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Community Dark Knight Guide
From FFXI Wiki
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General Information
- One of the original six Advanced Jobs, as well as the direct opposite of Paladin.
- Physical damage dealer (re: DPS).
- Has the highest base physical attack rating and possesses the most physical attack traits of any job in the game.
Roles
- Dark Knight is primarily a Damage Dealing class, or in more modern MMO vernacular a DPS. Within the scope of FFXI, DRK is a Heavy DD (because of its use of heavy armor and whose primary weapons are two-handed great swords and scythes).
- DRK fills additional roles in an auxiliary fashion such as:
- An off-tank (with some finagling as a main tank);
- A caster through its limited pool of enfeebling magic (which can be further extended using additional effect weaponskills);
- As well as (but more particularly) through its unique line of Dark Magic spells.
- Dark Knight is a complex heavy DD to gear and play. You'll feel pulled to cast, but not too much. To take damage... but just enough. You'll debate TP phase vs. Weapon Skill phase damage ratios... and never feel completely satisfied. [DRK can be an] incredibly rewarding job to [deep] dive into and play in a variety of ways. -- Celebrindal
Food & Medicines
Food
Accuracy Options:
Sublime Sushi
- Stats: HP+40, MP+20, STR+6, DEX+7, MND-3, CHR+6 Accuracy / Ranged Accuracy+10% (Max. 100), "Resist Slow" +1.
- One of the best accuracy-based foods in the game.
- Purchased from the Auction House. Crafted only.
- One of the best accuracy-based foods in the game.
Grape Daifuku
- Stats: HP+20, STR+2, VIT+3, Accuracy / Ranged Accuracy+10% (Max. 80), Attack / Ranged Attack+10% (Max. 50), "Magic Attack. Bonus " +3. Mirrored Pet Stats.
- If Sublime Sushi is the best accuracy-based, Grape Daifuku comes in as a close second. Adding moderate attack in exchange for a small loss of accuracy.
- Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
- If Sublime Sushi is the best accuracy-based, Grape Daifuku comes in as a close second. Adding moderate attack in exchange for a small loss of accuracy.
Seafood Gratin
- Stats: DEX+7, MND+7, Accuracy / Ranged Accuracy+20% (Max. 70), Evasion / Magic Evasion+12% (Max. 60).
- An honorable mention. A step down in accuracy, however, Seafood Gratin exchanges the further accuracy loss for a significant boost in magic evasion. (Which becomes a much bigger dealer in mid to late-endgame content.)
- Purchased from the Auction House. Crafted only.
- An honorable mention. A step down in accuracy, however, Seafood Gratin exchanges the further accuracy loss for a significant boost in magic evasion. (Which becomes a much bigger dealer in mid to late-endgame content.)
Attack Options:
Red Curry Bun
- Stats: Attack / Ranger Attack+23% (Max. 150), Demon Killer +4.
- One of the oldest attack foods in the game. Tried and true (if you have the accuracy to use it of course).
- Purchased from the Curio Moogle for 7,000 gil, 84,000 a stack.
- One of the oldest attack foods in the game. Tried and true (if you have the accuracy to use it of course).
Popo. Con Queso
- Stats: STR+5, MND+5, Attack / Ranged Attack+20% (Max. 130), Evasion / Magic Evasion+12% (Max. 60).
- Honorable mention. Introduced around the same time as the above Seafood Gratin (serves as the attack food version).
- Purchased from the Auction House. Crafted only.
- Honorable mention. Introduced around the same time as the above Seafood Gratin (serves as the attack food version).
Carbonara
- Stats: HP+14% (Max. 175), MP+10, STR+4, VIT+2, INT-3, Attack+17% (Max. 65), Evasion / Store TP+6.
- Honorable mention. Is an old school food item that definitely sees less use but still deserves a highlight due to the STP+ and the HP+% value (which can be abused for Drain 3 Shenanigans. Will come back to that later).
- Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
- Honorable mention. Is an old school food item that definitely sees less use but still deserves a highlight due to the STP+ and the HP+% value (which can be abused for Drain 3 Shenanigans. Will come back to that later).
