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  1. #1
    Player Elexia's Avatar
    Join Date
    Mar 2011
    Location
    Bastok/Phoenix
    Posts
    666

    Unlike Cecil I'll forever be a Dark Knight~!

    Excuse the title *cough.*

    What are my fellow Dark Knights (if any still exist T.T) up to these days and preferred playstyle? I do love my scythe and still working on Redemption, but I feel this job doesn't get enough love lately. I mean I am part of lowmans and the like...but it feels we're not getting enough in terms of scythe.

    Yes I know Torcleave or w/e is good and all, but what do you think the job needs in a post Abyssea world?
    (0)
    Dark Knight ~ 90: Yes I actually use a Scythe.

  2. #2
    Dark Knight is one of the jobs that needs a lot of attention from the Dev team. Out of my jobs, it is the one that is used the absolute least-my DRK still cannot come close to my WAR when it comes to damage.

    A critical-hit weaponskill would go a long way to helping to balance out DRK.
    (0)

  3. #3
    Player Zicdeh's Avatar
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    Mar 2011
    Posts
    3
    A critical hit WS is a stop-gap measure, even more so outside of Abyssea. I've been playing around with a Verethragna Monk outside abyssea, particularly in Salvage (I myself own a Caladbolg) and I can tell you, A critical Hit WS is not going to fix the job if the game ever leaves Abyssea behind as the primary gamestyle.

    Honestly though, Dark Knight shouldn't compete against Warrior, Monk and Samurai for the "Top DPS" slot, they should have their own Niche carved. The only way to do that is to make proper use of their natural affinity for Dark Magic, but spells like Absorb-Attribute are certainly not the answer. Endark, dreadspikes and Absorb-TP (Before the nerfs) were examples of Doing Dark Magic right. But whatever the case may be, they have to acknowledge that a Dark Knight casting a spell, is not swinging his/her weapon, so Low-cast time with High recast spells (Stun for example) are key to Dark Knight's magical future.
    (0)

  4. #4
    Player Ethalio's Avatar
    Join Date
    Mar 2011
    Posts
    169
    Character
    Ethalio
    World
    Ragnarok
    Main Class
    BLM Lv 99
    DRK is my second favourite job. I use Greatsword instead of Scythe.

    In comparison to other jobs the 2h Abiility is [too weak] in my point of view. It lasts 30 seconds and Scythe/Greatsword average delay is 500, which means you can hit the mob 5-6 times provided that you don't miss. Th idea of draining HP from the mob with every successful hit is nice, but it could become a 20-30 minutes ability and wouldn't break the game balance I think.
    (0)

  5. #5
    Player
    Join Date
    Mar 2011
    Posts
    11
    Drk need's to be fix Bad. Its one of the Weak's DD's in the game Dark magic Suck's! I get a few TP from casting a T1 Spell! Its not going to make ppl play The job that can put up alot of DMG on War,Sam,Mnk. I have a Redemption Its the best DMG Scythe in the Game atm But Still does not Help Drk Become one of the Top DD's or Anything. Help Drk out!
    (0)

  6. #6
    Quote Originally Posted by Zicdeh View Post
    A critical hit WS is a stop-gap measure, even more so outside of Abyssea. I've been playing around with a Verethragna Monk outside abyssea, particularly in Salvage (I myself own a Caladbolg) and I can tell you, A critical Hit WS is not going to fix the job if the game ever leaves Abyssea behind as the primary gamestyle.

    Honestly though, Dark Knight shouldn't compete against Warrior, Monk and Samurai for the "Top DPS" slot, they should have their own Niche carved. The only way to do that is to make proper use of their natural affinity for Dark Magic, but spells like Absorb-Attribute are certainly not the answer. Endark, dreadspikes and Absorb-TP (Before the nerfs) were examples of Doing Dark Magic right. But whatever the case may be, they have to acknowledge that a Dark Knight casting a spell, is not swinging his/her weapon, so Low-cast time with High recast spells (Stun for example) are key to Dark Knight's magical future.
    It is a stop-gap, but at this point almost anything would help.

