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Why Dark Knight?[]

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When you imagine a 2007 era Dark Knight, it may evoke images of Linkin Park playing in the background while Kraken Clubs are swingin and beating down an innocent Absolute Virtue. It could also evoke memories of that one Dark Knight you partied with that just couldn’t control his Souleater usage and constantly killed himself. Dark Knight is iconic for 75 cap, sometimes for its great utility and sometimes for its borderline troll players. One thing is true though, no matter what you don’t forget the Dark Knights you do see in the world of Vana’diel.

On Eden, Dark Knight finds a home as a heavy DPS job that brings moderate amounts of support to the party with things like stun and enhancing the effect of chaos roll. It can also be played as a tank at end game levels, relying on spells to generate aggro and mitigating damage with dread spikes, drains, and utsusemi. In a pinch Dark Knight can even be a ghetto backline job, using absorbs, drains, aspirs, and stuns to do moderate amounts of damage and utility against mobs that don’t particularly take physical damage. Flexibility is the key to Dark Knight’s usefulness, in general the job struggles to keep up with the best DD jobs like Samurai or Warrior, but people still love to have them around just for the mixture of support and damage. This also means that compared to my previous guides, Warrior and Samurai, there is much less black and white to Dark Knight's play style. This job is a "learn by doing" job for sure, you yourself need to figure out how to fit in a dread spikes between pulls without losing any DPS uptime, or when is appropriate to stun vs just allow things to go off so you can squeeze out more damage. No one likes a Dark Knight that sacrifices all damage in order to support, but no one likes a Dark Knight that never supports either, balance is the key to this job.

Abilities[]

Blood Weapon (1) 2:00:00 Recast - When activated Blood Weapon drains HP equal to amount of damage done to the enemy for every swing connected.

This is a strange 2-hour ability to be honest, it's pretty weak for normal play just allowing you some cheeky healing every time you hit that is very unlikely to save you from death. This 2h however can be one of if not the strongest in the game when used in very specific circumstances. With Souleater up you would usually lose 12% of your HP with every auto attack, but when paired with Blood Weapon you will heal all of that HP back making it do no damage to you (this does not work on WSes). With fast swinging weapons, many buffs, and against specific mobs, a Dark Knight can achieve unimaginable burst damage with this ability combination in what is commonly called a "zerg". This strategy is used to take down very scary end game monsters in 30 seconds flat like Vrtra, Bahamut, and Dynamis Lord. See the Zerging section for more information on this playstyle.

Arcane Circle (5) 10:00 Recast - Increases resistance to arcana

A pretty weak ability, if you remember to use it while fighting any arcana-type mob you and your party members will have a chance to intimidate the mob.

Last Resort (15) 5:00 Recast - Increases your attack by 15% and lowers your defense by 15%

This ability is okay, it's a relatively strong temporary attack boost you can slip in before a big WS. Usually you will want to use this on cooldown just for more stats. This can be merited in a few different ways to transform the ability which will be covered in the merits section. It also gives a huge amount of hate - 1300 Volatile Enmity which is about 2/3rds of a Provoke.

Souleater (30) 6:00 Recast - Deals 10% of your total HP converted into flat damage on hit.

This is probably the Dark Knight "signature" ability, it allows you to add massive amounts of damage to every swing at the cost of your own HP. Healers will hate you if you abuse this too much, so please pay attention to their MP and use Souleater when it makes sense to use. With weaponskills this will trigger on every hit of a WS, so if you use a 6 hit WS you will drain 60% of your entire HP pool, so be careful. As mentioned in the Blood Weapon paragraph, this can be combined with that ability for some crazy shit. You can increase the HP convert from 10% to 12% with one of the three Souleater enhancing items (AF Head, Gloom Breastplate, or Sable Cuisses). Souleater also adds +25 accuracy while its up, which can help offset accuracy loss from Souleater enhancing items.

Spells[]

Drain (10): Dark magic spell that drains HP from the enemy, this is actually a pretty strong nuke and you will use this a lot. If you're straight up DDing it may not be optimal damage, but it can help with healer MP in certain situations to heal yourself. Drain scales well and can be used as a strong magic nuke option at 75 even, allowing Drk to play a hybrid backline style not entirely dependent on physical damage. This spells damage scales with Dark Magic Skill up until a cap of 300 and then stops, after that just gear for magic accuracy via INT, skill, and raw magic accuracy items.

Bind (20) & Sleep (30): If you have Enfeebling skilled up this can be useful to cast in weird situations, like a mob link or over pull.

Stun (37): Probably the most useful spell that Drk has, it has a .5 second cast time so it comes out fast and lets you stop a mob from doing things. This is the #1 utility ability that Drk has access to, you can stun giant -aga spells, pecking flurries, lock a mob down so it doesn't Mijin Gakure or Astral Flow, or just stun to let someone get shadows up. This is such a strong spell and learning to use it correctly is integral to being a useful Dark Knight. This spell also generates very high amounts of Enmity and can be used as a way to get snap hate.

