


You're also complaining. And it's not for whatever reason. You obviously don't understand why (you just proved it there in this post), so really, just let it go and let's discuss FFXIV's. Please?yeah im undertand why ppl dont like this version of drk for wathever reason, but complaing for everiting over and over and over againg makes this is the only section of the forum how ppl complain for this job in particular and dont undertand this is FFXIV, this is not ff1,ff2, ff3 ect ect ect, in fact every ff have they own version of the clases with minor changes, i dont see ppl complain why cid dont have the iconical dragoon armor in ff7 or in dps forums why the blm can't dealt top dps only with ice spells.
every ff have they own identity and in this one, drk is a tank, and the best dps in MT mode, end.



in this particular post i have the freedom to say why i feel like a true dark knight and why, ppl use the excuse of older ff and i debat it.
for the part of "complaing for everithing" is more for the nektulos and the 99999999999999999 post about the drk, of course he can post whatever he want and i can debat all post because im a drk and im a tank for a lot of years so i try to debat why a job who can dealt all the conent and is in the 1º world raid groups dont need those chnages.



DRK doesn't need changes. DRK doesn't feel like a DRK. Two different concepts, the two of them being true.in this particular post i have the freedom to say why i feel like a true dark knight and why, ppl use the excuse of older ff and i debat it.
for the part of "complaing for everithing" is more for the nektulos and the 99999999999999999 post about the drk, of course he can post whatever he want and i can debat all post because im a drk and im a tank for a lot of years so i try to debat why a job who can dealt all the conent and is in the 1º world raid groups dont need those chnages.
Edit: Just for the record, I don't think it needs changes, maybe a tweak or two, but it definitely doesn't need any change. Maybe some QoL here and there, but still, that's just a maybe, from my PoV.
Last edited by Tanathya; 04-03-2016 at 03:05 AM.



for you and other ppls DRK doesn't feel like a DRK, a respectable opinion, but other ppl like me feel DRK like DRK, at least with they heavensward lore that SE give us.
meaby i sound rude sometimes and is because my english is not my 1º language so sorry for that.
i like the dark arts system, is something unique that war and pld dont have.


How is Dark Knight different from Warrior and Paladin?for you and other ppls DRK doesn't feel like a DRK, a respectable opinion, but other ppl like me feel DRK like DRK, at least with they heavensward lore that SE give us.
meaby i sound rude sometimes and is because my english is not my 1º language so sorry for that.
i like the dark arts system, is something unique that war and pld dont have.
Actually Warrior already has it in Infuriate.
Which Dark Arts is a MP costing Infuriate on a 5 second recast that enhances certain actions that can be considered on par or related to IB/FC and Cyclone/Decimate.
So basically not original at all. DRK clearly isn't a DRK unless you consider a mish mash of PLD and WAR a DRK then fine. Until then it gets the moniker of Magic Fencer or Mystic Knight. Fancy effects and a hybrid kit of PLD/WAR does not make a new tank class.
GRUMP GRUMP
Infuriate isn't an additional effect unlocker. It's a weaponskill-unlock, with an attached passive boost. If not already capped. Now, if the DA-variants were a separate skills that consumed all or nearly all of your mana, and Dark Arts skipped the process of building that mana back, then those DA and Inf would be basically the same thing. But it doesn't. And they aren't. Combos themselves are the closer example of what DA does. Except this is a second layer, and it's paid for with mana, rather than sequenced GCDs. It might not be exciting, but it is technically original.Actually Warrior already has it in Infuriate.
Which Dark Arts is a MP costing Infuriate on a 5 second recast that enhances certain actions that can be considered on par or related to IB/FC and Cyclone/Decimate.
So basically not original at all. DRK clearly isn't a DRK unless you consider a mish mash of PLD and WAR a DRK then fine. Until then it gets the moniker of Magic Fencer or Mystic Knight. Fancy effects and a hybrid kit of PLD/WAR does not make a new tank class.
GRUMP GRUMP
I'll agree though that DRK is mostly a Mystic Knight. Though that works for me.
Building on Mystic Knight since DRK is really a lost cause I think the devs need to rework it more into THE magic tank. Magic Parry would go a long way IMO. DRK as it is, is the only Tank class I enjoy. I like WAR a lot but everyone caters to one and I kinda hate that.Infuriate isn't an additional effect unlocker. It's a weaponskill-unlock, with an attached passive boost. If not already capped. Now, if the DA-variants were a separate skills that consumed all or nearly all of your mana, and Dark Arts skipped the process of building that mana back, then those DA and Inf would be basically the same thing. But it doesn't. And they aren't. Combos themselves are the closer example of what DA does. Except this is a second layer, and it's paid for with mana, rather than sequenced GCDs. It might not be exciting, but it is technically original.
I'll agree though that DRK is mostly a Mystic Knight. Though that works for me.



