Re: My take
Oo no way I'm bein a DRK/THF now, I DO NOT WANNA BE A THF ON STERIODS! >< I want to be the main damage dealer, dealing out several Gullotines a fight, not doin 1 to stick it on the PLD -_-
Originally posted by Awntawn
OK, after a long series of sub-levelling and school work, I finally had my first 2 parties as DRK/THF. I'm happy to say that both parties were quite successful, held back solely because of too many people camping the spawns. Both of these were in Onzozo killing coeurls, btw.
All I can say is this: Love it and hate it. I feel weaker than before, my normal swing taking a huge cut in damage, no dual swing, resulting in MUCH slower TP gain... it was everything I feared. It's like I've become a real THF more or less. I can't defender to save myself from a few points (though I don't need it anymore, i still feel less secure without it), I can't taunt; I was having trouble fishing a monster because it had aggroed a party and they started mass curing, generating lots of hate. As a result, I had the monster red so I could attack it, but I couldn't get the damn thing to follow me. I can't use berserk, more crippling to my basic attack.
On the other hand, I feel a lot better not getting hit; who doesn't? Also, DRK/THF is quite a bit more consistent. While I haven't broken my WAR sub 5-hit darkness records yet, I easily break 1000 damage almost every time I used darkness (DRK/WAR there's a huge range even with darkness up and all hits landing). The best thing is this: after transfering the hate of a darkness guillotine to the tank, it's perfectly safe to keep darkness up, unlike WAR sub where you have to hide behind the PLD and cancel everything that could get you killed. The same goes with last resort. SAM's penta does about 200~300 a hit, and it can do 3 in a row every 3 minutes. DRK/THF hit 1000, then does 200~300 a normal hit for the remainder of darkness. The damage produced in 1 6-minute interval darkness run easily matched the SAM's 2 3-minute continuous penta runs. The times WS'd outside using abilities seemed to match each other; 2 penta's to 1 guillotine, about the same damage. While keeping darkness up does drain your MP reserves a bit, it's only a little at a time, coupled with the fact that you can drain back most of it, it helps more than hinders, not to mention that you lose less HP than you would by getting hit, AND you get the extra damage output. DRK/THF, unlike DRK/WAR and DRK/SAM, charges TP a bit more slowly, so it depends on boosting the figures of those as high as possible. 3 absorbs before each yokodama should do well here, whereas they usually just slow you down with WAR and SAM sub. Agil, which you use all the time with any sub, increases the chances of all 4 hits hitting. STR and VIT will easily boost the damage by 100 points.
The first PT config was DRK/THF SAM/THF (they were THAT afraid of hate...) PLD/WAR RDM/BLM WHM/BLM BRD/WHM. It started off horribly, I was missing left and right, charging TP super slow and guillo dealing less damage than the sam's penta >< Hey, I hadn't played drk in half a month, give me a break. Eventually things started to pace up. I don't know how badly thf sub crippled SAM's damage, but I'm no longer feeling threatened. SAM's biggest specialty is the 3x penta, like I mentioned before how they can do every 3 minutes with their TP charge ability. As stated above, SAM's pentathrust damage isn't up to par; guillotine's high digits easily outdid the speed and quantity of SAM's WS's, not considering normal attacks. Was for WS without using. The sam spent a good deal of time whining in the PT how her damage couldn't match mine.
The second party was DRK/THF WAR/SAM PLD/WAR BLM/WHM WHM/BLM BRD/WHM. It was disgusting. My basic hit did maybe a little bit more than the WAR, 80 < 120 while he was doing 70 < 110... But when he pulled berserk, it was 90 < 150, easily crushing my digits. He also gained TP way faster. DRK/WAR could always match and beat WAR/SAM's normal attack, but here it was much different. WS, on the otherhand, was completely different. I ranged 450~800 (coeurls have tough armor) normally, and with darkness i was always 1000~1100, not to mention the spare darkness damage at the end, while the war's maximum was 400~500, averaging around 300. I'd like to take this time to state that black magic from a genuine black mage is still awesome at higher levels, and that RDM isn't necessary like bard. When you have a BLM in the party, use renkei, even if one class has to give up his super-good WS. A good party config lets you renkei with both class's strongest WS's. Anyhow, my job seemed less like an attacker and more like that of a real THF, used to control traffic, only I could do a lot more damage (THF uses WS on average once every 2 yokodamas. DRK/THF guillotines twice every yokodama), though I probably wasn't as good at controlling hate as a genuine THF. Still, not much can take the hate away from a darkness guillotine, and I got the mob to stay on the PLD 95% of the time, which I feel is more than enough.
It felt good to not get hit, to get high figures in damage often. People actually marvel over your high digits if they're not busy trying to keep your ass alive. On the other hand, I despised how it worked. Aside from draining and absorbing, I was playing just like a THF, not like an attacking class. I hate the lack of base firepower, even though with darkness and all we likely end up doing more total damage at the end. Before, as DRK/WAR, there was no THF, I'd invite another "solo WS" class like DRG or WAR and we'd just go at it, the PLD was working hard, monster juggling around thumping us every now and then, WS's flying all over the place, lots of flashy lights. It was a lot more fun than the average THF party, where everyone has a position where they have to stand and you can't move... DRK/THF brought it back to the rigid, boring system. I can't say that the EXP gain was any better than before, and it certainly doesn't help with invites (still had to make my own parties), it simply makes it more simple and basic for everyone into a format that they're used to...
