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  1. #1
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    Blood Weapon - Make it usable in Grit - Instead of Restoring MP, it Restores a little bit of HP. Or.. just make it usable in Grit.
    n't for Dark Arts then there be no real MP management for him.


    Sole Survivor - Add (Cannot be used on enemies unless they are under 15% health, cannot be used on bosses. [after all, if the boss is dead you wouldn't need HP or mana anyways. Its good on Adds/Trash/Fight Mechanic things.])

    The problem with this is when adds that die really quickly might not leave you enough time to add the effect one by the time 15% hits. I don't see the reason why you would want to add a condition to this anyway as the trade off is that it is timed. If you use too early and the add didn't die in time.
    Example: Sep Ex small adds, they will die instantly almost.


    Dark Dance - Remove Dark Arts Effect and add 5% Damage Reduction base. Evasion is cool but it doesn't really fit his kit. Hes a hulking armored man with a Greatsword.

    Yeah I rarely use DA for Dark Dance so I wouldn't mind a change to this but I think I'll like to wait till they change parry.

    Scourge - Make it Physical Damage.

    It is physical damage?

    Dark Mind - Remove Dark Arts Effect, make it 30% base. Its a defensive cooldown and the Dark Mind macro before it makes it delayed. Which kind of stinks anyways since its for one type of damage.
    Removing Dark arts from Dark is like removing Jump from Dragoon, Fire III for BLM,
    raise for WHM. It what makes the Job fun and what it is.

    Living Dead - If nothing happens, heal the Dark Knight for 25% of his life.
    Yeah this one defo need a re-work. I'd say add 50%+ healing received while active.
    Shadow Wall - Decrease cooldown to 120s from 180s.
    Na this is pretty Big Deffence CD so 180's is fair.
    Dark Passenger - Remove Dark Arts effect; give it 200 potency base and a 6 second blind.
    same as before.
    Abyssal Drain - Remove Dark Arts effect and make it heal basely.
    Same as before that
    Delirium - Reduces MND and cast speed of the target by 10%.
    The Cast Speed reduce is ok.

    Currently switched to main to Warrior. Don't really see a reason to play a Dark Knight at the moment. Kind of dislike playing a 3.0 Samurai hybrid class. I do kind of like Dark Arts upgrading effects of stuff myself. I thought it was a really cool mechanic. However, it just doesn't work in this game. Its too flingy and works best using on certain abilities over others.

    If Dark Arts was a buff you used instead of it just giving one ability the effect and lasted longer it would be actually a really fun mechanic. Like when it started it made multiple abilities go with it and was actually really fun.
    Dark Arts is fun, it just takes a good DRk play to fully use Dart Arts and still keep Darkside on, if it we didn't have Dark arts then DRK would have no real MP management.

    As for not seeing a reason to go DRK, it depends on the fight. I main PLD and DRK, for Sep Ex, A5 and A7 I go PLD as I think he is the best to use in those fights as for A6 and A8 I use DRK.

    And who knows when the next Ex primal comes along most of it's attacks or even it's auto attacks could be all magical so then I would op to use my DRk over my PLD.
    (1)
    Last edited by Martin_Arcainess; 03-30-2016 at 08:53 PM.

  2. #2
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Martin_Arcainess View Post
    Stuff
    I assume your responses are in red but I just want to clarify. The Scourge DoT does magical damage and the Salted Earth DoT does physical damage. Yeah I don't get it.
    (0)

  3. #3
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by MagiusNecros View Post
    I assume your responses are in red but I just want to clarify. The Scourge DoT does magical damage and the Salted Earth DoT does physical damage. Yeah I don't get it.
    bit late I know but took a break from XIV

    (3)

  4. #4
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Martin_Arcainess View Post
    bit late I know but took a break from XIV

    I know right.
    (0)

  5. #5
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Martin_Arcainess View Post
    Dark Arts is fun, it just takes a good DRk play to fully use Dart Arts and still keep Darkside on, if it we didn't have Dark arts then DRK would have no real MP management.

    As for not seeing a reason to go DRK, it depends on the fight. I main PLD and DRK, for Sep Ex, A5 and A7 I go PLD as I think he is the best to use in those fights as for A6 and A8 I use DRK.

    And who knows when the next Ex primal comes along most of it's attacks or even it's auto attacks could be all magical so then I would op to use my DRk over my PLD.
    I can agree with what you say. However for example of your CD that was powerful. Warriors Vengeance is the same 30%, plus a damage effect and only 120s cooldown.
    (0)