OK so I've been thinking about starting to write job guides for people to consult if they need any help with gear choices, and other things. After mulling it over for a little bit, I've decided to start with DRK because, I already kind of started one before on another forum lol.
Dark Knight
Firstly, you're going to want to try and keep both great sword and scythe capped. Both are very good weapon choices, and having them both is invaluable. Great Axe is another good one to keep capped, though don't see many DRKs using it now-a-days, the choice is yours on this one.
All the weaponskills you'll be using through the levels on Great sword, scythe and great axe have Strength (STR) as a modifier, thus meaning, it's the best thing to stack for weaponskills.
Note(From Cravion): Guillotine is only a 25% STR mod with 4hits. Better to weaponskill in attack and accuracy gear when using Guillotine.
As far as gear choices go what you want to do is "TP Up" in otherwords, melee in attack and accuracy gear. Then when it comes to useing a weaponskill, Switch out your gear to Strength by using equip macros.
Ex. /equip Head "Bronze Cap"
That macro will equip a bronze cap to your head slot, but only if you're carrying one. I will list all the equip macros at the bottom.
REMEMBER: Changing your Weapon, Sub, or range will wipe your TP to 0, never macro those slots in.
REMEMBER: Always change back to your "TP Up" (or DoT/DPS) set after you weaponskill.
"Pro Tip" From Cravion: 75DRK of Odin
"Insofar as the ever-debated "scythe vs. great sword" topic is concerned, the point is ultimately moot, for after parsing several situations and under several rigorously defined sets of controls, scythe always parsed higher. Always. The only thing that Great Sword gives you as compared to Scythe is the ability to skill-chain Light, which can be useful endgame. As for Great Axe, it's really only useful once you get Sturmwind, and it's only good until 56, at which point you obtain access to Rampage[for your axe], which dominates in both DoT and spike damage until 60, when you get Guillotine. When you acquire this weapon skill, DRK becomes the undisputed champion of DDs (provided your gear is decent) in the low to mid 60s. If you sub thief at 66, SATA Spinning Slash holds the title for greatest spike damage, and remains that way until about 71 or 72, when you start gaining access to more attack gear. Then you'll want to go back to Guillotine, and stack attack and acc, but don't skimp on the STR. Guillotine has a measly 25% str and 25% mnd mod and it's 4 hits, meaning you won't get as much out of STR as you would out of attack (though that isn't to say that 1 str = 1attack. Depending on how much you have and what you're fighting, I'd recommend approximately 4 attack to override 1 STR).
Keep a set of dark magic/int gear on you. You don't have to go too crazy, but a properly timed Absorb-TP can land you a good 80 tp if it's completely unresisted. Speaking of Absorbs, don't be a selfish prick. Think of your party before you think of yourself. If you find yourself pitted against a high evasion mob (such as a Mamool Ja Lurker, a THF type), use Absorb-AGI instead of Absorb-DEX or Absorb-VIT instead of Absorb-STR. That way, ultimately the same goal is accomplished, but it benefits the rest of your party as well.
Never use Souleater and Last Resort together. It doesn't help your damage that much. Okay it kind of does, but dying sucks. Don't be a moron. Don't die.
As for gear, just look out for the highest STR or Attack or Acc pieces you can get, but try to maximize each slot. Sure, Guillotine only has a 25% str mod, but I use Alkyoneus's Bracelets anyway because +11 STR is fucking brilliant. Always take into account not just the stats themselves, but how they compare to other pieces in that slot, as well as pieces in other slots. Sure, maybe that +10 acc on your head is nice, but then you lack str. To make up for that you COULD wear a Warwolf Belt. OR you could use a POTENT belt, then useWyvern Helm, your AF, or if you're really daring, an Adaman Celata."
Job Abilities
(lv.1)Blood Weapon: Your two hour ability. Drains HP equal to the amount of damage you deal. Does not add any additional damage.
Duration: 00:00:30
Recast: 2:00:00
(lv.5)Arcane Circle: Invokes Arcana killer upon the entire party.
Duration: 00:01:00
recast: 00:10:00
(lv.15)Last Resort: Gives a 15% bonus to attack but lowers defense by 15%. lasts 30seconds. Best used before a weaponskill for extra damage. Keep a mindful eye; however, as it generates a fair amount of enmity/hate.
Duration: 00:00:30
Recast: 00:05:00
(lv.20)Weapon Bash: Stuns the opponent for a short amount of time by Bashing the mob with a two handed weapon.
Duration: Varies
Recast: 00:05:00
(lv.30)Souleater: Sacrifices 10% of your health to increase damage by the amount of health sacrificed. best used before a weaponskill, then turned off. Keeping souleater on for the full duration can result in quick deaths and angry mages.
Duration: 00:00:30
Recast: 00:05:00
Weapon Choices
Scythe
Scythe is Dark Knight's A+ weapon, and the strongest general purpose weapon a DRK can use at 75. Although the Delay is high, Scythes provide the highest base damage in the game providing the Dark Knight with ample opportunities for spike damage.
Great Sword
Great Sword is an A- weapon and, aside from scythe, is the most commonly used. Great sword has a fairly high delay; however, it's not as high as scythe, yet neither is the damage.
Great Axe
Though Dark Knight only have a B- skill in Great Axe, it's still a fantastic weapon choice especially when you gain access to the weaponskill Sturmwind, which is the best possible weaponskill you'll get until Rampage at 56 and Guillotine at 60.
Axe
When using an axe, it's best to use the ninja support job and dual wield them, this provides much more damage. One axe and a shield as a dark knight isn't very impressive and shouldn't really be considered. Axes really shine once you can unlock rampage at level 56, which does amazing damage if you have the accuracy and attack to back it up.
Club
D- Skill, only club used is the Kraken Club to use with souleater and bloodweapon, in conjunction with haste and accuracy gear to create what's known as a "Krakeneater DRK"
Sword
B- Skill, only really considered in endgame with a ridill.
Dagger
C Skill, only really considered in endgame with a Mercurial Kris.
Support Jobs
Warrior
Warrior is the meat & potatoes sub job for DRK as it is with most DDs at lower levels. Warrior provides the best DoT until 50 and the best Spike Damage until 30. It's the recommended sub job for most parties until 50.
Samurai
Samurai is a sub-par sub until 50. Once you hit 50 you get access to Hasso which will increase attack speed by 10% and accuracy by 10. This makes it the best DoT. You also gain access to Meditate at 60 for an extra 60 TP every 3 minutes. (Note that Hasso will increase cast time of spells)
Thief
Thief is more of the dead sub-job and not often used any more due to the major burn party mentality. This sub should never be used before level 30. Once you get to level 30 you get sneak attack which puts thf in the lead for the best support job for spike damage.
Ninja
Ninja is the subjob most used for burn parties and certain endgame events. Also needed to dual wield Axes. Although some would prefer not to level ninja, it's recommended, and most people will ask you to have it for certain events.
Saturday, December 12, 2009
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