View Full Version : Drk role in end-game?
blazeofglory
04-12-2006, 06:48 PM
Hello to all of the dark knights out there. Rdm just stepping in real quick to ask a question. I was concerned with what is a Drk's role in end-game situations such as HNM's, Gods, etc. (I did use the search button, didnt really find much of anything.)
My best friend took Drk to 75 and his end-game role seemed pretty shitty. Got to pull off maybe one SATA Spiral Hell or Ground Strike then had to leave most parties. Being a stun whore seemed like his other only real role so he switched to blm. Was this just his ls or is this what Drk's do in end-game? Because the job looks really interesting and I have to level it for Rdm anyway, so I am considering making it my melee main.
Thank you in advance for any input you have
TheGrandMom
04-12-2006, 10:37 PM
Yep thats about it. Skillchain whore, stun whore, stand there and look pretty.....but that really happens a lot with melee in endgame. He could sub sam and get in more to dump TP at Gods if he wanted to do a bit more. Heck even our plds are reduced to .5 whm's in sky at times. We also whore them for their spirits within. LOL Ranger has it a bit better than most melee I think. They can hit more because of using ranged atk and shadowbind really comes in handy.
Personally doing some ground HNM's or Kirin is a lot more fun because you can actually melee like your supposed to. It hurts to be a melee and not be able to be slamming the mob for all its worth all the time but sometimes thats just how it goes.
Taskmage
04-12-2006, 11:03 PM
Poor melee jobs. :worry:
http://www.ffxionline.com/forums/attachment.php?attachmentid=21241&stc=1
Brodrik
05-03-2006, 09:29 PM
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.
DrkMateo
05-04-2006, 07:20 AM
Stun whore and SATA Spinning Slash or SATA Ground Strike if they let you get 300 tp. Welcome to the wonderful world of endgame drk...
Brodrik
05-04-2006, 07:29 AM
What exactly is it you were doing in XP parties? Because, uh, I was stunning, getting TP, and doing SATA (well, no TA usually) Spinning Slash for many levels.
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