Absorb-STR (Or any stat) (31-43): These are very situational spells that allow you to steal a mob's stats and apply them to yourself. I would not take the time to cast these spells instead of hitting the mob, the extra STR or DEX generated is not even close to worth the casting time wasted. The true use for these spells is on things you can't melee, you can enfeeble a really powerful enemies INT so your Blms can have more accurate nukes, or VIT so your Rngs can hit harder, and so on. Support basically.

Absorb-TP (45): This is a a fun spell, it allows you to steal TP from the enemy and give it to yourself. This spell has a high level of skill expression, as the more TP the mob has the more TP you can take from it, so if you learn to read battle pacing and mob TP generation you can get some really nice Absorb TPs off. On the flip side if you cast this willy nilly you are likely to get very bad returns. In actuality you are better off not casting this spell in most situations because the damage gained from just hitting the mob and generating TP the old fashioned way is just straight up better damage, but in some situations it is worth using.

Drain II (62): Drain II acts like drain, but with a twist! For every HP drain II returns over your max HP, it will temporarily increase your max HP for 1 minute. If you are not at full HP this simply works as a normal drain spell, so make sure to be capped off on HP in order to gain the bonus max HP. This is exceptionally useful for boosting the damage of Souleater, in party play you could Drain II the mob before popping souleater for extra bonus HP% damage. It also has a higher damage cap than drain, so you can hit for 400+ damage in max sets. Like Drain, the damage on this spell scales with dark magic skill up until a cap of 300 skill then stops.

Dread Spikes (71): The coolest and most fun "spikes" ability in FFXI, Dread Spikes once cast causes you to drain HP from the enemy every time you're hit equal to the damage the mob does to you. Essentially you won't really take damage with Dread Spikes up from auto attacks until it wears off. The potency of Dread Spikes is based purely on total HP, which means you can macro in as much HP as possible before casting it for maximum total damage absorbed. The spell only lasts 1 minute, so it can be frustrating to use, but when timed correctly is exceptionally rewarding.

Merits[]

Merits

Category 1

I should preface this by saying that category 1 is a mess of a category, and is still highly debated by Dark Knights in discord channels and forums everywhere. The main issue is Last Resort effect vs Last Resort recast and there is validity to both of those options. Even Souleater recast can be situational. Follow your heart and merit what works best for you in category 1 because lord knows there's no right answer.

Souleater Recast - Lowers the recast of Souleater by a minute, putting it at 5:00 with full merits. I personally think this is a good choice for a category 1 merit, allowing you to get to your next big souleater WS a minute earlier, or if your lucky enough with enough backline you can ride the whole souleater duration. That said if you find yourself unable to use souleater on cooldown because of MP constraints, maybe it's not the right merit for you.

Last Resort Recast - This lowers Last Resort's recast down to 4:10 with max merits, which sounds great, more Last Resort who could be mad at that. The problem is that if you are stacking Last Resort and Souleater togethor, this staggers the timers and can lead to waste. Is it better to use them seperately and take the lower recast? Maybe. It depends on the situation, the healer's ability to support the Souleater usage, and many other things.

Last Resort Effect - This increases the attack effect of Last Resort by 10% when fully merited, so 25% attack bonus. This is good, but you also have to remember that attack does cap at some point, and in many situations the +15% attack alone on Last Resort is enough to hit that point. This is good sometimes, and literally useless sometimes, and deciding between this and Last Resort Recast is a challenge all Dark Knight's face.

Arcane Circle Recast/Weapon Bash Recast - Worthless.

Category 2

Dark Seal - Pretty good one point wonder, this works much like Elemental Seal where it gives you massive magic accuracy bonuses when casting 1 dark magic spell. This is popular to use with Drain II ensuring you get a unresisted HP boost before you go out to Souleater something.

Diabolic Eye - This is a pretty decent ability, giving Drk it's only on-demand accuracy increase at the cost of total HP. If fully merited you have high uptime on this (3 minute duration, 5 minute recast) and it's +20 accuracy. This can be used either as an on-demand accuracy boost against mobs with higher evasion (Like a Thief mob in Dynamis) or you can swap out accuracy gear for more offensive options when its up (Like Toreadors Ring into Blitz Ring) either way is good. Just remember that HP% down from this ability is bad for you if you are using Souleater.

Muted Soul - This merit gives you -10 enmity when Souleater is up per level. I don't recommend this, as when you are using Souleater your damage output should be so insanely high that you will likely pull hate anyways. Also most of the time Souleater is either deleting the mob or the mob is unable to act when being attacked via stuns so it doesn't matter if it's facing you.

Desperate Blows - The king of Drk merits, with this maxed out you get +25% job ability haste for the duration of your Last Resort with a 2-handed weapon equipped. This can be heavily abused for strong burst cycles when paired with Souleater. It's hard to overstate just how important this merit is, and it should always be your first capped job merit. One cool thing most people don't know about this ability is that with 5/5 you don't need to use Hasso while it's up (because job ability haste caps at 25%) so you can use Seigan+Third Eye for defense.