Specialty Options:
Marine Stewpot
- Stats: HP+90, Accuracy/R. Accuracy/M. Accuracy +90, Mirrored Pet Stats, -20 each.
- Group Food (~6 Party members within 10 yalms).
- A highly desired food choice--particularly in endgame content and scenarios. Only exists as singles and does not stack. As mentioned in the above description, a Marine Stewpot will work on up to an entire party as long as each member is within 10 yalms of the person using it.
- Any party member with an existing food effect on will not receive the effect of the stewpot.
- Purchased from the Auction House. Crafted only.
Riverfin Soup
- Stats: Accuracy / Ranged Accuracy +14% (Max. 90), Attack / Ranged Attack +18% (Cap: 80), Amorph Killer +5
- Honorable mention. Slightly stronger version of Daifuku. Only exists as singles and does not stack.
- Purchased from the Auction House. Crafted only.
- Honorable mention. Slightly stronger version of Daifuku. Only exists as singles and does not stack.
Gyudon
- Stats: Double Attack"+5%, Weapon skill damage +5%
- Introduced September '22. Largely speaks for itself. No addtional stats, so make sure you can actually hit something if you're going to use it.
- Purchased from the Auction House. Crafted only.
- Introduced September '22. Largely speaks for itself. No addtional stats, so make sure you can actually hit something if you're going to use it.
Popoto Gratin
- Stats: Double Attack+5%, Store TP+5!!!
- Honorable mention. Very interesting food with a duration of 5 minutes but stacks to 99. Great for short battles.
- NPC purchasable only. Available for purchase during The Green Festival in Lower Jeuno.
- Honorable mention. Very interesting food with a duration of 5 minutes but stacks to 99. Great for short battles.
Defensive Options
Om. Sandwich
- Stats: HP+11% (Max. 150), VIT+7, MND+7, Accuracy+11% (Max. 80), DEF+11% (Max. 120), Enmity+4.
- Introduced in The Voracious Resurgence mission-line. Comparable to Miso Ramen in HP and Defense; exchanging Magic Evasion and Magic Defense Bonus for accuracy and enmity+.
- Purchased from the Auction House. Crafted only.
- Introduced in The Voracious Resurgence mission-line. Comparable to Miso Ramen in HP and Defense; exchanging Magic Evasion and Magic Defense Bonus for accuracy and enmity+.
Medicines
Echo Drops
- Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
- Purchased from the Curio Moogle for 700 Gil.
- Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
Remedy
- Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
- Purchased from the Curio Moogle for 3,000 Gil.
- Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
Reraiser /
Hi-Reraiser
- Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
- Purchased from the Curio Moogle for 1,000 and 1,500 Gil.
- Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
Holy Water
- Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
- Purchased from the Curio Moogle for 1,000 Gil.
- Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
Panacea
- Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
- Purchased from the Curio Moogle for 20,000 Gil.
- Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
Vile Elixir /
Vile Elixir +1
- You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
- Purchased from the Curio Moogle; 20,000 Gil for NQ. 40.000 Gil for HQ.
- Often cheaper to buy off the Auction House.
- A number of NM's and various content drop these for free as well.
- You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
Antacid
- Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
- Purchased from the Curio Moogle for 1.000 Gil.
- Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
El. Pachira Fruit
- Effect: 1hp/tick Poison Effect for 2 minutes.
- Perhaps you aren't engaged and can't swap to a particular piece of equipment with a damage over time effect. Poisoning yourself is a good option. Keeps you awake when you know the mobs you are fighting will spam sleep. Keep a few on hand.
- Purchased from the Ghemi Sinterilo for 154 Gil in Kazham.
- Perhaps you aren't engaged and can't swap to a particular piece of equipment with a damage over time effect. Poisoning yourself is a good option. Keeps you awake when you know the mobs you are fighting will spam sleep. Keep a few on hand.
Abilities, Traits, Merits, and Job Points
Abilities and Traits
Merits
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Job Points
Support Jobs
Weapons & Weapon Skills
Dark Knight has access to a variety of weapon types and weaponskills.
While in most cases a weaponskill's main purpose is to do as much damage as possible, some can be leveraged and utilized for a wide range of status effects that are useful across various situations.
