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  1. #1
    Player
    Nilsandres's Avatar
    Join Date
    Oct 2023
    Posts
    32
    Character
    Nilsandreas Skywarden
    World
    Famfrit
    Main Class
    Dancer Lv 100

    ⚔️ Dark Knight Job Class Suggestions for Improvement (Patch 7.2 and Beyond)

    Dark Knight Job Critique – Final Fantasy XIV (Patch 7.2)

    Summary:
    Dark Knight (DRK) is the edgiest of FFXIV’s tank jobs, wielding a greatsword and dark magic to deliver punishing bursts of damage while protecting allies with shadowy power. However, it also struggles with sustainability and quality-of-life issues that hold it back, particularly in casual content and long-form encounters.

    Strengths:
    • High burst damage: With Delirium, Blood Weapon, and Living Shadow, DRK brings one of the strongest offensive bursts among tanks.
    • Stylish and satisfying kit: Visually, DRK’s animations and theming are among the most striking in the game.

    Weaknesses:
    • Lack of self-sustain: DRK lacks the on-demand healing of Warrior or Paladin, making solo or low-healing content more punishing.
    • Outdated utility: Skills like Carve and Spit and Abyssal Drain feel underwhelming compared to newer tank abilities.
    • Minimal party utility: Outside of TBN, DRK brings little direct support to the group compared to Intervention or Shake It Off.

    Suggested Improvements:

    1. Reduce Carve and Spit and Abyssal Drain cooldowns to 30s:
    • A 30s cooldown aligns them with modern tank skill pacing and enhances rotational flexibility.
    • Abyssal Drain in particular becomes more viable as a sustain tool in dungeon and solo content.

    2. Improve Abyssal Drain healing scaling:
    • Increase its healing potency slightly and have it scale off target count more meaningfully (e.g., +10% healing per additional target hit up to 5).
    • This makes it a true AoE sustain tool like Warrior’s Bloodwhetting or Gunbreaker’s Aurora.

    3. Rework Living Dead for modern viability:
    • Instead of a two-phase "cheat death," simplify it into a flat "damage reduction + life steal" mode (e.g., 10s duration, 20% mitigation, 20% of damage dealt is returned as HP).

    4. Quality of Life Enhancements:
    • Let Plunge charges scale with level (e.g., gain a second charge at level 94+).
    • Auto-place Salted Earth under the target.
    • Buff Blood Weapon to be more fluid with global cooldown usage (e.g., no delay from server tick rate desyncs).

    5. Add passive regen or shield on The Blackest Night break:
    • When TBN breaks, add a 100 potency shield or minor regen over 6s. This makes it a more proactive defensive tool rather than a purely offensive refund mechanic.

    Conclusion:
    Reducing cooldowns on Carve and Spit and Abyssal Drain, updating Living Dead, and enhancing TBN’s support capabilities would round out the job’s kit—preserving its identity as a brutal, high-risk, high-reward tank while giving it more tools to thrive in all content types.
    (0)

  2. #2
    Player
    ThurinTurambar's Avatar
    Join Date
    Apr 2023
    Posts
    132
    Character
    Thurin Turambar
    World
    Louisoix
    Main Class
    Reaper Lv 100
    Ignore this thread, AI written wrong suggestions

    But if you want to read some replies, go for it!

    1) Here's better solution to carve and spit / abyssal drain situation:
    Make abyssal drain a stronger single attack with 50% aoe falloff. Make it 30s cooldown, adjust damage potency to match it.
    Make Carve and Spit a seperate attack (not sharing cooldown with AD), ideally a 300 potency with 1200 mp regen to give back what was lost in plunge and 2 blood weapon stacks.

    2) Current aoe healing from Abyssal Drain is pretty much a full heal anyway, unless ur fighting very few enemies.

    3) Your Living Dead suggestion goes against the purpose of invulns in current design. What I would suggest is to make it castable on others as a conditional ressurection. Of course it would make it a very powerful skill, but i would put it up for discussion what trade off would justify it, maybe higher cooldown or suffering ress sick yourself would make it enough.