Recomended: 5 Desperate Blows, 1 Dark Seal, 4 Diabolic Eye.

People typically ask for a recommended meriting order so I try to add one into these, personally I think its super subjective as your needs vary based on what you do, but here's my take:

Desperate Blows 5 > Scythe Skill 8 > Critical Hit 4 > Dark Seal 1 > Diabolic Eye 4 > Souleater Recast 5 > Last Resort Effect 5 > HP 8 > STR 5

Sub Jobs[]

Core Sub Jobs:

Myochin Kabuto icon

Samurai is Drk's highest DPS sub job for normal play as a melee DPS. The biggest reason for this is the ability Hasso, which is a 100% uptime +10% Haste, +10 Accuracy, and +5 Strength. Haste is by far the most important stat in the game, especially if you are stacking it on top of other haste gear and buffs, so the DPS increase from +10% alone is absurd. The second reason is the passive Store TP you gain off traits, which allows a scythe Drk to gain TP in 6 hits instead of 7, and a great sword Drk to gain TP in 7 hits instead of 8. Samurai sub also offers defensively utility in Seigan, which allows you to mitigate most incoming single target attacks. Other perks include Meditate which grants you free TP and Zanshin which offers a low chance to swing again if you miss. The only "problem" with Samurai sub is that with Hasso or Seigan up you cast 100% slower, but it's easy enough to cancel them before you start a cast. This is the sub you want to have, it may not always be the right choice because Ninja sub offers significantly stronger defenses, but if you can you should sub Samurai.

Ninja Hatsuburi icon

Ninja is the other major sub for Drk, it offers basically zero offensive power but has unmatched defensive ability that in 75 cap play is exceptionally necessary at times. This power comes from the spell Utsusemi, both versions of it, which puts a buff on you that absorbs incoming damage. When played correctly you should take almost no damage when subbing Ninja as you can rotate between Utsusemi: Ni and Utsusemi: Ichi for nearly fulltime coverage. The only thing you have to worry about is AoE magic, which will instantly clear your Utsusemi and do full damage, and some AoE weaponskills which can pierce shadows or clear certain amounts of them. This is also the sub job you will use for any tanking.

Niche Sub Jobs:

Fighter's Mask icon

Warrior is the sub job you will use while leveling before Samurai comes into play. Seeing as you don't get hasso till 50, War is your go to sub from 30-49 if you don't need Ninja for defenses. At 30 you will gain access to Berserk which is a +25% attack buff with a 3 minute duration and 5 minute recast.

Hunter's Beret icon

Ranger is the sub job of choice before Warrior! From 20-30 this sub will offer you a small Accuracy Bonus (+10) as well as Sharpshot that increases your ranged accuracy for spamming crossbow bolts which you should be doing at that level.

Drachen Armet icon

Dragoon is purely a zerging sub job, it does offer some non zerging benefits like Jump, Attack Bonus, and Accuracy Bonus, but overall none of those will be better than the subs listed above. Where Dragoon shines is Wyvern Earring, which is a +5% haste earring that can only be active when subbing Drg. This is the best sub job for all levels of zerging because the haste only gets better the more you have, and in zerg situations you are at very high haste levels to begin with.

Rogue's Bonnet icon

Thief is not a good sub job in my opinion, and I put it here purely to talk about why you shouldn't use this. Many people remember using Thf as a sub in era in order to drop giant single hit WSes like Spinning Slash with Sneak Attack forcing the WS to critical hit. This playstyle has almost entirely vanished on Eden, as with proper gearing and buffing, even on the hardest mobs you will likely have buffs and be able to just sub Sam or Nin to melee the mob down, which results in far more damage than the spike of SAWS. Maybe your LS will have some use for this sub, but I've been playing on Eden for a long time now and have used this playstyle almost never.

Leveling Tips[]

Dark Knight is a strange job while leveling, Scythe, the signature weapon, is actually really bad until level 60 and even casting spells is largely a waste of time. Dark Knight while leveling is going to use a combination of Great Axe and a Crossbow. The Great Axe gives you access to strong weaponskills; Shield Break, as the first WS you learn, applies -40 evasion to the mob when used (not guaranteed, and based on combat skill level so keep it skilled up) which is one of the largest DPS increases you can possibly have for a party at low levels. Later on Sturmwind is a very powerful 2-hit WS and can really put the hurt on mobs; also because it's multi-hit it synergizes very well with Souleater. Crossbow is exceptionally powerful at lower levels, if you have the proper crossbow and gear you should be able to hit harder and faster than your 2 hander by shooting bolts. Dark Knight has a very low Marksmanship skill (E), but honestly skill levels don't matter too much until the 50s or 60s.

Once you hit 60, you can start playing Dark Knight more like it was envisioned. With a Scythe out you have access to Guillotine, one of the strongest weaponskills in the game. I would recommend you stop shooting your Crossbow at this point and focus on swinging with your Scythe and dropping massive weaponskills. You can also cast spells like Absorb-TP, which if timed well can give you huge chunks of TP to increase your damage and lower the mob's damage. Don't forget you can Stun/Weapon Bash pesky moves like Pecking Flurry or Cocoon. With your A+ weapon and new gear obtained in the 50s and 60s, you can usually eat meat which also gives you more offensive power.

