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  1. #5
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Well, I don't know much about the history of DRK in FF games but the quests lead you to believe dark knights are empowered by their emotions or draw power from them. This could have played a significant role in its identity and skills, even their names some how similar to the naming scheme for Delirium. I believe DRK could have been a self buffing class playing on short windows similar to how bloodweapon opperates.

    Malice: HP sacrificing Attack power buff (Use at your own peril, toggleable) Replaces Darkside and adds risk vs reward to the class.
    Misery: TBN (cause misery loves company)

    Can only have 1 of the following up at any time Maybe a future skill will allow 2 at a time (rotational, all last 15 seconds and have a cooldown of 60 seconds):
    Delirium: attackspeed buff, absorbs MP, on outgoing damage and incoming damage. Replaces bloodweapon/bloodprice
    Pain: HP stealing buff (be good for during Malice or during auto attack/raid wide phases) Replaces Soul Survivor.
    Jealousy: Similar to Absorbing skills (lowers a single target physical attack power by 10% and increases yours by 10% or something) Uses bloodprices slot since it was combined into delirium.
    Rage: Drains MP to 0 and increases attack power over time up to 15 seconds or till MP reaches 0. Doesn't replace anything, DRK will regain a skill slot, it currently has less skills than both warrior and Paladin.

    There's still 1 more skill slot that could be filled with another buff or another blood skill which I think is what DRK needs, instead of delirium after all the above is considered. Some kind of blood skill that uses 20 blood (deliriums cost) a smaller cooldown than what Delirium had. I was thinking some kind of skill that does damage and receives a chunk of HP for it to help with Malice usage in small amounts with a lower cooldown, like 30 seconds...

    Much of this would require a serious revaluation and look at DRK anyway and how these kinds of things would play off the blood and MP kits while keeping current skills that use MP and blood. The added damage from darkside being lost would have to factor into this as well. This is all just a thrown together idea that will amount to nothing but its fun to talk about what DRK could have been if it related more to its lore.

    Personally I'm guessing the only concern SE really has with DRK is the double weaving issue that dark arts is forcing onto our current and future instant skills. As much as I'd like to see some huge change to DRK or just to see some actual Identity to the class, I really don't thing the devs will go as far as some of us are hoping. There was a time I enjoyed the shotgun style dark arts gave DRK but now I find myself enjoying the bloodweapon windows more than anything, this leads me to believe I'd enjoy a self buffing tank that mixes risk vs reward. So this is the best Idea I could come up with for what I might enjoy on a DRK while still remaining true to its past and current lore.
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    Last edited by Mycow8me; 06-24-2018 at 04:00 AM.