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New DRK Adjustments June 2010 update

#1
User is offline   firefeng 

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Job Abilities
Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.

Job Traits
Occult Acumen
DRK Lv.45 SCH Lv.78
Grants bonus TP when dealing damage with elemental or dark magic.

Spells
- Black Magic
Stone III: DRK Lv.76
Water III: DRK Lv.80
Aspir II: DRK Lv.78

Compared to some of the changes other jobs are getting...DRK got shafted. Depending on the TP return on our new trait, it may finally be worth it to cast magic (assuming they played it smart and it grants more bonus TP depending on the casting time of the spell). If they start giving us 3 TP for casting Drain II, Firefeng gonna choke a bitch.

Also requires reevaluation of Store TP hit builds, since if we can toss off a quick Stone to give us a few spare TP, certain builds may no longer be worthwhile (or new builds may become relevant).

This post has been edited by firefeng: 17 June 2010 - 04:37 AM

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#2
User is offline   UNCTGTG 

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Sam still will be our main sub for now I suppose. :)
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#3
User is offline   Ezekial 

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FUCKING SAMURAI GOT BUFFED TO FUCK AS ASSUMED

Watch Occult Acumen be broken as fuck and you get like 20TP for casting Stone 1
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#4
User is offline   Banter 

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hey, rdm didn't get SHIT
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#5
User is offline   Rhayve 

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Nether Void looks like it'd work nicely in combination with Absorb-TP or Drain II + Dark Seal, in my opinion. It remains to be seen how useful Occult Acumen will be.
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#6
User is offline   Madawc 

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No Souleater 2% 2hr duration :(

This post has been edited by Madawc: 17 June 2010 - 06:34 AM

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#7
User is offline   DiSifer 

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Aspir II takes targets HP converts to MP? That'd be nice. Speculation only.
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#8
User is offline   Vawtwee 

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Fuck.

That is all.

At least I still have the drg update to look forward to.
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#9
User is offline   Hercule 

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Subjob /SAM will be a problem if we need to cast more magic since Hasso add a +50% increase in casting and recast time
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#10
User is offline   Logan Draconia 

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I think how it will work is that it'll give TP depending on casting time. Longer time = more TP. The theory behind it is to get DRKs to cast more spells without feeling you're only hurting the damage output.

The PROBLEM with this is that despite that it works in theory, a simple scythe slash would serve to work better than trying to get a Thunder II off anyway, making it entirely pointless! I think it'll be a nice Bonus when we cast some of the Dark Magic we normally do, such as drains, aspirs and stuns, but I can't possibly begin to see how we're supposed to throw elemental magic in there. Sure, our Elemental Magic level is rather high. However, our access to spells are low. Our current highest is Thunder II and it's completely useless at level 75. Just smack the monster with your weapon. Saves MP, gives TP, and it's stronger.

And as said before, Hasso only serves to restrict this new "gift" by slowing casting and recast times.
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#11
User is offline   Nameless 

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You just have to keep thinking outside the box. You are not going to be more efficient casting spell even with the JT, so think of it as a bonus.

Many DRKs envy SAM's ability to gain TP without giving the mob TP or without the need for meleeing due to their ungimp meditate. That served them well as being recognized as one of the best and most efficient DD for HNM that has devastating AoE move and is not melee friendly (don't tell me it's the one hit WS and Gekko, you have Spinning Slash, which is almost as good tho half the ratio bonus but you have higher natural attack anyway). Now us DRKs got the ability to gain TP while idling, and potentially gaining more TP than the SAMs without meleeing. This is a huge bonus that gives us versatility. Think of the Omega that you do, what do you do when it is on 4 legs, you chill out do nothing other than stun and meditate for some TP waiting for 2 legs. Now you have the chance to nuke some (tier III will likely goes to Thunder III at lvl 99) and gain TP at the same time, you just potentially gain more TP than a SAM during idle phase while doing damage at the same time.

You can't just keep thinking straight DD. This is a big change IMO, and good for stuff that uses invincible, perfect dodge, changes form etc etc. Meaning you will always be useful somewhat.
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#12
User is offline   Goshtin 

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time to skill up elemental magic?
does anyone have capped.. trying to do nooks with it..?
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#13
User is offline   fyreus 

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I like how you think Nameless. The other thing is that it says elemental AND dark magic. You could simply MB bio and stun for a decent tp return if it's TP: magic dmg ratio and ( we don't know the tp figures) possibly MB higher teir nukes to make up for dmg not done with a swing of a scythe (while still getting TP :P) i guess this makes a haste/m.acc/ele skill setup come into play. I leave out int or mab because SE may just forget to make it m.dmg:TP
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#14
User is offline   firefeng 

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View Postfyreus, on 17 June 2010 - 02:03 PM, said:

I like how you think Nameless. The other thing is that it says elemental AND dark magic. You could simply MB bio and stun for a decent tp return if it's TP: magic dmg ratio and ( we don't know the tp figures) possibly MB higher teir nukes to make up for dmg not done with a swing of a scythe (while still getting TP :P) i guess this makes a haste/m.acc/ele skill setup come into play. I leave out int or mab because SE may just forget to make it m.dmg:TP


Since we're dealing with Tier III elemental spells, now, you are past the point where it's prudent to ignore INT and MAB. Right about now I'm kicking myself for never doing dynamis/getting Abyss gear...And also because I need to skill up elemental magic from 84 to cap in the next few days, on top of leveling my subs.

