Monday, August 13, 2012

Dragon Nest SEA – MorgeStern's Comprehensive Guide on Priests


INTRODUCTIONS

You decided to become a Priest, one of the most versatile classes in the game. Congratulations!

Priest is the supporting Character of this game.  Priest will always support in teamplay, let it be by Relics, by healing or dishing out some extra DPS. Priests Branch off into 2 different Classes: Inquisitor, The DPS or Saint, The supporter. I do want to note that there are many different kinds of Inquisitors and/ or Saints and you can fill that job in with the idea that you have. Priests are known for Poledancing, Buffing and Zapping away. The advantages that Poledancing and Buffing give, is that you are a Wanted class for Nesting and the one supportive thing that Sets Paladins and Priests apart is that Priests have a Secondary Healing skill namely Healing Relic. Priest also has good defense, hp and mp , Making them durable and possibly even tankers.

However, aside of those advantages,Priests also have weaknesses. They are Slow and have low Superarmour. A priest focussing on DPS will never have the same DPS that for instance a Damage Dealing class like Sorcerer or Archer has. So Overall there arent that many disadvantages.
From the explanation above, let me translate them into the pros and cons of a Priest:

(+) Pros:
  • Priest is a Support class of the game.
  • Priest has many Buffs and 2 good heal skills.
  • Priest has a very big MP mod, defense and magic defense. Decent HP stat, not as good as Paladin.
  • Priest is a very good choice of class in a long run nest because of its high survivability, good HP/MP Mods and supportability. 
  • Priest's Smallscale offensive spells have a low cooldown, bigger ones like Bind Relic and Holyburst have a longer cooldown.
     
  • Priest has powerful buffs to increase Defense, Lightattack and Magic/ Physical attackpower making them a wanted party class.         
  • Priest is known for  Poledancing in PVP. They Protect members in their team with healing/cure relics. While annoying and harrassing the opponents with Lightning Poles, Lightning skills. They can even snatch a fair amount of kills this way.                             


(-) Cons:
A Priest, being the slowest class in the game, are victims for every fast classes if you are not careful. You have to outsmart the speed of every opponent you have using your Poles, dodges and Bindings.
A Priest has lowest DPS compared to other classes.
A Priest has a few to no evasion skills aside of Aerial Evasion and Sidestep. Block is not counted as an evade skill as you still take hits.
 
So from my explanations above, if you enjoy being the heart of the team, supporting your members and if you like being party'd Priest is your class! You have all sorts of buffs other classes won't have and in addition you will have 'Summons' aiding you in battle. Harrassing and killing monsters and people alike in pvp with your lightning skills while shrugging of their damage with good defenses and healing , sound interesting? Then Priest class is the way to go....

Upon reaching level 45, one can choose to become either a Saint or an Inquisitor.
The Inquisitor. A Magical DPS/ Semi-Support class .
 Inquisitors focus more on DPS then actual support. They are prone to killing enemy's faster then their Saint counterpart using a Wide aray of Lightning skills. Inquisitors rely on certain combinations to kill effectively, for instance Chain Lightning-> Detonate. The Inquisitor can be considered to be more of a PVP class. Inquisitors can go a few ways. After all they can be DPS or Semi-Support . A semi Supporting Inquisitor can also be called a Hybrid. Hybrids take a little of the Saint skill tree to use the Relics for their own benefit. An inquisitor will always have buffs like Saint, only to a lesser extent in Skill Level. An Inquisitor will Focus alot on the Lightning tree with skills like LightningBolt, Chainlightning, Detonate. Preferable Buffs to have are the Lightbuff that increase your lightning damage and  Striking (With the lvl 2 Armor buff Pre-req). Inquisitors focus alot on Light Damage, Magic attack and Int.

