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Void blast is pretty bad lol. It's also neutral damage iirc?
Imo, void blast and linear ray are both the replaceable skills. Linear Ray's damage is garbage, same with void blast. Glacial is dependent on style but I think it's worth it to keep since you can freeze.
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Put void blast + linear ray on 2nd row, they're garbage. Hell just completely take off void blast.
Tikey Wrote:Here's my PvE laser build. I'd say it's pretty standard. Any suggestions?
http://dnarmory.com/skill-calc?i=3-18-40...NMsWFfKyN.
Until smashers get a mega PvE buff, this is what I recommend
- Get the other blink special or both
- Lower nine tail laser to pre-req
- Gravity trap is a nice skill for smashers but preference still
- Lower linear ray for now and decide if you want linear ray EX. Even so, just lower it for now and put it to level 11 by level 45
- Put the leftover points into gravity blast
The sad thing about smashers is the "best" smasher is one that basically follows a majesty build, but then chooses smasher. Even maxed linear ray (not counting EX) and maxed nine tail laser is less DPS than level 1 gravity blast.
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2012-01-07, 10:54 AM
(This post was last modified: 2012-01-07, 02:09 PM by Flonne.)
After having used Spectrum Ray for a full day, I can say I don't like it. It doesn't even hit enemies if they are too close, and that's the only place I need it for!
Also, just now I got a new orb, and if I didn't believe more damage would increase my survivability before, goddamn I do now. My range almost doubled and now I'm just plowing through everything.
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that is one hell of a hidden man lol
RICK!! you need to log on. I owe you cerb runs
Oh btw, that ring you sparked for me. I ended up making gold on it  . I spent 1800 trying to spark and sold for 2.2k
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DrRusty Wrote:I wrote a guide on how to get Combo God as a merc
http://dragonnest.nexon.net/community/fo...e-for-merc
- Should mention that breaking the axe will give you a X~X range so you should drop way below 500 depending on skill crests
- Another decent spot is basin of the fallen map #1. Drag everything to the end and then combo away
I dont' think acros can really do it. It's extremely difficult for me to get to 300 combo before my skills are all used up. Only plausible way I found and actually used was spamming normal attacks with a shortbow against astral boss on abyss.
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Lol flonne, considering the kind of equips you were using in the beginning to a semi-end game (at this cap) equip, I'm sure you would think that increase in damage is INSANE.
Btw, are you stacking dark% at all? Or are you just doing matk% (+ crit since you would need that to cover over your lack of dark%).
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Are Holy Kick and Sliding Knee Kick worth getting as a Guardian? After playing around with SSK, I don't like using it as much compared to Shin Breaker.
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I forget that SKK even exists as a Priest. It's insanely valuable in PvP though, but even then I forget it exists there too.
I don't use Holy Kick for obvious reasons, but I'm not sure if even a Paladin would have it. It's that downward kick skill against stunned opponents, right? Do Paladins even have a skill that causes near-guaranteed stun like Acrobats have?
---
Went and soloed Manti norm on my Priest, now with 48k HP. Decided hell wasn't worth my time.
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EarthAdept2 Wrote:Lol flonne, considering the kind of equips you were using in the beginning to a semi-end game (at this cap) equip, I'm sure you would think that increase in damage is INSANE.
Btw, are you stacking dark% at all? Or are you just doing matk% (+ crit since you would need that to cover over your lack of dark%). I have a level 16 ring with 13% dark and 6% magic, but thats about it. I've been trying to get more, bad luck though. And I'm certainly not rerolling this orb I just got.
Just made a Life-Giving 40 rare robe and +7'd it with a ton of protect thingies. Another big difference! That proc happens a whole lot more often than it says it does  .
Now I'm down to 600G, but I have rows of lustres to sell and if I really need cash I could stamp and sell a bunch of average epic sparks. Only other thing that I need to get ASAP now is a new staff, everything else I can build up to slowly.
Oh, and one more question; is there any way to move the combat switcher key off of TAB? Now that I need 2 rows of skills, I've been getting myself beat up a bunch because midbattle I accidentally switch out of combat mode instead of switch hotkey rows, lol.
