An Idiot's Guide to DARK KNIGHT | FFXIV Dawntrail



[7.05] Dark Knight Time and ohhhhhh boy… I am still upset this job got 0 changes with 7.05. It was the sole reason this video was delayed. But idk, the job is fun and all, but it just doesn’t feel the same as it used to.

My Hotbar Setup – https://i.imgur.com/I9wyDAu.png

Discord – https://discord.com/invite/5agb3eRt7g
Twitter – https://twitter.com/Megastarffxiv
Twitch – https://www.twitch.tv/megastarffxiv

Music used in Video – https://www.youtube.com/watch?v=aKHUcCQ65mg
Outro song by my good friend Kara! – https://soundcloud.com/karalineavu
Song Link – https://open.spotify.com/track/31yTtYcirAccS7EHKNy7T2?si=42a4fad5c3f84260

Timestamps:
0:00 – Intro
0:55 – Main Combo
1:25 – Flood and Edge of Darkness
1:51 – Blood Weapon and Delirium
4:40 – Mitigation Abilities
7:08 – Dark Knight and General Tanking Tips
8:29 – Outro

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21 thoughts on “An Idiot's Guide to DARK KNIGHT | FFXIV Dawntrail”

  1. I wished abyssal drain had charges or we had something more to help dark knight survive in big packs of enemies. TBN is still a good mit but it feels like heart of corundum on gunbreaker just does it better now. Dark knight is about letting out the inner darkness.. because we suffering.

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  2. don't ever keep full MP, keep using your darkness abilities. Yes even when the dark Arts dmg buff is still up, as these darkness abilities hit pretty hard, so continue to use them in-between your GCD combos always. But if LV70+ save 3k MP for TBN to be kept on cooldown for dungeon mobs or a tankbuster from a boss. Under LV70 tho, go nuts, your drk MP should be always near empty cuz of it. Drk that have full MP are always dealing less damage.

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  3. Dark Knight , in my opinion, suffers from a lot of obsolete and unneccesarily overbalanced design decisions.

    TBN – has no reason to only last 7 seconds and not heal you when the shield goes away (through the countdown or when it breaks)

    Dark Mind – a far too situational tool that you won't use 99% of the time. It should at least be changed to where it mitigates ALL damage instead of just magic

    Salted Earth – should really just be the PvP version

    Abyssal Drain & Carve and Split – have no reason to share a cooldown

    Dark Missionary – really should be moved down to Lvl 70 content

    Living Shadow – the clone is animation locked for around a quarter of the ability's total 20s duration. It should really only start ticking down after the summon animation is over.

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  4. I don’t dislike the merging of delirium and blood weapon, but I don’t love it. Pure middle of the road for me. I do miss plunge. I LOVE that Living Shadow doesn’t need gauge anymore.

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