The Beserk-esque Dark Knight job in Final Fantasy 14 is one of the more versatile Tanks in the game due to their ability to imbue their towering greatswords with dark magicks, making them a formidable force on both offense and defense. If they aren't protecting their teammates from potentially fatal attacks, they are usually draining the blood out of their foes with unique skills and actions.
In addition to being incredibly stylistic and foreboding in its appearance, the Dark Knight's armor also provides the highest defensive stats across the board, making them an absolute unit on the battlefield. While they won't blow anyone away with over-the-top flashiness, they will stand their ground and look cool doing so.
Updated December 17, 2024, by Seth Parmer: The last time we edited this Dark Knight guide was right when Dawntrail officially launched, meaning there have been several changes since then, allowing us to revisit this guide, touch up its updated Actions, and even replace the best gear section with the freshest, newest, and current best equipment you can fit your Dark Knight with. Along with how to obtain them!
The vast majority of Jobs in Final Fantasy 14 typically require you to master a Class before obtaining the Soul Crystal needed to access them and level them up.
However, in the case of the Dark Knight, you will only need to reach Level 50 with any other Disciples of War or Magic and must have the city of Ishgard unlocked.
Due to Dark Knight getting introduced with the Heavensward expansion, you can access it as part of the critically acclaimed free trial of Final Fantasy 14.
With Level 50 obtained and the city of Ishgard unlocked you are ready to become a Dark Knight! To do so, speak with the Ishgardian Citizen found in The Pillars, Coerthas (X:13.2, Y:8.8), and accept the quest "Our End."
Completing the quest will reward you with the Soul of the Dark Knight and a few gear pieces for the Job, allowing you to start your journey as a Dark Knight!
While we won't cover how to jump from Level 50 to Level 100 with the Dark Knight in this guide, we have that already covered in a separate one found here! Additionally, if you would like a more in-depth walkthrough on how to unlock Dark Knight and all the other Jobs, please check out our guide for that here!
Due to the Dark Knight being a Tank Job, you will not have to worry about positional attacks as you will be placed directly in front of the enemy 90 percent of the time.
However, even as the impenetrable wall of the group, you still have access to basic attack rotations and can deal quite a bit of damage from them and your other abilities.
Below covers your basic rotations without any of the Off-GCDs thrown into to mix to avoid overwhelming you with all of the systems, mechanics, and responsibilities that come with a class such as the Dark Knight.
While we laid out the basic rotations above, we purposely left out the Off-GCD Actions to prevent any confusion about what they do, when to use them, and how to properly Weave them into your rotation to get the most out of the Dark Knight. You can find the complete list of Off-GCD Actions for the Dark Knight in the table below!
Action |
Recast Time |
Information |
---|---|---|
Grit | 2s | Gain substantially more Enmity. |
Release Grit | 1s | Ends the effect of Grit. |
Blood Weapon | 60s | Gain three stacks of Blood Weapon, increasing Blood Gauge by ten per stack, restoring MP with every landed Weaponskill or Spell for 15s. |
Flood of Darkness | 1s | Attack with a potency of 300. |
Flood of Shadow | 1s | Attack with a potency of 160 to all enemies in a straight line. |
Edge of Darkness | 1s | Attack with a potency of 300 to all enemies in a straight line. |
Edge of Shadow | 1s | Attack with a potency of 460 to all enemies in a straight line. |
The Blackest Night | 15s | Create a Barrier around yourself or a target, absorbing 25 percent of incoming damage equal to your or your target's max HP for 7s. |
Shadow Wall | 120s | Incoming damage is reduced by 30 percent for 15s. |
Dark Mind | 60s | Makes you 20 percent more resilient to Magic Damage and 10 percent more resilient to Physical Damage for 10s. |
Dark Missionary | 90s | Incoming Magic Damage is reduced by 10 percent, and incoming Physical Damage is reduced by five percent for yourself and all nearby party members for 15s. In Patch 6.4, the radius has been increased from 15 to 30 yalms. |
Living Dead | 300s | Casts Living Dead on self for 10s. If you get KOd with Living Dead active, your status will be switched to Walking Dead. |
Living Shadow | 120s | Summon a simulacrum of your Darkside to battle beside you for 20s, attacking with a potency of 420. You also obtain Scorn for 30s. |
