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Old 09-19-2004, 12:26 AM   #31
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here small tip about bind most drks dont know about it i even know lv 75 drks dont know about this lol
when you pt with thf at lower lvs even higher lv
if you want to turn the mob to you before renkei so the thf sata the tank
use bind if your provoke didnt turn the mob bind hate almost like pld flash i have test it manytimes and i can tell you that

and arli your guide is nice to read keep up the good work
even though there is some points i dont agree with but still nothing perfect in the world :spin:
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Old 09-19-2004, 12:28 AM   #32
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Absorb-CHR
DRK:33 MP:33 Dark Magic

Absorb-CHR absorbs a fixed amount of Charisma from the enemy, based on the dark magic skill of the caster. The only advantage I could see with using Absorb-CHR is to decrease the singing potential of BRD mobs and the charm potential of BSTs. So.. um.. yeah, this spell is completely useless and isn't worth the 13K it costs in the Bastok Tenshodo.

Thunder
DRK:35 MP:37 Elemental Magic

Finally, the DRKs last entry-level elemental attack. Thunder causes minor lightening damage on an enemy and does a number on water creatures. Again, not as potent as that of the RDM or BLM, the DRK can still do some decent damage with this spell if they have maxed elemental magic and are using it on the right mobs (Pugils, Crabs, Water Elementals). Thunder can be purchased from the spellshop of any nation.

Absorb-VIT
DRK:35 MP:33 Dark Magic- DRK only

Took us a while, but now a DRK gets not only another Absorb spell, but a fairly useful one too. Again, based on the amount of Dark Magic skill the DRK has, Absorb VIT can drain a rather sizeable amount of VIT from the enemy to bolster their own defense and weaken the enemy. By decreasing a mobs VIT, you are increasing their suceptability to critical hits as well as decreasing their natural defense against melee blows. So, in a way, this spell not only helps the DRK, it also has some advantage to the PT.

Absorb-VIT is not sold in stores, instead is a fairly common drop from Demon Knights found wandering around the entrance to Castle Zvhal in Xarcabard.

Stun
DRK:37 MP:25 Dark Magic

Stun, glorious Stun! A fairly recent addition to the DRK repertoire as of the Holiday 2003 content patch, Stun temporarily prevents an enemy from making an action. Stun is an extremely fast-casting spell that is incredibly effective in stopping mobs from using WS or casting damaging nukes. The only drawback to Stun is that it costs a fair chunk of MP, has a relatively long recharge timer and does not depelete the mobs TP/MP even if it interrupts the action (like Paralyze does). Anyway, Stun is probably the DRKs most important spell in their career. Stun saves lives! Especially your own.

This dandy spell can be purchased for a repulsive amount of gil at a vendor in Rabao, or can be obtained after defeating the rather painful Orcish Zerker in Davoi/Monastic Cavern. Also, you can find it for 10-20K in the AH if you so please.


Absorb-AGI
DRK:37 MP:33 Dark Magic. DRK-only

Following the recent trend of USEFUL Absorb spells, Absorb AGI is probably the most useful. Stripping away a fixed amount of AGI from a mob (based on Dark Magic skill of course) means decreasing a mobs evasion. A well placed Absorb-AGI with capped Dark Magic skill can downgrade an IT with High Evasion to a regular IT, which speaks volumes for its usefulness. With gimped evasion, the PT will land more of their blows, build TP more frequently and in general, trounce the enemy in record time. The lovely thing about this Absorb is that it stacks with both Gravity as well as Frost for even more evasion debuff goodness. This spell is mandatory for every good DRK.

Absorb-AGI is not sold in stores, and can only be obtained by accosting Orcish Beastriders in Davoi or those veritable pinjata's of DRK-spells: Demon Knights in Zvhal.

Absorb-INT
DRK:39 MP:33 Dark Magic. DRK-only

Here we have yet another Absorb spell... Yay! Sadly, this one rates about as high as Absorb-MND on the usefulness scale. Absorbing INT from a mob gives a small boost to the DRKs elemental magic effectiveness and takes a little wind out of the nuking sails of casting mobs. Overall, this spell isn't all that impressive as a DRK usually isn't using their MP to nuke with elemental magic anyway.

Absorb-INT isn't sold in stores. Alas, you must beat the snot out of Orcish Beastriders and Demon Knights, yet again for this scroll.

Bio II
DRK:40 MP:36 Dark Magic.

Bio II is an upgrade of Bio. This means more initial damage, a bigger, longer DoT (damage over time) and a more pronounced target attack debuff. The recent CoP patch lowered this cost from 66 MP to a slim 36. Usually a BLM is responsible for casting this debuff on the enemy, but in PTs where a BLM or RDM isn't available, a DRK can do just as well. The recent patch also stated that the efficacy of Bio II would be determined by Dark Magic skill, and since DRKs share the highest dark magic rating in the game, they can use this spell with superb effectiveness.