FOOTAGE!
An Inquisitor in PVP

An Inquisitor in PVE/Dungeons

To prove Inquisitor is somewhat better then Saint@ pvp




The Saint. The Supporting/Harassing Class.      
Saints focus mainly on the Relic tree. They support the main team while providing little to low DPS. After all its not our Job to deal damage, there are other ponies for that. Saints have a wide variety of buffs in which they support their classes with. Most favorable the Defense +% Buff and +% Physical Attack/Magic Attack. Alongside these great buffs we have Relics that support in A) Damaging , B) Trapping or C) Curing/Healing. PVP wise Saints rule the Group PVP rooms. They usually can sway the win or losses with their buffs and healing. Saints don't only support party's using Relics and Buffs. They invest little Skill damage in the lightning tree. The minimum to get what they need. The Plus side of having buffs+ Low level skills is that The buffs cause your 'Low' DPS to rise up to a proper level of DPS. You invest little SP in skills but get a huge output thanks to the buffs. Saints generally focus on Magic Attack and Int. Here's some footage 

FOOTAGE!
a Saint solo Cerberus



Its harder to find a Saint in PVP so I hope this satisfies. It does show how a Priest supports in PVP..


 



[III] SKILLS
It is weird to choose a class without knowing the skills first.
To prevent that kind of problem, I've listed all Cleric and Priest skills along with my explanations on each skill. 

Cleric Skills
I decided that I will not enlist skills that are not usefull nor beneficial to the Priesthood.
Thus You won't find Paladin oriented skills here or things like Holy Kick.
Do keep this in mind.
Shield Blow - Strike your enemy hard using your shield. Not really usefull for a priest. I used it for a while because of the low cooldown but I prefer the other 'Physical'one.
PVP - *
PVE - *
 
Block - Defend yourself using your shield. Increasing this skill's rank will increase the amount of attack you can block per 15 seconds duration (PVE) and 12 seconds duration (PVP). This makes you block any attack 100% for certain duration. A basic tanking skills for a Priest with reasonable cooldown. Good skill in both PVP but PVE, but beware, it can interupt your other skill when casting.
PVP - ****
PVE - ****
 
Lightning Strike - Bash your weapon upwards and send a lightning afterwards. Also does an okay damage for a basic skill. Not so good in PVE but useful in PVP as combo chainer. Has Low cooldown so is usefull when other more important skills are on CD.
PVP - **
PVE - **
 
Charge Bolt - Charges up your weapon with electricity and send it down in four directions. A very good skill in PVE as it can attack multiple enemies and big bosses. Mad usefull in PVP due the fact that it can hit your opponent 4 times on close range. Pesky Warrior's will think twice when coming close. This is also favorable in PVE as it can decrease your opponent's light resistance for.. WUT? 15%!? DO WANT.
PVP - ****
PVE - *****
Half Turn Kick - Kicks an opponent in a half turn.  This skill is not used much. The only time ever that it should be used is kicking opponents like Warrior and SM into stun @ Pvp
PVP- **
PVE- *

Holy Bolt - Creates a holy bolt to damage and bind enemies. A very good skill in PVE and PVP. PVE wise it hits nicely on the bigger bosses. IT also is a usefull skill for binding big groups of mobs together placing them right for things like Grandcross or Chargebolt. PVP it binds enemies while damaging so you can A) run away or B) start your combo/killing.
PVP- *****
PVE- *****
Heal-  Heals you and your opponents based on the % of  HP.  Heal heals a % of your Max hp for yourself and for allies it heals the from the max amount of HP they have. A Must for PVP and PVE. Max it naturally. Heal heals the opponent based on the amount of total HP you have + a little more. Very usefull in PVP for healing nice amounts of damage away, same for PVE.  The Cooldown is a little long sometimes so thats annoying.
PVP-****
PVE-****
SlidingstepA dash in any direction you want. Usefull for PVE and PVP. Used for dodging attacks or simply moving forward faster. Must get skill. Makes this slow class move faster.
PVP-****
PVE-****
Aerial EvasionAvoid Falling down by hitting key. Usefull for PVE and PVP.  Especially when locked in annoying flying combinations that you can't break without this. Think of SM's Tornado or Harpy's Tornado for example. Only downside is long cooldown.
PVP-****
PVE-****
Toughness-  Physical Defense increases by certain %. I'm not sure if this skill also works in PVP . Ofcourse a must get. Any damage reduction increases our Tankness and survivability. Must max.
PVP-*
PVE-****
Mental Mastery  - MP % Increases. Does not work for PVP. A Must to get for Lategame Dungeons. You're going to need alot of MP. The max Amount of MP also has an effect on the amount of MP you recover, The more MP-> The better your MP recovery.
PVP-*
PVE-****