same 3 combos in all tanksActually Warrior already has it in Infuriate.
Which Dark Arts is a MP costing Infuriate on a 5 second recast that enhances certain actions that can be considered on par or related to IB/FC and Cyclone/Decimate.
So basically not original at all. DRK clearly isn't a DRK unless you consider a mish mash of PLD and WAR a DRK then fine. Until then it gets the moniker of Magic Fencer or Mystic Knight. Fancy effects and a hybrid kit of PLD/WAR does not make a new tank class.
GRUMP GRUMP
PLD, active mitigation, all they have no exception and nothing especial.
WAR, deliverance defiance system, they build 1-5 stacks of wrath-abandon to use some skills at 5 stacks, every stack give certains bonus, more similar is the monk now with gl and some skills.
DRK darkside system, permanent buff how unlock certain skills and increse you damage dealt to 15%, reduce you mp, with darkside up you can use dark art for aument or add addicional effect to certain skills.
PLD and DRK shadow skin, shadow wall,, dark dance and reprisal are the equivalent to rampath, sentinel, bulwark and shield swipe.
DRK also have salted earth, plunge, sole survivor, dark mind,abysal drain, blood weapon and blood price none of the other 2 have skills like that, and no mercy stroke is no similar, the concept is the same but works diferent.
i dont know you but is pretty diferent to me, original? yes or not i dont care, unique compared to the other 2 yes, is more close to paladin, for those 4 skills but the combos work diferent.
Last edited by shao32; 04-03-2016 at 09:07 AM.


I feel that as far as basic weapon skills are concerned, there isn't a lot to build upon. Most of the weapon skills we should consider as various martial techniques used by most practitioners of the Job. Just for the tanks, there's an incredibly limited pool of prior abilities, even including FFXI. Because of this, we're left with different iconic abilities and traits.
For Paladins, these iconic abilities and traits are simple to list: holy-aspected attacks, healing, using a shield, minor curative magic, and the recurring ability, Cover.
For Warriors, these iconic abilities are more difficult, since Warrior draws from its namesake, as well as Fighter and Berserker. So for Warrior, their abilities and traits are: High damage output, high durability, stat reduction, favoring two-handed weaponry, and the recurring status ailment, Berserk.
Now, for Dark Knight, things get interesting. Dark Knight is known for a few abilities and traits, the most common being sacrificing their own health for additional damage. Yoshida's team, very wisely, instead rewrote this as Dark Knights sacrificing their aether for additional damage and effects. It is important to remember that lore-wise, MP is more than just a stat, it's a representation of your character's available aether to weave magic, and at low levels of it, your character is actually mentally and physically exhausted.
Anyway, moving on, Dark Knights are also known for just two other abilities, sapping the enemy's health (Souleater) or MP (Syphon Strike), and the ability known as "Souleater" in most games. Here, it's name is Dark Passenger and Dark Arts. Dark Passenger is its iconic effect, a wave of dark-aspected damage that hits the enemy team for high damage (150-250 potency on an off-GCD is rather high for an AoE). Meanwhile, Dark Arts is the other half of Souleater, the massive cutting of one's HP, or in this case, MP to deal additional damage or enhance other abilities.
The only trait that Dark Knights are missing, and it is a rather recent one, is their ability to syphon stats from their enemies beyond just HP and MP. Part of why I think Delirium increasing magic vulnerability combined with making Dark Knights purely magical in damage-type would be beneficial. It'd help solidify the Job's identity and fix some of the gameplay problems.
Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!
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