    4. You seem to forgot plunge no longer exists and current gapcloser already has 2 charges. Are you even playing the job?
    I dont agree with salted earth targeting, placing it on your feet gives you more control. I would however like it to do more than just damage, either afflict enemies with a debuff or give you buffs for standing in it, this could tie to your abyssal drain suggestion and the increased healing from it. For example - each mob hit with abyssal drain that stands in the puddle will give an extra % and take more damage.
    I havent really encountered problems with blood weapon tbh aside from the 2 stacks lost in previous patches, leaving drk mp starved.

    5. With tbn i would actually agree to an extent. I would say a defensive advantage when breaking it on yourself (like a small regen) and an offensive advantage when breaking it on others (to incentivise helping out your party), idk a 20% dmg buff to next edge/flood of shadow would be decent.
    (1)
    Last edited by ThurinTurambar; 07-22-2025 at 10:14 PM.

  3. #3
    Player
    Nilsandres's Avatar
    Join Date
    Oct 2023
    Posts
    32
    Character
    Nilsandreas Skywarden
    World
    Famfrit
    Main Class
    Dancer Lv 100
    I did not use AI to write my thread. I've been using Dark Knight extensively for months now and I'd like to see these changes. The biggest of which is the reduction of cooldown for Carve and Spit and Abyssal Drain to 30 seconds. As for living dead, they already changed the way it works several times. I just happen not to be a fan of the way it currently works. I did not forget that Plunge no longer exists. When I wrote the thread I could not remember the name of the actual charge skill that Dark Knight currently has. When they removed damage from the dive skills, I basically stopped using them. You can dodge most attacks just fine without them and DRK has TBN in case you screw that up.
    (0)

  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,639
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Nilsandres View Post
    I did not use AI to write my thread. I've been using Dark Knight extensively for months now and I'd like to see these changes. The biggest of which is the reduction of cooldown for Carve and Spit and Abyssal Drain to 30 seconds. As for living dead, they already changed the way it works several times. I just happen not to be a fan of the way it currently works. I did not forget that Plunge no longer exists. When I wrote the thread I could not remember the name of the actual charge skill that Dark Knight currently has. When they removed damage from the dive skills, I basically stopped using them. You can dodge most attacks just fine without them and DRK has TBN in case you screw that up.
    1.) Your formatting style is identical to ChatGPT's typical response format. Source: I use it frequently.

    2.) Your Carve & Abyssal Drain cooldown reduction suggestion is perhaps the "only" decent one that was mentioned.

    3.) Living Dead has not changed from patch 3.0 until 6.1, which made it into the version that we saw today, with the changes essentially being:

    > Invulnerability effect does not dispel when clearing the heal check ("Walking Dead" turning into "Undead Rebirth")
    > Healing potency of 1500 per enemy hit added to heal yourself out of it without healer support
    > in patch 7.1, all four invulnerabilities (Hallowed Ground, Holmgang, Living Dead, Superbolide) were given faster activation of their effect, making them more response.

    That's. It. It did not "change the way it works several times". Get your facts straight.
    Source: https://ffxiv.gamerescape.com/wiki/L...sion%20History

    Regardless if you are a fan of how it works or not, your suggestion of turning it into a "20% mitigation, 20% lifesteal, 10s duration" is literally replacing an invulnerability cooldown, which is a baseline for all tanks, with a 3.X Rampart-Bloodbath fusion at half the duration and no change to its cooldown. This would literally turn Dark Knight from a tank that is viable in all content to a tank that is a troll pick in anything remotely serious.

    If you want a lifesteal somewhere in the kit, do it without touching Living Dead. It is currently the biggest source of healing DRK has if used correctly.


