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The Road of DRK [Renz+ Disifer] [Re-updated]Follow

#1 Oct 30 2006 at 5:43 PM Rating: Good
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I see posts all over the place on how can i be a good DRK, what food do i eat, what gear do i wear, what weapons do i keep capped, sub job....etc...etc..


RENZOUKAN & LORD DISIFER's GUIDE
Look the best ways to be a good DRK is simple:

"WEAPON SELECTION"

Weapons: Keep Scythe and Greatsword capped always. Look maybe you prefer Scythe, or maybe you only prefer greatsword. Thats good, but does that mean rule out the other weapons? By doing so you made your self less effective overall as a DRK.
~Side note: Keeping Great Axe and maybe possibly axes will help along the way
too. Great axe gives Sturmwind which is Very nice dmg before you get guillotine or Sickle moon. Axes is decent for mid 50's to 60 when and only when u sub nin, rampage is decent.
~Side note: Best way to help with capped weapons in my honest opinion,[This is ONLY if u are 100% sure your going to take DRK to 75], Use greataxe and Greatsword and level WAR up to 37, that way u have both weapons Capped to 37, less hassle to SKill up weapons to that level atleast, and you can focus on Scythe skill up, then when u cap it for that level, switch over to what u prefer the most and/or does the most overall dmg DoT/WS.



"JOBS"
Lets get with the times. Back in the days of Old it was WAR and THF subs who ruled the Melee days. Now that we come into the present day, we see ourselves only dusting off /thf if going to God/Hnm or dusting off /war if u feel the need to commit suicide in merit PTs and such. The sub jobs of /nin and /sam have taken over the world of melee for the most part. Even more intriguing is that now if you feel the urge, you can sub /dnc and grind your enemy to death.

WHM: Good for those low level moments around dunes time. Make actual use of your mp >.>. After Lv20, subbing whm is a no no unless your funning around, or doing ballista or stuffs like that, even then I prefer RDM sub.

RNG:can be subbed from 20-30. This job gives an acc bonus at level 20. Also, it is a good time to learn to use X-bow if you already haven't. Acid bolts will help a lot.However by 30 war will be a 15 sub so you can use berserk, or thf which will have sneak attack.

NIN: 57 to 60. Only reason you could possibly do this is to dualwield axes for rampage. Rampage is decent dmg compared to the dmg output ws wise of Scythe or greatsword, but its a pain because keeping Greatsword, scythe, greataxe up at all times, who is to say u will be able to keep axe up as well? When you get to the upper 70s and get utsusemi: NI, then it becomes much more viable of a sub job. Its used a lot in merit, and in other events for more of a survival fall back if anything else.

DRG: best subbed at 75. DRG subbed is best used for the haste build. Reason is because DRG has a natural acc boost in its passive abilities. With the natural boost, you can easily drop other gear that gave acc and replace with haste gear to speed up your DoT as well as have the jump abilities available to you. However if you can't get ahold of this Haste gear and brutal earring, please stick to /sam, /war, or /thf.

SAM: Has always been in option @60+, due to the increase in TP gain for WS spamming usage. However as of the new update, the SAM has gotten a STR+ACC+HASTE ability buff as well as a Defensive buff. Making SAM even more of a possibility to be a great subjob, and a /WAR competitor for overall dmg.

THF: Ok for beginning levels, and can somewhat shine in the 60s if you have a pt that has ppl you can SATA. This is of course once you have Spinning Slash or Cross Reaper. Once you hit 75, put it up because you won't be using it outside Gods/hnm.

WAR: Great for the majority of your beginning and middle levels. Can compare with SAM for a bit until 60+ where you begin to realize that WAR sub has no way to protect itself and before you know it your on the ground. WAR sub offers the best dmg DoT wise in game in exchange for losing all the xp you gain during merit. =D

DNC: No info whatsoever yet if this is even viable. Until I get mroe info just keep dancing in Whitegate. People love the Savage looking DRK with a blood-soaked scythe dancing like an idiot in Whitegate.



"GEAR TO WEAR"
Gear: TO be honest, Early level gear means almost nothing. Sure it can help you during those levels but whats the point if your going to outgrow that gear? Then you gotta Sell that expensive gear for that level, wait for it to sell to buy new gear for the newer levels. The main level section where you start to run into Gear you can truly invest in is between 40-75. Until you get to the area where Higher end gear is a good investment, just stick to basic NQ gear.

[LEVELS]
Lv33. Peacock charm. Does it help? Yes. Is it needed? No. Its an expensive neck piece that you shouldn't really wear passed Lv60. If you truly want this though, I reccomend getting the rare/ex version in the maze, otherwise your spending 6-10M. Of course you can always BCNM this too but its a rare rare drop =/.

Lv40. Sniper/woodsman. Yes they are great Armor pieces, highly recommended. They run from 900k-1.5M each. +5acc each, your not gonna find much acc for the lower levels but these rings can be worn up til even 75.

Lv45. The Luisant gear. Its a luxury, nothing more. It has nice stats, very nice, but the gear later will easily replace it. This gear will last you until about Lv60. By then you'll find other more effective gear combinations.

Lv48. Lifebelt. Yes its a great pice of armor period. +10acc, can you beat it, no lol. Lifebelt should be an Absolute staple for the DRKs.

[Between 50-60 you will begin to obtain your relic gear.]
Lv50. Enkelados brc. Its decent price, decent STR increase. Its not necessarily an absolute need, but later you'll begin to carry 2 sets of gear. STR and ATK/ACC for WS macro purposes.
Lv50.Royal Knight's Mufflers. This hand gives you +3acc. Very nice to wear until you get your Thick set. If you done your missions and got enough cp and rank, you can get these by using your CP.

Lv.50 Swift Belt. IMO, the best belt a DRK can get besides a Speed belt. Its the start of your haste build. Its a pain to get, but worth grabbing in the long run.

Lv.54 There is also a Fourth Division set you can use if you feel the urge. Its not the greatest gear except for the hands which give a nice +5acc.

Lv55. Royal Guard's Collar. +4acc +4atk, honestly i prefer this over peacock charm. Maybe not as high acc, but other gear combos with this can make up for not having a peacock charm.

Lv55. Royal Knight's breeches. +2str +2dex +3atk These legs give the best melee dmg boost for most of the levels to come. Not even Luisant Legs can match the price/stat this offers. Again, this can also be bought with CP if your rank is high enough.

Lv55. Royal Knight's Chainmail. +2str +2dex +3atk Yet another nice body armor. It will only last until late 50's, but until then this is nice to have. Reason i recommend this is because again its a CP item.

Lv.58 Vassago's Scythe. The first truly nice Scythe you will come across as a DRK. This will last you until about Lv65, but still its a weapon that should not be overlooked at all.

Lv.58. Assault Earring. +2acc +5atk. This can last until end of your DRK career as well. It has nice acc and nice atk boost for the earring slot. However Fowling Earring could replace it @ 70 as it gives +1str but also +3acc which is 1 more then assault. Further more it doesn't hurt your evasion, but you shouldn't worry about evasion.

Lv59. Haubergeon. I introduce to you your Endgame body armor until Abj and Plastron. +5str +5dex +10acc +10atk. It can last you until you end your DRK days. Its pricey for the newcomers, 1.5-3M. But its a GREAT investment and a Must have for DRKs. Byrnie is an option for the same level area, but if you can have your choice, Haubergeon is the way to go.

[Lv60 Guillotine zone] Its important to keep a well balance of STR and ACC when you use guillotine. Guillotine has a +25%str and +25%mnd Modifier. Better to focus on STR as it goes into the formula more. This is wear you can learn to macro gear swapping from ATK/ACC to STR/ACC for WS. Guillo is a 4 hit WS, and best output on this WS is to go as DRK/WAR. DRK/THF only crits first of the 4 hits, and gimps the DMG that could possibly be pulled using /war. However /thf allows safe Souleater Guillotine as well.


Lv60. Chivalarous chain. +3str +5acc +1tp. Its a very nice neck piece, this can and will last the rest of your DRK days. You can buy it for about 800k-1.5M, or you can do Assaults to gain the points to get it.
Lv60 Potent Belt. +8acc +3str. Very nice belt to have. Of course Lifebelt still can be used for the remaining of your DRK career but potent belt can't be overlooked. It give nearly same acc along with a STR boost, and to top it off its a Assault point buy as well.

[Lv61 Minuet Earring] +1str +1dex Minuet:+3acc. Its a decent earring, atm its very cheap, about 100-200k. It can last until end of DRK career or until you get Brutal, Triumph, Fowlers, or the DM earrings. But I would suggest keept it on you at all times incase you get a BRD in your pt.

Lv61. Amemet Mantle. +10atk +1str. or [+1] +15atk +2str. Its a endgame Back which cna last you until the end of your DRK career. If you can afford it get +1. It has the ebst stats until Cerberus mantle and foragers.

Lv64 Smilodon Mantle. +4STR, HQ+5. Gives the highest STR for any cape. Problem is it lacks the ATK the other capes offer. Might be a decent choice until 70s when you pick up cerberus or foragers

[Lv.65 Cross Reaper] Another Scythe WS with good DMG output is available to you. This WS is best SATA'd so 65 would be the begining of /thf if you wanted to SATA Cross Reaper. Cross Reaper is 30% MND and STR. SO this WS should also be Gear Macroed. Since its only a 2 hit WS, focus mainly on STR/MND and ATK. Don't remove ALL your ACC gear as you still remember its a 2hit WS. But you won't need as much acc as guillotine because guillo is a 4hit WS.

Lv65. Darksteel Scythe. Get rid of the Vassago scythe, by now you got enough acc to not need vassago, and darksteel offers 5 more base dmg then vassago without the -hp.

[Lv66 SATA zone] This is wear you get your WS SPinning Slash assuming you kept your Greatsword capped. This will be the beginning of your greatsword career as SATA spinning slash pulls from 600-1.5k depending on gear, food, level, mob, etc.... you get the idea.

Lv67. Triumph earring. These are some of the best STR earrings in the game if not the best next to Vampire Earring which only works at night. IF you can save up, get these If you wanna maximize your WS dmg.
Lv67. Vampire Earring. GIves the highest STR and VIT boost in the game, but your more focused on the STR. It works only at night. Its also cheaper then triumph so if you can't get triumph, get vampire earring.

Lv68-69. The Thick Set. Each Thick piece offers Acc and Atk to boot. This set will last until end of your DRK career, or until you get your ABjuration gear. A second type might be going with the Fourth Legs and Feet you obtain from WoTG Campaign. You need the Highest rank however.

Lv69 Hauberk. It has the same important stats as Haubergeon. Only difference is that hauberk has only -10 evasion, it has no -agi, and has higher defense, but since those stats don't really truly matter, its best if you stick with haubergeon as its open to more uses of other jobs.



Between Lv70 and 75, the gear option is Widened a LOT. I'll list which area and what gear you should get. The gear is a mix of best Melee gear and best WS gear.

Also just as well, between 70-75 you will get 2 new WS at your disposal, Ground Strike and Spiral ****. Both have Incredible DMG output but only at 200-300%tp. This is one of the MAIN reaosns you will want and use thf sub. GODs and HNM fights, you are preferred to have /thf sub to guarantee your hit and also to plant hate. DRKs are the #1 Spike DMGers physical hit wise, especially on Gods and HNMs.

[Head]
Optical hat [+10acc +10rng acc +10 evasion] Lv70 (NM fight)
Wyvern Helm [+5str +30hp] Lv75
AF+1 and Abj gear is the other gear you can work to get also and those will easily replace the Wyvern helm and possibly optical hat.

