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  1. #1
    Player
    Bjinc's Avatar
    Join Date
    Jan 2013
    Posts
    23
    Character
    Iiana Tyinil
    World
    Odin
    Main Class
    Dark Knight Lv 80
    I posted these in a thread on reddit, but the official forum are the best place to give feedback. These are some of my ideas on how they could make DRK more unique and interesting.

    Make DRK actually have some sort of MP management instead of just "about to cap? use edge of shadow. save 3000 mp for tbn". Bring back the original delirium so we have more than just 1 2 3 combo and give it some other effect like it buffs ur next bloodspiller or something. Just anything that gives it a bit of flavour so its not as mindnumbingly boring as it currently is.

    Give them spells that cost MP that Absorb attributes from targets to buff themselves (str/vit).

    Give them a spell called Aspir works like how abyssal drain works now but is an ogcd that drains MP from the target.

    Make Stalwart soul upgrade from unleash at 72 instead of being the 2nd part of the aoe combo, and make abyssal drain the 2nd part of the aoe combo instead of being an ogcd, keeping the healing effect on use.

    Give blood weapon 5 charges so we dont get screwed when using it.

    Remove potency off plunge.

    As above, with delirium changed back to a combo weaponskill the cooldown of it would be removed.

    Give DRK a new dps cooldown similar to blood weapon from FF11 that causes your next x amount of attacks to drain a small amount of health to increase potency.

    Potentially give DRK a new cooldown called Last resort that massively lowers your defenses for increased attack potency.

    Could change blood weapon to help with the above by making it drain health from enemies you hit.

    Give DRK Drain as an OGCD instead of edge/flood of shadow that consumes health from the target to heal you.

    Give it a second blood gauge spender that gives you "Dread Spikes" for x seconds, that cause hits against you to heal you.

    Make TBN return MP if it doesnt pop.

    Increase the heal potency from the souleater combo.

    Remove Dark Mind.

    Potentially give DRK a new cooldown that while active, damage taken increases your attack potency for x seconds.



    Few of these ideas are spins on the Dark knight abilities from FF11. The idea is to make the skillcap of DRK to be maximizing your damage through your health while also staying alive as best you can.
    It plays on the themes from previous FF games that a dark knight sacrifices their health for benefits. I think it would make them more unique from the other tanks while still having a place, in addition to raising the skillcap.
    (0)

  2. #2
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Bjinc View Post
    snip
    Don't need to post it on 2 diferent threads, just keep it here on the DRK Megathread and its fine ^^
    (1)

  3. #3
    Player
    Bjinc's Avatar
    Join Date
    Jan 2013
    Posts
    23
    Character
    Iiana Tyinil
    World
    Odin
    Main Class
    Dark Knight Lv 80
    Yeh just deleted it. I missed the megathread
    (1)