Introductions and guide about ffxiv dark knight

Dark Knight is FFXIV in Tank Jobs,As a Dark Knight,In FFXIV 4.0 very popular with players.And think of playing in the game this Jobs is not a simple thing.Here are some basic introductions and guide in ssegold.com about dark knight in 2017.
Dark Knight is a tanking class that introduces many new mechanics which some veterans and newly aspiring tanks may be unfamiliar with. They have to manage both TP and MP, DOTs, OGCDs (Off-Global Cool Downs), and CDs that improve their efficiency with DARK ARTS. It’s a very involved and engaging job that requires pre-planning, and on-the-spot decision making to maximize it’s potential.


ABILITIES
Combo Makers

Hard Slash (70 TP) - Delivers an attack with a potency of 150.
Spinning Slash (60 TP) - Delivers an attack with a potency of 100. Additional Effect: Increased enmity. Combo Action: Hard Slash Combo Potency: 220
Power Slash (60 TP) - Delivers an attack with a potency of 100. Additional Effect: Increased enmity. Combo Action: Spinning Slash Combo Potency: 300. Dark Arts Combo Effect: Increased enmity. Dark Arts fades upon execution.
Syphon Strike (60 TP) - Delivers an attack with a potency of 100. Combo Action: Hard Slash Combo Potency: 250. Combo Bonus: Restores MP
Souleater (60 TP) - Delivers an attack with a potency of 100. Combo Action: Syphon Strike Combo Potency: 260. Dark Arts Potency: 240. Dark Arts Combo Potency: 400. Grit Effect: Absorbs 100, 50% of damage dealt as HP. Dark Arts fades upon execution.
Delirium (60 TP) - Delivers an attack with a potency of 100. Combo Action: Syphon Strike Combo Potency: 280. Combo Bonus: Reduces target's INT by 10%. Duration: 20s. Effect does not stack with Dragon Kick.
*Delirium CANNOT overwrite Dragon Kick, even if it has less time remaining.
Scourge (60 TP) - Delivers an attack with a potency of 100. Additional Effect: Damage over time. Potency: 40 Duration: 30s

Defensive Cooldowns
Shadowskin (90 sec) - Reduces damage taken by 20%. Duration: 20s
Shadow Wall (180 sec) - Reduces damage taken by 30%. Duration: 10s
Dark Dance (60 sec) - Increases parry rate by 30%. Can only be executed while succumbing to the Darkside.Duration: 20s. Dark Arts Effect: Evasion increased by 20%. Dark Arts fades upon execution.
Dark Mind (60 sec) - Reduces magic vulnerability by 15%. Can only be used when succumbing to the Darkside. Duration: 10s. Dark Arts Effect: Increases magic vulnerability reduction to 30%. Dark Arts fades upon execution.
Living Dead (300 sec) - Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead. Living Dead Duration: 10s. While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd. Walking Dead Duration: 10s

Enmity Generators
Unmend - Deals unaspected damage with a potency of 150. Additional Effect: Increased enmity. Additional Effect: 30% chance that next Unleash will cost no MP Duration: 15s
Unleash - Deals unaspected damage with a potency of 100 to all nearby enemies. Additional Effect: Increased enmity
Abyssal Drain - Deals unaspected damage with a potency of 120 to target and enemies near it. Additional Effect: Increased enmity. Dark Arts Effect: Absorbs 100% of damage dealt as HP. Dark Arts fades upon execution.

MP Generators
Blood Weapon - Increases attack speed by 10% and converts physical damage dealt into MP. Duration: 15s. Cannot be used while under the effect of Grit. Affinity DRK
Blood Price - Restores partial MP when damage is taken. Duration: 15s
Sole Survivor - Marks target with the status Another Victim. If that target should be KO'd in battle, 20% of your maximum HP and MP will be restored. Duration: 15s
Carve and Spit - Delivers a threefold attack with a potency of 100. Also restores MP if used while not under the effect of Dark Arts. Dark Arts Potency: 450. Dark Arts fades upon execution.

As a Dark Knight, you don’t have a set in stone opener, or even a set in stone rotation. It’s entirely dependant on the application of damage increasing buffs, party composition, desired debuffs, boss positioning, movement, and enmity management.You have to treat it as a priority system, based on these factors as well as your comfort of a fight, MP recovery, and current MP. It changes, and this is where experience and familiarity with the job is of critical importance.
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