Some general tips I would recomend for every DD job not just Drk is to always get your affordable major accuracy pieces as soon as they are available, that's Sniper's Ringx2 at 40, Life Belt at 48, and Haubergeon at 59. Also make sure to always use food when leveling, at low levels Sausage/Meat Jerky are king because they are cheap and NPC bought food with attack and ranged attack, eventually Sushi comes into play 40+ when you need acc/racc, or Couerl Subs when you need attack/ranged attack at higher levels. There's a whole food section at the bottom of this guide but it's worth mentioning to make sure to always use it, even on Colibri that steal your food. Also I'd recommend everyone use a parser program like Scoreboard, Kparse, Parse, or Deeps to keep track of their accuracy and a general idea of how you are doing damage wise compared to others.

Weapons[]

Apoc

Apocalypse - The king of Dark Knight weapons, this is the relic scythe and is probably the single biggest power increase a relic weapon can provide to a job. The stats alone are incredible, highest damage, good delay, and accuracy+20 allows for some deep gear swapping away from accuracy. Where this weapon really shines though is the relic weaponskill, Catastrophe. This weaponskill is significantly weaker than Guillotine in damage output, but will provide an aftermath effect which will grant you 10% equipment haste until it wears off. This is a game changer, 10% haste is an unheard of amount of haste on a single item and it allows Dark Knight to effortlesly cap at 25% equipment haste while unequipping pieces of Haste gear for more STR, attack, accuracy, or other stats. Oh and I didn't even mention that Catastrophe heals you for a percent of damage done which makes you very hard to kill with this weapon and allows for some very aggressive Souleatering. Dark Knight is not even one of the most popular jobs on Eden, but Apocalypse is the most popular relic on the server, and for very good reason.

Tritons

Triton's/Orichalcum Scythe - This is the staple Scythe for all Dark Knights on Eden. The NQ is super affordable, and the HQ is a little pricy but is not impossibly expensive. This scythe is just super easy, super good, and not beatable by current Eden scythes not named Apocalypse. This Scythe is only ever replaced by Perdu Sickle, a currently unobtainable weapon from high level assault rank, or if Tredecim Scythe is fixed. I wouldn't count on switching this weapon out anytime soon. Also please do not use a Death Scythe, its just not good.

Tred

Tredecim Scythe - This scythe is bad.....currently. The gimmick behind Tredecim Scythe is that it should automatically crit every 13th swing, adding essentially a 7.69% crit rate ontop of the weapon. When this works, the scythe will be amazing. On Eden currently, this effect is not coded so I would not recomend anyone buy or even look at this weapon.

Ragnarok

Ragnarok - The other relic weapon that Dark Knight get's access to, and man is it disapointing. In theory this weapon has a lot going for it with tons of passives like an increased Critical Hit Rate, increased Critical Hit Damage, fast swing speed, bonus accuracy, all sorts of things. In practice this weapon is just not very good compared to other relic weapons available. The damage is abysmal and the exclusive WS Scourge is legitimately one of the worst weaponskills ever made with its CHR/MND mod. Ragnarok suffers from not having a good WS, which is why in later versions of FFXI where it was given a good WS, this relic became the best. In theory this puts out good white damage, but white damage alone doesn't make up for the huge lack of WS damage you will have with this weapon.

Gear Sets[]

TP - https://www.ffxiah.com/item-sets/382803
TP Stat Priorities: Store TP (Until 6 Hit ) > Haste > Accuracy > Attack > Strength.


This set has 407 accuracy with Hasso and Hume DEX.

There's a lot of accuracy gear to play with in this set. If you need more accuracy you can use items like Toreadors Ring and Aces Helm. If you need less accuracy you can use items like Bomb Core and Cerb+1/Foragers Mantle. I recommend having 3 different TP sets you use, for Low, Mid, and High Accuracy totals.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapon Orichalcum Scythe Death Scythe +1 Death Scythe
Grip Mythril Grip +1 Mythril Grip Claymore Grip
Ammo Bomb Core RSE Sachet
Head Aces Helm Optical Hat
Neck Peacock Charm Chivalrous Chain Wivre Gorget +1
Ear1&2 Assault Earring Hollow Earring Fowling Earring
Diabolos's Earring Merman's Earring Coral Earring
Body Adaman Hauberk Haubergeon +1 Haubergeon
Hands Homam Manopolas Dusk Gloves Thick Mufflers
Ring1&2 Toreador's Ring Sniper's Ring +1 Sniper's Ring
Woodsman Ring Jaeger Ring Venerer Ring
Back Cerberus Mantle +1 Forager's Mantle Amemet +1
Waist Swift Belt Life Belt Potent Belt
Legs Armada/Adaman Onyx/Black Cuisses Dusk Trousers
Feet Dusk Ledelsens +1 Dusk Ledelsens Amir Boots
Guillotine - https://www.ffxiah.com/item-sets/382804
Guillotine Stat Priorities: Accuracy (Until capped) > STR > Attack.