Physical Mastery - HP % Increases. Does work for PVP. Increases your HP, a must get naturally.  Your HealSkill is based on the amount of HP that you have so further increasing your hp is better.
PVP-****
PVE-****

Mental Training - Increases MP Recovery. Not sure if this works for PVP. Increases MP recovery, needed for Longterm dungeoneering. You can't support your team if you're out of MP can you?
PVP-?
PVE-****


Priest Skills
Before listing the skills, I would like to add some informations. Priest has 4 skill trees. The left one is the Magical Skill Tree which is focuses more on doing magical damage and purely made for damage purporses. Inquisitors love this. The second tree is a small Giant AOE tree it holds 2 skills namely Grand Cross and Holy burst. They are Long CD but big and effective AOE's. The 3rd Tree is the Relic tree. It holds damaging , healing and supporting relics. The 4th Tree holds 2 buffs. An armor +% Buff and a damaging+% Buff. Alongside these 4 tree's , a few skills are scattered that all have their uses.

For Saint, you will need the skills in the Relic/Buff Skill Tree. (Miracle Relic as your Ultimate)
For Inquisitor, you'll be focusing on increasing the skills in Magical Skill Tree. (Heaven's Judgement)

 
Lightning BoltSummons lightning in front of you, can hit multiple targets at once. Has a chance to electrocute. This is the first of the Proper damaging skills a Priest will obtain. This is a very usefull skill for Aoeing, electrocuting and generally just damaging. Has low cool down as well.
PVE- *****
PVP- *****
Mind Breaker- Attack during a dash.  Low Cooldown. Personally I use this more in PVP than PVE. It isnt really strong but it always helps to damage somewhat. Dashing+ Attacking at the same time has its benefits in time management thus might prove usefull. Pre-Req for Chain Lightning.
PVE- **
PVP-***
Chain LightningDamages and Electrocutes the Enemy, it can 'Chain' Lightning to others.  When used on a Single Target this attack will hit 3 times. The reason why this skill is a must get, must use and hated skill is because of the area range it can be used in. It virtually can hit anything as long as its close enough. It doesnt need to be target it simply attacks. Plus added to this it automaticly gives the electrocuted status, eletrocuting the enemy every 5 seconds. The only downside is that Eletrocute doesn't seem to halt big bosses in PVE like the Pink Minotaur or the White/Black Bull.
PVP-*****
PVE-****
Detonate- Detonate/Explodes electrocuted enemies. God I love this skill. This is the one skill I have been waiting for every since lvl 24 Cap. If you can electrocute alot of monsters in a dungeon, or boss mobs this skill will go BOOM! Currently the highest I've hit with this skill is 7.6k uncritted on the Boss @ Overlord Keep on Abyss mode. This is also great for PVP. Cast a little chainlightning dodge your enemy's. Press Detonate bamn, they take 4.5k-5k Damage. Makes Relic hugging an even better strategy. I'm rating it a little less for PVE due to the fact that most monsters have died before getting detonated.
PVP-*****
PVE-****
Heaven's JudgementFloats up and uses a huge and damaging electric AoE Field. This is the ultimate if you follow the line of the first Tree, The Inquisitor tree. While damaging you are Invincible for a small time frame while frying any opponent in your AoE field. A Must get skill for Priests following the Inquisitor Line. In PVE you can use this to damage a boss or big group of enemy's. In PVP its good for trapping+ Damaging an opponent in a high damaging current. Only downside is the Long Cooldown.
PVP-****
PVE-****
Wand MasteryIncreases Magic attack % When using wand. This skill is generally gotten by Saints that use Relics alot. Doesn't have its uses for the Lightning tree much, they are better off being increased by Light% Damage. The Skill is passive so it doesn't have any cooldown. Works for PVE and PVP and increases the damage a lightning relic does+ Healing relic heals. The % effect works on the % of skills.

