This move also harnesses Dark Arts so you can use that to further increase your enmity. The good news about this move is unlike Spinning Slash, you don't have to use it off a combo to get the additional enmity although the move will take a massive damage hit if not used that way. This is going to be your enmity combo finisher. Dark Arts combo effect: Increased enmity. Power Slash (Level 26)ĭelivers an attack with a potency of 100. However, it is also one of the most essential as it lowers all damage dealt by 10% and can be a real life saver when fighting a mob that hits for massive amounts of HP. Whenever you see it proc it's a good idea to use it as soon as possible because it has a 30 sec recast timer, which makes it one of the less frequently used moves. This move is an interesting one because it can only be used after parrying an attack. Additional Effect: Lowers target's damage dealt by 10%. Can only be used after parrying an attack. Reprisal (Level 22)ĭelivers an attack with a potency of 210. You'll want to get used to this move as soon as possible. This move is absolutely necessary while under the effects of Darkside. This is going to be the opener for your DPS combo and is essential your bread and butter combo when not generating enmity. Syphon Strike (Level 12)ĭelivers an attack with a potency of 100. Especially in situations where I know that I'm going to need to use the stun often. The nifty thing about this move is that when you parry a move the stun can be used again instantly, no matter when it was casted because of this I like toy follow it up with the move Dark Dance to help increase the number of times I can use it. It has less recast time then the Warrior's stun but isn't on the global cooldown (GCD) like Paladin's stuns are. Additional effect: 30% chance that the next parry will reset the recast timer. Low Blow (Level 10)ĭelivers an attack with a potency of 100. This move also helps generate enmity though not as much as the Spinning Slash. This move deals a bit of damage over time to the target and must stay up in order to achieve maximum dps. This move is going to be another one of your openers depending on whether you're off-tanking or main tanking.
Scourge (Level 6)ĭamage duration: 15 sec (initial) 30 (after reaching level 32) DoT potency: 40. It actually generates a good amount of enmity towards the target and does a decent amount of damage as well.
This is the enmity generator that opens up the enmity combo for DRKs. Spinning Slash (Level 4)Ĭombo action: Hard Slash. While it doesn't so too much damage, it is an essential part of the DRK moveset. This is going to be your basic combo opener. Hard Slash (Level 1)ĭ elivers an attack with a potency of 100. Physical moves like other mêlée and ranged jobs, drains TP as well however the actual TP usage as a DRK is considerably less than other jobs unless the battle drags on for long periods of time. It is important to note that while they are physical moves, while under the effect of Darkside all physical moves will drain MP as if they were magic moves. These are going to be the most used abilities for the DRK job.
Each section will have the abilities listed, their effects, and a few examples on how to effectively use that ability. The majority of this guide is into three main sections: physical abilities, magical abilities and defensive cooldowns.