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Arkanethered's Profile User Rating: -----

Reputation: 0
Group:
Users
Active Posts:
291 (0.14 per day)
Most Active In:
Dark Knight (189 posts)
Joined:
08-September 06
Profile Views:
4,384
Last Active:
User is offline Dec 26 2011 11:10 AM
Currently:
Offline

My Information

Member Title:
CFH all night long
Age:
28 years old
Birthday:
July 7, 1983
Gender:
Male Male

Contact Information

E-mail:
Private
Website URL:
Website URL  http://

FFXI Character Information

FFXI Name:
Arkanethered
XI Server:
Asura
Main Job:
Dark Knight

Latest Visitors

Posts I've Made

  1. In Topic: What's Your Latest Accomplishment (DRK)

    22 December 2011 - 10:31 PM

    What does your /ws set look like... And how do your averages look with that? (Outside abyssea of course.)
  2. In Topic: Considering returning

    08 August 2011 - 12:47 PM

    Mnk/war and Whm/rdm - Whm/Sch can practically duo anything within abyssea with the correct buffs (atma). Honestly if your guy has a well geared mnk and you can keep him alive after you get decent atma sets you can do almost anything you want.

    I dual box my Mnk + whm and my wife usually brings w/e she wants and we answer to nobody's schedule except our own. It will take you some work to get there, but it is certainly possible.
  3. In Topic: Considering returning

    08 August 2011 - 10:50 AM

    A lot of "excellent 75" gear was replaced before 80 and is situational beyond that. Mnk + Blm and a Rdm mule could make a pretty decent dent into farming the new Empyrian AF+1. Although I would suggest leveling your mules whm as rdm is quite worthless. Beyond that, get used to the lol-anything except mnk war nin whm scene that FFXI has become.

    Oh, if you want to exp ever... Yes EVER in anything beyond a duo situation. You need abyssea.
  4. In Topic: Post your memories!

    03 August 2011 - 09:50 PM

    Bunch of fags in those SS.
  5. In Topic: Dark Knight New Update Possibility

    18 July 2011 - 10:20 PM

    It will be interesting to see exactly where this goes. Of the two abilities the first has the most potential imo.

    A new ability that sacrifices TP gain to make attacks more powerful.

    This could go a few different ways. It's sacrifice would either be a negative store tp or no tp gain at all. The hope is that the damage gained from melee swings can overtake the damage lost in weaponskill frequency.

    What I would hope for would be an impact on TP gain (Flooring TP/Swing or a straight -% store tp) in exchange for a large ODD percentage or a straght 50%+ damage increase to melee hits.

    The concern of this imo is people who rely on an aftermath to maximize their weapon's potential. No or very slow tp gain kills these weapons depending on the JA's recast and effects.

    A new ability that raises the amount of damage the dark knight takes, but also raises the amount of magic and elemental weapon skill damage it deals.

    On the surface this looks like situational shit but could be somewhat useful situational shit. Although I can't think of a situation where I actually nuke on drk. Now if this stacks with NV and Drain II, ill like it on occasion.