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Old 09-17-2004, 01:45 AM   #16
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SORATH id love to see what your endgame stats look like.. where your magic is at in lvls, wat lvl is your weapons, an stats such as parry an evasion.. that be sweet


ARLI im still waiting for those pics of you in darksteele gear...?? well i think that was you ??
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Old 09-17-2004, 02:24 AM   #17
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OMG, I totally forgot about that! I'll throw one up when I get home.

Don't sweat it Sorath, we still <3 you. This is by no means meant to overshadow anyone's guide effort, rather its a collection of knowledge from my own experiences and those of others, and before it can be complete, it needs to be looked over, commented on and corrected by the DRK community as a whole before I dare say the project is final. Feel free to comment, correct, advise or criticize.

I started it as a simple guide to help new players avoid the common pitfalls of the DRK job, but before I knew it I had so many people and a few fellow DRKs asking me to add things and what you see so far is the current state of it.
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Old 09-17-2004, 04:12 AM   #18
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Cruel Scythe is not a reaper class scythe. If I remember correctly...

D: 40 Delay:528
INT +2 STR +2
Added Effect: Impairs Evasion


Really nice weapon to have... oh and lvl 20. The added effect seemed to activate fairly decently too...but that was a long time ago.

Also, I think you should be more specific on the Souleater + permission of tank thing. Many DRK's might not know what "Cover" does, I used souleater fairly often in the 50's and early 60's with my static PLD because we would /tell eachother and then I'd get behind him and souleater and he'd hit cover. Ofcourse cover can be pretty random, so even then the DRK needs to be ready to cancel it if need be, and it should only be used towards the end of the fight.

Also.... you'll have to include the Absorbs and maybe some Elemental advise... I keep Elemental lvl'd, and I know pretty well how to actually use it effectively... not that it's a big secret mind you.
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Old 09-17-2004, 06:15 AM   #19
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Thanks for the clarification Langron, i'll double check the stats on MysteryTour when I have a chance. I intend to do a run down of a DRKs key spells, I just haven't gotten that far yet lol. Yes, that is a very good point about Cover, though I might also add that not very many PLDs even know about it much less use it >_<. I'll be sure to incorporate that in the "Party Strategy" section when it gets fleshed out.


Oh, and I didn't forget little ninja, here's the pic you asked for..
Attached Thumbnails
The Dark Knight Encylopedia-darksteel.jpg  
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Old 09-17-2004, 08:16 AM   #20
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re

Kudos on the guide so far. I'm definatly looking foward to the spell section.
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Old 09-17-2004, 11:01 AM   #21
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little ninja: My stats are just the same as any other LV75, I'm sure ^^

Arli: Of course, nice write-up too, as for my site, it's more a personal project anyway. Also, been pondering over the possibility of shooting some DRK movies using Fraps, editing, and putting it up on the site ^^ still waiting for music clearance replies
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Old 09-17-2004, 12:31 PM   #22
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Oh yeah, just to let you know, there was a recently added (before Promathia) level 40 scythe called the Mutilator. Also level 40 like Mythril, and somewhat of a luxury (well, might become more of a luxury soon).

Stats:
Mutilator -- Rare
(Scythe) All Races
DMG: 62, Delay: 502 (I still gain 12.5 per swing), Accuracy+3
Lv. 40 DRK

I'm thinking that this will become the new BCNM40 scythe. Why I said somewhat of a luxury is because I only paid 35k for it. It might go higher later, but we'll just have to see. Sorry, don't know where it comes from since I bought it at Jeuno AH.
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Old 09-17-2004, 12:41 PM   #23
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Great Guide Arli!! What a contribution to the community. I have just a few comments that may or may not help out, but since youve taken the time to put together this great guide its the least i can do.

You might want to add under your SAM sub description about its usefullness in Ballista.

