Mage. Then start talking about how spells would be useless in a party-sense or in a PvE group situation without the words:

    Ballista
    Soloing
    Something INCREDIBLY Niche
    Dicking Around
    PvP


    Shows an incredibly large gap in the logic you are using to apply criticism.

    If I'm also not mistaken you sort of said that mobs don't have mp for players to...drain?

    . . .
    Immediatley I know that you are either as serious troll or have nothing constructive to say.


    Moving on:

    Dark Knight should not have to sub Scholar or Red Mage to have faster Dark Magic casting, the goal is to strengthen the job inherently without relying on subs.

    -Of course mobs have mp, the fact that you are saying they don't even in a 'normal' sense is rather hilarious.

    -5/tic HP/MP drain is powerful, perhaps it could even be a 10/tic hp/mp drain.
    Unless you think Refresh and Regen are 'gimmicks' too?

    -Players can accumulate TP very fast, especially Dark Knights and plague is very annoying, so I feel that it would have its uses during low man situations.

    -Holy cannot be acquired as a sub job, so Darkness should not either. This way RDM's will never get to see the spell.


    I don't know what you mean by 'blood DoT', but I've seen your other posts, and well I'll let people go read those gems for themselves.
    (0)
    Last edited by Urteil; 07-12-2011 at 01:01 PM.

  4. #4
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    no to everything just boost base PDIF(pre crit) cap for 2handed DD from 2.2 to 2.7
    (0)

  5. #5
    Player Zatias's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria.
    Posts
    379
    Character
    Zatias
    World
    Asura
    Main Class
    DRK Lv 99
    Siphon - Puts a debuff that drains hp/mp from the target, scales with dark magic.
    Should be "Sap". XD One of the only things I support in the "Give DRK better magic" category, with the other few being along the lines of Absorb-Haste (gives a second "slow" type effect to the monster's melee and an attack delay reduction to the DRK independent of job ability haste).

    I don't see why you bash the job so much if you like it. There is a reason serious zerg groups wanted DRK, and it's not because we could lol the mob to death with crappy magic. Abyssea is broken. We only need trigger and crit jobs!

    (btw Covenant means that it's very difficult to drain the mob completely of MP... I think. Which it is. Seen a Kirin go on casting for more than 5hrs before it finally ceased to cast. lolHibayshu!)
    (1)

  6. #6
    Player Zoner's Avatar
    Join Date
    Jul 2011
    Posts
    88
    Character
    Zoner
    World
    Quetzalcoatl
    Main Class
    DRK Lv 95
    An absorb-buff from mob spell would be nice too
    (0)

  7. #7
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    Ill admit I ready the phrase wrong... Thought you meant lowering a mobs HP/MP, not that you'd be able to absorb both. Darkknights are one of the most annoying topics for me. All people want is more and more melee damage, even a twilight scythe don't interest them, or so it seems to me. This job has two components whether players want to admit it or not.
    Their melee side is tremendous now. With scythes, Souleater, and whatnot. Their magic is severely lacking, but I don't mind it so much.
    I'm sure there are players out there willing to sacrifice more magic updates just to get more melee output, yet are unwilling to just be samaurais or warriors.
    (0)

  8. #8
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    I feel really sorry for any DRK who would pass up on Twilight Scythe. It is arguably the best scythe in the game atm, barring aftermath/hidden effect procs of empy/relic. The fact its melee strikes count as non elemental damage like mnks formless strikes is just epic, 1 drk with twilight scythe can completely negate Ulhuadshi/glavoids phases were they get healed by physical damage. As for the lack of drk's magic I agree slightly. Drk is meant to be a hard hitting dd, all those tiers of attack bonus, last resort, and souleater prove that, but its suppose to use magic to help increase its advantage against a foe. Spells like drain, aspir, dread spikes, endark, and stun do this. Our absorb line tho has always been lame and very inconveniant, and that is where the largest part of our magic updating is needed. I think the concept of sap is fine but I'd rather it be more of an en-spell or god-forbid a JT like double attack with % proc rate, whatever suits balance more. Reducing recast timers on drain and aspir is a definite must and of course the t3 versions also good, but I would love to see a spell series that drains hp from an opponent and turn it into mp for you, since not everything has mp. Plague, poison 3, and bio 3 also good choices for new drk spells, and yeah they can remove our lame acc boost merit to give us bio3 so that rdms won't complain, but the other 2 are fine. Darkness, sounds interesting, perhaps it could have stat reduction debuff on it like impact does, of course on a smaller scale since it will ultimately do less dmg and for less mp. Abs att and def I have personally brought in past forums so you got my vote for those. I'm sure someone will bring it up eventually but doom and death are bad ideas for drk due to the fact they woul have such incredibly low success rates on mobs worth casting them on, or else they would be game breaking. Not gonna mention the number one spell mentioned on forum, lets just call it "Jim," yep not gonna mention Jim. All in all I think I can get behind most of the ideas been posted here so far, would love to hear some more fresh ideas.
    (3)

  9. #9
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    DRK getting the spell doom would doom the job ironically to God-Tier-Gimmick status.
    (0)

  10. #10
    Player Rafien's Avatar
    Join Date
    May 2011
    Posts
    100
    Character
    Rafien
    World
    Bahamut
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    DRK getting the spell doom would doom the job ironically to God-Tier-Gimmick status.
    Doomed can be cured.

    There are many Dark Knight NPC's that cast Death. Why doesn't a DRK have death?
    (0)

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