Well, that's my take. For sake of convenience, I'll probably be using it more than WAR sub in level up parties, but unlike you and Xuande, I don't love it. I hate it; I think it's gay and should die, but it works and it works really well. (>_<)
OK, after a long series of sub-levelling and school work, I finally had my first 2 parties as DRK/THF. I'm happy to say that both parties were quite successful, held back solely because of too many people camping the spawns. Both of these were in Onzozo killing coeurls, btw.
All I can say is this: Love it and hate it. I feel weaker than before, my normal swing taking a huge cut in damage, no dual swing, resulting in MUCH slower TP gain... it was everything I feared. It's like I've become a real THF more or less. I can't defender to save myself from a few points (though I don't need it anymore, i still feel less secure without it), I can't taunt; I was having trouble fishing a monster because it had aggroed a party and they started mass curing, generating lots of hate. As a result, I had the monster red so I could attack it, but I couldn't get the damn thing to follow me. I can't use berserk, more crippling to my basic attack.
On the other hand, I feel a lot better not getting hit; who doesn't? Also, DRK/THF is quite a bit more consistent. While I haven't broken my WAR sub 5-hit darkness records yet, I easily break 1000 damage almost every time I used darkness (DRK/WAR there's a huge range even with darkness up and all hits landing). The best thing is this: after transfering the hate of a darkness guillotine to the tank, it's perfectly safe to keep darkness up, unlike WAR sub where you have to hide behind the PLD and cancel everything that could get you killed. The same goes with last resort. SAM's penta does about 200~300 a hit, and it can do 3 in a row every 3 minutes. DRK/THF hit 1000, then does 200~300 a normal hit for the remainder of darkness. The damage produced in 1 6-minute interval darkness run easily matched the SAM's 2 3-minute continuous penta runs. The times WS'd outside using abilities seemed to match each other; 2 penta's to 1 guillotine, about the same damage. While keeping darkness up does drain your MP reserves a bit, it's only a little at a time, coupled with the fact that you can drain back most of it, it helps more than hinders, not to mention that you lose less HP than you would by getting hit, AND you get the extra damage output. DRK/THF, unlike DRK/WAR and DRK/SAM, charges TP a bit more slowly, so it depends on boosting the figures of those as high as possible. 3 absorbs before each yokodama should do well here, whereas they usually just slow you down with WAR and SAM sub. Agil, which you use all the time with any sub, increases the chances of all 4 hits hitting. STR and VIT will easily boost the damage by 100 points.
The first PT config was DRK/THF SAM/THF (they were THAT afraid of hate...) PLD/WAR RDM/BLM WHM/BLM BRD/WHM. It started off horribly, I was missing left and right, charging TP super slow and guillo dealing less damage than the sam's penta >< Hey, I hadn't played drk in half a month, give me a break. Eventually things started to pace up. I don't know how badly thf sub crippled SAM's damage, but I'm no longer feeling threatened. SAM's biggest specialty is the 3x penta, like I mentioned before how they can do every 3 minutes with their TP charge ability. As stated above, SAM's pentathrust damage isn't up to par; guillotine's high digits easily outdid the speed and quantity of SAM's WS's, not considering normal attacks. Was for WS without using. The sam spent a good deal of time whining in the PT how her damage couldn't match mine.
The second party was DRK/THF WAR/SAM PLD/WAR BLM/WHM WHM/BLM BRD/WHM. It was disgusting. My basic hit did maybe a little bit more than the WAR, 80 < 120 while he was doing 70 < 110... But when he pulled berserk, it was 90 < 150, easily crushing my digits. He also gained TP way faster. DRK/WAR could always match and beat WAR/SAM's normal attack, but here it was much different. WS, on the otherhand, was completely different. I ranged 450~800 (coeurls have tough armor) normally, and with darkness i was always 1000~1100, not to mention the spare darkness damage at the end, while the war's maximum was 400~500, averaging around 300. I'd like to take this time to state that black magic from a genuine black mage is still awesome at higher levels, and that RDM isn't necessary like bard. When you have a BLM in the party, use renkei, even if one class has to give up his super-good WS. A good party config lets you renkei with both class's strongest WS's. Anyhow, my job seemed less like an attacker and more like that of a real THF, used to control traffic, only I could do a lot more damage (THF uses WS on average once every 2 yokodamas. DRK/THF guillotines twice every yokodama), though I probably wasn't as good at controlling hate as a genuine THF. Still, not much can take the hate away from a darkness guillotine, and I got the mob to stay on the PLD 95% of the time, which I feel is more than enough.
It felt good to not get hit, to get high figures in damage often. People actually marvel over your high digits if they're not busy trying to keep your ass alive. On the other hand, I despised how it worked. Aside from draining and absorbing, I was playing just like a THF, not like an attacking class. I hate the lack of base firepower, even though with darkness and all we likely end up doing more total damage at the end. Before, as DRK/WAR, there was no THF, I'd invite another "solo WS" class like DRG or WAR and we'd just go at it, the PLD was working hard, monster juggling around thumping us every now and then, WS's flying all over the place, lots of flashy lights. It was a lot more fun than the average THF party, where everyone has a position where they have to stand and you can't move... DRK/THF brought it back to the rigid, boring system. I can't say that the EXP gain was any better than before, and it certainly doesn't help with invites (still had to make my own parties), it simply makes it more simple and basic for everyone into a format that they're used to...
Well, that's my take. For sake of convenience, I'll probably be using it more than WAR sub in level up parties, but unlike you and Xuande, I don't love it. I hate it; I think it's gay and should die, but it works and it works really well. (>_<)






Gonna use it once i get my PC ver set up to see if I deserve to be shot in the head :spin:
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