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  1. #11
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    I just wonder why blm has access to more useful top tier dark magic than drk's, blms have 4 sleep timers (sleep I/II, Sleepaga I/II) two break timers (Break, Breakaga) two aspir timers (aspir I/II) and they have (comet). There dark magic is better than ours they, the got more sleeps, more breaks, same tier aspir/stun and a dark based nuke. Drk basically got one dark based nuke and its drain II and its on a damn 3 min timer. Our elemental magic is crap, how we going to be the masters of dark magic with no freakin "Dark Magic Potency" Job Trait. Dark knights need a dark magic nuking line and not elemental magic, to adjust this maybe the absorb-stat line we have can both absorb the desired stat and deal Dark damage at the same time. That will make are absorb stat line more useful to drks.
    (0)
    Last edited by Cljader1; 09-02-2011 at 07:54 AM.

  2. #12
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I'll repost what i posted in the main topic since it's relevant.

    Quote Originally Posted by Rezeak View Post
    Scarlet Delirium i tested it a bit more today and here's the finding.

    On use Effect that will last 1 min
    Once you take any DMG you will gain the Scarlet Delirium which will last 1 min after that. (aka if you take DMG 30secs in you will get the Scarlet Delirium effect for 1 min after that 30 secs)
    Any dmg after will add no extra DMG. ( mean if a mob hits you for 100 DMG ur looking at a 1% DMG boost for the entire effect)

    It seems to be based off hp % lossed at 1% hp lossed = +0.4% DMG (very rough estimate)

    All the testing info is on the DRK forum and it was done with elemental WSes but it follow what the Dev posted a while back.

    I would like SE to answer how they think DRK could use this u need to take a decent amount of DMG in one hit for it to be worthwhile.

    So i guess when i said in best case your getting a 6% DMG overall i was wrong in most cases you'll prolly be looking at a 1% DMG boost.

    My last suggestion on this....
    If you want to keep it the same way SE make it so
    SD Reduces DMG taken 50-100% for the 1 attack and you transfer the DMG to DMG%
    Aka SD absorbs DMG taken for a DMG boost. (Work well with the Way drk is absorbing and such)

    So you could use like this
    Catus rdys 1000 Needles
    DRK uses Scarlet Delirium
    Catus uses 1000 Needles
    DRK takes 0 DMG (and gain 10-20% DMG boost for 1 min)

    This way the ability may not be great for dealing DMG but in cases where mobs use highly DMGing move DRK can use that agianst them and this i feel is what DRK is about ^^.
    Basically with SD u get 1 min to take any kind of DMG then once you recieve that DMG you will get a 1 min DMG boost based off that damage taken (nothing will increase it after the first hit/ws/ja you take dmg on)
    (0)
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  3. #13
    Player Soidisant's Avatar
    Join Date
    May 2011
    Posts
    87
    Character
    Jem
    World
    Asura
    Main Class
    DRK Lv 99
    So it's entirely possible that Scarlet Delirium might not be functioning correctly then? Theoretically it could be that the damage taking phase is not supposed to wear off after you take a hit and is actually supposed to last 1 minute or until you lose 50% of your HP. But for whatever reason it is activating after 1 hit (Maybe SE forgot to set the damage threshold for it before activation so it's activating after 1HP damage taken instead of the 50% of max HP)

    It's entirely possible that it is working as intended but just throwing it out there that the ability could actually be broken at the minute which is why we're getting such poor results. I mean it is a test server and we've had mishaps with updates like that in the past.

    Least I hope that is the case...
    (6)
    Last edited by Soidisant; 09-02-2011 at 07:52 AM.

  4. #14
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    I'm not a DRK, or even play DRK, but I have to admit it seems SE is really hesistant on giving both DRK and PLD something robust or even semi useful lately which surprises me on the road to 99. I'm a career BLU and a damn good one, it just seems both DRK and PLD are just getting left behind further and further for no apparent reason while other jobs are flourishing.

    +1 on some positive changes for DRK.
    (8)

  5. #15
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Gonna go ahead and post this here too:

    DRK just keeps getting useless abilities which further complicate the job while doing nothing to make the job worthwhile. So not only has the job become relatively useless (with respect to other jobs), it also has no definition because SE is afraid to make the job excel at anything.

    Make Blood Weapon a 5%-10% activation trait and give us a Superman two-hour; that's what they're there for.

    How about making our two-hour a variation of Doom (BLU gets it...seriously?) that works along the lines of granting the DRK a gaze effect that may inflict Death on any enemy facing the user? It would be like a 20 second effect that checks some level-based derived possibility each tic- either dropping the enemy dead instantly when it hits or doing nothing. The idea is that you use the JA, look the mob in the eye, and wait anxiously during the brief moments that your gaze may kill the enemy.

    Obviously some NM's would be immune, but don't just go ahead and make it useless in any important situation. We should first consider whether another job could use its two-hour to solo the same NM, and set the Death possibility at each tic in the 20 second interval accordingly. It may sound powerful, but you've basically got a 20 second interval for it to either randomly work or do absolutely nothing for you. If a MNK or SAM can go into a BCNM and take out half of the mob's HP with their two-hour, this ability should at least have a ~20% chance of going off over the entirety of its duration in that same fight.

