| Re: Drk role in end-game? Depends on how your endgame group does things, and what endgame activities you're talking about. In HNM, it really depends on how you do things. A lot of linkshells prefer a sort of summoner/black mage zerg with ninja tanks. This is a pretty easy strategy but leaves melee sitting around. There are also a number of kited fights (like a traditional Kirin strategy) that leaves melee spending forever to gain TP.
Some linkshells, though, are rather more melee-friendly. Sky gods have pretty high Def and Eva and so are a pain to melee anyway. A straight-tanked Kirin, though, isn't so bad to TP up on, and landing SA Spinning Slashes for 700+ is fairly rewarding. The resulting SC really helps out Blm spell accuracy and damage. Souleater can be handy and entertaining in these fights as well. Earth HNM have much worse Def and Eva, and are simpler to melee. Only King Behemoth is really kited (so that might suck to melee), but the others take respectable melee damage and can benefit from landing skillchains.
Other endgame activities -- Dynamis, Limbus, etc. -- make just fine use of Dark Knights for melee damage.
Being able to Stun while doing normal damage is quite useful, too. Against spellcasters like sky gods, you want to have Stun always ready for -aga. Black Mages, though, have to sit and twiddle their thumbs when it's their turn to stun, since they can't hit the stun if they're in mid-cast. Drk, however, can melee just fine while waiting for Stun.  Brodrik
Drk75/Thf69/Blm65/War37/Sam37/Nin37/Whm37 PanicMotion |