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Final Fantasy: DRK/BLM, DRK/RNG

By Robert Falden, published Aug 08, 2008
Published Content: 135  Total Views: 7,481  Favorited By: 3 CPs
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For a long time a DRKs alternates roles have been long overlooked. Many people just have accepted the norm and went with it. I'm going to talk about two alternate sub jobs that can be used efficiently in an exp party and in solo fighting.

A DRK/BLM can be more efficient than a DRK/WAR in many cases, especially when there is no bard and the mobs have high defense and/or high evasion. A DRK/BLM with Dark Staff or the HQ version, combined with Magic Attack Bonus/INT/MP+ gear, a DRK/BLM can deal upwards to 750 damage with Drain II (Possible better with right gear) which only cost 37 mp. Drain can deal up to 550 damage with only 21 mp. Both of these spells have a fast casting time. The INT also strengthens your Absorb - TP greatly allowing you to still deal Massive weapons skill damage and fully utilize a DRK Dark Magic. There is a reason why DRK have an A- rating in Dark Magic. Alternatively, you can use DRK/RDM you'll lose a level in Magic Attack Bonus but you gain 2 levels of Fast Cast, which will allow you to Drain more rapidly. Also you'll gain Magic Defense Bonus at the lost of Conserve MP. Choosing either sub is a matter of preference. While Thunder II can do upwards of 350 damage, using Elemental Magic is generally not recommended since it uses up to much MP for so little damage compared Drain II.

When soloing DRK/RDM would prove to be a better choice simply because you can cast Gravity. Magic Defense Bonus also plays a bigger role when you are fight solo. Fast Cast helps you end the fight quicker, and it helps you keep yourself healed. En-spells are as useful because DRK does not have any innate Enhancing Magic skill.

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