Weapons
Primary Weapons
Great Sword Options
Macbain:
- How to obtain:
- Chance coffer reward in Alluvion Skirmish zone Rala Waterways (U) upon successful objective achievements.
- Trade 3 Mellidopt Wing to Lorissa in Yorcia Weald.
- How to obtain:
Kaja Claymore / Nandaka:
- How to Obtain:
- Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
- Cost: 16,250 Hallmarks to upgrade from a base Tokko Claymore to a Kaja Claymore. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to a Nandaka.
- How to Obtain:
Raetic Algol / Raetic Algol +1:
- How to Obtain:
- Crafted Only.
- Requirements:
- To equip Raetic Algol, the player requires "Superior 3" status: 500 Job Points spent/invested.
- How to Obtain:
Montante / Montante +1:
- How to Obtain:
- Chance coffer reward from Sarama's Coffer item.
- See +1 for augments.
- How to Obtain:
Scythe Options
Voluspa Scythe:
- How to obtain:
- Purchase from Zurim with Domain Invasion Points.
- Cost: 80 Points.
- How to obtain:
Cronus:
- How to obtain:
- Created by material trade-in to Oboro. Must have certain criteria met before Oboro will even speak to you, see NPC page for details.
- Obtained by trading a Cehuetzi Claw, a Ivory Sickle, a Orichalcum Scythe, and 150 of either Plutons, Beitetsu, or Riftborn Boulders.
- How to obtain:
Kaja Scythe / Drepanum:
- How to Obtain:
- Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
- Cost: 16,250 Hallmarks to upgrade from a base Tokko Scythe to a Kaja Scythe. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to a Drepanum.
- How to Obtain:
Inanna:
- How to obtain:
- Chance coffer reward in Alluvion Skirmish zone Rala Waterways (U) upon successful objective achievements.
- Trade 3 Mellidopt Wing to Lorissa in Yorcia Weald.
- How to obtain:
Crepuscular Scythe:
- How to Obtain:
- Chance drop from The Wyrm God High Tier Mission Battle.
- Cost: 30 Merit Points and <ahem> proper access requirement: Complete Abyssea ("Visions of"; "Scars of"; and "Heroes of") Add-on Scenarios.
- Good luck!
- How to Obtain:
Agwu's Scythe:
- How to Obtain:
- Purchasable from the Pilgrim Moogle in Rabao after successfully defeating the Atonement 3 NM Ongo in Sheol: Gaol battlefield of Odyssey.
- How to Obtain:
Dacnomania:
- How to Obtain:
- Chance drop from Gaes Fete NM Warder of Courage in Escha - Ru'Aun.
- Good luck!
- Chance drop from Gaes Fete NM Warder of Courage in Escha - Ru'Aun.
- How to Obtain:
Notes on Great Sword versus Scythe
- Have had a series of discussions and conversations around Great Sword and Scythe use. In particular, “Which is best?”, “Which is stronger (strongest)?” So taking a moment to discuss this topic, in an abundance of caution that it has not been explained well in other sections. Brahmsz (talk)
- So which is stronger, Great or Scythe?
- Well… the short answer is: They are equivalent.. and it really depends on what you are doing.
- As one of the oldest sayings in FFXI goes, “Shit's situational.”
- Let's do some basic compare and contrast:
- Scythes typically have higher base damage ratings than Great Swords. But what does that mean…?
- Example: It means melee hits with Scythes are always higher.
- It also means Scythes have a higher damage ceiling than Great Swords. More on that later.
- Great Sword endgame Weaponskills do more raw damage.
- Scythe Weaponskills have better Skillchain properties. But what does that mean…?
- Example: It means Scythe Weaponskills link together easier to create long(er) Skillchains. Skillchain damage can (in some cases) mirror or overtake the damage your Weaponskill does by itself.
- Scythe Weaponskills, generally speaking, have more utility use. But what does that mean…?
- Example: Using: Guillotine to silence; Infernal Scythe to lower attack; Entropy to restore MP; Catastrophe to restore HP.
- Scythes typically have higher base damage ratings than Great Swords. But what does that mean…?