PVP-****
PVE-*****

Blessing of LightIncreases Light%. This buff increases Light% Meaning it increases the damage on skills as Chainlightning and Lightning Bolt. What is also does for other party members , is increase their Light Resistance. This results into that they take less damage from Light Mobs and skills and also have a higher resistance to getitng electrocuted. Must get.
PVP-*****
PVE-*****
Grand CrossA giant damaging Cross AoE. This Skill has its advantages and disadvantages. The Disadvantage is that its slow. The advantages are that it is good damage, a Giant AoE and can be shot off into any direction, this also means Vertically not just Horizontally. The CD is allright. PVE wise usefull for Clearing huge mobs and hitting Big Bosses alot. In PVP used for Pushing and Luring.
PVE-****
PVP-****
Holy BurstGiant Aoe Field damaging enemies. For PVE this skill is God. Clears huge amounts of mobs very easily and the damage does not suck either. The only downside is that the CD is very high so you can't use it that often. The High CD is problematic for PVP where this skill does not see much of its use. I can imagine that in Tandem with Bindrelic/Holy bolt and this skill. Huge groups of People can get hurt badly.
PVE-****
PVP-***
Lightning RelicSummon a sacred lightning object and the enemy who gets close to the sacred object will suffer lightning attacks. There is a chance to electrocute the enemy. Must have skill for saints. Gives a continual DPS and supports by harrassing enemies in PVP as well as PVE. Has a very Low cooldown. Sometimes you can even have 2 of these down. This can be used as an Aggro Pole/ Diversion from yourself. Monsters will attack the Relic instead of you.
PVE-*****
PVP-****
Healing RelicSummon sacred recovering object to heal teammates nearby the sacred object. The secundary healing skill. This skill is focussed on your MATK and not your HP like Healskill. The only downside is that the cooldown can be a little tedious if your HP is ticking down faster then you'd like. Also works on Team mates.
PVP-****
PVE-****
Cure Relic- Summon sacred curing object to cure team mates and increase light damage nearby the sacred object. I love this skill. It takes off the obnoxious slowing debuffs and more. It also increases my Lightdamage making my Damage skyrocket even more. I see it more usefull in PVP then PVE for the sole fact that you will get hit with debuffs way more often in PVP then PVE. The cooldown is Mediocre.

PVP-****
PVE-***
Bind RelicSummon the frontal sacred object to disable the nearby monsters to move. The ultimate skill of Binding. This is Holy Bolts bigger brother. Downside is that it only Binds and does not damage but..who cares! This skill is usefull for trapping in PVP and PVE.  I'm not giving this a 5/5 due to the horrendous cooldown it has.
PVP-****
PVE-****
Miracle RelicDraw a light magical formation and cast it around. Attack enemies and heal allies along with the drop of the magical formation. The Mother of God of all Relics. The Ultimate for any Priest following the Saint line.  This skill does pretty much all of it. Only downside is the huge cooldown.. I dont see it as usefull for PVP as PVE due to the fact that its less spammable and the enemy can simply run away. Unlike the way it is with Heaven's Judgement.
PVP-***
PVE-****
Protection Shell- Increase surrounding teammates' physical defense.  Must have spell! Everyone will love you for it in PVE and PVP. You will take less damage making your survivability longer then without.
PVP-*****
PVE-*****
Striking -Increase nearby teammate's physical attack and Magic attack . Must have spell! Everyone will love you for it in PVE and PVP. You will love it yourself! We as priests don't have the best DPS in the game and this helps increase it. The % effect works on the % of skills.
PVP-*****
PVE-*****
Vengefull WaveLaunch common assault when being attacked to unleash divine power to slash the nearby enemy. I'd say this skill is useless. I've seen people use it in PVP to counter but I dont think its worth the SP. For the mainfact that it doesnt always work like its said. And you actually have to get hit and I prefer to dodge then getting hit.
PVE-*
PVP-**
First AidHave a chance to break out divine power when being attacked and the caster's HP will be restored to a certain proportion. This skill seems interesting at first but its quite poor. And it has the same issue as Vengefull wave, you have to get hit before this actually works. Might have its uses for PVP though.