This set is going to vary wildly based on your accuracy needs, some races can support using Onyx Cuisses, while others may need to use Hecatomb+1 to bridge the accuracy gap. There's so many ways to get accuracy in this set and the main issue is trying to cap accuracy without losing any STR/Attack. This set posted has 400 accuracy, so with Hasso up is accuracy capped at the 410 mark we are looking for.

Alternatives
Alternative 1 Alt 2 Alt 3 Alt 4
Weapon
Grip Mythril Grip +1 Mythril Grip Claymore Grip
Ammo Bomb Core RSE Sachet
Head Hecatomb Cap Maats Cap Aces Helm Optical Hat
Neck Justice Torque Peacock Charm Chivalrous Chain R.K Collar
Ear1&2 Assault Earring Hollow Earring Fowling Earring Diabolos's Earring
Merman's Earring Triumph Earring Coral Earring
Body Adaman Hauberk Haubergeon +1 Haubergeon
Hands Black Gadlings Chaos Gauntlets +1 Hecatomb Mittens/+1 Alky Bracelets
Ring1&2 Toreadors Ring Sniper's Ring +1 Sniper's Ring Flame Ring
Ruby Ring
Back Forager's Mantle Amemet +1 Amemet
Waist Potent Belt Life Belt
Legs Black Cuisses Hecatomb Subligar/+1 Dusk Trousers/+1 R.K. Breeches
Feet Black Sollerets Hecatomb Leggings +1 Hecatomb Leggings Chaos Sollerets +1
Physical Damage Taken - https://www.ffxiah.com/item-sets/382852
DRK pdt Stat Priorities: Damage Taken > Physical Damage Taken > Parry > Evasion.


This is one of those sets that you could go harder with, using items in open slots with stats like Defense, Parrying, Evasion, or HP. Personally I want to keep as much offensive pressure as I can in my PDT set so I just choose to swap in specifically PDT pieces. This has very little alternatives and I wouldn't honestly even bother with this set until you have the HQ Darksteel pieces. It's not a lot of PDT like Sam and Mnk can get, but it might save your life from a 1 shot Eagle Eye Shot or something so I'd recommend having it.

Alternatives
Alternative 1
Head Darksteel Cap
Body Darksteel Harness
Hands Darksteel Mittens
Back Boxer's Mantle
Legs Darksteel Subligar
Feet Darksteel Leggings +1
Magic Damage Taken - https://www.ffxiah.com/item-sets/382853
Drk MDT Stat Priorities: Above 1 in every elemental Resist > Damage Taken -% > Magic Damage Taken -% > Magic Defense Bonus


This set has a lot of personal expression in it. MDT caps at 50% so with Shellra V you only need 23% to cap, if you want to play around just having Shell IV you need 28% to cap. Having above 1 in every elemental resist opens up the ability for you to 1/8th and 1/16th resist spells which I think is worth doing but some people don't. Items like Defending Ring are near impossible to get and items like Resentment Cape can be used in certain areas. I wouldn't use the set pictured as a guide of what exactly to wear, but options to combine into your own set to make one you like.

Alternatives
Alternative 1 Alt 2 Alt 3
Head Green Ribbon +1 Coral Visor +1 Coral Visor
Neck Jeweled Collar
Ear1&2 Coral Earring
Body Coral Scale Mail
Hands Coral Finger Gauntlets
Ring1&2 Merman's Ring Coral Ring Unfettered Ring
Gobniu's Ring
Back Resentment Cape Lamia Mantle
Waist
Legs Abyss Flanchard Coral Cuisses
Feet Coral Greaves
Drain/Drain 2 - https://www.ffxiah.com/item-sets/382854
Drain Stat Priorities: Dark Magic Skill (till 300) > INT OR Dark Magic Skill or Magic Accuracy depending on which gives higher total magic accuracy.


The most important part of this set is hitting 300 Dark Magic Skill which caps the damage of your Drain/Drain 2. Once you go past 300 skill, all you need to worry about is magic accuracy. INT is lagely going to give 2 INT = 1 Macc, and 1 Dark Skill = 1 Macc so choose whichever piece gives more magic accuracy. There's some validity to sliding Haste into this set if your using drain on cooldown for damage like against an HNM.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapon Dark Staff
Grip Bugard Strap
Ammo Morion Tathlum RSE Sachet
Head Chaos Burgeonet Homam Zuchetto Walahra Turban
Neck Prudence Torque Enlightened Chain Mohbwa Scraf +1
Ear1&2 Phantom Earring +1 Phantom Earring Morion Earring +1
Boroka Earring Heims Earring Magnetic Earring
Body Corselet Demon's Harness Blood Scale Mail
Hands Blood Finger Gauntlets Abyss Gauntlets Homam Manapolas
Ring1&2 Omnescient Ring Diamond Ring Eremite RIng +1
Back Merciful Cape Federation Army Mantle
Waist R.K Belt +2 R.K Belt +1 Mrc. Cpt Belt
Legs Abyss Flanchard Jet Seraweels Chaos Flanchard +1
Feet Homam Gambieras Dusk Ledelsens +1 Dusk Ledelsens
Dread Spikes - https://www.ffxiah.com/item-sets/382860
Dread spikes Stat Priorities: HP > Haste


Dread Spikes is 100% based on your total HP so macroing in a ton of HP is the play. If you want to lower the recast you can use items like Homam and Dusk which have combination high HP and haste, plus save you a bit of inventory.

