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Final Fantasy XIV: Shadowbringers Hands-On with Dark Knight

29 May 2019

A couple of weeks ago we had the chance to sit down with an early build of Final Fantasy XIV: Shadowbringers at the media tour. During our time with the upcoming expansion, we had a chance to check out all of the Job changes.

You can find our master post about the media tour, and a list of links to each job here.

This article is based on play of an in-development build of FINAL FANTASY XIV: Shadowbringers, and content in the final version is subject to change.

Tank Role Actions

Role Actions in Final Fantasy XIV: Shadowbringers will no longer be selectable. Once players obtain the level of the Role Action, it will be automatically unlocked. Depending on the Role, players will have a different number of actions available to them.

Dark Knight

Dark Knight has been transformed. As the featured Job of Shadowbringers, it has more eyes on it than ever before, and at first glance at the tooltips there, you may think it was hit pretty hard by the Tank ability pruning… You aren’t wrong there.

Yes, there is now only one actual weaponskill combo in Dark Knight’s arsenal. It makes sense as most enmity combos have been removed, but that is a tough pill to swallow. The spoonful of sugar in this case however, is the new ability Living Shadow that conjures up a representation of your dark side that goes all out on an enemy with you for 24 seconds. Unlike Ninja’s Bunshin ability, it doesn’t strictly copy your weaponskills, and in testing it was hard to see how it decided when to use what ability, but that damage was definitely good. Plunge has been altered to function as a charged based ability, which will probably see Dark Knights weaving in one charge and keeping one in their pocket.

Dark Arts has been completely redesigned. Once The Blackest Night is used, and the barrier from it is depleted, you will receive a one time use of Dark Arts on your next cast of the new Darkside activating skills Edge of Shadow and Flood of Shadow. These two are Darkside activating abilities that both increase the time on your Darkside timer by 30 seconds. Edge of Shadow is a single target nuke that nearly costs a third of your MP for a good chunk of damage, while Flood of Shadow is its’ AoE twin. Darkside itself has been altered as well, now just increasing damage while it is activated.

On the defensive side they received a new cooldown that reduces magic damage taken by all party members in a 15 yalm radius by 15% called Dark Missionary. The Blackest Night is still an amazing survivability option for main tanking and off tanking. The Dark Arts change functionally  adds a free attack to it as well.

I don’t have much experience with Dark Knight, and I wish Living Shadow was more like Bunshin, but I am interested to see where Dark Knight will land when we get our hands on it in dungeons and raids in Shadowbringers.