Then, consider the last boss of Lost City of Amdapor (hard): it dies thrice and Sole Survivor works on these deaths. I do not see why you would need to wait for the last phase's add to use Sole Survivor. I do not know what to think about the 15% change but I sure cannot see how not letting it works on boss is a "good change".Bosses in this game, are usually surrounded by an area or arena. They also usually drop a chest afterwards. Usually are found in Dungeons and Raids. That fight "the dragon" also has a ton of adds you can use it on. Don't be a baby, this is a really good change and actually a good idea.
What about A6, are the four robots bosses in your definition or is it only the last one? If you want to rush, you sure want to use Sole Survivor on them...
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.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.
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.
Last edited by Martin_Arcainess; 03-30-2016 at 08:53 PM.
As someone who plays DRK religously and exclusively... I find most of these class ideas overwhelmingly terrible :\
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.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'm glad you don't have any control or effect on the game's abilities or balance.
main DRK here, sup:
Martin up there made a good point. Removing Dark Arts would make this class utterly boring. casting 30% magic reduction and using full potency souleater in one sec? Kill it with fire. And never mention again.
One more thing, someone said dark dance doesn't match heavy armored guy with greatsword. Like what? DRK was SLIGHTLY based on Artorias of the Abyss. Did you see his crazy moves? Plunge, in example, is almost a plagiarism.
Not to mention lack of shield- isn't that obvious, you concentrate on parries and feints?
DRK is not WAR blind to pain, getting his guts out while screaming "Berzerk on, esuna soon pls"- armor is last line of defence for a knight. regardless holy or not.
And about 20% evasion- it's OP on trash pulls + 100% mitigation for 1 per 5 attacks.
Parry needs a fix, rite, but not dark dance.
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