[Neck]
Getting your Sea Gorget, best one for DRK
is Snow Gorget, also thunder for Spinning Slash.

[Earring](Assault earring is still good here also)
Fowling earring[+1str +3acc Killer bird effect]
DM earrings[Too many DM earings to list, look up Divine Might]
Brutal Earring[Enhances Double attack, storeTP+1]

[Rings]
Ruby ring[+4str]
Flame ring[+5str +2int -2mnd]
Rajas Ring[+2~5str +2~5dex storeTp+5 subtleBlow+5]
(This is a Lv30 ring, but you will prolly be 70+ before you do the harder fights to get this ring. Therefore i listed it as a 70+ ring)
Blood Ring[Acc +5] Received from ZNM Chigre.

[Hands]
The enkelados can last STR wise, your Thick Mufflers can also last Acc/atk wise too. Abj/af+1 is the best way to go unless your willing to shell out high gil for Pallas or Alky brc. both which provide 2-4 STR and more hp then the enkelados.

[Body]
Plastron: STR+8 ATK+16 refresh enhances absorbs
Nothing more can help until Abjuration gear is obtained.

[Back]
Forager's Mantle[+3str +15atk]
Cerberus mantle[+3str +12atk]
Cerberus +1[+4str +15atk]

[Waist]
Warwolf belt[+5str +5dex +5vit]

[Legs]
Exorcist Legs[+3str +3acc undead killer]
Black Cuisses[+4str +14atk +13%dmg taken Enhances absorb]
Onyx Cuisses[+5str +15atk +14%dmg taken Enhances absorb]

[Feet]
Black Sollerets:Str+3,Atk+8, dmg taken+8%, enhances absorbs
Onyx Sollerets:Str+4,Atk+9, dmg taken+9%, enhances absorbs
Amire boots:[+6acc +5atk]
RSE feet are usually better for some races, but for others, this foot gear will work until Abj gear or AF+1.


Abjuration Gear:
There are different sets of aburation gear available. For the DRK, the only ABj gear equippable is Neptunal, Wyrmal, and Earthen.
Neptunal: Hecatomb gear[Some of the BEST STR WS gear in the game, but only should be used for WS, nothing more. These armors give a percentage of Slow which will severly cripple your DoT if you wear them. Alongside all of these armors, are also the Homam gear, Askar gear, and the new addition, Ares gear.
Best gear from set for DRK:
Hecatomb Cap{NM Fafnir drop}
Hecatomb Mittens{Byakko God drop}
Hecatomb Leggings{Suzaku God drop}
Hecatomb Harnass{Kirin God drop}

Earthen: Adaman/Armada gear[1 of the best ATK/ACC combo gear in the game for DRK, second to Ares gear]
Best Gear from set for DRK:
Adaman/armada Celata{Suzaku god drop}
Adaman/armada Mufflers{Fafnir god drop}
Adaman/armada Breechers{King Behemoth HNM drop}
Adaman/armada Sollerets{Byakko God drop}
Adaman/Armada Hauberk{Nidhogg HNM drop}

Wyrmal: Crimson/Blood gear[only 2 gear, one gives best Dark magic, the other gives increased speed]
Best gear for DRK:
Crimson/Blood Gauntlets[Suzaku God drop]
Crimon/Blood Cuisses[Kirin God drop]

Shadow: You gain from fighting NMs in Einherjar, and from defeating Odin.
Shadow Helm: HP+15 MP+15 Dex+4 Acc+2 Atk+9
Shadow Breastplate: Str+10 Dex-3 Vit+10 Agi-3 Int-3 Mnd-3 Chr-3 Acc+5 Atk+25 "Regen effect"
Shadow Gauntlets: HP+18 MP+18 Chr+4 Acc+3 Atk+5
Shadow Cuisses: HP+25 MP+25 Int+4 Mnd+4 Acc+5 Atk+9
Shadow Sabatons: HP+15 MP+15 Agi+4 Acc+1 Atk+8

Ares's: You gain from doing Salvage, and spending several million gil.
Ares's Mask: HP+2% MP+2% Acc+12 Atk+12 Eva-12
Ares's Cuirass: HP+3% MP+3% STR+12 VIT+12 Atk+24 "Adds Refresh effect"
Ares's Gauntlets: HP+1% MP+1% Str+4 Vit+4 Acc+10
Ares's Flanchard: HP+2% MP+2% STR+6 Dex+6 Int-3 Mnd-3 "Double Attack +2%"
Ares's Sollerets: HP+2% MP+2% VIT+3 AGI+3 Acc+7 Atk+7 Eva-7
(Set Bonus is Double Attack +10%)

Homam: You gain from doing limbus until you get Omega access and you defeat Omega, Homam gear has a lot of haste and acc, it is the best acc/haste gear around save a few minors: Ace's Helm, Lv100 Nyzul head, Walahara Turban, and Dusk Gloves+1
Homam Zuchetto: HP+22 MP+22 Acc+4 M.Acc+4 Haste+3%
Homam Corazza: HP+28 MP+28 Acc+15 Enhances "Triple attack" effect
Homam Manopolas: HP+20 MP+20 Acc+4 Emnity+3 Haste+3%
Homam Cosciales: HP+26 MP+26 Acc+3 Haste +3% Enhances "Fast Cast" effect
Homam Gambieras: HP+31 MP+31 Acc+6 R.Acc+6 Haste+3%

Askar: This set is gained by doing Nyzul Isle assault, climbing the floors and getting the drops from the HNM you fight on ever 20th floor.
Askar Zucchetto: Str+4 Dex+4 Vit+4 Haste+4%
Askar Korazin: Str+5 Atk+12 Eva+12 "Double attack"+2% "Store tp"+5
Askar Manopolas: Dex+5 Eva+8 Emnity+4 Haste+2%
Askar Dirs: HP+15 MP+15 Int+4 Dex+4 Acc+5 Atk+5 Pet: Def+10
Askar Gambieras: MP+30 Str+3 Agi+3 Damage taken-2% EMnity+2
(Set adds +10% hp)

Aurum: This set is one of the newest sets, gained by doing ZNMs.
Aurum Armet: STR+3 Acc+4 Atk+4 Eva-7 Haste+2%
Aurum Cuirass: Str+8 Dex+8 Vit-8 Agi-8 Atk+15 StoreTp+7
Aurum Gauntlets: Str+2 Dex+2 Acc-5 Atk+12 Eva-10
Aurum Cuisses: Str+4 Vit+4 Acc+7 Atk-4 Eva-8
Aurum Sabatons: Dex+3 Acc+5 Atk+5 Eva-5 Haste+2%


As for AF2 gear:
Abyss Gauntlets:MP+20,Dex+5,Int+8,Dark Magic+5
Abyss Flanchard:MP+18,Mnd+5,Magic Defense+5,Dark Magic+5
Abyss Cuirass:HP +20,Mnd+4,Acc+10,Magic Attack+10
Abyss Sollerets:MP+12,Enfeebling Magic+5,Enhances Last Resort Effect
Abyss Burgeonet:HP+30,Vit+7,Atk+10,Enhances Resist Paralyze Effect


as for AF+1:
Chaos Burgeont +1:HP+12,MP+12,Str+7,Dark Magic+5,Enhances Souleater Effect
Chaos Gauntlets +1:HP+11,MP+11,Str+6,Dex+6,Acc+3, Enhances Weapon Bash Effect
Chaos Cuirass +1 :HP+20,MP+20,Str+7,Vit+7,Atk+10,Enfeebling Magic+5
Chaos Sollerets +1:HP+15,MP+15,Str+5,Mnd+5,Enhances Arcane Circle Effect
Chaos Flanchard +1:HP+15,MP+15,Dex+5,Int+5,Eva+5,Parrying+15

as for AF2+1
Abyss Burgeonet +1 HP+30,Vit+8,Atk +12,Enhances Resist Paralyze Effect
Abyss Cuirass +1 HP+27,Mnd+4,Acc+12,Magic Attack+10
Abyss Flanchard +1 HP+18,MP+18,Mnd+5,Dark Magic+7,Magic Defense+5
Abyss Gauntlets +1 MP+20,Dex+5,Int+9,Dark Magic+7
Abyss Sollerets +1 MP+12,Acc+2,Enfeebling Magic+5,Enhances Last Resort Effect





Since Disifer is gone, I will incorporate an updated Weapons Chart based upon what he has already made. This will not have all the weapons you can equip, but rather the best you can have for the level.

GREATSWORDS
Rusty Greatsword - Lv.1 D14 Dy456
Deathbringer - Lv.5 D20 Dy466 - ATK+8 Def.-6
Flame Claymore/Burning Claymore - Lv. 13 D26/27 Dy444/431 - Added Effect, Fire DMG.
Braveheart - Lv.18 D30 Dy444 - DEX+2 ACC+5
Barbarians' Sword - Lv. 24 D37 Dy444 - Accuracy-5 Attack+15
Demonic Sword - Lv.31 D44 Dy456 - Dkn+8 Added Effect, Darkness Damage
Fine/Mythril Claymore - Lv36 D46-47 Dy431-444
Halo Claymore - Lv33 D46 Dy444 - Enchantment: Tp+10
Ice Brand - Lv.39 D53 Dy456 - Ice+8, Added Effect, Ice Damage
Fauusar/+1 - Lv.47 D61/62 Dy480/466
Cobra Claymore - Lv50 D63 Dy405 - MP+8 Atk+7
Glorious Sword - Lv.53 D68 Dy456 - LIT+12, Added Effect, Light Damage
Darksteel Claymore/+1 - Lv.54 D71/72 Dy489/475
Dark Steel Falx/+1 - Lv57 D71-72 Dy442-451
Zweihander - Lv. 60 D76/77 Dy456/443
Arondight - Lv.62 D77 Dy443 Fire+7 Water+7 Additional Effect: Water dmg
Lockheart - Lv.64 D72 Dy444 - Added Effect, Dispel
Mythril Heart/+1 - Lv.66 D80/81 Dy480/466 -Added Effect, Dispel
Balmung - Lv.70 D80 Dy480 - HP-5% Accuracy+5 Attack+13, Added Effect, Dispel
Sword of Trials - Lv.71 D74 Dy444 - Latent effect: HP+20 [ICE]+10 [ERT]+10 - Latent broken by 500WS Points, 5/Lv.3 SC, 3/Lv.2 SC, 1/Lv.1 SC/Solo. Quested, 250Gswd Skill needed, Ground Strike reward.
Subduer - Lv.72 D72 Dy444 - Latent effect: DMG:85 Critical hit rate+6%. Latent broken by 300WS
Balins - Lv.73 D84 Dy480 - MP13, STR4, 2INT
Naglering - Lv.74 D85 Dy501 - Acc+4 Atk+20 M.acc+3
Algol - Lv.75 D85 Dy489 - Attack+3 "Triple Attack"+3% Additional effect: Fire damage
Ragnarok - Lv.75 D86 Dy431 - ACC+20, Crit Rate+, Scourge

