![]() ![]() NIN: Utsusemi and Dual Wield come specifically with this subjob, though it doesn't offer much else. It opens your library of self-healing ability with Waltzes, as well as Sambas- Drain Samba for some extra HP drain, or Haste Samba for some self-hasting capability when no one is around to haste you. DNC: This is one of your best options for soloing. Just make sure you don't get yourself killed. This is the subjob to go to for any kind of zerg. Berserk, Warcry, Aggressor, and Double Attack (10%) adds top-of-the-line offensive utility for any DD, including Dark Knight. Use this Subjob for more Skillchain utility. Hasso is to back you up for when Last Resort disappears, and provides some Extra STR and Accuracy that wouldn't hurt to use. Some Tanking ability is also provided with Seigan+Third Eye. SAM: Using this subjob will often help make your 7/6-hits become 6/5-hits with Store TP trait, depending on your current build and your weapon of choice. However, a dedicated Dark Knight will use anything they have in their arsenal, and you'll have to know which weapons and magic are appropriate for the job. Otherwise, you'll need a decent healer to make sure you don't soak up too much MP.ĭepending on how you plan to play Dark Knight, it's all a matter of preference. It's recommended that you have the Relic Weapon, Apocalypse, for maintaining your HP. Gear sets that stack on a combination of Haste, Physical Damage Taken-%, Magic Damage Taken-%, or Damage Taken-% (which factors both PDT and MDT), will reduce the amount of damage you take. Depending on your subjob of choice, it will either make all the difference, or it will give you some difficulty. Dark Knight is a Glass Cannon, and your fragility will result in taking more damage in comparison to Paladins, Rune Fencers and Blue Mages. Tanking/Soloing: Tanking will require some more advanced work, involving just about all of your gear. ![]() A Fast Cast set will help you cast your spells faster, because the sooner you finish casting, the better. You will want to build a decent Dark Magic Skill+ set, as many of these spells' potencies rely on your Dark Magic skill. For pure debuffing, you have your Absorb Spells to work with. Drain/Drain II can be helpful in emergencies, and Dread Spikes for extra protection. Typically, the most useful spells for melee-heavy battles will be Stun, Endark/Endark II, Absorb- TP. However, casting mid-battle will cut your overall damage down, so this must be used situationally. While Black Mages have equal skill in this category, Dark Knights have the widest selection. Your Key weapon skills will consist of the following: Resolution, Torcleaver, Scourge (for Ragnarok users), and Shockwave (for EXP/CP burning/Crowd Control).ĭark Magic: Your most proficient spell category, in tandem with the job's theme. Sickle Moon, Spinning Slash and Ground Strike were used in a variety of places in EXP and Endgame, allowing DRK to gain some fair amount of respect for certain Endgame Events. Great Swords are practically built for raw, full-on damage. Your Key Weapons Skills will be Cross Reaper, Entropy, Catastrophe (for Apocalypse users), & Insurgency (for Liberator users). Scythes While in possession of having the highest damage and delay ratings of any weapon in the game, are less about raw damage and more about utility. Whichever is your favorite is a matter of personal preference. Weapon Skills: Whether you like to think outside the box, or just slice-and-dice your way through enemies, it's recommended to use both types of Weapon Skills to your advantage. You will be dealing more white damage and less TP due to their lower delay, offering more DoT as well as raw damage in the process. Great Sword is a whole different beast. This makes a great option for Skillchain utility & Dark Magic effectiveness. They're slightly slower to hit with, but you will accumulate more TP in the process & use weapon skills sooner. Scythes have the highest Damage and Delay ratings among all the weapons in the game, meaning you will deal harder "white" damage. You also be factoring values like "Occasionally Attacks X" and Multi-Attack traits (Double Attack, Triple Attack, Quadruple Attack), and Store TP into your TP sets. You also have two main weapons to choose from: Scythe (A*+ Skill ranking) and Great Sword (A* Skill ranking). But! What matters is hitting your target hard, accurately, and as quickly as possible. Melee Damage: Basic stuff, just swing your weapon around and hit something. ![]()
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