Due to the job still being new and changes are constantly being made to the job, I will update and edit this guide as changes are made. Last but certainly not least is Sole Survivor. The majority of this guide is into three main sections: physical abilities, magical abilities and defensive cooldowns. At level 4, players can increase their Enemy with a spinning slash to produce a 220 attack. Not really much to say about this one. This guide provides an in-depth view on one of the FINAL FANTASY XIV tanks, Dark Knight. "Glass Cannons" is the polar opposite of Paladin. Meaning that when you perform a move your MP will drop so using the MP draining techniques mentioned earlier are essential to keep Darkside active. Some players might worry about using the Blood Weapon ability because it reduces all sorts of weaponskills by 10%. This move deals a bit of damage over time to the target and must stay up in order to achieve maximum dps. It's a great move to use in boss fights, raids, big pulls, or really any situation with more than one enemy. This is one of your two options for your dps finisher and one of your best tools for mitigation. However, Grit under the Dark Side effect prevents the Dark Knight from any damage it receives. Damage duration: 15 sec (initial) 30 (after reaching level 32) DoT potency: 40. Combo action: Spinning Slash. This cooldown, to me, is the emergency button for big magic attacks or when pulling a mob that primarily uses magic (i.e. In this specific combo, players can preserve their MP. This move comes in handy for a lot of different situations. In fact, it deactivates Blood Weapon altogether. Players also receive 4 additional Blood Gauges over time as they continue to fight. Delivers an attack with a potency of 100. Combo potency: 250. Couple this with the healing effect and you get that 1100 back. That being said let's see what we've got. This move is your other option for your dps combo finisher. Effect ends if Darkside is cancelled. Dark Knight Leveling Guide Navigation: Page 1: Basics, Unlocking, and Setting Up Page 2: Leveling DRK 30 to 50 (Basic info for now) Page 3: Leveling DRK 50 to 60 (Basic info for now) Page 4: Leveling DRK 60 to 70 (Basic info for now). Living Dead duration: 10 sec. it is also one of the most essential as it lowers all damage dealt by 10% and can be a real life saver when fighting a mob that hits for massive amounts of HP. Got too many skills? The only downside to this move is that it doesn't stack with the Monk job's Dragon Kick so no lowering the enemies stats by 20%. The ability Blood Price is an ability of the Dark Knight that truly depends on how the player uses it. This means that the even if you're constantly taking damage while under the effects of Walking Dead, as long as the healer heals you for your total HP, then you will not be KO'd. There is a switching action into tank mode called Grit Stance. Duration: 15 sec. Dark Arts fades upon execution. Delirium has the ability to lower the target's intelligence stat making non-physical moves do less damage. She recently graduated from Connecticut College with a Bachelor's degree in Philosophy and English. Since Dark Knight starts at level 30 (although unlocked if you have a level 50 character), there are a few things you have to “catch up to”… Namely, your Skills, Rotation, and to a lesser extent, Gear. Just remember to keep an eye on your MP when spamming this com. Usually when a tank enters a tanking stance they get increased defense with a drop in damage dealt by about 20%-25%. This move should be worked into your rotation as often as possible.When used with DA, this move can drian 100% of your damage into HP on ALL targets. Cannot be used while under the effect of Grit. Duration: 10s. The nifty thing about this, is that when you parry a move the stun can be used again instantly, no matter when it was casted because of this I like toy follow it up with the move. Have no idea what anything does because you start at 30? Can only be used after parrying an attack. but be wary on which mobs you use it on as not every mob has magic based attacks. Currently with my ilvl 168 DRK my Souleater combo while under the effects of Dark Arts does about 1100 points of damage on average. Just remember to keep an eye on your MP when spamming this combo. As such, anytime you are able to save healer GCDs using this skill, and spend the Dark Arts proc from it, it is a large gain in damage. Delivers an attack with a potency of 100. So players have to be aware of this before they decide to use it It's very helpful, however. It is important to note that not all moves are survivable while under Living Dead status. Delivers an attack with a potency of 210. It's important to note that this does include magic damage as well, so don't go and pop Dark Mind before this one is finished. Especially in situations where I know that I'm going to need to use the stun often. This is primarily best for enhancing abilities. Watch the situation and adjust as needed. RELATED: Final Fantasy XIV: 10 Of The MMO's Best-Looking Dungeons, Ranked. Duration: 15 sec. Can only be executed while succumbing to the Darkside. I compare it to a Paladin's Sentinel. Dark Arts fades upon execution. The Plunge action is earned by the Dark Knight job at level 54. Jobs . Cannot be used while bound. Duration: 10 sec. It is effectively the strongest move in the DRK's repertoire and is very handy in both critical and average situations. Can