SCYTHE

Bronze Zaghnal/+1 - Lv.1 D14/15 Dy480/470
Brass Zaghnal/+1 - Lv.10 D25/26 Dy480/470
Keen Zaghnal - Lv.10 D25 Dy480 - Enchantment: Accuracy+3
Bastokan Scythe/Republic Scythe - Lv.15 D28/29 Dy480/465 - MP4/6 STR2 VIT-1
Scythe/Scythe+1 - Lv18 D38-39 Dy513-528
Lucent Scythe - Lv18 D38 Dy528 - Enchantment: Delay 475
Cruel Scythe - Lv.20 D40 Dy513 - INT2 MND-2 LIT-2 DKN2 Added Effect: Impairs evasion
Frostreaper - Lv.27 D42 Dy480 ICE6 Added effect: Ice damage
Mrc.Cpt. Scythe - Lv.30 D51 Dy528
Windurst/Federation Scythe - Lv34 D52-53 Dy 498-513 - Outside Nation MP+10-12
Mutilator - Lv.40 D62 Dy502 - Accuracy +3
Raven Scythe - Lv.43 D68 Dy528 - STR2 INT2
Barbarian's Scythe - Lv.49 D76 Dy528 - Attack+25 Accuracy-5
Bone Scythe/+1 - Lv,53 D78/79 Dy502/489
Vassagos Scythe - Lv.58 D84 Dy528 - HP-5%, Accuracy+5
Darksteel Scythe/+1 - Lv.65 D89/90 Dy528/513
Blackjack - Lv.69 D90 Dy501 - MP+20 INT+4 Dark magic skill +5
Vendetta - Lv69 D97 Dy528 - Enhances Beastkiller, Set: Increases Str, Atk, Rngatk, Mgc Atk Bonus
Havoc Scythe - Lv.70 D91 Dy513 - STR+2 VIT-2 INT4 Added Effect: MP drain
Moliones Sickle - Lv70 D95 Dy501 - Str+3, Set: increases Acc, Enhances Souleater
Scythe of Trials - Lv.71 D82 Dy480 - Latent effect: HP20 LTG10 LIT10 - Latent broken by 300WS Points, 5/Lv.3 SC, 3/Lv.2 SC, 1/Lv.1 SC/Solo. Quested, 240 Scy. Skill needed, Spiral **** reward.
Martial Scythe - Lv.72 D92 Dy528 - TP Bonus, adds 100% to current TP, caps at 300%tp total.
Perdu Sickle - Lv73 D88 Dy501 - Latent: Dmg93 Hidden: Atk+14 Acc+5
Death Scythe/+1 - Lv.73 D97/98 Dy528/513 - Added Effect: HP drain
Orichalcum Scythe/Tritons' Scythe - Lv.73 D97/98 D528/513 - ACC2/3 Magic ACC2/3
Enforcer - Lv74 D95 Dy528 - Str+3 Dex+3 Eva-6 Additional Effect: Drain mp
Tredecim Scythe - Lv.74 D95 Dy528 - Hidden effect, 13th hit critical. Misses count towards hit, Crit. does not stack on WS, if missed 13th ATK, count to 13 again.
Liberator - Lv75 D93 Dy528 - Magic Acc+20, Augments Absorbs, "Insurgency" Aftermath increase acc/atk Occasionally attack twice.
Apocalypse - Lv.75 D103 Dy513 - ACC+20, Added Effect Blindness, Catastrophe


Dynamis Relic Weapons
This Section Will be Updated Shortly.
It will have an in-depth look at the relic weapons that are available to DRK as well as the hardships you must go through to obtain them. It will also have an in-depth look into what you can look forward to once you obtain one of these masterful weapons.


The Kraken Club/Other Weapon SE/BW Build
This Section will be updated Shortly.
In depth look of DRK's burn set-ups and what it has accomplished.

Up To Date Weaponskills, modifiers, and such.
This Section will be Updated Shortly.
Will be an in depth look at Weaponskills, modifiers, and possibly more.







MACROES
Also cause Ferrion wanted it:


Ok, to simply get down to it. Macroes are Commands that have been binded to certain buttons. You can only bind commands to Ctrl+1-10 or alt+1-10. Now whats the point in macroes, why use them? Sure you can just go through your menu to select the spell or ability you wish to use, but why? Some important abilities and spells may need to be used ASAP and having to search through your list to select it would not only be a pain, but in some cases can be difference between surviving/saving your group or Dying/Getting your group killed. A prime example of a macro used for a lot of DRKs and I mean the MAJORITY good DRKs have this or something similar:

line1:/party {Stun} <t> <call>
line2:/ma "Stun" <t>
More or less what this macro just did was tell your party your stunning the Targeted monster, then the second line went through your magic list and specified Stun as being the magic spell casted. Ok, now there are a few commands you should learn first off when making macroes: /ja, /ma, /ws, /equip, /wait, "name", <t>, <me>, <hp>, <tp>, <mp>, and then the command that can specify who you would like to know your casting/using ability whether it be /party,/linkshell,/tell,/say(never use this plz), /shout(never ever use this):

Commands:(Remember, when adding commands on a line, you can only do 1 command acces per line, command acces means you can only do 1 of the following per line):/ja,/ma,/ws,/equip,/wait,/party,/linkshell,/tell,/say,/shout.

/ja: Is the command to access a job ability
/ma: Is the command to access a magic ability
/ws: Is the command to access a Weapon skill

/equip: Is the command to equip items to certain armor slots. When doing /equip, 1 space after it you need to specify the slot you wish to equip, then another space, then list the item in quotation. /equip head "Chaos Burgeont".

/wait: Is the command in which to give a allotted amount of time before accessing the next line command.

"name": This goes after /ja,/ma,/ws, or after /equip head "name". It specifies the job ability, magic spell, weaponskill,

or item to equip.

<t>: Specifies the monster your locked on as the target for said abilities, spells, or weaponskill.

<me>: Specifies you as the target of abilities or spells. /ja "Last Resort" <me> or /ma "Cure" <me>(example here, we all know DRK can't cure >,>). This does not mean you can make yourself a target of attack spells, god foribid you even think you wanna attack yourself, Souleater does it for us.

/party: Whatever typed after this goes straight to the party chat.

/linkshell: Whatever typed after this goes straight to the linkshell chat.

/tell: Specifies a person as who you want to say something to. After /tell you make a space then put name of person, space, then type whatever.

/say: Whatever you typed is said to everyone in a short distance. If your doing WS or anouncing spell/ability, please do not use /say. its spamming your area and people will get upset and or black list you for it.

/shout: WHatever typed is said to everyone in a long range. Defeniately not good to macro, unless your selling items the whole world does not need to know your doing Souleater >,>.

ow when making macroes, make sure that the said ability or spell is worth putting up as a macro. Like for instance macroing Drain, Aspir, and Stun would be good ideas. However macroing FireII or Blizzard wouldn't because those spells are not important nor are should they even be used as a DRK.

Now you probably get the basic idea now of making a command line for weaponskills, magic, or job abilities:
/ja "Souleater" <me> or /ja "Weapon bash" <t>
/ma "Cure" <me> or /ma "Stun" <t>
/ws "Guillotine" <t>

Now did you know you can also access up to 3 abilities or spells, depending how you set it up, per macro?
Example:
/ja "Sneak Attack" <me>
/wait 1
/ja "Trick Attack" <me>
/wait 1
/ws "Spinning slash" <t>

The MAIN thing you need to learn is how long the spells and abilities take to be casted or used. After that first ability, you add a /wait. /wait the number of seconds inbetween that first ability and the next. Mostly all abilities are instant and weaponskills are instant too so you can jus do /wait 1. Spells are different, each spell has its cast time and its important to know the length in seconds of a said spell being casted, that way you can add that many seconds + maybe 1-2 more for extra space.

Now here is one question I hear. Why Macro a weaponskill? Well of course its just the fact to access that move quicker, but there is more too it when you get later into the levels. At a certain point your going to learn to start skillchaining. Skillchain is where 1 weaponskill is used, and 1-2 seconds after another weaponskill is used. It can't be any weaponskills, they have to correspond with each other. If they do then they will cause a chain reaction, causing bonus damage and just as well leaving the mob temporarily weakened to take extra bonus magic damage from the element of that skillchain. When you cast the magic that corresponds with the skillchain, you will get an effect called magic burst. Unless you have a thunder based for stun, or Dark based for Drain or aspir, its best for a DRK not to magic burst.

But because Skillchains become so important later on, you macro weaponskills along with a /party command. IN the party command you could put a simple:

/party {Spinning slash}
this is the simplest way to let a party know your doing said weaponskill.
If you want to get more into it, and know everything your doing, what weaponskill what skillchain etc..., then you can put something like this:

/party {Spinning slash} @ 1. {Light} {Skillchain} Go Go Go
But thats getting way into it lol, but its best to macro weaponskill to set things up for yourself and your party.





What a Macro looks like on the screen(Rough sketch):
-__________
|__________|<--------- Name of your command. Its got a short amount of space so abbreviate if needed.

______________________And 6 lines per macro at your disposal
______________________to put commands on.
______________________
______________________
______________________
______________________

Now the List of what should be macroed at all times.
This is considering the /war or /thf subs as well, not the
/sam, /drg, /nin subs yet, those will be added later.

Job Abilities:
Sneak attack
Trick Attack
Souleater
Berserk

Spells:
Stun
Drain
Aspir
Absorb-tp

Weaponskill:
Just keep 2 WS macroes on.
1.For Skillchain and keep it updates
as you get more WS.
2.Sometimes you will party and not do
Skillchains, if this is the case then
this WS is the best DMG WS you have.

Gear Swapping:
Now this will become a DRK staple later on. When you sub THF, you are guaranteed a hit as long as your POSITIONED correctly and do sneak attack. Because of this guarantee hit, you would macro the gear that supports modifiers to the said WS you are using. One thing you need to know, you do not need to put /wait inbetween gear macros. /equip is Absolute instant so there is no delay inbetween /equip command and the next command.
Example: Groundstrike is 50%str 50%int

STRset
/equip head "Hecatomb cap"
/equip neck "Snow gorget"
/equip body "Plastron"
/equip hands "Alkyoneus brc."
/equip waist "Warwolf belt"
/equip feet "Hct. Leggings"

then after I do WS, I would switch back to
My Melee/TP gear.

ACCtp
/equip head "Armada Celata"
/equip neck "Chivalarous chain"
/equip body "Hauberk +1"
/equip hands "Armada Mufflers"
/equip wait "Potent Belt"
/equip feet "Armada Sollerets"

You should have 3 sets of Gear macro"
STR/WS set-up
ACC/TP Set-up
Dark magic set-up


Now in the game, you will come across dozens upon dozens of different commands that can be used in macroing. What I covered is the good portion of what a DRK should macro, and how to macro. I will add more on this later.
Special thanks to Ferrion, for reminding me of this




As for why I specified you need to macro gear, in essence have 2 sets of armor to pull out the most dmg, that is because each WS as certain stat modifiers to increase dmg. I won't go into the calculations of everything until later on since i already put a lot down and still need to do a briefing on food, but these are what increase the DMG of WS. The percent stands for that much of your specific stat you have that adds to the dmg of the WS or atleast is added to the Formula for WS dmg. But in essence, STR is the #1 stat priority fo all WS that take STR for DRK. Only WS that is different is Guillotine because you also need a good amount of ACC to actually connect the hits, as the other WS are 1-2 hits and can be SATA's with /thf for best dmg.

Guillotine is 25% MND and STR
Cross Reaper is 30% MND and STR
Spiral **** is 50% INT and STR
Spinning Slash is 30% INT and STR
Ground Strike is 50% INT and STR



Magic
The Main Spells that you as a DRK need to have, are the following:
Absorb STR, VIT, INT, DEX, AGI, MND are important in WS mods, and crippling the mob. [CHR is almost useless, but if you want it get it lol. It can help in trying not to be charmed and also helps if you got Relic Greatsword Ragnarok.]

Absorb Acc: Drains Acc, Dark magic skill needed.