- Advanced Notes:
- As mentioned earlier, Scythe has “a higher damage ceiling” than Great Swords does. This has to do with Physical Damage Limit.
- As mentioned in the introduction, Dark Knight has the highest job trait tiers of both Physical Attack Bonus and Smite. Dark Knight also has the highest tiered trait of Physical Damage Limit+ (Link provided).
- Put as plainly as possibly:
- Physical Damage Limit (PDL) is a function of “Physical Differential” (pDIF). PDL+ increases the maximum damage multiplier of pDIF, based on a ratio of Attack versus target Defense (for example, 2:1).
- Every weapon type has its own ratio maximum. Scythe PDL is 4.0 versus target Defense, where as Great Sword is 3.75 versus target Defense. But what does that mean…?
- Example: If an enemy has a Defense rating of 1,000.. the player character’s damage caps off at 4,000 Attack with Scythe; and 3,750 Attack with Great Sword.
- Put as plainly as possibly:
Auxiliary Weapons
Sword Options
Kaja Sword / Naegling:
- How to Obtain:
- Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
- Cost: 16,250 Hallmarks to upgrade from a base Tokko Sword to Kaja Sword. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to Naegling.
- How to Obtain:
Axe Options
Kaja Axe / Dolichenus:
- How to Obtain:
- Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
- Cost: 16,250 Hallmarks to upgrade from a base Tokko Axe to a Kaja Axe. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to a Dolichenus.
- How to Obtain:
Beryllium Pick / Beryllium Pick +1:
- How to Obtain:
- Crafted Only.
- To equip Raetic Beryllium Pick, the player requires "Superior 2" status: 100 Job Points spent/invested.
- How to Obtain:
Great Axe Options
Kaja Chopper / Lycurgos:
- How to Obtain:
- Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
- Cost: 16,250 Hallmarks to upgrade from a base Tokko Chopper to a Kaja Chopper. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to a Lycurgos.
- How to Obtain:
Hepatizon Axe:
- How to Obtain:
- Crafted Only.
- Requirements:
- To equip Hepatizon Axe, the player requires "Superior 2" status: 100 Job Points spent/invested.
- How to Obtain:
Club Option
Loxotic Mace:
- How to Obtain:
- Chance coffer reward from G. Grenade's Coffer item.
- Coffers received from successfully defeating UNM Grand Grenade.
- Chance coffer reward from G. Grenade's Coffer item.
- See +1 for augments.
- How to Obtain:
Ultimate Weapons
Great Swords
Ragnarok (Level 119 III): Relic Great Sword
- Weapon Skill: Scourge
Caladbolg (Level 119 III): Empyrean Great Sword
- Weapon Skill: Torcleaver
Helheim: Prime Great Sword
- Weapon Skill: Fimbulvetr
Scythes
Apocalypse (Level 119 III): Relic Scythe
- Weapon Skill: Catastrophe
Liberator (Level 119 III): Mythic Scythe
- Weapon Skill: Insurgency
Redemption (Level 119 III): Empyrean Scythe
- Weapon Skill: Quietus
Anguta: Aeonic Scythe
- Weapon Skill: Entropy
Father Time: Divergence Su5 Scythe
- Weapon Skill: N/A
Foenaria (Level 119): Prime Scythe
- Weapon Skill: Origin
Weapon Skills
Great Sword
- Shockwave: Learned at 150 Great Sword Skill
- One of the earliest utility-based weapon skills you can learn.
- Functionally a short-ranged Sleepga centered around the player. Use it for larger pulls to make it easier for cures and tanking.
- A full Accuracy & Magic Accuracy set such as Flamma +2 from Ambuscade will land this on most fodder mobs.
- Because of Shockwave's AoE (Area of Effect) nature, it can be [ab]used to whittle mobs down around the player with little consequence.
- You can use a full set of Relic Reforge +2 or +3 to increase it's physical damage and still maintain a high level of Accuracy & Magic Accuracy.
- Ground Strike: Learnable at *250 Great Sword Skill minimum via the Weapon Skill Quest Inheritance.
- Accessible when equipped with
Kaja Claymore &
Nandaka from Ambuscade.
- Accessible when equipped with
- 75 cap Torcleaver.
