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  1. #11
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    I don't think making DRK look MORE like other melee jobs will even be considered. All jobs have their own twist on doing things, for DRK it is melee+magic.

    SE has made some futile attempts before to make us use more magic (i.e reduced absorb cast time, Dark Seal, Occult Acumen, Nether Void). Frankly no one I know has been using more spells as a result of these implementations. Infact people have been using LESS spells since the introduction of hasso.

    If SE really wanted to balance DRK out with the other jobs melee wise, we would see Souleater having a 30 minute duration and a ton of "enhances Stalwart Soul" items available.

    I say it is time for a permanent fix; namely Dark Rush!
    (1)

  2. #12
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Madawc View Post
    I don't think making DRK look MORE like other melee jobs will even be considered. All jobs have their own twist on doing things, for DRK it is melee+magic.

    SE has made some futile attempts before to make us use more magic (i.e reduced absorb cast time, Dark Seal, Occult Acumen, Nether Void). Frankly no one I know has been using more spells as a result of these implementations. Infact people have been using LESS spells since the introduction of hasso.

    If SE really wanted to balance DRK out with the other jobs melee wise, we would see Souleater having a 30 minute duration and a ton of "enhances Stalwart Soul" items available.

    I say it is time for a permanent fix; namely Dark Rush!
    or they could give us a physical nitch like say being able to ignore cratio or a boosted PDIF cap fstr cap alot of caps they could boost with job traits for only DRK....

    Magic isnt one they should even try though. we have what we need in that regard a bit more enfeebling would be nice for some things but overall we have enough Absorb spells could indeed be fixed though.

    just pointless to ask for this because i still wouldnt cast even if we had it.. why ask for worthless things..
    (0)

  3. #13
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    I can see where you are coming from. But I've always thought of DRK as beeing a "WAR-1" on the melee side. We should'nt really do more melee damage then WAR or for that matter the same. Because, thats what WARs do, do melee damage (and the occasional tank).

    I see DRG as a "WAR-1" where the wyvern makes up for lost damage.
    I see SAM as "WAR-1" where TP gain makes up for lost damage.
    I see THF as "WAR-1" where SATA makes up for lost damage.
    And I see DRK as "WAR-1" where magic makes up for lost damage.

    I am not trying to make DRK like the "jack of all traits: RDM". I am simply trying to embrace the philosophy SE laid out 9 years ago. MP is just sitting there, why not whip out a Thunder III after a WS for a 1k MB! With todays update notes; that enemies will have weakended resistance during MB window makes this even more viable.

    While you make the argument that if I want to cast more spells I should play RDM; I could easily make the same counter argument that if you want to do more melee damage you should play WAR
    (3)
    Last edited by Madawc; 06-04-2011 at 02:44 AM.

  4. #14
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Madawc View Post
    I can see where you are coming from. But I've always thought of DRK as beeing a "WAR-1" on the melee side. We should'nt really do more melee damage then WAR or for that matter the same. Because, thats what WARs do, do melee damage (and the occasional tank).

    I see DRG as a "WAR-1" where the wyvern makes up for lost damage.
    I see SAM as "WAR-1" where TP gain makes up for lost damage.
    I see THF as "WAR-1" where SATA makes up for lost damage.
    And I see DRK as "WAR-1" where magic makes up for lost damage.

    I am not trying to make DRK like the "jack of all traits: RDM". I am simply trying to embrace the philosophy SE laid out 9 years ago. MP is just sitting there, why not whip out a Thunder III after a WS for a 1k MB! With todays update notes; that enemies will have weakended resistance during MB window makes this even more viable.

    While you make the argument that if I want to cast more spells I should play RDM; I could easily make the same counter argument that if you want to do more melee damage you should play WAR
    Dark magic or GTFO i vote they just remove all elemental outright and fix our darkmagic/add more.
    (0)

  5. #15
    Player Dart's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    oh hell no. i skilled up elemental on drk so much for my blm that I lvl'd.
    (0)

  6. #16
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    Quote Originally Posted by Jar View Post
    Dark magic or GTFO i vote they just remove all elemental outright and fix our darkmagic/add more.
    Yes and No. I thought the same for a while. But we got B+ Elemental Magic rating, and it should be put to use IMO. It is just a matter of HOW to get DRK to use them. People want a dark equivalent to Holy, but never think to use the elemental spells which are there for exactly that purpose. Well they wish to have damage spells with quick casting time, so why not supply us with Dark Rush!
    (2)

  7. #17
    Player Cruentus's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    135
    Character
    Yveltal
    World
    Ragnarok
    Main Class
    WAR Lv 50
    Madawc, I get the feeling you're as stubborn as me. That is to say, extremely. You mention Dark Rush in every damn post, it's getting annoying. At the later tiers, it just gets too game-breaking. It needs to be toned down. I'd say 50% at the highest tier, and even that's stretching it. If it worked solely for elemental and enfeebling magic, then maybe 75% would be viable, but it absolutely breaks our dark magic as it is.

    If they modified the nerf they put on Absorb-TP so that it only applied with dark knight as a support job, like they did with Souleater, increased the duration on Dread Spikes, and removed the hidden effect of Endark that prevents your weapon's additional and hidden effects from working (i.e., the Twilight scythe's Death effect), then that would be good enough for me.
    (1)
    Last edited by Cruentus; 06-06-2011 at 01:23 PM. Reason: Stupid mod left the quote when it's not pertinent to the rest of the post, only to what was deleted.
    Cardfight!! Vanguard is the best TCG of all time.

  8. #18
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    I don't think this is game-breaking compared to how insane other jobs have become, or will become at lv99. With a weak WS and no DA/TA/STP trait, the only thing DRK brings to the table is a mere stun. Other jobs can do our job better but they lack stun.

    Of course SE needs to test it at 75% and tweak it from there. I only suggest this value because we need to be able to get Thunder III off before MB window closes if we end a SC.

    I also wish for some specific adjustment to DRK myself;
    more Catastrophe damage,
    excess HP drained from Catastrophe to be stacked with Drain2 or added to next attack as damage,
    aftermath haste in magic or its own catagory,
    longer Souleater duration,
    longer Dread Spikes duration,
    more defence bonus,
    EnDrain... and more.

    But SE has let me down for 8 years now.
    (2)
    Last edited by Madawc; 06-07-2011 at 02:12 AM.

  9. #19
    Player Dart's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    8 years? Apparantly you missed 07-09

    apoc drk tanking was one of the most desired elements for any endgame shell that didn't suck
    (0)

  10. #20
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Dart View Post
    8 years? Apparantly you missed 07-09

    apoc drk tanking was one of the most desired elements for any endgame shell that didn't suck
    Huh? My linkshell never desired a apoc DRK tank since it doesn't really let u kill anything u couldn't before

    Kclub DRK maybe (not tank ofc)
    (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 .

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