Absorb TP: Drains TP, timing and Dark magic skill is everything here.

Stun: Timing on when to use it makes this Spell one of the mos important in the game. It can be the line between surviving and dying at times.

Drain: Drains HP from opponent

Aspir: Drains MP from opponent

BioI,II: Causes Nice DoT and lowers target's ATK.




"FOOD"
This is a highly asked question. There are 2 types of food that a DRK has to focus on, ACC food(sushi mainly) or STR food(meat and certain soups). There is honestly no saying on what you can eat because your gear makes the impact on the food you eat. The best way to go about the food is simply keep both Meat/soup and Sushi on you at all times. When you go to XP, fight for a few fights, about 3-5 Fights in your FULL Acc/atk Gear. If you Connect 80%+ of your hits then eat Meat/soup, if you you have lower then 80% hit percentage then use Sushi. Its that simple honestly.





THE ALL IMPORTANT RACE QUESTION


1. At beginning levels there is averaged around 1-2 difference between stats of different races, and a 2-12 difference in hp/mp stats.... some stats being the same for both races or close enough to it. JUST A REMINDER, WE ARE ONLY TAKING THE DRK JOB AS A DRK/NO SUB. BY DOING THIS U WILL GET THE IDEA OF THE DRK's TRUE STATS WITHOUT THE INTERFERENCE OF A SUB JOB SO NONE OF THAT WHAT IF SUB /THF or WHAT IF SUB /WAR BULLsh*t.
(THIS IS WITH NO MERITTED STATS DONE)
Example of Level 1 DRK:
Galka:||||Elvaan:|||||Hume:||||Mithra:||||Tarutaru:
HP:35||||HP:32|||||HP:30|||||HP:30|||||HP:26|
MP:10||||MP:14|||||MP:16|||||MP:16|||||MP:22|
STR:9||||STR:9|||||STR:8||||||STR:8|||||STR:7|
DEX:7||||DEX:7|||||DEX:7|||||DEX:9|||||DEX:7|
VIT:9|||||VIT:8||||||VIT:7||||||VIT:7||||||VIT:7|
AGI:6||||AGI:5|||||AGI:6||||||AGI:7||||||AGI:7|
INT:7:|||||INT:6|||||INT:7||||||INT:7|||||INT:9|
MND:5||||MND:6|||||MND:5|||||MND:5||||MND:5|
CHA:4||||CHA:6|||||CHA:5|||||CHA:4|||||CHA:5|

Lets take it up to a decent midway point in the career od a DRK/WAR. Lets compare Lv50 Stats now:
Example of Level 50 DRK:
Galka:|||||Elvaan:|||||Hume:||||Mithra:|||||Tarutaru:|
HP:939||||HP:838|||||HP:767|||HP:767||||HP:616|
MP:83|||||MP:161|||||MP:212|||||MP:212|||||MP:365|
STR:52||||STR:55|||||STR:49|||||STR:46|||||STR:43|
DEX:43||||DEX:40|||||DEX:43||||DEX:52|||||DEX:43|
VIT:52|||||VIT:46|||||VIT:43|||||VIT:40|||||VIT:40|
AGI:37|||||AGI:34|||||AGI:40|||||AGI:46|||||AGI:43|
INT:40|||||INT:37|||||INT:43|||||INT:43|||||INT:52|
MND:31|||MND:37|||||MND:31|||MND:28|||||MND:28|
CHA:25|||||CHA:31||||CHA:31|||||CHA:25||||CHA:31|

AS YOU CAN SEE A DIFFERENCE IS THERE BETWEEN THE RACES, BUT BETWEEN CLOSE RACES ON CERTAIN STATS, THE DIFFERENCE IS ONLY 3. THE ONLY REAL BIG DIFFERENCE IS ON THE RACES MAIN POWER STAT WHEN YOU COMPARE IT TO A RACE WHO HAS THAT STAT AS ITS WEAKNESS: ELVAAN vs TARU on STR and INT is a nice example.

Now lets take it to the top of DRK game. The Lv all DRKs sooner or later reach with some dedication. Lets Compare the stats of DRK when they reach Lv75.
Example of Level 75 DRK:
Galka:|||||Elvaan:|||||Hume:|||||Mithra:|||||Tarutaru:
HP:1264|||HP:1158|||HP:1052|||HP:1052|||HP:886
MP:188||||MP:266||||MP:327||||MP:327||||MP:495
STR:67|||||STR:69|||||STR:64||||STR:61||||STR:58
DEX:59|||||DEX:56|||||DEX:59|||DEX:67|||DEX:59
VIT:67|||||VIT:62|||||VIT:59|||||VIT:56|||||VIT:56
AGI:53|||||AGI:50|||||AGI:56|||||AGI:61|||||AGI:59
INT:56|||||INT:53|||||INT:59|||||INT:59|||||INT:67
MND:47||||MND:52||||MND:47||||MND:44||||MND:44
CHA:41|||||CHA:47||||CHA:47||||CHA:41||||CHA:47


IN all, there is difference in Stats, everyone can see this. SHould it stop you from playing the job as different races? NO. Can gear make up for what you lack in? Yes. Each race has its highs and lows on each job in the game and what you lack in you can equip that type of gear to make up for. Sure other races can do it too and still be higher then you, but who cares right? You picked this job to be a DRK and to be the best **** DRK you can be(some of us). What you lack in stats, you can make up in with skill. ALl those others who say Taru suck, Mithra suck, blah blah blah w/e can go suck a fat one. Its their attempt to put down a race with lower stats then them. But honestly, in all. PLAY THE JOB WITH WHATEVER RACE YOU WANT, YOU BOUGHT THE GAME FOR YOURSELF FOR YOU TO BE HAPPY, NOT OTHER PEOPLE. SO @#%^ WHAT OTHERS CRITISIZE YOU ABOUT, PLAY WITH SKILL, PLAY WITH A LOVE FOR THE JOB, AND YOU WILL BE GREAT REGARDLESS.

--------AND FOR GOD SAKES DON'T LISTEN TO SAKAIO--------
http://ffxi.allakhazam.com/db/jobs.html?fjob=6;mid=1157855203167574649;num=83;page=1






When you get to the endgame of DRK, your gonna find out what DRK's job truly is. Spike dmg and Stun.

WELL FOLKS THAT WILL BE ALL FOR NOW. I AM TIRED AND I MIGHT ADD MORE LATER BUT THIS IS A MAJORITY OF WHAT YOU MUST DO AND KEEP UP WITH TO BE A GOOD OR ATLEAST DECENT DRK.





BELOW LORD DISIFER WILL GO OVER FOOD, WEAPONS, AND MERITS. HE IS ADDING THE SECOND PART TO THIS GUIDE

(updated some gear, and added AF+1, AF2, AF2+1)


IF YOU HAVE ANYTHING YOU WISH ADDED, PLEASE MESSAGE ME. I DON'T ALWAYS HAVE TIME TO CHECK EVERYTHING THAT CHANGES SO PLZ FEEL FREE TO MESSAGE ME. MAKE SURE ITS NOT ALREADY DISCUSSED AND I WILL PUT IT UP, ALONG WITH YOUR NAME BESIDE IT.



Edited, Oct 31st 2006 at 12:06pm PST by renzoukan

Edited, Jan 10th 2007 2:13pm by Pikko

Edited, Nov 6th 2007 12:27am by renzoukan

Edited, Dec 5th 2007 4:40pm by renzoukan

Edited, Jun 27th 2008 12:30pm by renzoukan

Edited, Sep 24th 2008 1:58am by renzoukan
#2 Oct 30 2006 at 6:14 PM Rating: Good
***
2,189 posts
����Weapons:
�� ���� Great Swords:
Rusty Greatsword - Lv.1 D14 Dy456
Deathbringer - Lv.5 D20 Dy466 - ATK+8 Def.-6
Flame Claymore/Burning Claymore - Lv. 13 D26/27 Dy444/431 - Added Effect, Fire DMG.
Braveheart - Lv.18 D30 Dy444 - DEX+2 ACC+5
Barbarians' Sword - Lv. 24 D37 Dy444 - Accuracy-5 Attack+15
Demonic Sword - Lv.31 D44 Dy456 - Dkn+8 Added Effect, Darkness Damage
Ice Brand - Lv.39 D53 Dy456 - Ice+8, Added Effect, Ice Damage
Fauusar/+1 - Lv.47 D61/62 Dy480/466
Glorious Sword - Lv.53 D68 Dy456 - LIT+12, Added Effect, Light Damage
Darksteel Claymore/+1 - Lv.54 D71/72 Dy489/475
Zweihander - Lv. 60 D76/77 Dy456/443
Lockheart - Lv.64 D72 Dy444 - Added Effect, Dispel
Mythril Heart/+1 - Lv.66 D80/81 Dy480/466 -Added Effect, Dispel
Balmung - Lv.70 D80 Dy480 - HP-5% Accuracy+5 Attack+13, Added Effect, Dispel
Sword of Trials - Lv.71 D74 Dy444 - Latent effect: HP+20 [ICE]+10 [ERT]+10 - Latent broken by 500WS Points, 5/Lv.3 SC, 3/Lv.2 SC, 1/Lv.1 SC/Solo. Quested, 250Gswd Skill needed, Ground Strike reward.
Subduer - Lv.72 D72 Dy444 - Latent effect: DMG:85 Critical hit rate+6%. Latent broken by 300WS
Balins - Lv.73 D84 Dy480 - MP13, STR4, 2INT
Algol - Lv.75 D85 Dy489 - Attack+3 "Triple Attack"+3% Additional effect: Fire damage
Rangarok - Lv.75 D86 Dy431 - ACC+20, Crit Rate+, Scourge


Now I left out alot in between, why? These are your best, most cost-effective ways to do what you need to do properly and effectively. Subduer is bolded because this should be your primary Sword for all except saving TP, when saving TP use either Balins or Algol.


Great Sword weapon skills.
10 Hard Slash - STR30% - Delivers a single-hit attack. Damage varies with TP.
30 Power Slash - STR20% VIT20% - Delivers a single-hit attack. Chance of critical varies with TP.
70 Frost Bite - STR20% INT20% - Delivers an ice elemental attack. Damage varies with TP.
100 Freeze Bite - STR30% INT20% - Delivers an ice elemental attack. Damage varies with TP.
150 Shockwave - STR30% MND30% - Delivers an area of effect attack. Sleeps enemies. Duration of effect varies with TP.
175 Crescent Moon - STR35% - Delivers a single-hit attack. Damage varies with TP.
200 Sickle Moon - STR20% AGI20% - Delivers a two-hit attack. Damage varies with TP
225 Spining Slash STR30% INT30%- Delivers a single-hit attack. Damage varies with TP
250 Ground Strike - STR50% INT50% - Quested, Delivers a single-hit attack. Damage varies with TP
XXX Scourge - 40%MND 40%CHR - Requires Ragnarok or Valhalla while in Dynamis.

For Spinning Slash & Ground Strike, macro in STR gear for maximum potential dmg, mods are listed in Renzous' post. However, for Scourge, modifiers are MND:40%/CHR:40%. You will want to macro those 2 mods in over STR, STR shows lower numbers if you macro it in that you would see by macroing MND/CHR.

