Dark Knight (Cooking FFXI)

February 23rd, 2007

Dark Knights Unveiled

The Sith Lords of FFXI…umm I mean Dark Knights

Monday, October 27, 2003
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If the Paladin is Ying, the Dark Knight is Yang. They are the direct opposite of each other. The Dark Knight (Will refer to Dark Knight as DK) focuses on offensive other then defensive traits. Learning from the black arts from Black Mages, the DK’s are a mix between a warrior and a mage. They use hand to hand weaponry while not forgetting to neglect their spells. To begin with, I recommend the Galka as the race for a DK. Their amazing HP and vitality pays off for the offensive powers already included in the DK job.

Active Abilities
Blood Weapon – Level 1 – Drain HP from enemy with all attacks
Arcane Circle – 5 – Increase defense in party
Last Resort – 15 – Increase attack and lowers defense
Weapon Bash – 20 – Strong damaging 2 handed attack
Darkness – 30 – Give up HP for more powerful blows

Passive Abilities
Physical Attack Buff – 10 –Buff attack damage
Resist Paralyzing attacks – 20 – increase resistance to such said skill
Arcana Killer – 25 – Increase damage against magical mobs
Physical Attack Buff (2) – 30 – Buff attack damage
Resist Paralyzing attacks (2) – 40 – increase resistance to such said skill
Physical Attack Buff – 50 –Buff attack damage

As you can see, the DK’s attack is geared towards defense. In a party, if a DK is not the main tank, he can unleash Darkness and use Weapon Bash, dealing an incredible amount of damage. I highly recommend teaming up with a Thief or Warrior job as your sub. The warrior job will give DK’s the taunt skills to drive mobs away from healers and casters. The thief job will help give a nice boost to agility and dexterity. Unfortunately there is no HP buff for this combo. So the choice is yours in the end.

One of the DK’s most noticeable traits is its vampirism abilities. Skills such as stat absorption or HP/MP leeching, makes them a powerful foe. These abilities take away the given factor from your target and give it to the character that casted the spell. For example, using Drain will take HP from the target and refill the caster’s health.

Combat wise, alike the Paladin, the DK is geared towards grouping. Most of his or her skills are only mostly useful if they are not being beaten down on by the target at hand. The Dark Knights have elemental attacks which cause a considerable amount of damage, but is only mainly useful to support other tanks or casters. Also, a DK has a range of DoT spells. DoT stands for damage over time. If the character is soloing, and getting beaten down hard, a DoT is useless, since it won’t have enough time to be useful before your dead. Lastly, the DK has a stun spell, a sleep spell, and the ability to transfer the corpse of another player to the caster who posted it.

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