I couldnt agree more about guillotine, but I wouldn't say it doesnt chain well. 60-64 guillotine->sidewinder is probably the best chain there is for those levels, and it gives you an excuse to burst Aero II for fun.^^

I totally agree about how souleater is the most misused job ability in the game, but i wouldn't go as far as to say DRKs shouldnt regularly use it at all until 60. I found that once i got into the 50s and PLDs started equipping AF I was able to use it routinely without pulling aggro by activating it just as the PLD did his 2nd provoke so long as I didnt stack it with anything. So used responsibly it is a great ability.

Quote:
Originally posted by Arli

False

The DRK weaponskill "Guillotine" is the best weapon skill in the game.

Truth

This is total and complete horseshit.
Absolutely Priceless.
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Old 09-17-2004, 01:22 PM   #24
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This should be stickied.
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Old 09-17-2004, 02:21 PM   #25
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Thumbs up This should be sticky!

Very well done! Quite impressive.

I too would like to see your thoughts/information on a DRKs casting abilities. How and when to use our various spells. As well as informing others on what mobs have MP to make Aspir usefull. (I have BLMs in their Lv.50's asking me why I don't use Aspir on mobs, and are surprised to find not all mobs have MP to make casting it worth while.)

Another suggestion I have, is to offer up a DRK's role in BCNMs. Honestly, it wasn't until I was first invited to a BCNM party that I found out how useful we were in them.

The weapons section was great! I only wish I had seen this before I stopped leveling Great Sword at Lv.34. Now I'm playing catch up. (Scythe 155 - Great Sword 118: Both cap at 157 for DRK51)
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Old 09-17-2004, 02:32 PM   #26
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Something you could add is PTs with a sam 70+.This gives you options in subjob. sam in general i've noticed gives the other melee some freedom on subjob, provided sam can sub thf or war themselves...like: pld/drk/sam + blm drk can sub thf and do kasha>spinslash or the SAM can sub thf and do guillotine>gekkou, renkei effect is lv2 but the blm can still burst thunder on it, not to mention the 2nd renkei is savage>kasha which is lv3. Doesn't happen too often, but I like PT's with sam at the end levels, Golems seem to resist dark and light renkeis about the same, the mb is what really does the damage anyway.
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Old 09-17-2004, 06:55 PM   #27
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Thanks for all the great feedback everyone. I'm going to be working on the spell section tonight and hopefully a job compatibility guide for renkei in the coming days. I still have to do the update/corrections to the weapons section (totally forgot the Mutilator). Alot of the 70+ job compatibility I have to take at face value from what my older DRK peers tell me as i'm not quite there yet, so please feel free to correct and mistakes that might pop up over the course of its writing.
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Old 09-17-2004, 07:30 PM   #28
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Arli, Im the type of person who can't choose easily, I've went threw many jobs, characters and races trying to find the "one".

After reading this guide it showed me what I liked and how I haven't noticed it, thanks for helping me finally continue playing!
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Old 09-18-2004, 01:29 AM   #29
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ok, Mutilator and Cruel Scythe added to weaponry section. Added a blurb about Cover with Soul Eater. Also added to the RNG SJ section, as I forgot that RNGs got passive physical attack accuracy bonuses. Been a busy night at work, so I haven't had time to complete the spell section, but is my next section if there aren't any additional changes/additions that need to be made to the existing body of work.

Anyway, here's a list of where the current project is at.

Sections - Status
Foreward - Complete
Races - Complete
Support Jobs - Complete
Weaponskills - Complete
Weapons - Complete?
Abilites - Complete
Spells - Complete
Equipment - Researching
Job compatibility - Researching
Renkei Theory - Researching
Advanced Tactics - Researching
Code (conduct) - Conceptualizing

There may yet be alot of changes made to the existing sections based on the changes that CoP might bring and its subsequent balance patching.
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I have dived into the arms of infamous darkness, only to walk the shores of a forgotten land.
I am the student who has bested the teacher, yet knows my learning continues.
My journey is the stuff of legend, yet my voyage is just beginning..."