����Weapons:
� �����Scythes:
Bronze Zaghnal/+1 - Lv.1 D14/15 Dy480/470
Brass Zaghnal/+1 - Lv.10 D25/26 Dy480/470
Keen Zaghnal - Lv.10 D25 Dy480 - Enchantment: Accuracy+3
Bastokan Scythe/Republic Scythe - Lv.15 D28/29 Dy480/465 - MP4/6 STR2 VIT-1
Cruel Scythe - Lv.20 D40 Dy513 - INT2 MND-2 LIT-2 DKN2 Added Effect: Impairs evasion
Frostreaper - Lv.27 D42 Dy480 ICE6 Added effect: Ice damage
Mrc.Cpt. Scythe - Lv.30 D51 Dy528
Mutilator - Lv.40 D62 Dy502 - Accuracy +3
Raven Scythe - Lv.43 D68 Dy528 - STR2 INT2
Barbarian's Scythe - Lv.49 D76 Dy528 - Attack+25 Accuracy-5
Bone Scythe/+1 - Lv,53 D78/79 Dy502/489
Vassagos Scythe - Lv.58 D84 Dy528 - HP-5%, Accuracy+5
Darksteel Scythe/+1 - Lv.65 D89/90 Dy528/513
Blackjack - Lv.69 D90 Dy501 - MP+20 INT+4 Dark magic skill +5
Havoc Scythe - Lv.70 D91 Dy513 - STR2 VIT-2 INT4 Added Effect: MP drain
Scythe of Trials - Lv.71 D82 Dy480 - Latent effect: HP20 LTG10 LIT10 - Latent broken by 300WS Points, 5/Lv.3 SC, 3/Lv.2 SC, 1/Lv.1 SC/Solo. Quested, 240 Scy. Skill needed, Spiral **** reward.
Martial Scythe - Lv.72 D92 Dy528 - TP Bonus, adds 100% to current TP, caps at 300%tp total.
Death Scythe/+1 - Lv.73 D97/98 Dy528/513 - Added Effect: HP drain
Orichalcum Scythe/Tritons' Scythe - Lv.73 D97/98 D528/513 - ACC2/3 Magic ACC2/3

Tredecim Scythe - Lv.74 D95 Dy528 - Hidden effect, 13th hit critical. Misses count towards hit, Crit. does not stack on WS, if missed 13th ATK, count to 13 again.
Apocalypse - Lv.75 D103 Dy513 - ACC+20, Added Effect Blindness, Catastrophe

Bolded are 3 Scythes. Blackjack, if you have you should keep at all times, great for a Dark Magic macro.
Death Scythe/+1. Ori Scythe/+1, use when saving TP.
Tredecim Scythe should be your choice when meleeing no matter what. Unless you have Apoc/Pre-Final stage Relic, there is no reason to not use Tred, it will add roughly 5-7% total to your Critical Hit rate.


Scythe Weapon Skills:
10 Slice - STR30% - Delivers a single-hit attack. Damage varies with TP
30 Dark Harvest - STR20% INT20% - Delivers a dark elemental attack. Damage varies with TP.
70 Shadow of Death - STR30% INT30% - Delivers a dark elemental attack. Damage varies with TP.
100 Nightmare Scythe - STR30% MND30% - Blinds enemy. Duration of effect varies with TP.
125 Spinning Scythe - STR30% - Delivers an area of effect attack. Attack radius varies with TP.
150 Vorpal Scythe - STR35% - Delivers a single-hit attack. Chance of critical varies with TP.
200 Guillotine - STR25% MND25% - Delivers a four-hit attack. Silences enemy. Duration of effect varies with TP
225 Cross Reaper - STR30% MND30% - Delivers a two-hit attack. Damage varies with TP.
240 Spiral **** - STR50% INT50% - Quested. Delivers a single-hit attack. Damage varies with TP
XXX Catastrophe - INT40% AGI40% - Apocalypse required/Bec De Falcon needed in Dynamis. Drain target's HP. Additional effect: Haste

For Cross Reaper & Spiral ****, macro in STR gear for maximum potential dmg, as you would Spinning Slash & Ground Strike. However, for Catastrophe, mods are INT:40%/AGI:40%, macroing in STR will show lower results than if you macro in INT/AGI. Catastrophe also has a drain effect that can go through shadows and drain up to 25%HP corresponding with WS damage and you can also be granted a Haste effect.

����Weapons:
�� ���� Great Axes:
Butterfly Axe/+1 - Lv.5 D19/20 Dy504/489
Assailant's Axe - Lv.5 D19 Dy504 - Enchantment: ACC+3
Inferno/Hellfire Axe - Lv.8 D23/24 Dy504/489 - Added Effect, Fire DMG
Great Axe/+1 - Lv.12 D30/31 Dy504/489
Moth Axe - Lv.16 D32 Dy480 - DEX1
Neckchopper - Lv.20 D39 Dy489 - Accuracy +5
Military Axe - Lv.28 D46 Dy474 - AGI1
Voulge/+1 - Lv.31 D50/51 Dy504/489
Twicer - Lv.31 D50 Dy504 - Enchantment: Double Attack
Horror Voulge - Lv.37 D60 Dy489 - ATK8 VIT1
Khetan/+1 - Lv.44 D63/64 Dy504/489
Eisentaenzer - Lv.46 D67 Dy482 - DEX2 CHR2
Gigant Axe - Lv.49 D75 Dy519 - STR4 INT-4
Executioner - Lv.54 D77 Dy504 - STR5 VIT-5
Schwarz Axe - Lv.56 D80 Dy504 - LIT-11 DKN11 Nighttime: Accuracy+
Heavy Darksteel Axe/Massive - Lv.59 D85/86 Dy529/514
Pendragon Axe - Lv.67 D89 Dy504
Berserkers Axe - Lv.69 D95 Dy504
Rune Chopper - Lv.70 D88 Dy504
Imperial Bhuj - Lv.71 D93 Dy504 - Depending on day: Increases elemental weapon skill damage
Axe of Trials - Lv.71 D87 Dy504 Latent Effect : HP+20 ERT10 WTR10 - Latent broken by 300WS Points, 5/Lv.3 SC, 3/Lv.2 SC, 1/Lv.1 SC/Solo. Quested, 240 G.Axe Skill needed, Steel Cyclone reward.
Martial Bhuj - Lv.72 D88 Dy504 - TP Bonus, adds 100% to current TP, caps at 300%tp total.
Byakkos Axe - Lv.74 D94 Dy504 - WND10 Attack+5 Enhances "Beast Killer" effect. Added effect: Wind damage

Now, Great Axe is a great 3rd alternative and can still put up good numbers with Steel Cyclone even with only a 240 skill. Bolded is Berserkers Axe because it has highest DMG., Martial Bhuj because if you can afford one thats what you should be using if you're using Great Axe and Byakkos' Axe because if you can get a Byakkos and not a Martial Bhuj thats what you should be using.

Great Axe weapon skills.
10 Shield Break - STR20% VIT20% - Lowers enemy's evasion. Duration of effect varies with TP. Exact amount of -EVA is 40 when unresisted..
40 Iron Tempest - STR30% - Delivers a single-hit attack. Damage varies with TP.
70 Sturmwind - STR30% - Delivers a two-hit attack. Damage varies with TP.
100 Armor Break - STR20% VIT20% - Lowers enemy's defense. Duration of effect varies with TP..
150 Keen Edge - STR35% - Delivers a single hit attack. Chance of critical varies with TP..
175 Weapon Break - STR32% VIT32% - Lowers enemy's attack. Duration of effect varies with TP.
200 Raging Rush - STR35% - Delivers Delivers a three-hit attack. Damage varies with TP. WAR only
225 Full Break STR50% INT50%- Lowers enemy's attack, defense, accuracy, and evasion. Duration of effect varies with TP
250 Steel Cyclone - STR50% VIT50% - Quested, Delivers a powerful, concentrated single-hit attack. Damage varies with TP


For Steel Cyclone macro in STR and VIT. DRK does not have the ability to weild Bravura, the final stage Relic G. Axe therefor has no access to Metatron Torment. Great Axe & Sturmwind is great for pre-60 when Scythe and Great Sword weapon skills blow(if I may be blunt). Also, unless previously merited, from level 30-43 when subbing WAR and using a Great Axe, your G. Axe skill will be HIGHER than your Scythe skill due to the Axe belt which is definately a reccomended grab early on.


Food Types

����Attack foods:
Meat Mithkabob/Chiefkabob - Cheap and good for early levels.
Duration: 30/60 mins
Strength +5
Agility +1
Intelligence -2
Attack +22% (Cap: 65@295 Base Attack)

Rice Dumpling - Cheap and great for early levels as well.
Duration: 30min
HP +17
Strength +3
Vitality +2
Agility +1
Attack +20% (Cap: 45@225 Base Attack)
Ranged Attack +30% (Cap: 45@150 Base Ranged Attack)
HP Regeneration While Healing +2
MP Regeneration While Healing +2
Accuracy +5
Resist Paralyze

Arrabbiato/+1 - Expensive as ****, arguable one of the best foods for end game.
Duration: 30/60 mins
HP +15% (Cap: 150@1000 Base HP)
Strength +5
Vitality +2
Intelligence -7
Attack +22.5% (Cap: 120@533 Base Attack)
Store TP +5

Carbonara/+1 - Relatively cheap, great without spending a ton of cash. Great for any level 40-75.
Duration: 30/60 mins
HP +14% (Cap: 175@1249 Base HP)
MP +10
Strength +4
Vitality +2
Intelligence -3
Attack +17% (Cap: 65@382 Base Attack)
Store TP +6

Red Curry - Moderately expensive, best food for ATK bonus. 70+
Duration: 180 mins
HP +25
Strength +7
Agility +1
Intelligence -2
HP Regeneration While Healing +2
MP Regeneration While Healing +1
Attack +23% (Cap: 150@652 Base Attack)
Ranged Attack +23% (Cap: 150@652 Base Ranged Attack)
Resist Sleep
Demon Killer


Sis Kebabi - great higher level food.
Duration: 30/60 mins
Strength +6
Vitality -2
Intelligence -2
Attack +20% (Cap: 70@350 Base Attack)
Ranged Attack +20% (Cap: 70@350 Base Ranged Attack

Coeurl Sub - Mid-range in effectiveness for higher up.
Duration: 30 mins
MP +10
Strength +5
Agility +1
Intelligence -2
HP Regeneration While Healing +1
Resist Stun
Resist Sleep
Attack +20% (Cap: 75@375 Base Attack)
Ranged Attack +20% (Cap: 75@375 Base Ranged Attack)
Bison Steak - Great food to use, moderately expensive.
Duration: 180 mins
Strength +6
Agility +1
Intelligence -3
Lizard Killer
Attack +18% (Cap: 90@500 Base Attack)
Ranged Attack +18% (Cap: 90@500 Base Ranged Attack)

Hedgehog Pie - Great ATK food, also gives 5acc. 70+
Duration: 180 mins
HP +55
Strength +6
Vitality +2
Intelligence -3
Mind +3
MP Regeneration While Healing +2
Attack +18% (Cap: 90@500 Base Attack)
Ranged Attack +18% (Cap: 90@500 Base Ranged Attack)
Accuracy +5


����Accuracy foods:
Sole Sushi/+1 - Great for 40+ when you're needin' the ACC.
Duration: 30/60 mins
Strength +5
Dexterity +6
Accuracy +15%
Ranged Accuracy +15%
Resist Sleep
HP +20

Jack O Lantern - Great earlier on, 10acc flat out, good for when you don't have ACC gear to benefit Sushi.
Duration: 180 mins
Charisma -10
Resist vs. Dark +25
Accuracy +10
Evasion +10
Arcana Killer



Merits
Best way to go:
Critical Hit lv. 4 - 1, 2, 3, 3
Scythe lv. 8 - 1, 2, 3, 3, 3, 3, 3, 3
GSWD lv. 4 - 1, 2, 3, 3
Cap Dark Magic - 1, 2, 3, 3
Diabolic Eye & any other job specific, mainly Last Resort effect and Souleater Recast imo. - Merit count depends on which option is merited.
HP/MP - Depends on race, generally 8HP merits is best. 1, 2, 3, etc.
Cap STR - 3, 6, 9, 9, 9

STR is best left to last due to the sheer amount of merits it costs. Merits carry over to other jobs, for example, weapon merits count at lower levels regardless of job. Job specific abilities will not count if you delevel, change job, sub the job, cap fights, etc. while weapons will. HP/MP merits will correspond with level, for example, if you merit HP 8times, at Lv. 10 you will get 1 worth 10HP, Lv.20, 2 worth 20hp, so on and so fourth. STR will stay with you also at lower levels and caps and also corresponds with level.


