Dark Knight: Guide to Races and Subjob Selection

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Job Overview
Available after completing the Dark Knight Flag Quest. "To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black magic spells to torment their enemies."

Strengths

 * Naturally high attack stat from multiple Attack Bonus traits. A Dark Knight when subbed to Warrior has unmatchable strength.
 * Soul Eater ability boosts melee damage output to very high levels.
 * Dark Knights are able to magic burst off of their own skillchains.
 * The Absorb line of spells can simultaneously enfeeble the monster to benefit the party and enhance the Dark Knight's offensive power.
 * Stun.
 * Highly proficient in both Scythe and Great Sword weapons. Able to make use of many other weapons such as Great Axe, Sword, and Axe.
 * Basic Proficency with ranged weapons in conjuction with status affecting bolts allow extra support opportunities for Dark Knights.
 * Though specializing in melee combat, can effectively be offensive through magical and ranged attacks as well.
 * Can open and close virtually every skillchain between the two primary A-rated weapons. Skillchain-closing weaponskills have impressive force.  High level Dark Knights when subbed to Thief can close light skillchains with stunning results.

Weaknesses

 * Relatively no defensive capabilties availble. A Dark Knight's offensive abilities leave the Knight dangerously open to attack with virtually no defense.  Dark Knight abilities also generate Emnity and a careless Dark Knight may be killed very easily.
 * Highest delay weapons together with only one accuracy boosting ability, Soul Eater combined with freqeuntly needed Dark Magic cause Dark Knights to be the slowest TP builders of melee jobs. While subbed with Warrior, TP gain is still competitive,however, Dark Knights with a support job of Thief are the slowest TP building melee charecters.
 * Skillchain-opening weaponskills at early and mid levels are relatively weak and disappointing.
 * Soul Eater job ability very dangerous at early levels and not effecient until mid to high levels. When combined with multi hit weapon skills such as Guillotine it is nearly suicide.
 * Very dependent on high cost equipment.
 * Elemental and Enfeebling magic levels are reletively low. Also, all elemental spealls are recieved later than Black Mages. Elemental spells should be used to magic burst to maximize their effectiveness.
 * Capping Dark Magic skill is difficult. Many spells have a high MP cost and very high cast time compared to most other spells. Drain is available to learn at level 10 (2 levels before a BLM) and should be used often to raise dark magic skill.
 * Unless Dark Magic is capped or nearly capped, Aspir and Drain are generally weak in EXP parties. Black Mages or Red Mages typically also handle the casting of Bio spells in battle, further limiting the practical ways to level Dark Magic.
 * Absorb- stat spells have a very long cast time, during that time a Dark knight cannot attack. This lowers a Dark knights ability to get TP in battle. However, Absorb spells also use dark magic skill and can aid in capping your skill.  They should be used often.
 * Dark Knight may be required to heal after battles, and are generally assumed to be the last priority of any job with MP during a Red Mage's Refresh order. Because of this, many Dark Knights carry juice drinks or Yagudo drinks to lower the amount of heal time.
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Support Job Options
There's limited choices of support jobs for the Dark Knight for levels 1-60. Warrior is one of the best choices for the DRK because of added attack bonus and Berserk after level 60 you could experiment with THF, then the Dark Knight can truly shine by using his Weaponskills with Sneak Attack + Trick Attack which becomes one of the deadliest attacks in the game.

The choices listed here are by no means the only ones available. Feel free to try out whatever combination suits your fancy.