    Also please, if you are making suggestions and aren't sure about how the job currently works, visit the FFXIV Job Guide webpage which lists all jobs with updated action & traits info of the current patch.
    FFXIV Job Guide:https://na.finalfantasyxiv.com/jobguide/battle/
    (5)

  5. #5
    Player
    Chelsei's Avatar
    Join Date
    Jul 2016
    Posts
    275
    Character
    Chelsei Katell
    World
    Moogle
    Main Class
    Paladin Lv 100
    Nop. Here is the exit ! =>

    OUT !
    (0)

  6. #6
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,556
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Nilsandres View Post
    • Minimal party utility: Outside of TBN, DRK brings little direct support to the group compared to Intervention or Shake It Off.
    Oblation and Dark Missionary do exist.

    Quote Originally Posted by Nilsandres View Post
    1. Reduce Carve and Spit and Abyssal Drain cooldowns to 30s:
    • A 30s cooldown aligns them with modern tank skill pacing and enhances rotational flexibility.
    • Abyssal Drain in particular becomes more viable as a sustain tool in dungeon and solo content.
    Reducing the cooldown doesn't' enhance rotational flexibility', you just use it twice as often.
    However, more uses for Abyssal Drain in a dungeon is a valid point and is the only reason you need to reduce them to 30 seconds.

    Quote Originally Posted by Nilsandres View Post
    2. Improve Abyssal Drain healing scaling:
    • Increase its healing potency slightly and have it scale off target count more meaningfully (e.g., +10% healing per additional target hit up to 5).
    • This makes it a true AoE sustain tool like Warrior’s Bloodwhetting or Gunbreaker’s Aurora.
    Abyssal Drain is already 500 potency per target hit, that is ~10% of your HP. On a pack of mobs with 5 enemies, that is ~50% HP restoration every 30 seconds, it doesn't need more. No need to make it the same as Warrior after all.

    Quote Originally Posted by Nilsandres View Post
    3. Rework Living Dead for modern viability:
    • Instead of a two-phase "cheat death," simplify it into a flat "damage reduction + life steal" mode (e.g., 10s duration, 20% mitigation, 20% of damage dealt is returned as HP).
    If it cannot prevent a death from lethal damage, you have now made Dark Knight much, much worse than all the other tanks by a long way. The ability to not die is vital in many places and Dark Knight technically has the one that is the most useful for the longest period. It doesn't need changing.

    Quote Originally Posted by Nilsandres View Post
    4. Quality of Life Enhancements:
    • Let Plunge charges scale with level (e.g., gain a second charge at level 94+).
    • Auto-place Salted Earth under the target.
    • Buff Blood Weapon to be more fluid with global cooldown usage (e.g., no delay from server tick rate desyncs).
    Plunge doesn't exist and the replacement already has 2 charges when you learn it. Do you even play Dark Knight?
    Salted Earth is already auto placed under the tank, which is probably the best place in most situations.
    I have no idea what you mean by that, but Blood Weapon doesn't even exist at higher levels, instead upgrading to Delirium, of which, the effect has nothing that could be affected by server ticks.

    Quote Originally Posted by Nilsandres View Post
    5. Add passive regen or shield on The Blackest Night break:
    • When TBN breaks, add a 100 potency shield or minor regen over 6s. This makes it a more proactive defensive tool rather than a purely offensive refund mechanic.
    100 potency over 6 seconds, so, 200 potency. That would barely register as anything. Also, TBN, like all shields, are there to reduce the damage as much as possible, adding a regen to something like that would be almost pointless. You would be better off giving a % mitigation after.

    Quote Originally Posted by Nilsandres View Post
    Conclusion:
    Reducing cooldowns on Carve and Spit and Abyssal Drain, updating Living Dead, and enhancing TBN’s support capabilities would round out the job’s kit—preserving its identity as a brutal, high-risk, high-reward tank while giving it more tools to thrive in all content types.
    For the last one, this is probably the least offensive list of suggestions, which is surprising considering the others.
    (5)
    Last edited by Mikey_R; 07-21-2025 at 07:22 AM.