PVE-*
PVP-**
[IV] BUILDS
Okay, down to builds! In this section, I will explain about some builds that I recommend the most. To be noted, some of these builds are taken from other foreign versions like DNCN, JP, etc.
The DPS Inquisitor Build
 
This build focusses heavily on the DPS side of Priest. They use the Left Skilltree to their utmost capabilities and also obtain the skill Heaven's Judgement. They Ditch the Relic tree side. They also have the minimum amount needed in buffs. Meaning Lvl 5 Lightbuff, Lvl 2 Shell and Lvl 3 Striking. This build is for the kind that like to be killing Machines and also great @ PvP. The only downside I can think of with this build is that you don't really fit the Criteria as DPS as well as a lets say Sorcerer would. And partywise you will get opted out over a saint due to not high enough buffs.
Hybrid Inquisitor
This type of Inquisitor Maintains their DPS status while putting in Minimal effort in the Relic tree up to the relic they want, let it be lightning relic + Healing relic or even up to Bind Relic. Hybrid Inquisitors try to have the best of both worlds. The minimum amount they have to spent in buffs is respectively Lvl 5 Lightbuff, lvl 2 Shell and Lvl 3 Striking. Their Damaging skills will have to suffer slightly to follow this build but are more effective in PVE then the Full DPS Inquisitor. In short Hybrid Inquisitor wants to be as supportive as a Saint but is more a DPS type of class.
Full Support Saint
This Relic Hugging tree totally ignores the Left DPS tree. They Put on the Pure focus for Relics, Buffs and Heals. They want whats best for the party and function amazingly in Party play. They are a little Poor in Soloing in comparison to Hybrid Saints. But hey, support class is support class, we aren't meant to solo! As you are the supportive type of Saint you have to work efficiently with your CD's because as soon as your Relics are on CD and you have buffed everyone, you don't really much else to do but dodge. This is the 'Lazier'variant to the full potential of Saint. Because you Follow the Relic Tree your Ultimate will be Miracle Relic helping your party further in reaching their max Potential. Full Support Saints are not PVP material.
Hybrid Saint
Hybrid Saints are similar to Hybrid Inquisitors as they try to obtain the best of both worlds. Whereas Inquisitor Sacrifice Damage , Saints sacrifice a little on Buffs. They invest the minimum amount of SP in the Lightning Tree. Meaning that they put in enough points to unlock the next skill they want. The Reason why you see quite alot of Hybrid Saints is the pure fact that if you can't find a proper party, you could still Solo the Dungeon if needed. Another plus to Hybrid Saints is that they can work functionally in PVP unlike FS Saints. Because they do have some damaging and killing skills. In short Hybrid saint is a supportive Inquisitor Wannabe.
[V] GEARS AND HERALDRIES (FOR LEVEL 24 AND 32 AND 40)
Gears
Have Gears that are atleast +8. Remember that +10 Green=+8 Blue=+6 Epic.
It doesn't really matter . Potentials you should really look out for are Potentials that increase your magic attack by a % or your Light Attack by a %. Agi/Crit is always wanted and try to balance out your HP/MP using the potentials. Intellect potentials are also greatly appreciated. If you're going Saint Perfect stat usage would be INT/VIT/HP or INT/AGI/HP on Armours , INT+AGI/INT+Crit/MATK on Weapons. Inquisitors should go for  for INT/VIT/HP or INT/AGI/HP on Armours and INT/AGI/Light on Weapons (Or INT/AGI/Light on one weapon while having INT/MATK/Crit on the other)

Weapon
You might want these suffixes below on your weapons:
PVE

1. Int: Gives an Elemental Debuff for a period of a time
2. Fatal: This suffix gives you extra critical rate .
3. Harsh: People always recommend this for the lulz. Gives bleed effect.
4. Magical Destruction: Increase your Magic damage on a single hit

For PvP
1. Knight: actives a Slow down effect for a period of time
2. Restraint: Makes you unable to move for a period of time
3. Int: Gives an Elemental Debuff for a period of a time
4 Magical Destruction: Increase your Magic damage on a single hit

Armors

Armour suffixes usefull for PVE
1. Wind for increasing your Base stat agi.
2. INT for increase your base stat INT
3. HP for increasing your base stat HP + a chance to heal back % of HP
4. Mana for increasing your base stat MP + A chance to recover % of MP
5. WILL for increasing Base stats Agi/Int/Str/Vit

Armour suffixes usefull for PVP/Ladder
1. INT for increasing your base stat INT
2. HP for increasing your base HP Stat + a chance to heal back a % of HP.
3. Mana for increasing your base stat MP + a Chance to recover % of MP

