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 Hell. 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 Hell 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 Hell 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 damn 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