Alternatives
Alternative 1 Alt 2 Alt 3
Ammo Fenrir's Stone
Head Wyvern Helm +1 Wyvern Helm Abyss Burgoenet
Neck Tempered Chain Shield Pendant
Ear1&2 Intruder Earring Harmonius Earring Pigeon Earring +1
Crimson Earring Pigeon Earring
Body Crimson Scale Mail Dusk Jerkin Byrnie +1
Hands Pallas's Bracelets Dusk Gloves +1 Homam Manopolas
Ring1&2 Harmonius Ring Crimson Ring Bomb Ring
Back Marid Mantle +1 Marid Mantle Behemoth Mantle +1
Waist RSE Belts Silver Moogle Belt Marid Belt
Legs Dusk Trousers Prince's Slops Homam Cosciales
Feet Dusk Ledelsens +1 Dusk Ledelsens Marid Leggings +1

Zerging[]

With the introduction of the Haste cap all the information that was in this section became obsolete and a lot of the fun nuance in zerging removed. Just use a Kraken Club and Haste/HP gear.

Food[]

Mithka
Meat Mithkabob - All around cheap and easy attack food. This is your throw away food, it's so cheap you can use it in any situation without worrying about gil. It is also amazing for parties on Colibri, as they steal your food.
Crab Sushi
Crab Sushi - Treat this like an accuracy version of Meat Mithkabob. Good for colibri parties if you need the acc or really any event where performance doesn't matter much but you feel like you need to use food.
Bream
Bream Sushi - This food has lost its way a bit with Crab Sushi being introduced, no longer the cheapest sushi nor the best sushi. It fits a middle tier role if you want a better total accuracy food for a step up in cost.
Sub
Coeurl Sub - The next step up from a Meat Mithkabob, Couerl Subs have a higher attack cap and probably most importantly: ranged attack. This is a great food to use if you are still spamming your crossbow but have outscaled Rice Dumplings and don't need the accuracy from sushi.
Sole
Sole Sushi - The bees knees of sushi and also the most expensive sushi. This gives a juicy STR+5 for your weapon skills which are basically all strength modified. It does technically give a little less accuracy and accuracy % so make sure you are still capping your hit rate with it.
Carbonara
Carbonara - Carbonara is not going to give you the raw attack or strength that other foods do, and is relatively expensive. What it does do is give you the only source of a temporary store TP buff! Dark Knight doesn't generally need carbonara to hit new store TP tiers, but it's worth thinking about if you are having issues. The other side of this food is the HP+14% it adds, this makes Carbonara the best food for zerging because of the extra Souleater damage.
Hedgehog
Hedgehog Pie - This is a 3 hour food and is going to be decently pricey but is quite amazing as an attack food! The cool part of this food is the temporary accuracy+5 which really can help out in a lot of events that you need that little extra boost like Dynamis. It also provides STR+6 which is very high and even some HP. Really quite a great food many people don't use/know about.
Red Curry


Red Curry - One of the very few attack+150 foods. Very expensive and very good, this food pairs super well with Apocalypse when spamming the attack hungry Catastrophe but also does great with Guillotine and basically anything. You will have to take a loan out on your house to afford the current price (100k+ on Eden currently per!) but if you really want to just flex this is the go to.

Hydra
Hydra Kofte - Hydra Kofte is much in the same idea of Red Curry, another +150 attack food but this time you get a little defense boost to match it. This is also expensive, although less than Red Curry, and you do get more attack out of the Red Curry from the +23% vs +20%. This is definitely a neat food with a lot of application as a mixed defense/offense food though.
Ricedumplling
Rice Dumpling - A great low level food that provides a mixture of Accuracy, Attack, and Ranged Attack for your crossbow at low levels. If you can afford it I would recomend using this food from level 1 to level 40 or so until it starts to get out scaled by other foods.

Tanking[]

Relatively few people play Dark Knight tank (we call it Slurp Mage in the discord) but it is an exceptionally good end game tank. To be clear, this isn't tanking via hitting the mob with your scythe to keep hate while casting shadows - while that play style is valid, it doesn't perform differently than normal play and isn't as effective on most higher-level mobs. Instead, Dark Knight tank is played in the same way that RDM/NIN or NIN/DRK is played at end game: you spam high hate generation spells to keep the mob's attention on you. Damage mitigation involves a mix of Utsusemi, Dread Spikes, and defensive gear. Some of the upsides to DRK tank are low cooldown stuns, pretty decent offensive output with Drain2/Drain/Dread Spikes, and probably the highest enmity generation capability of any job.