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Yah jus go into your system settings and keybinds. Same place you change your keybinds normally
I hope you're not playing with 1 through 0 rofl
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That'd be so boss if he did.
Also, dunno why you'd jelly armor past +6 flonne. The HP / MP they give isn't worth the time to blow up unless you throw money away like rusty \o/.
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DrRusty Wrote:Yah jus go into your system settings and keybinds. Same place you change your keybinds normally
I hope you're not playing with 1 through 0 rofl I saw options to change everything but the TAB function in there. And yes I am, I'm used to it for 3D MMOs.
EarthAdept2 Wrote:Also, dunno why you'd jelly armor past +6 flonne. The HP / MP they give isn't worth the time to blow up unless you throw money away like rusty \o/. They are free event jellies that are bound to me, but I really just wanted the "make something +7" achievement.
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EarthAdept2 Wrote:That'd be so boss if he did.
Also, dunno why you'd jelly armor past +6 flonne. The HP / MP they give isn't worth the time to blow up unless you throw money away like rusty \o/.
you have no idea.... I blew up TWO +9 epic axes after wasting 4k on sparks.
i hate myself for not stopping
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TheTempest Wrote:Are Holy Kick and Sliding Knee Kick worth getting as a Guardian? After playing around with SSK, I don't like using it as much compared to Shin Breaker.
Absolutely, positively, no.
As a Guardian/Crusader your SP is very tight. There isn't really much room for any ''creative'' distribution, and Holy Kick and Sliding Knee Kick are 100% worthless and are wasting your SP. Shin Breaker is the only thing you should get because it's a prerequisite for Armor Break, one of your most valuable skills. (Which you should max in my opinion)
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案山子 Wrote:Absolutely, positively, no.
As a Guardian/Crusader your SP is very tight. There isn't really much room for any ''creative'' distribution, and Holy Kick and Sliding Knee Kick are 100% worthless and are wasting your SP. Shin Breaker is the only thing you should get because it's a prerequisite for Armor Break, one of your most valuable skills. (Which you should max in my opinion)
So this is my build right now: http://dnarmory.com/skill-calc?i=4-20-41...NPcE19uVHa
Apparently there's an update where the max sp for the 1st advancement is 328 and the max points is 510 at lvl 50. I'm planning on getting Ele Aura to lvl 4 and Divine Punishment to lvl 3 or get Ele Aura to lvl 4 and get 1 in Divine Ascension. For the Cleric tree the only thing I would change is remove 1 from heal and add it into Block. Is this a good build?
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TheTempest Wrote:So this is my build right now: http://dnarmory.com/skill-calc?i=4-20-41...NPcE19uVHa
Apparently there's an update where the max sp for the 1st advancement is 328 and the max points is 510 at lvl 50. I'm planning on getting Ele Aura to lvl 4 and Divine Punishment to lvl 3 or get Ele Aura to lvl 4 and get 1 in Divine Ascension. For the Cleric tree the only thing I would change is remove 1 from heal and add it into Block. Is this a good build?
I think that build looks really good.
The max becoming 510 is part of the dual-ultimate update (Let's you learn both ultimates instead of just one). Elemental Aura, really, is learned/max for aiding party members in Sea Dragon Nest. Outside of that it really isn't used, so you have to take that into consideration: Will you be planning on running Sea Dragon Nest with your Guardian? If so, would you want to maximize your usefulness in the party or not?
I would recommend leaving Heal maxed out because of its usefulness not only to you but to party members.
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I'm no expert on Paladins, but I would assume that Guardians would place more emphasis on their utility skills rather than their offensive skills.
In which case, I'd probably reduce Electric Smite down to 1 (only 15% physical and magic attack difference between Level 1 and 7, which can probably be made up by a skill plate that increases the damage by 20%), and distribute the SP elsewhere. You're not going to be a Crusader, so just being able to use the skill should be enough.
If you have any plans to go to the higher level Nests as a Guardian (specifically Apocalypse and Archbishop Nest, and if you become good enough and have the gear, Sea Dragon and Green Dragon), almost everyone will demand that you have max level Provoke along with a skill plate for it. Some might demand maxed Elemental Aura as well. Reducing Electric Smite down to 1 should allow you to max Provoke and get Elemental Aura to 4.