    DRK should be a top-tier damage job, it is supposed to be a melee version of a glass cannon. DRK seems to be one of the jobs that Square isn't very sure how to handle, they gave us Occult Acumen but it is fairly worthless. They gave us Endark, but that stops things like "Death" from the Twilight Scythe from working. Really, the absorb spells should have nearly instant cast times to make them useful- maybe with a job ability like "Dark Alacrity" that lowers the casting time for Dark Magic, but doesn't affect the recast like Fast Cast would.
    (0)

  7. #7
    Player Draylo's Avatar
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    Mar 2011
    Posts
    778
    There was also a stronger emphasis on sacrificing HP to deal damage in the older games. Only have one ability in this game that does that. Could implement more abilities of that nature.
    (0)

  8. #8
    Player Unctgtg's Avatar
    Join Date
    Mar 2011
    Location
    Sandoria
    Posts
    361
    Character
    Unctgtg
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I am a lifetime Drk and work to get the most out of the job.

    I do agree this job needs a major overhaul. ESP relics.
    (0)
    99 Drk, 99 Sch, 99 Bst, 99 Geo and a ton of other jobs there
    110 +5 Bonecraft
    Level 99 Relic Scythe

  9. #9
    Player Gamiina's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    12
    Character
    Gamiina
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90

    Drk updates

    Hey, I'v been a Drk since NA release, and just wanted to throw in my idea and sum up the ideas ive really liked so far.

    -Zicdeh sorta hinted that Absorb spells and possibly future spells should have very short casting time.

    I really strongly agree but I also think that Drk needs a little boost in the Magic Accuracy of these spells. I would certainly cast more if those spells were more accurate and shorter cast times.

    -Draylo said "stronger emphasis on sacrificing HP to deal damage" with abilities.

    I have always thought the same thing, however having leveled a few Healing jobs myself i can honestly say its not practical to have someone using Soul Eater full time without Blood Weapon.

    what about an ability like Hasso (since SE loves to give jobs 'modes' nowadays) that would increase your damage significantly or crit rate and crit damage and would either lower your maximum HP or cause you to take extra damage (Like some Equipment does)

    -Septimus mentioned a Crit-hit Weapon Skill (IE: Raging Rush, ect...)

    Again I agree but what about if that weapon skill also imbued Amnesia or stun? It could have a very short Duration at 100tp possibly 2-3 seconds and increase by 1-3 seconds at 200% and 300%

    Guillotine and Gekko do Silence and Kasha does Paralyze in this manner. And these are all main Damage weapon skills so why not another one?

    This would give us a crit WS and be useful in abyssea and everywhere else too.

    - Lastly a bit of a complaint. I realize that Scythe is the Mainstay weapon of the Dark Knight but i have seen a trend for SE to really ignore Great Sword. For example the Mythic weapons obviosly had a weapon for each job and not one for each weapon type. However this has continued into abyssea, there are many good scythes from abyssea and even one from Shinryu, however aside from the Caladbolg there really hasn't been a significant Great Sword.

    Dont read from this that i don't use Scythe, however i just enjoy using scythe or great sword whichever i feel is better suited to the fight or whatever strikes my fancy.
    (0)
    Last edited by Gamiina; 03-08-2011 at 11:18 PM.

    @90: Drk/War/Sam/Dnc/Thf/Nin/Rng/Rdm/Blm/Whm/Brd

  10. #10
    Player Seoha's Avatar
    Join Date
    Mar 2011
    Posts
    31
    We clearly have a problem with Dark Knight here, dear SE, and I hope you're all aware of that.

    I'm running out of reasons to play DRK very often lately, even though I love the job and refuse to quit.

    If the intention of Dark Knight is to use more spells, then I don't understand the Absorb-TP tone down.
    If it's supposed to be a physical damage dealer, well we're not doing a very good job at all.

    Occult Amen returning 1~3 TP per cast? I'd rather not cast and swing again. After all life of a DD is a race for 100 TP and ws when the circumstances allows you.

    Suggestion to fix DRK?
    Make Guillotine (possibly with better mods, 25% STR is very bad nowadays), Insurgency or Torcleaver critical hit.
    Or in some way buff Last Resort by cutting a bit the recast time or increasing effect time. I don't know, the way things are going without a critical hit ws the only way to catch up to the other jobs is have a 3 min last resort recast, 3 min duration at lvl 5 desperate blows to even THINK of catching up to other jobs.

    We need rawr and sheer strength otherwise one day we'll all fall into "Why did you invited a DRK? Just grab a WAR or something".
    (0)

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