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  1. #1
    Player
    Joe777's Avatar
    Join Date
    Dec 2016
    Location
    Kugane
    Posts
    673
    Character
    Joe Ultima
    World
    Coeurl
    Main Class
    Rogue Lv 70
    You do know Cloud isn't technically a Dark Knight though right?
    (0)
    Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.

  2. #2
    Player
    Eyvhokan's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Eyvhokan Poseidal
    World
    Shiva
    Main Class
    Miner Lv 70
    Quote Originally Posted by Joe777 View Post
    You do know Cloud isn't technically a Dark Knight though right?
    He is a greatsword user though, and the game doesn't really have jobs.
    (0)

  3. #3
    Player
    Joe777's Avatar
    Join Date
    Dec 2016
    Location
    Kugane
    Posts
    673
    Character
    Joe Ultima
    World
    Coeurl
    Main Class
    Rogue Lv 70
    Quote Originally Posted by Eyvhokan View Post
    He is a greatsword user though, and the game doesn't really have jobs.
    That is true, but according to data collected on him he was classified as a "Mystic Knight (Berserker)", to quote the info I read, at some point at least.
    (0)
    Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.

  4. #4
    Player
    Delily's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    666
    Character
    Delmania Shadowstar
    World
    Diabolos
    Main Class
    Dark Knight Lv 100
    The "parry" and "magical" tank notions put aside, what stood out for DRK in 2.0 was that it was a more active job than either PLD or WAR. We had more defensive cool downs, we could toggle Grit, we had to weave Dark Arts in to many moves. When we parried, we could throw up reprisal, and we have to maintain scourge. Beyond the aesthetics of the job, it was just simple a lot more fun, to many people, to play than either P or WAR.

    Then 3.0 was released with the express intention or reducing button bloat to simplify the jobs so they could focus on more complex content, and much of what made the job fun was taken away or reduced. Our identifying feature is Dark Arts, our ability to weave that into our moves to strengthen them is what does set us apart from the other 2 jobs, and it's one that SE needs to expand on.
    (2)

  5. #5
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Delily View Post
    The "parry" and "magical" tank notions put aside, what stood out for DRK in 3.0 was that it was a more active job than either PLD or WAR. We had more defensive cool downs, we could toggle Grit, we had to weave Dark Arts in to many moves. When we parried, we could throw up reprisal, and we have to maintain scourge. Beyond the aesthetics of the job, it was just simple a lot more fun, to many people, to play than either PLD or WAR.

    Then 4.0 was released with the express intention or reducing button bloat to simplify the jobs so they could focus on more complex content, and much of what made the job fun was taken away or reduced. Our identifying feature is Dark Arts, our ability to weave that into our moves to strengthen them is what does set us apart from the other 2 jobs, and it's one that SE needs to expand on.
    Fixed /10char
    (0)

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