Accessories (Rings, Necklace and Earring)
Aim for the best you can get. Preferably Rings/Necklace/Earring with an as high as possible Int bonus on them. There are Rings for Inquisitors that have a standard light % Bonus that helps increase their Lightning Skills. For potentials on Jewelry you should aim for having Int , Light and Magic attack %. Preferably Magic attack % on the Rings if you're going for Saint so that your Relics will do better damage.
Note: Note: I would not recommend getting the cerberus set Jewelry because the regular Epics give better INT potentials and you could always craft int/Element boost or int/Matk on your equipments. (Due to them giving Element+int or Matk+int potentials) Apocalypse Accessories are good for more Final damage and Manticore is only when you feel rich. Manticore set has only a little bonus over Brilliant Rings
 
Suffixes
Although suffixes are not as important as the gears themselves, they are important. Many players want a proper suffix. There are so many to choose from so some people get confused. In this section, you can find the most suitable suffixes for your gears depending on your build. Okay, here we go.
Weapon
You might want these suffixes below on your weapons:
1. Int: This suffix gives you an elemental debuff at a certain %
2. Fatal: This suffix gives you extra critical rate which is crucial for Critbuildpriests . All classes need critical rate yooo.
3. Harsh: People always recommend this for the lulz. Gives bleed effect.
4. Magical Destruction: This suffix increases your magic attack more. 
Armors
As for armors, this all down to your preferences, seriously. My personal suffixes for my gears are mostly INT and Iron Wall to balance between MATK and HP, some use Luck builds for PVP but thats up to you. For PVE INT / Iron Wall is best. You could put Wind Heraldy if you're the critbuild Priest. As much INT as possible.
If you're going Tankbuild/High HP priest , Vit Suffix is the way you can go as well.
SETS
ElfQueen
Wearing multiple pieces of this item set will grant you bonus effects.
  • 2 pieces: +47 Vitality
  • 2 pieces: +39 Strength
  • 3 pieces: +29 Intelligence
  • 4 pieces: +1,249 Max HP
  • 5 pieces: +1,166 Max MP
  • 7 pieces: +98 Final Damage

As an Inquisitor you could get the entire Elf queen set.
For a Saint I would only recommend 3 or 4 pieces max.
a 5th Piece would be optional but we already have a huge bulk of MP so the amount giving here is negligable.


Cerberus
Wearing multiple pieces of this item set will grant you bonus effects.
  • 2 pieces: +892 Max HP
  • 3 pieces: +833 Max MP
  • 4 pieces: +70 Final Damage
  • 5 pieces: +105 Physical Damage
  • 5 pieces: +105 Magical Damage
  • 7 pieces: +140 Final Damage
  • 7 pieces: +56 Strength
  • 7 pieces: +33 Vitality

Cerberus set for Priests is so so.
An Inquisitor could get 7 set for the Vitality and FD.
A Saint should NOT get more then 5 piece set. The 105 MATK is a nice welcome present.
Manticore Set
  • 2 Pieces Vit+47
  • 3 Pieces Str+39
  • 3 Pieces Int+29
  • 4 Pieces Final Damage+98
  • 5 Pieces Physical damage+147
  • 5 Pieces Magical Damage+147
  • 5 Pieces Fire defense +14%
  • 7 Pieces Final damage+196
I would say the same here as listed on the cerb set.
7 Set for Inquisitor if they want the FD.
5 set MAX for a Saint.
 
Apocalypse Set
  • 2 Piece set Max HP+ 2,499
  • 3 Piece set Max Mp +2,332
  • 4 piece set Final damage+98
  • 5 piece set Physical Damage+147
  • 6 Piece set Magical damage+147
  • 7 Piece set Final damage+196
SET COMBINATIONS!This set actually looks decent.
The only downdrop for me that Saintwise its gonna take more Setpieces.
Inquisitors can get 6-7 parts, 7 if they want the FD
A saint should get a 6 part max for the MATK.
Saint could get 7 parts because it does look nicer then 6 parts but the FD is kinda..redundant/pointless .
I will write up some set combinations here that I deem worthy/practical and maybe even cost efficient.

5 Set elf+2 Set Cerb
5 set Cerb+2 set Apoc
2 set cerb+5 Manti
5 Set Manti+2 set Apoc

For me personally 5 set cerb+2 set apoc will be most cost efficient for now.
Manti and Apoc Sets are the new upcoming sets @ 13th of December so they will be high in demand and will cost alot. Cerb set prices have dropped alot and are quite affordable now. I have a 5 set cerb+2 Largo at the moment. @ 40 the 2 Largo will be replaced by Apoc for the extra HP.
I hope this clears things up, if you got more questions regarding gear/armour and sets.