- Great for opening, connecting, and/or closing skillchains with both Fragmentation and Distortion skillchain properties.
- Herculean Slash: Learned at 290 Great Sword Skill.
- Low damage Ice-base Weapon skill.
- Offers utility in its ability to paralyze mobs that you use it on. The paralysis may not be very potent but still worth keeping in mind.
- Relic Weapon Skill
- One of Great Sword's two Light skillchain property weapon skills and the only Fusion skillchain property weapon skill.
- Alternative Great Sword Accuracy Swaps have made using Ragnarok even more niche for this reason.
- Scourge is a great skillchain linker for Great Swords on Dark Knight and provides an alternative for multi-step Fusion & Fragmentation into Light skillchains.
- Resolution: Learnable at 357 Great Sword Skill minimum. Requires Merit Points to unlock. Pleas see
- Dark Knights second best Great Sword weapon skill.
- Seeing as Resolution is a TP replicating weapon skill, the key is focusing on multi-hit proc's for spike damage. If a swing misses in the weapon skill, you will notice.
- Resolution also offers utility in its Fragmentation property when fighting mobs that absorb skillchain damage (ie: Light skillchains from Torcleaver spam, or when you don't want to skillchain with the current "Meta" weapon skills like Savage Blade).
- Torcleaver: Accessible when equipped with
Caladbolg. Learnable after completing Kupofried's Great Sword Moogle Magic.
- Empyrean Weapon Skill
- By far Dark Knights strongest Great Sword weapon skill. Boasting an 80% Vitality modifier, you would want to stack as much VIT and WSDMG as you can.
- Also scales extremely well with TP overflow, so the higher the TP you use this weapon skill at, the more damage you get out of it.
- Pair this up with Caladbolg and watch your overall damage soar. Even when solo, spamming light skillchains will do insane damage to mobs that aren't light based.
- Fimbulvetr: Accessible when equipped with
Helheim.
- Prime Weapon Skill
- On par with Torcleaver.
- Stat modifiers and TP scaling are extremely competitive, but added bonus of having a 3-step skillchain into Darkness to boot.
- Tethered to Helheim (Level 119 III) or (Level 119 II); Can only be used within Sortie with the Helheim (Level 119).
Scythe
- Shadow of Death: Learned at 70 Scythe Skill.
- Dark-base Elemental weapon skill which scales with TP.
- Offers niche utility as an Elemental weapon skill. As such, Shadow of Death will never miss outside of special circumstances such as a magic shield.
- Great for times where [double] Darkness weather can be [ab]used and / or for when Perfect Dodge or Invincible is active.
- Guillotine: Learned at 200 Scythe Skill.
- Bread & butter Scythe weapon skill for Dark Knights of a certain age (75 Cap Era).
- While lacking in the damage department, Guillotine serves two great purposes:
- Skillchain connector for a four-step Light skillchain with Scythe.
- As well as having a moderately high chance of landing Silence on most everything short of mobs with Resist Silence job trait.
- Cross Reaper: Learned at 225 Scythe Skill.
- Dark Knight's strongest Scythe weapon skill by far.
- Much like Torcleaver, Cross Reaper scales well with TP & is a necessary component in a standard three to five-step double Darkness skillchain.
- While Cross Reaper may not be tied to an Ultimate weapon, it pairs very nicely with Anguta for ridiculous levels of damage.
- Spiral Hell: Learnable at 240 Scythe Skill minimum via the Weapon Skill Quest Souls in Shadow.
- Accessible when equipped with
Kaja Scythe &
Drepanum from Ambuscade.
- Accessible when equipped with
- 75 cap Cross Reaper. Has fallen out of prominence due to positive adjustments to Cross Reaper and both weapon skills having the same skillchain property of Distortion.
- Mentioning for historical reference moreso than for actual use.
- Infernal Scythe: 300 Scythe Skill.
- A 99 cap updated version of Shadow of Death.
- In order to differentiate the two weapon skills, Internal Scythe does not scale with fTP, but also has no dINT modifier (Difference between player Intelligence and Mob Intelligence).
- Infernal Scythe also serves a utility purpose in lowering mob attack by 25% for a minimum of 3 minutes, similar to Weapon Break.