Enmity in era caps at 10,000 CE and 10,000 VE. CE stands for Cumulative Enmity, this is enmity that doesn't degrade over time and you can only lose by taking damage, hate resetting moves, losing shadows, or being enfeebled. VE stands for Volatile Enmity, this enmity decreases at 60 VE per second thus you continually need to build VE in order to stay capped. These are Dark Knight's specific spells and abilities with their era CE/VE values:

Spell CE Value VE Value
Stun 180 1280
Sleep II 480 480
Sleep 320 240
Bind 1 640
Absorbs 1 640
Poison 1 320
Souleater 1 1300
Last Resort 1 1300


Generally speaking your goal is to keep Drain 2 > Drain > Stun > Sleep II on cooldown in that order, then fill the gaps with Sleep, Bind, and Poison between recasts. Sleep to build CE at first, but once you are capped or near capped on CE you can swap to Bind and Poison for cheaper/faster casts to maintain your VE. Try to setup Dread Spikes timings, where you can safely drop your shadows and let the mob hit you for a few rounds to take a bunch of damage, or you can save Dread Spikes for scarier parts of the fight when you think Utsusemi might not be enough damage mitigation. Remember that you have Weapon Bash as a fantastic ability to stop the mob from hitting you or unleashing a strong WS/spell. Souleater and Last Resort are great abilities to spike your hate at the start of a fight, after a hate reset, or when you need to rip the mob off someone - just remember to cancel them.

Gear-wise you will use a combination of gear already shown in this guide, as well as new sets for enmity generation and defense.

Casting Enmity Generation (Stun, Bind, Sleep II, Sleep, Poison) - https://www.ffxiah.com/item-sets/384725
Spell Hate Stat Priorities: Haste/Fast Cast (Until capped recast) > Enmity > Magic Accuracy/Skill/INT.


Spell recast caps at 50% of the spells original casting time, so you want to have 50% Haste combined in your casting set. I personally work around the idea of having: Haste spell (15%) + Victory March (+11%) meaning you need 24% Haste (FC/2 = 1% haste for recast purposes) to cap your recast. This set would have 23.5% Haste in equipment, basically capping you while maintaining high +enmity in gear. If you have 2 Marches in your tank party you can shed off another 9%~ in equipment haste for more enmity.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapons
Head Bahamut's Mask Aegishjalmr Hydra Salade
Neck Hateful Collar Enfeebling Torque Dark Torque
Ear1&2 Hades Earring Loquacious Earring
Body Corselet Crimson Scale Mail Demon's Harness
Hands Askar Manopolas Dusk Gloves Hydra Moufles
Ring1&2 Sattva Ring Snow Ring
Back Cerberus Mantle Resentment Cape High Breath Mantle
Waist Swift Belt Trance Belt Warwolf Belt
Legs Hydra Brayettes Black Hose
Feet Dusk Ledelsens +1 Hydra Sollerets Askar Gambieras
Ability Hate (Souleater, Last Resort) - https://www.ffxiah.com/item-sets/384726
Drk Enmity2 Stat Priorities: Enmity


Enmity from gear caps at +100 but you don't really have to worry about that, it's impossible for Dark Knight in era. Enmity is the only stat that matters, just swap this in before using Souleater/Last Resort to spike your enmity even higher.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapons
Head Aegishjalmr Hydra Salade Rival Ribbon
Neck Hateful Collar
Ear1&2 Hades Earring
Body
Hands Askar Manopolas Homam Manopolas Storm Manopolas
Ring1&2
Back Cerberus Mantle Resentment Cape High Breath Mantle
Waist Warwolf Belt Astral Rope
Legs Black Hose
Feet Askar Gambieras Heroic Boots +1 Heroic Boots
Physical Damage Taken (PDT) - https://www.ffxiah.com/item-sets/384727
Tank PDT2 Stat Priorities: Damage Taken/Physical Damage Taken > HP/VIT/Parrying Skill.


This set is going to be the set you sit in when you are going to get hit, or just a standing around set for defensive purposes. Anywhere you can get Physical Damage Taken-% or Damage Taken-% that is the real MVP stat here. Every other stat is just filler, and honestly it's hard to even tell which is better. Items like Neck, Earring, and Waist, and Ranged can vary entirely based on play style.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapon Earth Staff
Sub Raptor Strap +1 Raptor Strap
Head Darksteel Cap
Neck Fortitude Torque Orochi Nodowa Tempered Chain
Ear1&2 Bloodbead Earring Pigeon Earring +1 Crimson Earring
Body Darksteel Harness
Hands Darksteel Mittens
Ring1&2 Bomb Queen Ring Bloodbead Ring Crimson Ring
Back Boxer's Mantle Gigant Mantle High Breath Mantle
Waist RSE Sash Marid Belt +1 Gold Moogle Belt
Legs Darksteel Subligar
Feet Darksteel Leggings +1 Darksteel Leggings
Fire Resist - https://www.ffxiah.com/item-sets/384728
Fire Resist Stat Priorities: Fire Resist > MDT > MDB > HP > INT.