Merit Screen:

Dark Knight Lv. Pattern: 1, 2, 3, 4, 5 | Combo Total / Max: 10


Souleater Recast Shorten recast time by 12 seconds.

Arcane Circle Recast Shorten recast time by 20 seconds.

Last Resort Recast Shorten recast time by 10 seconds.

Last Resort Effect Increase attacks by 2 percent, but lower defense by 2 percent.

Weapon Bash Recast Shorten recast time by 10 seconds.

Group 2 Lv. Pattern: 3, 4, 5 | Combo Total / Max: 6

Dark Seal Enhances the accuracy of your next dark magic spell. Recast: 15min. Shorten recast time by 2 minutes 30 seconds.

Diabolic Eye Reduces max. HP, increases accuracy. Recast: 15min. Shorten recast time by 2 minutes 30sec.

Muted Soul Reduces enmity while using Souleater. Reduce enmity by 10.

Desperate Blows Reduces delay for two-handed weapons when using Last Resort. Reduce delay by 5 percent.


Out of the level 2, Muted Soul and Desperate Blows are probably most beneficial, muted soul will allow less worries of extra HP loss from taking hate and DB is great when stacked with a haste build and fully merits Last Resort effect.



Any additions/corrections post in reply and I will fix.


Because Axe/Great Axe/Sword are not normal DRK weapons, I will not add them at this point unless there is an overwhelming demand.




Edited, Oct 31st 2006 at 3:18pm PST by Disifer

Edited, Oct 31st 2006 at 3:19pm PST by Disifer

Edited, Oct 31st 2006 at 3:49pm PST by Disifer

Edited, Dec 9th 2006 4:09pm by Disifer

Edited, Jan 15th 2007 12:54am by Disifer
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#3 Oct 30 2006 at 7:10 PM Rating: Good
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Needs more greataxe and shield break til 40~.
#4 Oct 30 2006 at 7:23 PM Rating: Decent
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Quote:
Guillotine is 25% MND and STR
Cross Reaper is 30% MND and STR
Spiral **** is 50% INT and STR
Spinning Slash is 30% INT and STR
Ground Strike is 50% INT and STR


wOOT! I said that like two weeks ago, I feel honored that my simple words are being used to state common knowledge :p

Quote:
Blackjack, if you have you should keep at all times, great for a Dark Magic macro.


Edit for question: Could I get an example of when a DRK would macro out a weapon to cast?

Edit again (I should read the whole thing before I post I know): Good lower level food is Rice Dumplings because they have acc and att, even though they are expensive. Sis Kebabi and Coreal(sp) Subs are probably the best 30 minute attack food @75 but provide way less attack than Red Curry or Hedgehog pie.

Edited, Oct 30th 2006 at 7:27pm PST by Lefian

Edited, Oct 30th 2006 at 7:32pm PST by Lefian
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#5 Oct 30 2006 at 7:28 PM Rating: Decent
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After you use your WS to Drain, Absorb-TP, etc. I'm not saying its a great idea, but it is practical.
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#6 Oct 30 2006 at 7:33 PM Rating: Decent
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It would be if you're keeping it in till next WS otherwise just use Dark Staff.

loledit:
I'm not sure if this is a guide for low lv's or a guide for high lv's or both but one thing I wish I had right now is marksmanship skill.

I'm aware of lolmarksmanship skilling in exp past even about 40 but if you want to increase your ability to solo about 100 fold this is the thing to skill up. Acid Bolts can also help a party greatly pre-dispel if you can land them.

Edited, Oct 30th 2006 at 7:54pm PST by Lefian
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#7 Oct 30 2006 at 8:13 PM Rating: Decent
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Nothing about charging shield? I'm depressed =(
Friend (75 pld subbed nin) and I duoed it together and it was an absolutely crazy fun fight that I have no idea how we pulled off. Plus charging shield (with a sword like Ifrit's blade) looks pretty cool with our AF if you have a certain "town build" that you like to wear for looks only.

Very nice guide by the way.

Edited, Oct 30th 2006 at 8:14pm PST by Horadrius
#8 Oct 30 2006 at 8:16 PM Rating: Decent
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Needs macros.

Maybe a further discourse on the most useful of the Group 2 merits.

Additional info on the ws might help.

Definitely needs more cowbell though.
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#9 Oct 30 2006 at 8:39 PM Rating: Good
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Added merit chart and WS info.
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#10 Oct 30 2006 at 8:50 PM Rating: Decent
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Quote:
Definitely needs more cowbell though.



Edit: Can we get a sticky for this?

Edited, Oct 30th 2006 at 9:02pm PST by Ferriion
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#11 Oct 31 2006 at 12:11 AM Rating: Decent
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Quote:
DRG: best subbed at 75. DRG subbed is best used for the haste build. Reason is because DRG has a natural acc boost in its passive abilities. With the natural boost, you can easily drop other gear that gave acc and replace with haste gear to speed up your DoT as well as have the jump abilities available to you. However if you can't get ahold of this Haste gear and brutal earring, please stick to /war or /thf.


you should mention the wyvern earring if you're mentioning /drg.


also, why did you say to stop wearing PCC after 60?

for chiv chain?

PCC owns the chiv chain.
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#12 Oct 31 2006 at 12:24 AM Rating: Decent
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hey, thats realy good stuff there. i hope people use it.

i found this one mistake, a typo im guessing, just gonna point it out so you can fix it. unless im reading it wrong them its my mistake^^

Quote:
[Lv.65 Cross Reaper] Another Scythe WS with good DMG output is available to you. This WS is best SATA'd so 63 would be the begining of /thf if you wanted to SATA Cross Reaper


says 63 would be begining of /thf with cross reaper. believe you meant 65.

again, nice work. lots of stuff has changed since the last guides have been made in the stikies. this is a nice up to date guide.

oops sorry, found another

Quote:
[Body]
Plastron: STR+8 ATK+16 DMG taken+14% enhances absorbs
Nothing more can help until Abjuration gear is obtained.


Plastron has refresh not enhance absorbs, the other 4 pieces do that.

Edited, Oct 31st 2006 at 12:29am PST by drkone
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DRK's do it Hard and Slow. MNK's do it with both hands. RNG's do it from across the room. THF's do it from behind. BST's do it with animals. DRG's do it just to get noticed. SAM's do it alot. NIN's do it with imaginary friends. PLD's flash you then do it. RDM's want to do it but no one lets them. WAR's do it then brag about it. BLM's do it then blame it on the tank.
#13 Oct 31 2006 at 6:20 AM Rating: Good
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Thats what happens when you let a woman do a guide for a mans' job... Smiley: grin


don't hurt me

Later tonight after class I'll be adding in some potential WS setups to help people get an idea and I'll also add in some other things I find handy. Rate ups to all who've posted.

Edited, Oct 31st 2006 at 6:27am PST by Disifer
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#14 Oct 31 2006 at 6:37 AM Rating: Good
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Did you guys mention Abysmal earring?

Intelligence +2
Scythe Skill +5
Dark Magic Skill +5

I didn't find it but I haven't had coffee yet either
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Race Galka
Rank 10 Bastok
Main Dark Knight {Spiral ****} [x]
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#15 Oct 31 2006 at 6:40 AM Rating: Good
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Quote:
[Earring]
Fowling earring
DM earrings


DM Earring is Abyssal, Supa, etc. Many people level other jobs but its obvious that if you're DRK only to get Abyssal.
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#16 Oct 31 2006 at 7:06 AM Rating: Decent
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Quote:
PCC owns the chiv chain.


PCC comes nowhere close to owning chiv, unless you count e-peen.

To the OP, I liked it. I know all these things, at least the good ones, are a work in progress, great start.

Couple things that I would add, but it's not my guide.
RSE sachets, Automaton Assault earrings.
I'd add Taraque Mitts to the 70+ gear part, I love mine and they seem to be really popular. Soil gorget for Rampage {/sigh} (somebody was going to bring it up), and needs some Potent Belt.
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#17 Oct 31 2006 at 8:02 AM Rating: Decent
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Divine might=DM, I'll shut up now...^^ I told you I hadn't had my liquid prosac yet.
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Race Galka
Rank 10 Bastok
Main Dark Knight {Spiral ****} [x]
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“To be nobody but yourself in a world that's doing its best to make you somebody else, is to fight the hardest battle you are ever going to fight. Never stop fighting.” -e.e. Cummings
#18 Oct 31 2006 at 8:46 AM Rating: Decent
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Rate up for (A) affirming that I'm doing somethin' right with my own DRK (bwahahaha, I already own most of the "good" gear that'll take me to 68-69!!1!), and (B) giving me better food options than the Sis Kebabis I was using against VTs-low ITs. I'll take Store TP any day of the week if I'm getting 17-22.5% attack out of it, too. Not often I learn something new - thanks mucho, Renz and Dis.

Most importantly, I'd rate this up because EVERY DRK WHO'S GOT THEIR HEADS UP THEIR ASSES AND ARE STILL USING DEX RINGS/MP EARRINGS/ETC. AT 60+ NEED TO MEMORIZE EVERYTHING THAT WAS WRITTEN IN THIS POST.

Still a few things missing, though, like Ice Gauntlets (look to be the best hand eq for Guillotine, period), but no one knows how to get those, yet. Still probably worth mention, however.

Finally, lolsakaio.
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#19 Oct 31 2006 at 9:55 AM Rating: Good
Surely the "trial" weapons are a 300 point cost, not 500?
Otherwise, great guide. :D
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#20 Oct 31 2006 at 9:57 AM Rating: Good
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My bad, confused it with Subduer and such for the latent, fixd.
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#21 Oct 31 2006 at 10:21 AM Rating: Good
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Very nice guides, rate ups for both of ya. I'm glad to know I did and have most of the things mentioned in here. :D
#22 Oct 31 2006 at 10:53 AM Rating: Decent
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Some things fixed, Macroes added. Now stop picking on me before I castrate you all......
#23 Oct 31 2006 at 11:05 AM Rating: Decent
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Quote:
Lv40. Sniper/woodsman. Yes they are great Armor pieces, highly recommended. They run from 900k-1.5M each. +5acc each, your not gonna find much acc for the lower levels but these rings can be worn up til even 75.

Swordbelt +1: 12ATK is great and can be used for quite sometime. I have not figured out if I would rather have 12 atk or 3 STR 8 ACC for Guillotine. I am currently using the Potent Belt but I might use the Swordbelt +1 again after I cap out Scythe Merits.

Don't forget the Swift Belt:
Not for level 40, but when you can make your haste Build.