  7. #7
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,377
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Like the GNB, still reads like you don't actually play the job. I'm sorry to put it this bluntly.
    (3)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,879
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Basically all that Mikey said.

    If you want TBN to scale better against larger hits, meanwhile, the better solution is to have it give %DR while active. In this way, the hit that breaks the TBN is still affected by that mitigation.

    So, 20% HP with 20% mitigation = 25% eHP increase, except now you also get, in effect, a further 20% mit on the overkill damage (the remainder of the what broke the shield).

    As for Salted Earth, just un-cluck macros in general, or at least the first actionable line in each, so that we're free to place at cursor, on target, on self, or whatever we feel like.


    Tl;dr: It might help to have played DRK this expansion before making a suggestion set about... how you'd change some mix of Endwalker DRK or possibly even earlier versions of it?
    (5)

  9. #9
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,433
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I don't think the sustain issue on DRK really holds weight anymore after 7.2, Living Dead, Vigil and Abyssal/Carve is a decent amount.

    At most I think Abyssal should be on a 30s CD, but I'd probably split it from Carve for that.
    (0)

  10. #10
    Player
    TheRealQuah's Avatar
    Join Date
    Jul 2018
    Posts
    275
    Character
    Q'hahtoa Quah
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Nilsandres View Post
    Dark Knight Job Critique – Final Fantasy XIV (Patch 7.2)

    Summary:
    Dark Knight (DRK) is the edgiest of FFXIV’s tank jobs, wielding a greatsword and dark magic to deliver punishing bursts of damage while protecting allies with shadowy power. However, it also struggles
    Strengths:
    • High burst damage: With Delirium, Blood Weapon, and Living Shadow, DRK brings one of the strongest offensive bursts among tanks.
    • Stylish and satisfying kit: Visually, DRK’s animations and theming are among the most striking in the game.

    Weaknesses:
    • Lack of self-sustain: DRK lacks the on-demand healing of Warrior or Paladin, making solo or low-healing content more punishing.
    • Outdated utility: Skills like Carve and Spit and Abyssal Drain feel underwhelming compared to newer tank abilities.
    • Minimal party utility: Outside of TBN, DRK brings little direct support to the group compared to Intervention or Shake It Off.

    Suggested Improvements:

    1. Reduce Carve and Spit and Abyssal Drain cooldowns to 30s:
    • A 30s cooldown aligns them with modern tank skill pacing and enhances rotational flexibility.
    • Abyssal Drain in particular becomes more viable as a sustain tool in dungeon and solo content.

    2. Improve Abyssal Drain healing scaling:
    • Increase its healing potency slightly and have it scale off target count more meaningfully (e.g., +10% healing per additional target hit up to 5).
    • This makes it a true AoE sustain tool like Warrior’s Bloodwhetting or Gunbreaker’s Aurora.

    3. Rework Living Dead for modern viability:
    • Instead of a two-phase "cheat death," simplify it into a flat "damage reduction + life steal" mode (e.g., 10s duration, 20% mitigation, 20% of damage dealt is returned as HP).

    4. Quality of Life Enhancements:
    • Let Plunge charges scale with level (e.g., gain a second charge at level 94+).
    • Auto-place Salted Earth under the target.
    • Buff Blood Weapon to be more fluid with global cooldown usage (e.g., no delay from server tick rate desyncs).

    5. Add passive regen or shield on The Blackest Night break:
    • When TBN breaks, add a 100 potency shield or minor regen over 6s. This makes it a more proactive defensive tool rather than a purely offensive refund mechanic.

    Conclusion:
    Reducing cooldowns on Carve and Spit and Abyssal Drain, updating Living Dead, and enhancing TBN’s support capabilities would round out the job’s kit—preserving its identity as a brutal, high-risk, high-reward tank while giving it more tools to thrive in all content types.
    Auto-placing salted earth under the target is actively making it worse. At the moment you can place it if you know the boss is moving soon
    (1)

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