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Old 09-18-2004, 11:30 PM   #30
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Gimme that 'Ole Black Magic

One important facet to playing the DRK class is to understand that not only is a Dark Knight a physical fighter, they are also magic users. While bereft of the curative spells like a WHM, and not as versatile as the RDM, DRKs are more aligned with the attack magics commonly used by BLM as well as a handful of job specific spells. Firstly, it is important to note that the DRK in no way, shape or form, should ever be expected to fill the roll of a nuker. While we are rated B in elemental magic (a touch higher than RDM), DRKs have classically low INT and no passive Magic Attack Bonus to speak of. We will never EVER be as potent as a BLM for Elemental magic damage.

Now, it may seem that DRKs are awful magic users overall, and this is not the case. DRKs have an A- in Dark Magic (same as BLM) which influences several potent magics. Here is a rundown of all the Spells a DRK can learn throughout their career, what they do, how they should be used and where you can acquire them.

Stone
DRK:5 MP:9 Elemental Magic

Stone is a minor earth attack. The ground shakes beneath the target and stones are thrown up onto the mob. This spell isn't very useful at any time in the DRKs career outside of the first 10 levels so. Again, blame our exceptionally low INT for making this spell almost useless. Stone can be bought in any of the three nations.

Poison
DRK:6 MP:5 Enfeebling Magic

Poison is the DRKs first enfeeblement spell and one that we use throughout our career. Poison does small damage to the mob over time. The small MP cost and very quick casting time makes Poison a very good pulling tool. At low levels, poison can put a respectable dent into any mobs HP, but outside of annoying a mob into chasing you back to the PT's camp, it doesn't have much additional usage. Poison can be found in the spellshop of any nation who is in first or second place in Conquest.


Drain
DRK:10 MP:21 Dark Magic

Drain is a DRK's first Dark Magic spell and one of our most useful. Drain steals HP from the enemy and gives it to the caster. This vampiric ability increases with Dark Magic skill increases. At later levels, Drain also Magic Bursts with the level 3 renkei Darkness for respectable damage. This spell can be obtained through a quest in Sand'Oria's dungeon or for beaucoup bucks in AH. Important note about Drain is that the spell does not work on Undead.


Water
DRK:11 MP:13 Elemental Magic

Water is a minor water attack and is useful for renkei and low level damage on low level mobs. Water can be found in any spellshop of the three nations.


Bio
DRK:15 MP:15 Dark Magic

Bio is the second dark magic spell a DRK will gain. Bio does damage over time. Bio does more damage upon landing than Posion, does more damage over time and lasts longer. Though, the real attraction of Bio is that the spell actually decreases the target's attack while it remains active. Bio can be found in the spellshop of any nation ranked 2nd or higher in Conquest. Usually if there is BLM in the PT, they will cast Bio is the PT decides the mobs need that debuff instead of Dia. Important to note that Bio will overwrite Dia if it is cast afterwards.


Aero
DRK:17 MP:18 Elemental Magic

Aero is a minor wind attack that is commonly used against earth creatures like Worms. Like the other basic elemental attacks, Aero can be found in any spellshop of the three kingdoms.


Aspir
DRK:20 MP:10 Dark Magic

Aspir is the companion of Drain. This handy spell steals MP from the the enemy and gives it to the caster. Also, this spell can MB with Darkness renkei. Important to note, however, is that not all enemies have MP to steal with this spell. A DRK will have to make the determination of whether their target has enough magic potential to get any MP from using Aspir. Common Aspir friendly mobs are Beastmen casters and Crabs. Suprisingly, Sand Cockatrices in Cape Terrigan yield impressive Aspir drains, while other cockatrice mobs are MP dereft.

Aspir is obtained as the last Opistery quest in Windurst Waters or for an insane amount of gil on the AH.