Walaraha(sp?) turban 5 (Homam Zuchetto 3%)
Swift Belt 4 (Quick Belt 2%)
Dusk Gloves 3 (Homam Gambieras 3%)
Homam Gamieras 3 (Dusk Ledelsens 2%)
Homam Cosciales 3 (no substitute)
/SAM 10 (/DRG 5% with Earring)
Haste Spell 15

Maybe just include the Homam Set on your thread? maybe I missed it.

Thats 43% haste: Thats a 5 Second/Swing Scythe. With a 6 hit WS build after Guillotine that is 1 WS every 30 seconds or so. /Drool

Optical hat [+10acc +10rng acc +10 evasion] Lv70 (NM fight)
Wyvern Helm [+5str +30hp] Lv75
AF+1 and Abj gear is the other gear you can work to get also and those will easily replace the Wyvern helm and possibly optical hat.

Please include the Black Sallet.
+9atk and +5 acc {Yes Please} Better than the NQ Adaman Celata.

Quote:
[Rings]
Ruby ring{+4str]
Flame ring[+5str +2int -2mnd]

Raja's Ring

Quote:
[Earring]
Fowling earring
DM earrings


Brutal Earring FTW

Quote:
[Feet]
Black Sollerets:Str+3,Atk+8, dmg taken+8%, enhances absorbs
Onyx Sollerets:Str+4,Atk+9, dmg taken+9%, enhances absorbs
RSE feet are usually better for some races, but for others, this foot gear will work until Abj gear or AF+1.


I would add the Amir Boots in there for +6 acc and +5 ATK

Quote:
Merits
Best way to go:
Critical Hit lv. 4 - 1, 2, 3, 3
Scythe lv. 8 - 1, 2, 3, 3, 3, 3, 3, 3
GSWD lv. 4 - 1, 2, 3, 3
Cap Dark Magic - 1, 2, 3, 3
Diabolic Eye & any other job specific, mainly Last Resort effect and Souleater Recast imo. - Merit count depends on which option is merited.


I agree up til you start meriting GSWD. I would cap Dark magic first. Also I would raise STR 1 point since the 1st point is relatively cheap.

Also for Guillotine I found that a Mix of your highest ATK/STR/ACC seems to get better results than just STR/ACC gear.

Also I thnk you forgot to mention the Ranged items like Bomb Core.

Lastly,
Quote:
Bolded are 3 Scythes. Blackjack, if you have you should keep at all times, great for a Dark Magic macro.
Death Scythe/+1. Ori Scythe/+1, use when saving TP.
Tredecim Scythe should be your choice when meleeing no matter what. Unless you have Apoc/Pre-Final stage Relic, there is no reason to not use Tred, it will add roughly 5-7% total to your Critical Hit rate.


I think you should just take the Blackjack out. I think you are just going to confuse people with that one.

I think that Death Scythe +1 and Tritons will do as much Damage as the Tredecim, also they would be more beneficial in short fights that plan on WS more on. Remember that the 1/13 crit rate of the Tredecim does not apply to WS. SO if you plan on doing a NM fight.... /SAM and doing opo necklance to 100%, Guillotine, Meditate, hit Guillotine, ABS-TP hit Guillotine, Icarus Wing Guillotine then you are better off using the higher damage Scythe. In exp party setting you are correct about the Tredecim.

Also, if your subbing thf for Spiral **** in a party setting then Martial Scythe should be used.

Skyra
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#24 Oct 31 2006 at 11:12 AM Rating: Decent
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I might also add in your macro section that you might want to include some larger haste gear pieces in your stun macro, like Walarha Turban and Swift Belt. That will decrease the timer by 4 seconds alone.

Personally I have a Dark Magic Timer macro I use for Absorb-TP/Drain/Aspir.
I also have a Timer Macro for Stun/Utsusemi: I have found that our stun does not last that long no matter how much +Dark Magic I put into it.

Skyra
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#25 Oct 31 2006 at 11:36 AM Rating: Default
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Skyra wrote:
I might also add in your macro section that you might want to include some larger haste gear pieces in your stun macro, like Walarha Turban and Swift Belt. That will decrease the timer by 4 seconds alone.

Personally I have a Dark Magic Timer macro I use for Absorb-TP/Drain/Aspir.
I also have a Timer Macro for Stun/Utsusemi: I have found that our stun does not last that long no matter how much +Dark Magic I put into it.

Skyra


Dark Magic skill increase has increased the duration of my stuns. I am @ 310 Dark magic. Against lesser enemies not a smuch Dark magic is needed, but against HNM, Gods, Dark magic gear is nice to use. Without gear i drop below 290, and my stuns are not as effective on bigger enemies and have short length vs lesser mobs. However I have tested dark magic gear to no gear on Aura Statues in Sky. The increase of 20-30 skill with gear has made my stun duration last 2-3 seconds longer then the usual 1-3 seconds. I have even had an instance when I stunned an aura statue with full Dark Magic gear and they were stunned for for 7-8 seconds. If your only stunning mobs or HNms that easily succumb to stun, then haste gear is nice so you can cast stuns faster. For mobs such as KB, Kirin, Nidhogg, etc... Dark magic gear is a welcomed addon. Also just as well the dark magic gear macro is a staple for Absorb-tp, drain, and aspir. And I would macro Dark magic before haste due to how Dark magic clearly effects drain, aspir, and absorbs. Whats the point in casting absorb-tp, drain, or aspir fast if you get such a small amount?

As for ninjutsu spells, I listed I would go over /sam, /drg, /nin combos in macroes at a later date. I just listed the main focuses of a upcoming DRK. /war and /thf should be main focus with /sam neck to neck with /war.
#26 Oct 31 2006 at 11:38 AM Rating: Good
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Quote:
I think that Death Scythe +1 and Tritons will do as much Damage as the Tredecim, also they would be more beneficial in short fights that plan on WS more on


This was already discussed, I respond to you with a friendly, no Smiley: smile

Quote:
In exp party setting you are correct about the Tredecim.


Quote:
Death Scythe/+1. Ori Scythe/+1, use when saving TP.
Tredecim Scythe should be your choice when meleeing no matter what. Unless you have Apoc/Pre-Final stage Relic, there is no reason to not use Tred, it will add roughly 5-7% total to your Critical Hit rate.


Smiley: wink

Quote:
Also, if your subbing thf for Spiral **** in a party setting then Martial Scythe should be used.


If you're using Spiral **** over Cross Reaper with /THF you shouldn't be unless you're saving to 300% TP, in which case you should use D97/98 Scythe.

Cross Reaper
100%TP
  2.00
200%TP
  2.25
300%TP
  2.50

Spiral ****
100%TP
  1.375
200%TP
  1.875
300%TP
  3.625


Personally thats just my meriting preference in order that alot like to follow, but its all up to the person meriting.

Edited, Oct 31st 2006 at 11:39am PST by Disifer
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#27 Oct 31 2006 at 11:49 AM Rating: Decent
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Quote:
This was already discussed, I respond to you with a friendly, no


Quote:
Remember that the 1/13 crit rate of the Tredecim does not apply to WS. SO if you plan on doing a NM fight.... /SAM and doing opo necklance to 100%, Guillotine, Meditate, hit Guillotine, ABS-TP hit Guillotine, Icarus Wing Guillotine then you are better off using the higher damage Scythe.


I don't think you can argue that point.

And I also agreed with you on the part for exp parties. I was suggesting Short Fights with Lots of WS like I described above.

Quote:
If you're using Spiral **** over Cross Reaper with /THF you shouldn't be unless you're saving to 300% TP, in which case you should use D97/98 Scythe.

Cross Reaper
100%TP
2.00
200%TP
2.25
300%TP
2.50

Spiral ****
100%TP
1.375
200%TP
1.875
300%TP


My comment was for a Party Setting so saving 300% takes a bit too long, even though I don't agree with using Spiral **** like this. I was just say it saves alot of time getting to 300% tp.

But ya, I would use Cross Reaper as well. I usually go TA Guillotine, SA Cross Reaper if I use /THF.
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#28 Oct 31 2006 at 12:01 PM Rating: Decent
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Skyra wrote:
Please include the Black Sallet.
+9atk and +5 acc {Yes Please} Better than the NQ Adaman Celata.

Preference. Both have their goodside and bad side. Both are equal in effectiveness with the only difference of 1atk, but if you wanna get down into it more. Cost effectiveness adaman celata > Black Sallet. Cursed celata is about 200-500k, Black sllet is 2-5M. What I stated in my Gear list was best gear as well as going about it while effeciently spending your money. In the end Black Sallet is DRK only as well if need be, where Adaman has WAR to try on as well.

Skyra wrote:

Quote:
Merits
Best way to go:
Critical Hit lv. 4 - 1, 2, 3, 3
Scythe lv. 8 - 1, 2, 3, 3, 3, 3, 3, 3
GSWD lv. 4 - 1, 2, 3, 3
Cap Dark Magic - 1, 2, 3, 3
Diabolic Eye & any other job specific, mainly Last Resort effect and Souleater Recast imo. - Merit count depends on which option is merited.


I agree up til you start meriting GSWD. I would cap Dark magic first. Also I would raise STR 1 point since the 1st point is relatively cheap.

Also for Guillotine I found that a Mix of your highest ATK/STR/ACC seems to get better results than just STR/ACC gear.

Also I thnk you forgot to mention the Ranged items like Bomb Core.

Depends on your preference again. Some ppl are greatsword ppl and therefore are more effecient Vs. Gods and HNMs for having GSWD capped as well. If your in a LS that does sky, sea, HNM, then greatsword is used almost always, therefor meriting it early on is effective.

Skyra wrote:

Quote:
Bolded are 3 Scythes. Blackjack, if you have you should keep at all times, great for a Dark Magic macro.
Death Scythe/+1. Ori Scythe/+1, use when saving TP.
Tredecim Scythe should be your choice when meleeing no matter what. Unless you have Apoc/Pre-Final stage Relic, there is no reason to not use Tred, it will add roughly 5-7% total to your Critical Hit rate.


I think you should just take the Blackjack out. I think you are just going to confuse people with that one.

I think that Death Scythe +1 and Tritons will do as much Damage as the Tredecim, also they would be more beneficial in short fights that plan on WS more on. Remember that the 1/13 crit rate of the Tredecim does not apply to WS. SO if you plan on doing a NM fight.... /SAM and doing opo necklance to 100%, Guillotine, Meditate, hit Guillotine, ABS-TP hit Guillotine, Icarus Wing Guillotine then you are better off using the higher damage Scythe. In exp party setting you are correct about the Tredecim.

Also, if your subbing thf for Spiral **** in a party setting then Martial Scythe should be used.

Skyra

In XP PTs yes Martial scythe is best /thf. On HNM+God+Sea The higher DMg scythes are best. As for the Tradecim as XP for /war, I still prefer O-T scythe over it, and I have out parsed Tradecim users but thats just me.
#29 Oct 31 2006 at 12:07 PM Rating: Decent
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I can See Chivalarous Chain > PCC for WS's...

But for your Tp build... Str is Crap... so just how you going to explain: +5Acc +1.5 Att > +10acc

renzoukan wrote:
Lv55. Royal Guard's Collar. +4acc +4atk, honestly i prefer this over peacock charm. Maybe not as high acc, but other gear combos with this can make up for not having a peacock charm.


I can See this... The Goal of a good Tp Build is eough Acc for 90% hit rate, then as much Att and Haste as possible. I can see someone eatting Sushi taking the -6 Acc for 4 more Att as long as the rest of their gear keeps them in the 90% Acc.