- Damage from Infernal Scythe won't be nearly as high as other weapon skills but definitely deserves an honorable mention.
- Catastrophe: Accessible when equipped with
Apocalypse.
- Relic Weapon Skill
- Relic-based weapon skill and Dark Knight's bread & butter entry point to soloing.
- One of the two relic weapon skills Dark Knight has access to (the other being the greatsword skill Scourge).
- Catastrophe has a static fTP value.
- However, the drain effect itself scales with TP (~70% of damage dealt).
- With a fully upgraded (Afterglowed) item level 119 Apocalypse, Catastrophe's attached Aftermath effect offers +10% Job Ability Haste, easing off dependence to job abilities such as Last Resort, Hasso, or Haste Samba for capping melee delay.
- Insurgency: Accessible when equipped with
Liberator. Learnable after completing Unlocking a Myth (Dark Knight).
- Mythic Weapon Skill
- Dark Knights second best1 Scythe weapon skill.
- Primarily a damage weapon skill, Insurgency is unique in that it utilizes both multi-hit as well as front-loaded damage.
- Similar to Scourge, Insurgency is the only Fusion option in the Scythe category.
- Requires fully upgraded Liberator (Level 119 III) in order to reach fully realized damage potential.
- Quietus: Accessible when equipped with
Redemption.. Learnable after completing Kupofried's Scythe Moogle Magic.
- Empyrean Weapon Skill
- Dark Knight's other Empyrean weapon-based weapon skill.
- Quietus has a static fTP value, but bears special mention for the fact that its special feature is "Ignore's Enemy Defense" starting at 10% (1,000 TP) up to 50% Defense Ignored (3,000 TP) which shines in lower buffed scenarios.
- Quietus is the second Scythe weapon skill with a native Darkness skillchain property (with a sub-property of Gravitation), making it another excellent closer for a multi-step Darkness skillchain.
- Empyrean Weapon Skill
- Entropy: Learnable at 357 Scythe Skill minimum. Requires Merit Points to unlock. Pleas see
.
- Accessible when equipped with
Anguta.
- Accessible when equipped with
- Originally, a Merit Point weapon skill, Entropy was updated as an Aeonic weapon-based weapon skill.
- Entropy's fTP value does not climb that high (starting at 0.75 to a maximum of 2.0).
- However, Entropy is an fTP replicating weapon skill which means all swings hit at the same functional value. Which helps to close the gap in damage.
- Entropy serves a significant utility purpose for Dark Knight in replenishing the player's MP pool by 15~20% of damage dealt.
- When equipped with an
Anguta, Entropy gains a native Darkness skillchain property and unlocks the Aftermath effect of Level 4 Ultimate skillchains, Umbra & Radiance.
- Skillchain damage gains a noticeable increase as well.
- Prime Weapon Skill
- On par with if not straight surpassing Cross Reaper. Added bonus that it restores HP & MP.
- TP scaling is very generous!
- Offers a simply 3-step Light skillchain option.
- Tethered to Foenaria (Level 119 III) or (Level 119 II); Can only be used within Sortie with Foenaria (Level 119).
Sword
- Savage Blade: Learnable at 240 Sword Skill minimum via the Weapon Skill Quest Old Wounds.
- Accessible when mainhand is equipped with
Kaja Sword &
Naegling from Ambuscade.
- Accessible when mainhand is equipped with
- Scales well with fTP and TP overflow.
- Does not synchronize well with Dark Knight's current playstyle.
- Requiescat: Learnable at 357 Sword Skill minimum. Requires Merit Points to unlock. Please see
.
- Requiescat was originally a Merit-based Weapon Skill which primarily served as a utility weapon skill for serving out Non-Elemental damage.
- Skill ability reads as "Attack power varies with TP".
- As such won't see much use outside of situations such as breaking through a specialty damage shield.
- Sanguine Blade: Learned at 300 Sword Skill.
- Honorable mention. Castrophe without the Apocalypse.
- Falls under Magic Weapon Skills, so will never miss, but... has a dINT stat attached.
- Heavily influenced by MAB as well as Darkness affinity accessories.