Don't forget, Bio II will overwrite Dia II in all situations, so make sure that the situation warrants it. Once Bio II is cast, no Dia spells will work on the target until Bio II wears off. Bio II can be purchased for a tidy sum from the vendor is Selbina at H-9, and is a valuable addition to any DRKs repertoire.
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Old 09-19-2004, 12:29 AM   #33
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Thanks for the tip, i'll be sure to add it once the spell section is complete... back to typing...
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Old 09-19-2004, 06:10 AM   #34
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According to Midou's post here WS dmg calculation is partly based on player stats specific to each WS. For example Cross Reaper dmg is partly based off STR and MND, and Spinning Slash dmg is partly based off STR and INT. Spiral Hell is also heavily based off INT. So doing Absorb-INT before closing Light SC, you arent just boosting MB dmg but also your own WS dmg and subsequently SC dmg. Likewise with doing Absorb-MND before closing Darkness. It adds a measure utility to these absorbs alot of people dont think are worth the mp
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Old 09-19-2004, 06:49 AM   #35
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Wonderful Guide Arli. ^^

Hopefully it will definitley assist Future Dark Knight's and help them out in their futures.


Only one thing I would like to add. If you could please edit the Part about the Race choices dealing with Mithra on a small, but what I feel is a very important part of being a Mithra.


Our high dexterity and the benefit it gives us of having the Highest critical hit rate in the game.

I feel that this is important information to add to that. Mithra, as the Developers of the game themselves have stated, have the highest critical hit rate out of any race in the game. It is my honest opinion, ( and tested thouroughly and noted IMO ) that this important factor definitley helps our Damage throughput as a Dark Knight.

If it is possible, could you please add this?


Keep the great work up. It is nice to see good information like this. Finally the kind of guide I've been truly waiting to see put out.

Draconis
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Old 09-20-2004, 01:10 AM   #36
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Err, i didnt know they sold abso-chr in bastok tenshodo. can get it from the old lady to right of steps (guild shop hours, forgot what guild though) in Norg. Also, I find that ws related to stats thing is all crap.
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Old 09-20-2004, 02:26 AM   #37
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Quote:
Originally posted by Aldo
I find that ws related to stats thing is all crap.
me too
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Old 09-20-2004, 07:08 AM   #38
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Nice Guide /clap ^_^
But one question, where do you get Ultima o_O
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Old 09-27-2004, 01:41 PM   #39
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I like the new section, Arli, good work as usual. Two things to add.

Quote:
Bio II
DRK:40 MP:36 Dark Magic. DRK-only
Unless something changed recently, Bio II is not a DRK only spell. You may have just typed that since it followed a number of our Absorb spells.

And another thing that I've heard, but perhaps you can test/include as you see fit.

It's been brought up recently that CHR can effect items dropped from mobs. With that being said, perhaps Absorb-CHR now has a use. I never bought it because it was 25k at AH, and what the hell did I need it for? I then found it in Norg for about 17k I believe. I just decided to spend that gil on leveling guilds instead of spending it on a spell that's basically useless.

Outside of that, I'm looking forward to the rest of the spells guild. I'm curious about your opinions on DRKs magic burstings and how often spells should be used.
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Old 09-30-2004, 08:38 PM   #40
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Odude: d'oh, sorry I hadn't had time to go back and proofread yet as things got busy at work before i could finish the spell section, then I was off on vacation for a week.

Anyway, i'm back and will continue working on the guide and making the corrections suggested (if they are indeed *correct*).

Thanks again for all the support.

Aldo: I'm not sure if you can buy it in Norg, but Absorb-CHR can be found at the Tenshodo vendor in Bastok for ~11K depending on fame.

Someguy: by "Ultimate", I meant that they were the ultimate weapons of that classification.
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Old 09-30-2004, 09:48 PM   #41
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Absorb-DEX
DRK:41 MP:33 Dark Magic. DRK only

Every casting job has that one high price scroll and this is it. Absorb-DEX will drain a fixed amount of DEX from the enemy for a limited time, (based on Dark Magic skill) giving it the DRK. The large increase in DEX means enhanced accuracy and boosted chance of landing critical hits. Likewise, this will decrease the accuracy and critical strike rate of the enemy while this debuff lasts.

Since this is a rather special, though selfish, scroll - it can't be purchased in stores. Rather, this handly little item is a drop off a rather nasty NM in Castle Zvahl Baileys: Duke Haborym. This particular Duke is a once a day spawn, hard as nails and doesn't have a guaranteed scroll drop. With this in mind, its not hard to fathom why this scroll goes for 200K and up on the AH.

Stone II
DRK:42 MP:43 Elemental Magic

Stone II is the first level 2 elemental magic spell a DRK will gain. This is a moderate earth element attack. Sadly, by the time a DRK learns this spell, RDM and BLM are much more capable Magic Bursters with the spell. Even with a decent elemental magic rating, the lack of passive magic attack bonus' takes alot of wind out of every elemental magic spell in a DRKs arsenal. The rather large MP cost of this spell also makes in prohibitive for most of a DRKs career.

