FFXIV: Shadowbringers Dark Knight Job Introduction



good day everyone and welcome to the shadow bringers job introductions this time featuring the dark knives the Sentinels of ishgard have received notable changes to suspension thanks to the overhauling of tanking actions before we begin it's important to clarify that the old dark arts no longer exists and that any actions previously affected by it no longer carry its effects starting with their streamlined rotation we have the old hard slash followed by siphon strike into Soul Eater now lacking the aforementioned benefits of dark arts similar to other tanks the enmity specific actions spinning slash and power slash are no longer present leaving dark nights with only one single target combo however the ability Carvin spit is still very much present now dealing even more base damage and restoring MP unconditionally with regards to their a OE actions we have the new and improved unleash no longer boasting increased enmity but dealing significantly more damage and being cost free in addition unleash now leads into the new action stalwart soul dealing even more damage restoring MP and increasing the blood gauge the usual suspects salted earth and abyssal drain have also survived the overhaul further boosting the Dark Knight's AoE capabilities however Dark Passenger did not share the same fate and was not deemed worthy of being in the newest expansion fuelled by the old blood gauge we have blood spiller for single targets and Quietus for multiple enemies both of which remained largely unchanged save for minor potency adjustments blood weapon on the other hand now generates significantly more blood gauge in addition to restoring MP with all offensive actions and the new delirium now nullifies the cost of both blood Spiller and Quietus for its duration allowing the Dark Knight to execute them multiple times in succession lastly the new level 80 ability living shadow also being tied to the blood gauge allows Dark Knights to summon their dark side aiding them in battle for a generous 24 second the old dark side was also subjected to a rework in this expansion now no longer being an active ability but rather a buff granted by executing specific actions among them we have flood of shadow dealing damage to a single target and flood of darkness striking all enemies in a straight line these actions however cost a significant amount of MP to cast and it'll be up to players to manage their MP restoring actions so the dark side can be maintained the ability the blackest night also comes with a hefty MP cost but should a well-timed barrier be fully absorbed the next flood of shadow or flood of darkness becomes free to cast and lastly at level 74 flood of shadow and flood of Darkness receive a significant potency boost with the upgrade into edge of shadow and Edge of Darkness moving on to their mitigation and party utility the old tank stands grit has now been replaced by a simple toggle to increase enmity generation the mitigation previously provided by grit is now present across all tanks as the new trait tank mastery starting from level 1 the Dark Knight's iconic shadow wall and living-dead abilities remain unchanged and in addition to the old dark mind for magic mitigation Dark Knights now also have the new dark missionary protecting the entire party against magic damage however not all actions survive the overhaul and among them we have blood price and the not soul soul survivor joining them are the roll actions anticipation awareness ultimatum and convalescence none of which were able to become what they must while overwhelming at first the overhaul of abilities places dark night in a much better position than it used to be but how do you feel about these changes let me know in the comments below but until then I hope to see you on the next – job introduction you

37 Comments

  1. i remember that abyssal drain was a little different from the one we usually spam in dungeons and had to relook at the image since you missed mentioning it. but so far your videos are the clearest among those ive seen, good job! looking forward to see how you handle the MCH one!

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  2. Some people say they don't like "Dark Arts spam", but to me that was never an issue. It was a way to diversify and increase the utility and potency of other skills. Now it seems the idea is to keep up Darkside – which seems less interesting and more of a boring chore to me. All the optional usage of skills enabled by Dark Arts is gone. That means Dark Knights are a lot more limited with this rework. I agree with others who say that this seems to be a dumbing down of the Dark Knight and perhaps most jobs in general.

    Graehl Gaming says that "the overhaul places Dark Knight in a much better position" – but says absolutely nothing about why that is supposed to be. Maybe I'm missing something here and I'm reserving my final judgement. But I can't help but feel skeptical.

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  3. Your videos are amazing, making what appears complicated at first much easier to understand. Looks like DRK will have a much tidier hotbar and skillflow. The new classes and reworked classes are looking so great, gonna be hard to choose what to spend the most time on.

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  4. The new rotation looks kinda boring, not going to lie. I do like that you aren't going to have to constantly be switching stances for mp though. Just worries me that so many classes are going to have a 3ish button rotation like WoW. The extensive rotations are one of the things I love most about 14, but maybe the dps classes will still be interesting

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  5. bmp

    The rework feels incomplete. Del IR ium is budget inner release, living shadow or whatever can functionally be replaced with a dot, and blood weapon is a total of 1 extra edge/flood and bloodspiller every minute.

    The job plays itself and the only interaction it has with its own kit is in TBN giving a free mp ability. Disappointing, to say the least.

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  6. Though the DRK has lost a lot of its complexity, I love the changes that made it simpler. That way you can focus on just tanking. The darkness abilities remind of ff4 where Cecil uses his hp to do a powerful attack. Im getting hyped!

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  7. YES!!!! On a more serious note, its a nice rework. But I feel that the class has lost a lot of its identity, like what it was when it first came out in HW. Life stealing skills should of stayed the same, or perhaps even make Quietus a HP and MP recovery skill with a balanced potency for those resource recoveries. 28th can't come any quicker.

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  8. I don't like the fact that both Souleater and Abyssal Drain are just a flat 300 potency cure when used instead of based on damage now, that feels like it's losing a bit of the character of DRK leeching life from their foe.

    But the rest of the changes look really good, looking forward to trying it out!

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