- Retains a static fTP value but the drain effect scales with TP (50% to 160%).
Axe
- Mistral Axe: Accessible with a
Beryllium Pick &
Beryllium Pick +1.
- A single-hit "ranged" weapon skill (usuable up to 15 yalms away).
- Scales extremely well with TP and offers the Fusion skillchain property.
- Only downside is Mistral Axe lacks a second weapon skill modifier and relies heavily on its 50% STR modifier.
- Perhaps this was done for balance purposes.
- Decimation: Learnable at 240 Axe Skill minimum via the Weapon Skill Quest Axe the Competition. Accessible with
Kaja Axe /
Dolichenus from ambuscade.
- Mulit-hit weapon skill. Damage does not scale with TP.
- However, Decimation is TP replicating and offers the Fusion skillchain property as well. Making it a highly effective weapon skill with minimal gear investment.
- Highly recommended for new and returning players just starting out without REMA weapons.
- Mulit-hit weapon skill. Damage does not scale with TP.
- Ruinator: Learnable at 357 Axe Skill minimum. Requires Merit Points to unlock. Please see
.
- Essentially a Merit Point-based variation on Decimation.
- In order to differentiate the two weapon skills, Ruinator Was given a 10% attack bonus and the Distortion skillchain property.
- Ruinator primarily serves more as a skillchain connector than a source of damage.
- Still worth keeping a point in if you can swing it. (No pun intended)
Great Axe
- Armor Break: Learnable at 100 Great Axe Skill.
- Learned at an even lower skill level than even Shockwave.
- Armor Break is the earliest and one of the most effective utility weapon skills a Dark Knight can use.
- Armor Break focuses on lowering the mob's defense, offering a Defense Down effect of -25% defense ranging from 3 to 9 minutes based on the TP value used at.
- Learned at an even lower skill level than even Shockwave.
- Full Break: Accessible when equipped with
Hepatizon Axe +1 &
Hepatizon Axe.
- Full Break is a combination of all the Great Axe weapon skills, but each effect is a lower potency than their individual-based weapon skills
- Lowers mob attack and defense by 12.5% and lowers evasion and accuracy by 20 points.
- Same as Armor Break above, the duration is based on TP value used at, at a minimum of 3 minutes.
- Individual effects can each be resisted independent of one another.
- Full Break is a combination of all the Great Axe weapon skills, but each effect is a lower potency than their individual-based weapon skills
- Fell Cleave: Learnable at 300 Great Axe Skill.
- Upheaval: Learnable at 357 Great Axe Skill minimum. Please see
.
- Strongest Great Axe weapon skill Dark Knight has access to. Period.
- Merit Point based weapon skill; eerily similar to Insurgency (except for a high weapon skill modifier).
- Utilizes both multi-hit as well as front-loaded damage and is yet another option for the Fusion skillchain property.
- Is well worth keeping around, especially if you were to make a Lycurgos.
- But that's a point to explore later on.
Club
- Judgment: Learnable at 200 Club Skill.
- The club equivalent of Savage Blade.
- Scales extremely well with TP.
- Great for situations where slashing damage may not be feasible or blunt damage is far more exploitable.
Equipment
Job Specific Equipment
Artifact Armor
ExpandIgnominy Armor Set |
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Relic Armor
ExpandFallen's Armor Set |
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ExpandDivergence Weapon |
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ExpandDivergence Neck Accessory |
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Empyrean Armor
ExpandHeathen's Armor Set |
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ExpandEmpyrean Armor Accessories |
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Equipment Sets
- Disclaimer: The sets posted herein are a bridge gap for new & returning players. This isn't a true end-to-end High-End sets guide. If you are already geared at or past the sets posted herein, please feel free to check out the High-End Sets Theorycafting thread on FFXIAH under the DRk forum.
- Sets herein will not be cover "Attack Cap" scanrios. --Brahmsz (talk)
TP Sets
- All sets herein should be regarded as benchmark targets to gauge gear progression.