This set is used against mobs you specifically know will use fire spells/abilities, with this set and some buffs like Barfire/Fire Carol you can reduce the incoming damage to nearly 0. Examples of fights you would use this on are Tiamat, KS99 Wyrm, and Bahamut. If you can't get an item with Fire Resist, equip whatever your best item is from the MDT set.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapon Neptune's Staff Water Staff
Sub
Ranged Cerberus Bow
Head Wvyern Helm +1 Wyvern Helm Green Ribbon +1
Neck Jeweled Collar Buburimu Gorget Elemental Charm
Ear1&2 Communion Earring+1 Harmonia's Earring Triumph Earring
Body Scorpion Breastplate +1 Scorpion Breastplate Republic Harness
Hands Tarasque Mitts +1 Scorpion Gauntlets Tarasque Mitts
Ring1&2 Harmonius Ring Malflame Ring Triumph Ring
Back Cerberus Mantle Dino Mantle Raptor Mantle
Waist
Legs Crimson Cuisses Dino Trousers Raptor Trousers
Feet Kingdom Boots Sandorian Boots Dino Ledelsens
Ice Resist - https://www.ffxiah.com/item-sets/384729
Ice resist Stat Priorities: Ice Resist > MDT > MDB > HP > INT.


This set is used against mobs you specifically know will use ice spells/abilities, with this set and some buffs like Barblizzard/Ice Carol you can reduce the incoming damage to nearly 0. Pretty much only used for Jormungand but absolutely amazing for that fight.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapon Fire Staff
Sub
Ranged
Head Green Ribbon +1 Choplix Coif Gadzradd's Helm
Neck Jeweled Collar Elemental Charm Sand Charm
Ear1&2 Triumph Earring +1 Harmonia's Earring Omniscient Earring
Body Tundra Jerkin Feral Jerkin Tiger Jerkin
Hands Tiger Gloves Mythril Gauntlets
Ring1&2 Omniscient Ring Malfrost Ring Diamond Ring
Back High Breath Mantle Ram Mantle Wolf Mantle +1
Waist
Legs Tiger Trousers
Feet Crimson Greaves Feral Ledelsens Tiger Ledelsens
Earth Resist - https://www.ffxiah.com/item-sets/382326
Earth resist2 Stat Priorities: Earth Resist > MDT > MDB > HP > INT.


This set is used against mobs you specifically know will use earth spells/abilities, with this set and some buffs like Barstonra/Earth Carol you can reduce the incoming damage to nearly 0. Pretty much only used for Ouryu but absolutely amazing for that fight.

Alternatives
Alternative 1 Alt 2 Alt 3
Weapon Wind Staff
Sub
Ranged
Head Wivre Hairpin +1 Choplix Coif Gadzradd's Helm
Neck Jeweled Collar +1 Jeweled Collar Elemental Charm
Ear1&2 Nimble Earring +1 Robust Earring Nimble Earring
Body Beak Jerkin +1 Beak Jerkin Weaver's Smock
Hands Beak Gloves +1 Beak Gloves
Ring1&2 Robust Ring Maldust Ring Topaz Ring
Back Gaia Mantle Beak Mantle +1 Beak Mantle
Waist
Legs Beak Trousers
Feet Crimson Greaves Beak Ledelsens +1 Beak Ledelsens

Looking Forward[]

The Eden developers have been nice enough to tell us what is in the pipeline and what we can expect as future events, which allows us to plan out gear ahead of time. We know that eventually Eden has plans to add Nyzul Isle, Salvage, Einherjar, Zeni NMs, and Dreamland Dynamis at some point. Nyzul Isle will add the Askar set which to be honest is not super good, the hallmark piece is the Feet which completely outclass Darksteel Leggings +1 for PDT and Coral Leggings +1 for MDT. The Head has some use as a WS piece if you lack other options, and the body is mostly not good for Drk but can see use if you absolutely don't need accuracy in your body slot. Salvage will add the Ares set which also is....okay. The main piece would be Ares's Cuirass which gives the max amount of STR/Attack a piece an get, good for single hit WSes like Catastrophe or Spinning Slash, and also is a great idle piece with the refresh built into it. Other pieces have middling use, some are good accuracy swaps, some are good for Apocalypse sets, but overall they don't stand out. Einherjar adds the two pieces of Valhalla gear, which are great pieces for PDT and tanking sets. Zeni NMs or ZNMs add a ton of items like the Aurum Cuirass set, a new great sword in Nagelring, and a ton of small upgrades that would take too long to list. Dreamland Dynamis will add Abyss Cape, which is insanely good for accuracy in your TP set, WS set, and even Magic sets. It also allows you to upgrade your relic armor to +1 versions which gives additional dark magic skill and stats.

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