Chivalarous Chain is a Hawt Muti-Hit WS piece till you can use the Gorgets, but other then that its really an overrated piece. In a Tp build I would Take Royal Guard's Collar over it in a Second!
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#30 Oct 31 2006 at 12:13 PM Rating: Decent
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Preference. Both have their goodside and bad side. Both are equal in effectiveness with the only difference of 1atk, but if you wanna get down into it more. Cost effectiveness adaman celata > Black Sallet. Cursed celata is about 200-500k, Black sllet is 2-5M. What I stated in my Gear list was best gear as well as going about it while effeciently spending your money. In the end Black Sallet is DRK only as well if need be, where Adaman has WAR to try on as well.


Preference for sure.
I can not find a SKY linkshell that will let me play as little as I do. The time that I can spend is limited to every other Friday for 4-5 hours and about 1hour a day or so 3-4 times a week so that kind of eliminates God gear for me >.<. So I actually find it easier to get Assault/Questable/Buyable items myself. I wish I could get some Hectatomb and Adaman gear but alas I can't put the time in /cry

Skyra
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#31 Oct 31 2006 at 12:16 PM Rating: Decent
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Adding a section for tips/strategies might also be helpful. i.e. controlling hate, when to stun, etc
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#32 Oct 31 2006 at 1:44 PM Rating: Good
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Quote:
Quote:
Remember that the 1/13 crit rate of the Tredecim does not apply to WS. SO if you plan on doing a NM fight.... /SAM and doing opo necklance to 100%, Guillotine, Meditate, hit Guillotine, ABS-TP hit Guillotine, Icarus Wing Guillotine then you are better off using the higher damage Scythe.



I don't think you can argue that point.


I get what you're saying but it sounds like you're referring to a Maat fight in which you don't have a subjob or an NM with enough HP to where you would need to rip off 4 guillotines, that A)you should not be fighting alone and B)should be subbing NIN for if it requires that much and you are soloing. So while I understand what you're saying, I don't agree with the way you're illustrating it and overall I disagree anyways, but I think that as many other points made here are personal preference. Smiley: smile
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#33 Oct 31 2006 at 2:14 PM Rating: Decent
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Seeing as the comment went mostly ignored, I would like to second this motion:
Basilxii wrote:
Needs more greataxe and shield break til 40~.
#34 Oct 31 2006 at 2:17 PM Rating: Good
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Wasn't ignored, read the end of my post.

2 people doesn't constitute as overwhelming Smiley: smile

Edited, Oct 31st 2006 at 2:20pm PST by Disifer
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#35 Oct 31 2006 at 2:30 PM Rating: Decent
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Basilxii wrote:
Needs more greataxe and shield break til 40~.


1 more =P

Me wrote:
But for your Tp build... Str is Crap... so just how you going to explain: +5Acc +1.5 Att > +10acc

Chivalarous Chain is a Hawt Muti-Hit WS piece till you can use the Gorgets, but other then that its really an overrated piece. In a Tp build I would Take Royal Guard's Collar over it in a Second!


Some one wanna Field that one for me? Some of you seem to not be very big fans of the P.Charm...
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#36 Oct 31 2006 at 2:34 PM Rating: Decent
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Quote:
I get what you're saying but it sounds like you're referring to a Maat fight in which you don't have a subjob or an NM with enough HP to where you would need to rip off 4 guillotines, that A)you should not be fighting alone and B)should be subbing NIN for if it requires that much and you are soloing. So while I understand what you're saying, I don't agree with the way you're illustrating it and overall I disagree anyways, but I think that as many other points made here are personal preference.


Actually I was referring directly to the Tenzen Fight in COP.

Skyra
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#37 Oct 31 2006 at 3:17 PM Rating: Good
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Edited in Great Axe options and WS.

Quote:
Still a few things missing, though, like Ice Gauntlets (look to be the best hand eq for Guillotine, period), but no one knows how to get those, yet. Still probably worth mention, however.


Uh, /sarcasm right? 4STR and 4ACC > 11STR or 8STR/4DEX or 11ATK/5ACC? Smiley: confused

Edited, Oct 31st 2006 at 3:34pm PST by Disifer
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#38 Oct 31 2006 at 3:37 PM Rating: Decent
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Do make note that from 30-43 greataxe skill >= scythe/gsword skill due to /war and axe belt.

#39 Oct 31 2006 at 3:49 PM Rating: Good
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I will let Renzou know to note that in her post, edited into mine.
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#40 Oct 31 2006 at 3:49 PM Rating: Decent
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Sorry to seem picky but you forgot Tarasque Mitts (+1) in the hand options 70+. :D
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#41 Oct 31 2006 at 4:51 PM Rating: Decent
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Lord Disifer wrote:
Uh, /sarcasm right?


Not really, though in regular fashion I overworded it.

renzoukan wrote:
What I stated in my Gear list was best gear as well as going about it while effeciently spending your money.


So far as 11STR goes, I cannot even begin to afford Anky's (or Palla's) bracelets, there's other gear I'd rather get first, and the -DEX(-ACC) on all Gigas-class bracelets makes me cringe pre-Scythe merits. Post-merits? Sure.

Didn't even think about Heca Mitts, honestly. (I blame being awake for 20 some-odd hours with minimal caffeine...and, uh, other things which remove me from any and all blame. OMG I'M LIEK NOT TEH G1MP!!!1!). In hindsight, these seem to be the best option thus far. So far as the adaman hands go, I was under the impression that STR was more beneficial than ATT, and I'm already eating meat and subbing /WAR for TPburns, so I have a metric ton of ATT to begin with - I'd much rather have the STR+ than the ATT, and until Heca Mitts/AF+1 the Ice gauntlets are the best piece of EQ for Guillotine without sacrificing ACC.

I guess I'd tier it like this:

Pre-merits: Heca-Mitts >= AF+1 > Ice Gauntlets > Adaman > Alky/Palla/Enke's bracelets.
Post-merits: Alky/Palla/etc. > Heca >=AF+1 > Ice > Adaman

Not quite sure where the black/onyx hands would fit in all this, if at all. These are all things I'll need to test out extensively for myself when I get there, but for all intents and purposes, at my level range, Ice Guantlets > All for Guillotine.

Edited, Oct 31st 2006 at 4:54pm PST by firefeng
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#42 Oct 31 2006 at 5:52 PM Rating: Decent
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I swap in enky bracelets when using Rampage on War and tbh, the -Dex does not hurt me at all. Unless we are overhunting, I almost always land all 4-5 hits with a full str swap.

You also have to remember that Drk spends a good amount of time subbing thf where the -dex isnt going to hurt them at all.

In the end I'd take enky bracelets over heca mitts mainly for the fact that if I ever have a chance to upgrade to pallas or alky, I can. I can sell enk bracelets back and not be stuck with rare/ex item that cost me several mil
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#43 Oct 31 2006 at 6:05 PM Rating: Good
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Or just make your linkshell pay for them like any respectable sky ls does..?
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#44 Oct 31 2006 at 11:23 PM Rating: Decent
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Very comprehensive guide, well rounded, only thing I was a bit confused about was when you were comparing race stats. You did lvl 1 without a SJ (thats fine, np, easy enough to calculate), but then at 50 you added /war (again, understandable), however at 75, you didn't specify whether or not you had /war included in that or not. I'm assuming you didn't as Galkas as /war have 77 Base str, not 67 was it?

Also, whether or not you are using a sub in that calculation or not, only thing I have to add is Galka Base MP at 75 is 143, not 188. Although, I have this whacked theory that there are discrepencies in each race, I talked to another galka DRK who said his base mp without gear was 151, not 143, so idk whats up with that.

I know I'm gettin on people's nerves about haste bonus from maxing out desperate blows, but its still an option if someone is thinking about going /SAM for endgame. I've personally found the Haste bonus from Hasso, gear, spell, and Desperate blows (fully merit'd is +15% every 5 minutes or so) which works wonders with our 2hr since it kinda sucks at 3 swings while in effect on average. So maybe you could add that just as something for people to think about.

Overall, very nice thread guys and girls. Makes me wish I didn't use an MP belt for like 5 lvls eh disi?
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#45 Nov 01 2006 at 6:40 AM Rating: Good
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Makes me wish I didn't use an MP belt for like 5 lvls eh disi?


lmao
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#46 Nov 01 2006 at 9:17 AM Rating: Decent
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I've personally found the Haste bonus from Hasso, gear, spell, and Desperate blows (fully merit'd is +15% every 5 minutes or so) which works wonders with our 2hr since it kinda sucks at 3 swings while in effect on average. So maybe you could add that just as something for people to think about.


Buy a mercurial kris or a low damage dagger/sword and macro it in when you use your 2hr. You will get plenty of hits in, AND you wont have to waste the merits on Desperate blows.

Skyra
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#47 Nov 01 2006 at 9:37 AM Rating: Decent
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Merman's Gorget should be added (Lvl 56 I believe +5acc, one over the RK collar) Yeah maybe the +1 acc more isn't significant but... I used it till I got a chain.

Edited, Nov 1st 2006 at 9:42am PST by Zaeeth
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#48 Nov 01 2006 at 10:00 AM Rating: Decent
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Catastrophe also has a drain effect that can go through shadows and drain up to 25%HP corresponding with WS damage and you can also be granted a Haste effect.


Yes WS does grow through shadows but not Pld/Thf two hr (granted they aren't shadows. HP drained can be 25-50% but sometimes procs to 100% WS damage. BUT ALWAYS PROCS some soort of HP drain but never less then 25%. Haste is 10-15% for given period of time depended on TP before WS.

30sec = 100tp
45sec = 200tp
60sec = 300tp


Very nice guide. If your using Dex rings in the 50's shoot yourself.


Bout subs

Drg and thf best for HNM/Sky stuff
Sam and war will always be your go to subs. at 73+ it's nothing but TP burn parties from here.
Nin is just to keep your *** alive and not be an MP sponge.




Edited, Nov 1st 2006 at 10:06am PST by UNCTGTG

Edited, Nov 1st 2006 at 10:07am PST by UNCTGTG
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#49 Nov 01 2006 at 11:10 AM Rating: Decent
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To Renzou and Disifer:

I was looking through the mnk forums when I found this little treasure:

http://ffxi.allakhazam.com/db/jobs.html?fjob=11&mid=1120455058347172480&num=35

It's a DPS chart for all of the top h2h weapons from 58-75.

I'm not very good at math so I couldn't figure out the numbers but I was wondering if either of you could figure out a way to work something like this in?

With the scythe and gswords and whatnot.

Edited, Nov 1st 2006 at 11:15am PST by DrkMateo
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#50 Nov 01 2006 at 11:38 AM Rating: Decent
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Something like that is really hard to due. The DOT of a weapon is really dependant on a number of things.

1) Damage
2) Delay
3) Swings to 100% TP
4) WS damage
5) Additional Effects
6) +ATK/+STR/+ACC/+DEX

I have a spreadsheet that I use to calculate these things. This takes into account everything I have above. The order changes depending on what gear I am using.

I wont use numbers because my spreadsheet actually used relative numbers because of the variables involved but The order goes as follows.

Apocalypse
Buhamut's Scythe /shrug, I dont know it works out that way.
Tredecim
Volunteer (while in assault)
Triton's
Death +1
O-Scythe
Death
Y's Scythe
Martial Scythe
Garuda's Scythe
Grave Digger

And so on. This was using /SAM with a medium haste build. Also the differences between each scythe is very small when your at the Death Scyteh and higher minus the Apolcalypse.

Skyra
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#51 Nov 01 2006 at 2:16 PM Rating: Good
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I can have a DPS explination up tonight just gimme time to do some photo work.
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