I'm wondering if Squenix will give us elemental accuracy/potency merit options, now.
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#15
User is offline   Taint 

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I do enjoy MBing at Fafhogg and Tiamat. If the TP return is decent I might tweek my tanking rotation to some dark magic as apposed to the usual sleep, bind, stun order.

Overall I bet its crap but I am looking forward to busting out DRK again on nonHNMs as I lvl up!!
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#16
User is offline   fyreus 

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View Postfirefeng, on 17 June 2010 - 02:31 PM, said:

Since we're dealing with Tier III elemental spells, now, you are past the point where it's prudent to ignore INT and MAB. Right about now I'm kicking myself for never doing dynamis/getting Abyss gear...And also because I need to skill up elemental magic from 84 to cap in the next few days, on top of leveling my subs.

I'm wondering if Squenix will give us elemental accuracy/potency merit options, now.



SE loves 2handers. They might just help you out.
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#17
User is offline   Nameless 

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I have capped elemental magic for a while now, and recently got blm to 75 so I am good til 80. I still think there is an end magic for darkmagic, similar to perhaps elemental magic is getting meteor in the end.

Now if inventory allows, I will start making an elemental magic set... never thought this day will come, but with access to T3 spells and possibly beyond, why not.

Head: Homam Head (lol? finally a use)
Neck: Aesir Torque
Earring: Loq. for start of cast, end with Abyssal or Elemental and Novio?
Body: Abyss Cuirass or Corselet (think Corselet might have the edge here due to MACC)
Hands: Abyss Gauntlets +1 (glad I did this lol...) or Vicious Mufflers (I probably prefer INT for less resist)
Ring: Snow + VNM T4 ring
Back: Abyss Cape
Belt: Sea Obi or RSE belts? Hume one got +4 INT i think...
Legs: Jet Seraweels
Feet: Shrewd Pumps
Ammo: Sturm's Report

That doesn't seem too bad....
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#18
User is offline   Kaparu 

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Glad to see that Square still doesn't understand melee jobs at all.

View PostNameless, on 17 June 2010 - 12:47 PM, said:

Many DRKs envy SAM's ability to gain TP without giving the mob TP or without the need for meleeing due to their ungimp meditate. That served them well as being recognized as one of the best and most efficient DD for HNM that has devastating AoE move and is not melee friendly (don't tell me it's the one hit WS and Gekko, you have Spinning Slash, which is almost as good tho half the ratio bonus but you have higher natural attack anyway). Now us DRKs got the ability to gain TP while idling, and potentially gaining more TP than the SAMs without meleeing. This is a huge bonus that gives us versatility. Think of the Omega that you do, what do you do when it is on 4 legs, you chill out do nothing other than stun and meditate for some TP waiting for 2 legs. Now you have the chance to nuke some (tier III will likely goes to Thunder III at lvl 99) and gain TP at the same time, you just potentially gain more TP than a SAM during idle phase while doing damage at the same time.


If you're not tanking Omega, you shouldn't be part of the run.

Erp, and Nameless, as far as your elemental set goes, you seem to be forgetting that while DRK's elemental skill isn't atrocious, you lack any native MAB trait. Ouch.
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#19
User is offline   What? 

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A job update doesn't need to cater exclusively to only top tier players/playstyles to be useful to somebody. Plenty of people can and do find themselves in that situation where TP from magic would be helpful rather than doing nothing. They might not be people you play with but it's pretty easy to tell which updates will shake up top tier play and which will simply help a job along. Considering SEs track record of adding crap that has absolutely no use whatsoever, it's not that horrible
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#20
User is offline   Logan Draconia 

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View PostKaparu, on 17 June 2010 - 03:57 PM, said:

Erp, and Nameless, as far as your elemental set goes, you seem to be forgetting that while DRK's elemental skill isn't atrocious, you lack any native MAB trait. Ouch.


This is exactly my problem. Sure, we may be getting Tier III access, but we also need to take into consideration that these Tier III spells are going up against even stronger monsters of higher levels, so whatever damage Tier III spells do to 75 Mobs will be meaningless compared to the IVs and Vs.

Also, like what was said, DRKs have no bonuses on Magic attack, further making our elemental spells weaker.

I believe that there should be no concern over elemental magic at all. Stick to Dark Magic. It's useful and counts toward the TP bonus. Unless elemental magic somehow serves to give spectacular TP gain or somehow becomes powerful enough to use in place of a scythe swing every now and then, I don't see any real reason to raise it's skill any time soon. Also, we still don't know if TP gain will be determined by the spell's damage, cast time, or just the spell itself. For all we know, Stone will give as much TP as Stone II. For all we know, Thunder II at an elemental skill of 80 will give the same TP as Thunder II at maxed skill.

I'm just saying don't waste your time until it's tested by someone who already has maxed out elemental magic first. It would be a real pain if you spend hours or days raising that skill cap when it won't even help. Knowing SE's track record for DRKs, I'm not willing to get excited about any of this until I see some very convincing results first.
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