only be used when under the effects of Darkside. This is going to be the opener for your DPS combo and is essential your bread and butter combo when not generating enmity. This is going to be the cooldown that you'll use when off tanking. Every skill is useful and I'm having trouble having them all on and ... Press question mark to learn the rest of the keyboard shortcuts. I tend to use this when pulling big mobs or when a tank buster is on the way. Dark Knight abilities generate a lot of hate when used. This effect is granted upon executing Edge of Shadow or Flood of Shadow, increasing damage dealt by all attacks. Dark Arts is only possible when the Dark Knight is under the Dark Side effect. Additional Effect: Lowers target's damage dealt by 10%. Carve and Spit, while under the effects of Dark Arts delivers three powerful strikes to the opponent, each registering as their own strike, however DA will only fade after all three hit so don't worry about losing damage. The Dark Knights in Final Fantasy 14 can be incredibly powerful. Especially so when faced with magic damage, which is a majority of the damage you face. Additional effect: Increased enmity. When not using grit however it is simply a combo finisher so make sure you have grit up if you need the healing effect! Reduces damage taken by 30%. When using the enhanced version of Power Slash in a combo you generally get enough enmity to last the entire fight. This is going to be your enmity combo finisher. Grit reduces MP by 1200 which is not terrible but still something to keep in mind. This combo also absorbs a lot of damage which is very helpful for other characters. You'll want to get used to this move as soon as possible. Then, with Syphon Strike, on top of the hard slash players can reach 390. Mostly because even if you can cast it, you're left with a sliver of MP that will probably disappear after using Hard Slash. Below are some tips on playing these magical characters. The catch is that it's a little tricky to use and I seriously recommend using a macro for this one. Deals unaspected damage with a potency of 120 to a target and all enemies near it. However, it works some magic on its own. This move is very useful when dealing with mobs that use more physical attacks. Pages in category "Dark Knight Body" The following 200 pages are in this category, out of 755 total. This move is going to be your main way of generating enmity when dealing with large groups of enemies. Fresh Level 30 Dark Knight Rotation & Skills Thankfully, there aren’t too many skills unlocked by L30 so you won’t be overwhelmed. 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As players likely already know, Dark Arts increases a lot of potency attacks. It doesn't need much MP to use and it can sometimes be cast for free when using Unmend. Effect ends upon reuse or when MP is 0. Combo potency: 220. This is because there is a lot of give-and-take with this ability. It still isn't clear what kind of moves do finish the job, but you're not entirely safe while under this effect. However, the key to this spell is to use it with Dark Arts to enhance it. It has a cast of 0 seconds, a recast of 30 seconds, an MP cost of 0 and a TP cost of 0. Just pop it on an enemy that's about to die, kill it in 15 seconds and reap the rewards. Also when using it, know what you want to use it on before hand. combo while under the effects of Dark Arts does about 1100 points of damage on average. Combo action: Syphon Strike. Final Fantasy XIV: Heavensward Game Page, Final Fantasy XIV: A Sarcastic Guide to Dungeon Success, Final Fantasy XIV Expanded Free Trial Makes Heavensword Free, Final Fantasy XIV Free Trial Now Has No Time Limit, More Final Fantasy XIV: Stormblood Information During the EU Fan Festival. Dark Arts fades upon execution. This move is absolutely necessary while under the effects of. Also I tend to not use it when my MP is below 3/4. There are also a few moves that can only be used while in this stance. Duration: 15 sec. This move also harnesses Dark Arts so you can use that to further increase your enmity. DRKs already have a little more magic invulnerability than the other tanking jobs and this helps even more. ALWAYS have Grit active when main tanking. So my genius idea was to purchase a lvl 70 Dark Knight pack. Attune with the darkness within you, increasing the potency of several actions. Also be sure to watch how much MP you use because this one can be a little costly. Abyssal Drain has a potency attack of 120 and it causes fairly strong amounts of damage overall. Author FFXIV Guild Posted on June 27, 2019 July 1, 2019 Categories 5.0 Shadowbringers, Dark Knight, Gladiator, Guides, Gunbreaker, Marauder, Paladin, Tanking, Warrior Tags 5.0 Shadowbringers, Dark Knight (DRK) Job, Gunbreaker (GNB) Job, Paladin (PLD) Job, Role Actions, Tank (Role), Warrior (WAR) Job Interestingly enough it also has some utility outside of grit as when used with Dark Arts it is your most potent combo finisher. To use Dark Knight optimally requires a lot of skill, and the player will have to be very careful of the hate threshold. Duration: 10 sec. The nifty thing about this move is that when you parry a move the stun can be used again instantly, no matter when it was casted because of this I like toy follow it up with the move Dark Dance to help increase the number of times I can use it. When HP is reduced to 0 while under the effects of Living Dead, instead of becoming KO'd, your