Starting Out
Stepping into an Ambuscade
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Escha Ru'Aun & Reisenjima
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Omen & Dynamis Divergence
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Odyssey & Sortie
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DT & TP Hybrid Builds
*A few notes on DT Sets and the advancement of TP Hybrid builds:
- There is no true "Best in Slot" (BiS) DT or Hybrid TP build.
- Going back as far as the introduction of Ambuscade on up to Odyssey, Dark Knight (as well as many jobs) has seen a proliferation in DT-% (and to a lesser extent PDT-%) gear that also doubles as excellent TP options.
- Your Mileage May Vary... depending on what you have access to and what you have the patience to attain.
- So once again, use these sets as benchmarks to gauge where you stand as well as decide how & where you can improve your own gear builds/sets.
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Utility, Situational & Misc Sets
- Situational awareness goes a long way...
- Sets herein may or may not see as much use but are nice to have around when the circumstances come up.
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Great Sword Weapon Skills
- As stated in the introduction at the top, Dark Knight "has the highest base physical attack rating and possesses the most physical attack [and physical damage limit] traits of any job in the game."
- This leads to murky circumstancess in which the job's greatest strength makes for uncertainty.
- ie. "Am I Attack Capped or Attack uncapped?"
- The sets herein are not adjusted for Attack Capped Scenarios.
- This leads to murky circumstancess in which the job's greatest strength makes for uncertainty.
Torcleaver
Resolution
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lol Scourge
Ground Strike
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Shockwave
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Herculean Slash
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Scythe Weapon Skills
- As stated in the introduction at the top, Dark Knight "has the highest base physical attack rating and possesses the most physical attack [and physical damage limit] traits of any job in the game."
- This leads to murky circumstancess in which the job's greatest strength makes for uncertainty.
- ie. "Am I Attack Capped or Attack uncapped?"
- The sets herein are not adjusted for Attack Capped Scenarios.
- This leads to murky circumstancess in which the job's greatest strength makes for uncertainty.
Cross Reaper
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Insurgency
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Quietus
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Catastrophe
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Entropy
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Guillotine
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Shadow of Death
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Infernal Scythe
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Origin
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Sword Weapon Skill Sets
Savage Blade
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Requiescat
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Sanguine Blade
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Axe Weapon Skills
Decimation
- A couple of notes on Decimation
- The sets for Decimation can effectively be copy/pasted from Resolution.
- Decimation sets are identical to Ruinator and to save time and space this subsection will be used for both Decimation & Ruinator.
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Mistral Axe
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Great Axe Weapon Skills
Upheaval
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Armor Break
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Club Weapon Skill
Judgment
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Magic Casting Sets
Fast Cast
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Endark
- Endark serves two purposes:
- Additional moderate darkness-based enspell damage which decays with each melee swing.
- Increases physical attack based on Dark Magic Skill when cast. Attack buff decays as well with each melee swing.
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Stun
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Drain
- Please note that Drain II & III grant a bonus HP buff to the player exceeding the player's normal HP.
- The native cap for Drain II/III is 9,999 HP.
- The 9,999 HP cap can be exceeded by food with the HP+% stat.
- The native cap for Drain II/III is 9,999 HP.
- Drain is ineffective against undead.
- Note on Drain II and III set:
- This set assumes you are casting Drain II or III under Dark Seal & Nether Void to take advantage of the Fallen Burgeonet's Dark Seal augment for enhanced Dark Magic spell effect duration.
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Absorb Sets
- Work in Progress.
Dread Spikes
- For anyone unfamiliar with or fortunate enough to not have faced an enemy with Dread Spikes, it is a spell that envelops the caster in darkness-based spikes that drains HP back from the enemy whenever they hit you in a melee round.
- Dread Spikes has a cap of 50% of the player's maximum HP upon cast.
- The HP cap can be increased by Job Points Gift and additional equipment. Exceeding 100% of maximum HP.
- Dread Spikes has a cap of 50% of the player's maximum HP upon cast.
- Ineffective against undead.
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Enfeebling Magic
- Though not used often in group content, Dark Knight does infact have access to Enfeebling Magic. Dark Knight has access to the majority of darkness aligned Enfeebling spells (with a glaring exception to Blind). When properly geared for it, a DRK can easily toss an additional sleep, break, or Bind to help in a pinch.
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