I'm not sure about not having any points in Divine Ascension and Divine Vengeance. They're both passive click skills which might be useful, but I have no idea how the attacks are executed (as in, what's their delay, what kind of drawbacks are there to trying to use those skills, and so on).
Then again, the defensive/utility skills are far more important, and I don't see anything that should be sacrificed for those two skills, unless you decide to get Divine Ascension instead of getting Elemental Aura to 4. I am worried that there might be future 3rd specialization skills that require the two skills as pre-requisites, but I suppose we'll deal with that when we actually get there.
(Holy crap, Armor Break seems to cause a crapton of damage for a skill with an 8 second cooldown. Is that for real?)
My guild leader happens to be a Paladin that is planning to become a Guardian, so I'll ask him about Paladin skills the next time he's online.
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Alilatias Wrote:I'm no expert on Paladins, but I would assume that Guardians would place more emphasis on their utility skills rather than their offensive skills.
In which case, I'd probably reduce Electric Smite down to 1 (only 15% physical and magic attack difference between Level 1 and 7, which can probably be made up by a skill plate that increases the damage by 20%), and distribute the SP elsewhere. You're not going to be a Crusader, so just being able to use the skill should be enough.
If you have any plans to go to the higher level Nests as a Guardian (specifically Apocalypse and Archbishop Nest, and if you become good enough and have the gear, Sea Dragon and Green Dragon), almost everyone will demand that you have max level Provoke along with a skill plate for it. Some might demand maxed Elemental Aura as well. Reducing Electric Smite down to 1 should allow you to max Provoke and get Elemental Aura to 4.
I'm not sure about not having any points in Divine Ascension and Divine Vengeance. They're both passive click skills which might be useful, but I have no idea how the attacks are executed (as in, what's their delay, what kind of drawbacks are there to trying to use those skills, and so on).
Then again, the defensive/utility skills are far more important, and I don't see anything that should be sacrificed for those two skills, unless you decide to get Divine Ascension instead of getting Elemental Aura to 4. I am worried that there might be future 3rd specialization skills that require the two skills as pre-requisites, but I suppose we'll deal with that when we actually get there.
(Holy crap, Armor Break seems to cause a crapton of damage for a skill with an 8 second cooldown. Is that for real?)
My guild leader happens to be a Paladin that is planning to become a Guardian, so I'll ask him about Paladin skills the next time he's online.
I would agree, personally, on leaving Smite at Lv1 in order to better some of the other skills, but he appears to want a little more offensive power than a Guardian would have normally. Guardian has almost nothing as far as attacks, and even well-geared Guardians don't really compare to the rest, so it made sense that he would want a little more power while still keeping the majority of what he needs.
Divine Ascension and Vengeance are 100% useless and are a complete waste of SP. They're counterattacking skills, really only used to control mobs that are surrounding you. Other than that you won't get much out of them, say, in a boss battle or something. They should never be learned in my honest opinion; they just aren't useful enough to give up valuable SP on that could be better used elsewhere.
Also, yes, Armor Break is very powerful, and with a very short cooldown. It's recommended to be maxed because of how powerful it is, and its debuffing qualities. Very useful for normal mobs as well as bosses, especially Nest bosses. It is one of the only ''real'' offensive skills a Guardian will ever learn.
I happen to be going Guardian as well with my Paladin.
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案山子 Wrote:Absolutely, positively, no.
As a Guardian/Crusader your SP is very tight. There isn't really much room for any ''creative'' distribution, and Holy Kick and Sliding Knee Kick are 100% worthless and are wasting your SP. Shin Breaker is the only thing you should get because it's a prerequisite for Armor Break, one of your most valuable skills. (Which you should max in my opinion)
Holy kick = needed for kickadins
SKK = needed for PvP
Higher level provoke is also nice. This video shows that more provoke grants more threat + it shows how good a kickadin can be. It's not even the best damage I've seen from other kickadin videos.
[video=youtube;aJbwSn55f9w]http://www.youtube.com/watch?v=aJbwSn55f9w[/video]
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