The Final Fantasy franchise is one of if not the most popular role-playing games out there. Each Final Fantasy game is different, but they all revolve around the same idea. In Final Fantasy XIV, players fight their way through Ezorea to prevent Bahamut, a dragon, from causing a mass apocalypse. This apocalypse is Seven Umbral Calamity. Dark Knights are an essential part of XIV.
These magical characters are tanks that help distract enemies so players have a better chance of defeating them. Players can play Dark Knights themselves, but there are many important aspects to keep in mind. There’s a lot to keep track of in terms of sacrificing MP, Blood Gauge, HP, and attack potency points. Among other aspects that is. Below are some tips on playing these magical characters.
10 Slash Combo
Even though Dark Knights are tanks, they still possess many of the same skills that warriors possess. In other words, they can perform massive attacks against enemies to help characters out. It’s important for players to know specific combos when playing as a Dark Knight. The knights have the weaponskill of hard slash with is a 115 attack at level 1. At level 4, players can increase their Enemy with a spinning slash to produce a 220 attack. Then, they can transition into a power slash which gives them a 300 attack. Combining all three of these weaponskills with Dark Arts gives players a whopping 440 potency against foes.
9 Syphon Strike
Players who enjoy playing a Dark Knights know that damage combos give them huge advantages. One of the most effective combos is with Syphon Strike. Players can start with their hard slash for 15o. Then, with Syphon Strike, on top of the hard slash players can reach 390. Dark Knights can never go wrong with adding Dark Arts into the mix. In this specific combo, players can preserve their MP. This is essential for Dark Knights because they die and survive off of MP. To make this combo 10 times better, players can use Souleater to reach a potency attack of 440. This combo also absorbs a lot of damage which is very helpful for other characters.
8 Bloodspiller
It’s important for players to be aware of their Dark Knight’s Blood Gauge when fighting. The weaponskill Bloodspiller can help with this. Bloodspiller has a basic attack potency of 400 right from the start. Therefore, this is a really powerful skill for the Dark Knight. Once players use this skill along with the Dark Arts and Grit enhancements, they reach a 650 attack. This is extremely high. In terms of the Knight’s Blood Gauge, this combo uses half. So players have to be aware of this before they decide to use it It’s very helpful, however.
7 Quietus
The Quietus weaponskill is rather costly when it comes to Blood Gauges for players. However, it’s an important skill to know about. Quietus is very helpful when enemies are surrounding the Dark Knight as instead of when it’s fighting just one foe. Quietus provides a 160 attack potency to each surrounding enemy. With Dark Arts, the potency reached 210 as it also conserves MP. Players must know that MP is very important for Dark Knights but especially when there are lots of foes around. Quietus costs half of the Knight’s Blood Gauge so players likely won’t use this skill a ton. However, it’s always beneficial to know about it.
6 The Blackest Night
The ability The Blackest Night is very beneficial, but it’s an ability that players have to use wisely. This is because there is a lot of give-and-take with this ability. It helps fill Blood Gauge in 15 seconds, but players lose 2400 MP. Losing this much MP is not ideal, but if players have enough then it can be worth it.
Also, The Blackest Night allows players to create a barrier that gives them 20% HP and absorbs damage. They can then receive 50 Blood Gauges back which is amazing since the highest Blood Gauge number is 100.
5 Blood Weapon
Some players might worry about using the Blood Weapon ability because it reduces all sorts of weaponskills by 10%. However, the advantages that come with it are worth it. Any time the Dark Knight fights with this ability, they will receive MP for the physical damage they cause foes. Blood Weapon also ups the Knights Blood Gauge by 3 with every successful physical attack. One thing to keep in mind about this ability is that Grit does not work with it at all. In fact, it deactivates Blood Weapon altogether.
4 Blood Price
The ability Blood Price is an ability of the Dark Knight that truly depends on how the player uses it. Essentially, players must be very tactful with this ability because it can be very strong. Blood Price restores MP when the Dark Knight receives damage. It also increases Blood Gauge every time the Knight receives damage by 1. Players also receive 4 additional Blood Gauges over time as they continue to fight. Blood Price only works under Grit which is much different than other abilities such as Blood Weapon.
3 Dark Arts
One of the Dark Knight’s greatest and most popular abilities is Dark Arts. It’s important for players to know exactly what this does for the Knight alone. Dark Arts is usually just an enhancement, but it’s a strong ability on its own as well.
Dark Arts is only possible when the Dark Knight is under the Dark Side effect. As players likely already know, Dark Arts increases a lot of potency attacks. However, it costs 2400 MP, but it can also rejuvenate many of the Knight’s abilities. As usual, there are pros and cons to this ability.
2 Grit
Dark Knights possess many spells, but one of the most popular spell is Grit. This is primarily best for enhancing abilities. However, it works some magic on its own. It’s fairly complex so it’s important for players to be familiar with it. Grit reduces MP by 1200 which is not terrible but still something to keep in mind. Also, it lessens damage the Knight recieves by 20%, but then it lessens damage that it gives out by 20%. Yeah, it’s weird. However, Grit under the Dark Side effect prevents the Dark Knight from any damage it receives.
1 Abyssal Drain
One of the most effective spells that the Dark Knight has is Abyssal Drain. However, the key to this spell is to use it with Dark Arts to enhance it. Abyssal Drain has a potency attack of 120 and it causes fairly strong amounts of damage overall. It uses 1320 MP, however, Dark Arts allows the Knight to absorb the damage it puts out. Players should build as much Blood Gauge as they can before pursuing Abyssal Drain to conserve more MP. This spell is very beneficial as a tank and it just looks really pretty in the game as well.
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