How to NOT Suck at Dark Knight – Opener, Rotation and General Tips – Xeno's FFXIV Guide



This is the first part of Xeno’s Dark Knight guide for Final Fantasy XIV. In this video Xeno talks about basic Dark Knight mechanics, how to use mana and the blood gauge, a good opener and goes in depth about the importance of a good rotation, not dropping GCDs and how to be more consistent at the game.

Opener: https://ffxivrotations.com/372v

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44 thoughts on “How to NOT Suck at Dark Knight – Opener, Rotation and General Tips – Xeno's FFXIV Guide”

  1. its official, Xeno you need to do a video explaining server ticks and wtf you mean by "pull at the same time every time". Is a plugin for showing the server tick a pre-requisite to following all this advice? Is it equally ok to pull right before a server tick as to right after? are boss abilities tied to the server ticks? Why do melee DPS lose a GCD on a plunge pull as opposed to an unmend pull when both are technically ranged attacks? I get that unmend causes the boss to move towards the party a short distance, but a 3 second server tick is a long time, how is a GCD lost with plunge on a timing window that big? I'm having a real hard time understanding most of this video without understanding server ticks. please help a brother out

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  2. Good to see someone explain why you don't always TBN in an opener and you named one of the few examples of where you would TBN in an opener (TEA). So sad to see other DRKs copying openers they found online without understanding what exactly they were doing

    This is great content for both the influx of new players and folks looking to up their game and get into savage/ultimate. Keep it up!

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  3. Another reason Plunge is bad in this context (or really ANY oGCD):

    Starting a pull with an oGCD means you've shifted your entire GCD by 0.5 seconds, because FFXIV has a hard cap on how fast you can cast abilities and weaponskills. The game has a hard set 0.5s CD between every skill, where you cannot cancel the animation currently playing (but are not necessarily animation locked in place) so by pulling with a dash, not only do you screw up the three melees with you, you also mess yourself up.

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  4. what i used to do, i would try to save bloodgauge and mana as much as possible and try to not over cap both for the time trick attack or any buff comes out to deplete the guages and "burst", to be honest i don't know if it was worth it but i had fun doing it lol.

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  5. New to FF14, but shit like this still absolutely helps despite the fact I don't even have a tank job at max level yet. The principals here carry over to other jobs being played at a high level anyway. I definitely need to get a tank and healer job at level cap before endwalker comes out but I can't really decide which ones to do. Leaning towards GNB or DRK, and probably astro as the healer since it intrigues me the most.

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  6. ya know. I've never heard anyone say why i shouldn't use Plunge to pull a boss before.
    like a legit reason. at most all i've heard is 'it's bad'. which is unhelpful to say the least.
    now I know why it's bad. noted, and we'll be not doing that anymore.

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  7. Lunge into Unleashed is a good opener for mobs. Since the mobs aggro to you on the first monster but unleashed helps keep aggro on you. If you're talking about Trails, Provoke is a good opener or lunge in hard slash. I usually use lunge first if I have it because I'm able to calculate what I should do and my gcds aren't on cooldown so I can react quicker.

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  8. Dude, could you do some content about high ping? Like high-ping friendly jobs, weaving, and things to have in mind when raiding? I ask from the point of view of a player to whom double weaving has been literally impossible due to latency πŸ™

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  9. As a Red Mage, the consistent opener is very important for me to line up the GCDs as i precast my Thunder spell, doing this incorrectly will screw up my melee combo later in the fight. Perfect example: E12S 2nd stage -> if everything goes well, i finish my second Enchanted Redoublement Combo during the knockback animation, which lets me use the followup Flare and Scorch during the movement to spread or stack.

    ON TOP OF ALL THIS, later in the fight when i have to move for Basic Relativity, the cooldowns line up for me to be able to do the combo and Displace out into Early Ice with 1 second left. maintaining my DPS. If all of these things don't line up consistently i won't hit these optimal combos and my dps will go down by 2k-3k

    Almost every fight has little details like this that need a consistent tank opener. If the pull isn't consistent i will likely fail that and my DPS tanks way way down.

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