Abyssal Drain | 60s | Attack with the potency of 240 to all targets in the area, restoring your HP with the Cure Potency of 500. |
Delirium | 60s | Receive three stacks of Delirium and Blood Weapon, giving you access to Scarlet Delirium and Impalement for 15s. |
Oblation | 60s | Incoming damage from yourself or a party member is reduced by ten percent for 10s. Can store up to two charges of Oblation. |
Salted Earth | 90s | Create an AoE of Salted Earth underneath yourself, attacking with the potency of 50 to enemies who enter the area. The affected area lasts for 15s. |
Salt and Darkness | 20s | Enemies standing within the Salted Earth AoE will receive substantially more damage, with the first target getting attacked with a potency of 500 and the rest receiving 50 percent less. |
Shadowbringer | 60s | Attack in a straight line with a potency of 600 on the first target and the rest receiving 50 percent less. Can store two charges of Shadowbringer and can only be executed when under the effects of Darkside. |
Carve and Spit | 60s | Restore MP by performing a threefold attack that has a potency of 540. |
Plunge | 30s | Perform a jumping attack that has a potency of 150. Can store two charges of Plunge. |
Shadowstride | 30s | Dash to your target. Can hold a max of two charges at a time. |
Shadowed Vigil | 120s | Incoming damage is reduced by 40 percent for 15s. |
As you can see, there are tons of Off-GCD actions for the Dark Knight job, so let's quickly expand on the more crucial ones you will constantly use when performing your Openers.
If you're curious about what a complete Opener looks like for a Level 100 Dark Knight that highlights the examples mentioned above, then please head to the next section to see two of them!
As touched on briefly in the "Rotations" section, Openers are a much more complex string of actions that blend Off-GCD abilities seamlessly in with your standard GCD ones used in your rotation.
Openers are a critical part of Final Fantasy 14 and will help you get the most out of your Job, and having a well-optimized one will help you and your teammates out in the long run, especially if you're a Tank role, such as the Dark Knight.
The Opener found below is based on a Level 100 Dark Knight. This is your go-to string and the one you will likely use most of the time. Every Off-GCD Action is bolded and in parenthesis, making it easier to comprehend and separate them from your main actions.
Managing your equipment and Materia is a surprisingly overlooked and misunderstood feature of Final Fantasy 14. Specific roles and Jobs will naturally have strong preferences on which stats you need to focus on when slotting in materia, obtaining armor and weapons, etc. Below is an example of a Best in Slot build for a Level 100 Dark Knight!
Equipment |
Materia |
Stats |
How To Obtain |
|
---|---|---|---|---|
Weapon |
Dark Horse Champion's Greatsword |
|
|
Can drop during AAC Light-heavyweight M4 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x8 AAC Illustrated: LHW Edition IV. |
Head |
Dark Horse Champion's Bandana of Fending |
|
|
Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II. |
Body |
Augmented Quetzalli Mail of Fending |
|
|
Upgraded by giving x1 Surgelight Twine and the corresponding Quetzalli Armor to Theone in Solution Nine (X:8.5, Y:13.6). |
Hands |
Augmented Quetzalli Gauntlets of Fending |
|
|
Upgraded by giving x1 Surgelight Twine and the corresponding Quetzalli Armor to Theone in Solution Nine (X:8.5, Y:13.6). |
Legs |
Dark Horse Champion's Breeches of Fending |
|
|
Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II. |
Feet |
Augmented Quetzalli Sollerets of Fending |
|
|
Upgraded by giving x1 Surgelight Twine and the corresponding Quetzalli Armor to Theone in Solution Nine (X:8.5, Y:13.6). |
Earrings |
Dark Horse Champion's Earrings of Fending |
|
|
Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I. |
Necklace |
Dark Horse Champion's Choker of Fending |
|
|
Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I. |
Bracelets |
Augmented Quetzalli Bracelets of Fending |
|
|
Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6). |
Left Ring |
Augmented Quetzalli Ring of Fending |
|
|
Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6). |
Right Ring |
Dark Horse Champion's Ring of Fending |
|
|
Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I. |
Additionally, as highlighted above, using a Grade 1 Gemdraught of Strengt is another excellent way to extract a bit more juice out of your Dark Knight. For a food buff, Moqueca will give your Dark Knight a significant boost before jumping into the fray.
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