status will change to Walking Dead. Also, it lessens damage the Knight recieves by 20%, but then it lessens damage that it gives out by 20%. Slowbear 92,970 views Dark Arts potency: 250. In terms of the Knight's Blood Gauge, this combo uses half. Souleater has the wonderful effect of letting you restore your damage as HP when using this technique under the effect of grit. Part of me thinks that it increases the chance to cause a critical hit by 5%, another thinks it adds an extra hit to the character's auto-attack. Whenever you see it proc it's a good idea to use it as soon as possible because it has a 30 sec recast timer, which makes it one of the less frequently used moves. It's fairly complex so it's important for players to be familiar with it. Since the move is off of the GCD you can use it in the beginning, middle, and end of any combo, however this move has a one-minute recast timer so using it effectively is key. This move is an interesting one because it can only be used after parrying an attack. They can then receive 50 Blood Gauges back which is amazing since the highest Blood Gauge number is 100. This is your standard tank stunner. These magical characters are tanks that help distract enemies so players have a better chance of defeating them. As for the "chance to hit" I'm still not entirely sure what it means by this. Dark Knight has a MP recovery technique called Blood Price which allows it to recover MP once attacked and an action allowing it to recover MP from its own attack. It's best to work this move into every other rotation to keep mitigation strong, but be wary on which mobs you use it on as not every mob has magic based attacks. Dark Arts potency: 240. To see a side by side comparison of Artifact/Relic sets visit Dark Knight Artifact/Relic Sets Comparison. Always make sure to keep an eye on your MP when using abilities that consume MP. I also use it when fighting single targets as well because it helps with dps and the recast timer (45 seconds) isn't to bad when looking at the amount of damage given. A 25% HP shield on a tank is more HP than a standard GCD heal like Cure II. It's important for players to be aware of their Dark Knight's Blood Gauge when fighting. I have a mix of 8man raid and tombes gear but I heavily lean towards critics and skill speed. Grit effect: Absorbs 100% of damage dealt as HP. Essentially, players must be very tactful with this ability because it can be very strong. One of the most effective spells that the Dark Knight has is Abyssal Drain. Dark Arts combo effect: Increased enmity. Dark Knight is the self-mitigation behemoth, providing near immeasurable mitigation potential. To see a side by side comparison of Empyrean sets visit Bale Sets Comparison. As we continue to progress and more patches and hot fixes release, I will continue to write guides for the best tanking job in Heavensward. 1 year ago. As a rule of thumb, I generally like to throw up Blood Price to help maintain MP when using this move in large groups. Use this when you want to approach a mob but want to conserve MP. This is going to be the opener for your DPS combo and is essential your bread and butter combo when not generating enmity. Just make sure to keep them all lined up. Duration: 20 sec. Not a bad amount of damage if I do say so myself. wind sprites). Initially many players thought that the target described was a fellow party member. Dark Knight Lv 80 I don't think there's any problem with Living Shadow, aside from the massive delay between summoning and activation. In battle, Dark Knights use magicks to infuse their blades with the powers of darkness to strike down their enemies and defend their allies. I read awhile back the DH was useless for dark knight That means they wear heavier armor, get access to damage mitigating skills, and can become temporarily invincible. Despite the description saying it only restores partial, it actually restores quite a bit of MP to the player. Just hate reading? These are going to be the most used abilities for the DRK job. to help increase the number of times I can use it. Even though Dark Knights are tanks, they still possess many of the same skills that warriors possess. Watch the situation and use the appropriate cooldown as necessary. The really good thing about this move is that if you combine it with a skill called Blood Price, you can effectively spam the move when dealing with larger groups of enemies. Dark Knights have a small MP pool, so your use of spells is quite … We present you our collection of desktop wallpaper theme: Ffxiv Dark Knight. The most required skill of Dark Knight is Darkness technique which can consume MP and balance it with MP recovery techniques. Then, they can transition into a power slash which gives them a 300 attack. Can only be used when succumbing to the Darkside. This apocalypse is Seven Umbral Calamity. It has a few requirements in order to be unlocked: 1. I generally throw it up at around 10-12% just to be safe. In the endgame some of the fights can get pretty hectic and while it only has a recast time of 5 seconds, those moments can be the difference between victory and defeat. Physical moves like other mêlée and ranged jobs, drains TP as well however the actual TP usage as a DRK is considerably less than other jobs unless the battle drags on for long periods of time. 0. You'll want to get used to this move as soon as possible. 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