
Originally Posted by
MiniPrinny
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Speaking of their capabilities, Dark Knights, due to their weird mix of magical and physical damage need a total of at least five other Jobs to maximize their own damage output. Those five being Ninja, Bard, Machinist, Dragoon, and Monk. Going down the list, Ninjas are required not only for the slashing debuff provided by Dancing Edge and overall boost from Trick Attack, but also Shadewalker, which allows the tanking Dark Knight to have more leniency in removing Grit. Bards offer Foe Requium and, while I do not suggest this, Rain of Death to grant the Dark Knight not just more damage, but also free up their accuracy requirement a bit. Machinists offers the Rook Autoturret's Hypercharge, which increases their considerable physical damage output as well as the rest of the team's. Dragoons offers Battle Litany, an ability that has made the Job invaluable in any composition. And finally the irony of Monks, while not doing anything directly to boost the Dark Knight's damage, they free up innumerable Souleaters over the duration of a fight, Souleaters that would have been Delirium under different circumstances.
Now, this team could only exist in single-tank encounters, which there are extremely few of in Heavensward, as well as an encounter that would not require heavy magic damage supplied by having at least a single caster. In addition, this is more than any other Job in the game. Every other Job is either exceptionally self-reliant in comparison, or offers more to the party than what they take. Dark Knight is neither, it takes, and gives very little in return, and what it can give, it would rather not. So, while yes, Darkside gives an illusion of being independent, Dark Knights are heavily reliant on the situation at hand as well as possessing the right party composition, a composition that is also very awkward to maximize their output. This is a problem, a huge, disgusting problem that will slaughter the Job in the long run should their skill set remain unchanged.