Stone II can be purchased in the spellshop of Windurst Waters as well as the magic scroll vendor in Selbina.

Absorb-STR
DRK:43 MP:33 Dark Magic. DRK only

The final Absorb spell a DRK will learn is thankfully one of the most useful. Absorb-STR drains a fixed amount of STR from the target, giving it to the DRK for a limited time. This spell is a nice debuff because it lowers the average damage per blow, as well as weakening WS damage of the target. Therefore, it is a wonderful adjunct to Bio II. More importantly, by virtue of boosting the DRKs STR, allows for more damaging blows and powerful WS damage. Resourceful DRKs will use this spell right before using their skillchains to boost their damage dramatically; very handy for closing those level 3 renkei.

Alas, our final Absorb spell isn't sold in stores, nor are they dropped from some elusive demon. No, this time the scroll is found via BCNM fights. Here are the BCNM fights that Absorb-STR has been confimed to drop:

Horlais Peak / Star Orb
Waughroon Shrine / Star Orb
Balgas Dais / Star Orb
Cloister of Tides / Moon Orb
Sacrificial Chamber / Moon Orb

Poison II
DRK:46 MP:38 Enfeebling Magic

Poison II is an upgrade of Poison. This spell causes major poison damage over time ~5-10 HP/sec based on enfeebling magic skill. While it might not seem like much, Poison II is a major weapon for those long drawn-out battles, provided it isn't resisted.

Poison II can be purchased from the attack spell vendor in Selbina at H-9.

Water II
DRK:48 MP:51 Elemental Magic

This is a moderate water-based elemental attack. Useful on weaker fire-based opponents, the pitfalls of a DRKs combat spellcasting make this spell's usefulness questionable.

Water II can be found at the spellshop located in Windurst Waters, as well as from the attack scroll vendor in Selbina.

Aero II
DRK:54 MP:59 Elemental Magic

This is a moderate wind-based attack, that has little practical application for a DRK. Slightly useful for use in MB off Light renkei, though don't expect impressive damage.

AeroII can be found in the spellshop in Windurst Waters as well as the attack scroll vendor in Selbina.

Sleep II
DRK:56 MP:29 Enfeebling Magic

Sleep II is an upgrade on the Sleep spell. Not only does Sleep II have a better chance of succeeding, the duration of the spell is improved to ~1 minute (provided the enemy doesn't have resistance). Sleep II is a spell no self-respecting DRK should do without. This is not to say that a DRK is a reliable crowd controller, but they make fine backup sleepers in the event the BLM or RDM fumble.

Word of warning however, Sleep builds a sizeable amount of hate and Sleep II builds monstrous animosity, especially if two of more have been landed from the same caster. When the mob wakes, pray your PLD has Cover available.

Sleep II can be purchased at the usual duchy markup at the spellshop in Lower Jeuno - if you survive the lag.
 
Fire II
DRK:60 MP:68 Elemental Magic

A moderate fire-based attack. Again, mileage may vary due to lack of nuking ability on the part of the DRK and the relatively high MP cost. Fire II can be found for purchase in the Windurst Waters spellshop as well as from the vendor in Selbina.

Blizzard II
DRK:66 MP:77 Elemental Magic

Moderate ice-based elemental attack. Marginally useful for MB off Distortion renkei or Darkness. Prohibitive MP cost makes this spell hardly worthwhile. Blizzard II can be found in the spellshop in Windurst Waters as well as the scroll vendor in Selbina.

Thunder II
DRK:72 MP:86 Elemental Magic

This moderate thunder attack is the last spell available to a DRK (for now) and has a HUGE MP pricetag. Hardly worth the effort to cast IMO, but fun to use if you're frying Too Weak crabs. This scroll can be found in the spellshop of Windurst Waters as well as the vendor in Selbina... what a suprise.
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Old 10-01-2004, 02:50 PM   #42
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NICE WORK ARLI
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Old 10-01-2004, 09:22 PM   #43
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Just to let you know Arli, I think you're confused about how renkei works. The 65 and 71 (quest ws's) can both open and close light/dark (depending on the ws property). For example, you could use cross>swift blade and still get darkness, although it would be very weak than if you had done the opposite because cross is much stronger than swift.
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Old 10-02-2004, 05:40 PM   #44
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Ah, sorry about that, was an oversight, since I'm usually closing renkei, not opening it. You are correct though, and I have made the appropriate corrections for the 220-225/240 WS renkei applications.
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Old 10-21-2004, 06:46 PM   #45
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About Poisonga....I actually find it useful for when things get hairy. There's always times when things go bad and you get links....so the mages might be trying to tele/escape, and they can sometimes be getting hit.So I usually try to Defender (I sub war)
and poisonga to grab hate off the mages so we can safely get out of there.Risky, but it's helped out before.Overall though, a very nice guide,and aside from the occasional spelling error, pretty much perfect.Best DRK guide I've come across so far, and I've played since beta.^^
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