Bind
DRK:20 MP:8 Enfeebling Magic

Bind roots the enemy to their current position, so they cannot move.This is truly one of the most useful low level spells for casters and has some use for a DRK in messy situations. Sadly, due to a DRKs poor enfeeblement magic skill - this spell lands seldomly and doesn't last very long at all. Bind drops frequently from beastmen caster mobs, particularly Orcish Mesmerizers.


Fire
DRK:23 MP:24 Elemental Magic

Fire is of course, a minor flame-based attack. Fire does surprisingly decent damage compared to the elemental magic at a DRKs disposal thus far. Fire is useful in both Liquefaction and Fusion renkei that are very popular against Mandragoras in Yuhtunga Jungle, where level 23 DRKs are usually found xping.
As a basic elemental attack, Fire can be purchased for a few hundred gil in any nations spellshop.

Poisonga
DRK:26 MP:44 Enfeebling Magic

Poisonga is a bit of an anomaly for a DRK, as it is our only AOE (Area of Effect) spell. Poisonga casts Poison (which causes damage over time) on several enemies within a fixed radius of the actual target. Practically speaking, this spell is not only worthless to a DRK due to its high MP cost, but runs the risk of pulling aggro of several additional mobs. I think allowing DRKs to cast this spell was more of an oversight than a planned ability when SE decided that DRKs could use spells from the BLM spellbook. The damage over time caused by regular Poison isn't very impressive anyway, so having it cast on multiple mobs at once is a waste of MP.

For those DRKs who simply HAVE to have every spell for their job, they can find Poisonga for sale at the vendor in Selbina at H-9.


Blizzard
DRK:29 MP:30 Elemental Magic

Blizzard is the low level ice-based elemental attack. Blizzard is useful against most mobs and is especially powerful when used to magic burst off of Distortion renkei. Again, available for sale at any spellshop of any nation.

Sleep
DRK:30 MP:19 Enfeebling Magic

Congratulations DRK, you've just become backup aggro controller. Sleep puts the target to sleep for a short period of time. DRKs will get ALOT of use out of this spell until they learn Sleep II, and even then will attempt to cast Sleep if Sleep II is resisted because of the long recast time on both spells. Sleep can be purchased for peanuts at any spellshop in any nation ranked second of higher in conquest.


Absorb-MND
DRK:31 MP:33 Dark Magic - DRK only

Congratulations DRK, you've finally received your first job-specific spell. Absorb-MND allows they DRK to drain a specific amount of points from the enemy's MND stat, adding it to their own. The amount drained decreases over time until the Absorb effect completely wears off the target. Absorb-MND is useful in helping the debuffers land MND-based enfeebles such as Slow, Paralyze and Silence. Also, draining the MND of an enemy also increases their susceptibilty to elemental magic attacks.

Using this spell is really up to the choice of the DRK. The sizeable MP cost and questionable efficacy of the spell, in light of more combat useful absorbs, makes Absorb-MND one of the low ones on the list. Absorb-MND can be found for sale at the Bastok Tenshodo for several thousand gil.

Tractor
DRK:32 MP:26 Enhancing Magic

Tractor is one of those fun spells you never think you'll use till you learn it, then you wonder how you ever did without it. Essentially, tractor allows you to pull the body of a fallen player to your location. The practical use for this spell is to pull the body to a safe location where a WHM can Raise them. In many occasions gone horribly awry, a PT member can fall under the axe of many a disgruntled mob, and while everyone else might have escaped, it is simply not feasable to run back into the thick of it to ressurect the fallen. So what does a sensible DRK do? They Tractor the body repeatedly from range until the body is no longer in aggro range of the enemy. Of course, if you're an evil, vindictive DRK like I am, you can Tractor a body across the zone for shits and giggles *cough*Valkrum*cough*.

Tractor is not sold in stores but can be found off Wights and other undead in Gusgen Mines etc.
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I have dived into the arms of infamous darkness, only to walk the shores of a forgotten land.
I am the student who has bested the teacher, yet knows my learning continues.
My journey is the stuff of legend, yet my voyage is just beginning..."


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