    I should be able to Chuck Norris as many worms as I can get to look at me in South Gustaberg at 99 with this ability, though.


    Give us a pair of opposing job abilities! DRK and PLD are hybrid jobs, aren't they? Why is it that SAM and NIN have abilities to facilitate this concept while DRK and PLD, which were created and forced into this idea, are struggling to live up to it?

    The concept of Scarlet Delirium can be our full-time melee DD JA, mildly scaling our damage % as our HP is lowered, while also granting a possibility of critical weapon skill attacks while wielding a Great Sword or Scythe (maybe require the DRK to be behind the enemy for this critical chance, too). This might also give a weak DoT effect to the DRK, both as a trade-off and as a manner to reliably lose HP/gain damage boost the entire time.

    Just make the crit hits on weaponskills a possibility- the same rate that we'd critical hit on a normal swing. The existing ability would obviously be adjusted to make this fit with game-balance (assuming that it's currently not working as expected, though).

    Abyssal Clarity can be our full-time magic utility JA, lowering the cast and recast times of Dark Magic spells, slightly boosting Occult Accumen, and lowering attack while raising magic attack- both to a moderate extent. These effects would also only work while wielding a Great Sword or a Scythe. Maybe this ability could grant us access to additional spells as well.

    This should be a direct translation of some sort, to the effect that we could use LR to boost spell damage. The reduced timers on spells, however, should be specific and done in a way that allows the DRK to act more like a mage. The Drain II timer, for instance, would need to be drastically lowered under this effect.

    These abilities should be able to be used full-time, but have moderate recast times in order to avoid exploitation. Something like 5:00 / 5:00.


    The former would be used mostly in well-balanced parties, while the latter would be used mostly for low-man and solo situations. Maybe we could spice things up a bit by enhancing the effects of Scarlet Delirium while the user is wielding a Great Sword, and enhancing the effects of Abyssal Clarity while wielding a Scythe. Or vice-versa, whatever. It'd be a cool way to persuade DRKs to use both weapons situationally.

    Abyssal Clarity would realize the idea of a DRK mage/warrior hybrid supporting itself and hindering its enemies while using elemental weaponskills to finish them off.

    Scarlet Delirium would answer the problem(s) that DRKs have been suffering with since Abyssea, and put them on par with the other heavy DD's in that area while not overpowering DRK outside (the crit hit chance on a WS would match the crit hit chance on a normal melee attack: closing a large gap in Abyssea and a small one outside).


    These are just rough ideas, the direction is what's important. I think almost all players agree that SE just doesn't get DRK. It's silly to think that the developers just hate the job!
    (6)
    Last edited by Selzak; 09-02-2011 at 09:43 AM.

  6. #16
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    If SE wants us to use magic, why don't we have a darkness based nuke by now.


    BLU and BLM just got one.
    (3)

  7. #17
    Player Armangetto's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Armangetto
    World
    Valefor
    Main Class
    DRK Lv 99
    Scarlet Delirium is pretty underwhelming. As Soidisant said, it could be glitched on the test server. They should change it to a 3 min duration / 5 min recast Job ablity. They could make it so you have to take the dmg need to get the full bonus during the 3 min duration instead of the 1 min to take dmg, then 1 min for dmg bonus to take effect. (if thats how it currently works.)

    They said we were geting a dark magic fast cast Job trait. I wounder why we arn't geting it this update? Maybe we are going to get it on the mini update?

    I agree, Blood weapon needs to be a regular Job ablity or a Job trait. Hell DRGs old 2hr was summoning their pet and they gave them Sprit surge. Why can't they do the same for us?
    (1)

  8. #18
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Blood Weapon - 8m JA, 2handed weapon onry.


    Kraken club phobia fixed.
    (5)
    Last edited by Urteil; 09-02-2011 at 02:54 PM.

  9. #19
    Player Zoner's Avatar
    Join Date
    Jul 2011
    Posts
    88
    Character
    Zoner
    World
    Quetzalcoatl
    Main Class
    DRK Lv 95
    Quote Originally Posted by Urteil View Post
    Blood Weapon - 8m JA, 2handed weapon onry.


    Kraken club phobia fixed.
    and afterwards remove the souleater resistance from mobs
    (2)

  10. #20
    Player Rafien's Avatar
    Join Date
    May 2011
    Posts
    100
    Character
    Rafien
    World
    Bahamut
    Main Class
    DRK Lv 99
    Quote Originally Posted by Cljader1 View Post
    SE please give us dark knights a new job trait or job abilities that our useful, and both fit the theme and aesthetics of the job. In fact here's a couple of ideas


    Job Trait

    Blood Soul lvl 50 -adds a 10% chance that your melee strike will be completely absorbed as HP. Does not work with weaponskills.


    Job Abilities

    Arcana Stike lvl 95 - the damage from your next melee strike is absorbed as both HP and MP. One strike only, duration 30 seconds, recast 5 min

    Blood Lust lvl 91 -the dark knight absorbs the enemy's ATT and STR with each consecutive melee strike. Duration 1 min, recast 5 min

    I love the Blood Soul idea. Also, give us a Merit to increase the chance of drain.

    Also, like it was pointed out ^^, lower the recast time on our spells.
    (0)

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