
Originally Posted by
Urteil
Crit WS is okay.
First off, please put this on the page: Drain II needs to have a cool-down near or equal to Aspir II, it being on a three minute cool down is god damn retarded.
And second so SE can see this if they ever look at the thread, since they obviously think Dark Knight parries alot, and we already have Tactical parry. Please state that Dark Knight Parrying needs to be raised to a B- MINIMUM.
I wouldn't even be saying this shit if the curveball from left field that is TA wasn't bestowed upon us by the generous FFXI gods. /sarcasm
All that aside...
Full timing last resort or getting things that reduce our survivability even more will suck unless we somehow get SE to raise our inherent toughness, without relying on our subs for 90-100% of our ability to not die.
But Dark Knight isn't supposed to just do the most damage, we are supposed to have a lot of utility as well.
We REALLY need a defensive stat, or a way to survive, what would make the most sense after SE gave us loltacticalparry, is to give us a very high parrying skill rating. Wishful thinking would place DRK at A- parrying.
Even cooler would be passives based on what weapon type you are using, Greatsword / Scythe. Greatsword being a more defensive weapon (LOOKING AT YOU VITALITY CALADBOLG) would grant us a bonus to parrying and defense.
Scythe would give us a bonus to critical hit rate, critical hit damage (which would stack nicely with our new trait), perhaps a small amount of store tp and or a moderate amount of attack.
Damage needs a bit of a boost, but not as badly as other aspects of the job.
Seeing as how our counterpart the Paladin possesses shield.
It honestly would be better and more interesting to give our job more spells that are useful.
Darkness based debuffs ie -plague, a way to increase the damage a monster takes from incoming damage via a spell / JA, the ability to actually reduce a monters stats to the point of it mattering (and having the absorb spells not decay.)
Stun II, a way to terrorize.
God forbid we get some survivability ourselves through magic as well, the magic side of Dark Knight is the most heavily overlooked. I'm not really a fan of nuking on it to be honest, but being able to get some unique ways to hinder the enemy would be super.
All that the other martial jobs have is damage, they don't have magic (granted monk has obscene survivability).
Giving us a crit WS is hardly a fix its probably the bottom of the barrel, there are many other things that can be done to the job.
If we posses the #1 damage slot + magic, what do the other jobs have? I agree our damage is lacking, but it doesn't need to be the endall for what DRK is.
And if you want it to be, please go play something else. Monk or warrior perhaps, because smacking and punching shit is /all/ they have, we are supposed to have damage + 'a lot of other cool shit we don't.'