Enhancement & Skill Heraldries
Finally, the Heraldry. Heraldry is one factor that make Dragon Nest a unique game. With heraldry you can improve your character's ability and capabilities in terms of skill and stats. To do this, you need the corresporending heraldries and equip it in your heraldry slot. The heraldry window can be found by clicking the 'Heraldry' tab below the Costume tab in your equipment below. Now, let me explain you the best heraldries you must get from Cleric - Priest- Saint/Inquisitor
In my Eyes the Enhancement Heraldies you should look out for are
Wise Heraldy
Magician's Heraldy
Fatal Heraldy
Vitality Heraldy
Mp Regen Heraldy
Shining Heraldy
Tent Heraldy
Wind Heraldy
Health Heraldy
Blessing
These are the Heraldies I have selected for my character. I could tell you what Heraldies you should get but I think everyone knows these things already but  I will elaborate the ones I have for now. You can experiment in your own way, this is only a guidance not a Rulebook.
Wise and Magician Heraldy increase your magical attack and Int. Even int grants a small magic attack bonus. 
Defense/Magic Defense Heraldy makes sure I survive long Enough in Nest in case I am forced to Tank( Cerberus anyone?) MP Regen is there for the long run. We have already experienced in Dungeons like Saint Haven that the Dungeons are Very long so having a worthwile MP bar+ MP recovery is worth your money and time. I have the Fatal Heraldy to increase my Critrate. Vitality is for the same reason I run Defense/Magic Defense Heraldy. Having a bonified HP stat makes sure you don't die fast and makes you durable in supporting your team. Thus having the Health heraldy increasing your Vit is also an added bonus!
Windplate does the same as Fatal plate only Windplate adds Agi and 4 Agi=1 Crit.. So keep that in mind for all you people who like a critbuild!
There are other heraldies you could check out like Para Resist or Stun Resist, but those are more PVP oriented. As I said...Think out/ Experiment what Heraldy settings you like as long as you atleast get Wise and Magician's Heraldy Because they are a must.
Skill Heraldies
For a Saint I have a  few Skillheraldy sets.
1) Lightning Relic CD, Heal CD, Healing Relic CD, Miracle Relic CD
2) Lightning Relic CD, Heal 3%, Healing relic CD, Miracle Relic CD
3) Heal CD, Healing Relic CD, Miracle CD, Optional
4) Heal 3%, Healing Relic CD, Miracle CD, Optional
Optional meaning you could get Bind/Cure relic CD...or Chargebolt + Damage/ Holyburst etc.
But Having Healing Relic CD/Miracle Relic Cd is pretty much a must.
Heal 3% or Heal CD is up to you.
Inquisitors should get
1) Lightning Bolt Damage, Detonate Damage, Holy burst Damage,  Heaven's Judgement 20%Damage
2) Lightning Relic CD, Healing Relic CD, Lightning bolt Damage, Heaven's Judgement 20% Damage
3) Heaven's Judgement 20$ Damage, Lightning bolt Damage, Optional , Optional.

Heaven's judgement  is a must, Lightning bolt damage is also a must.
The rest is optional. The first one listed is a pure DPS build. The second one is more suited for Hybrid Inquisitors.
But I think you get the point right? If not...Just ask me in the comments below.
[VI] PVP TACTICS

Priests are looked down upon in 1vs1 PVP. They are loved in Group PVP. However as the Cleric here above says. I am not impressed. Normally a game has a set X beats Y mentality. However Dragon Nest does not.
Yes, you will have an easier job beating Sorcerer's and Archers then Warriors but everything is overcome with skill.
Priests dont have very Viable tactics. The Main tactic which all priests will use is the Tactic of Trap and Kill. 
By Trap and Kill I mean that they use Holybolt + Electrocution status to make their opponent easily accesible and Combo them. Your Main Key as a Priest is to keep your enemies electrocuted.  
Poledancing: This is one of the main things a Priest will do. Throw down relics and stick to them. The enemy will have to come to you one way or the other.  Its the most common strategy in Team PVP. In huge open maps priest places their Lightning Relics in the center as to hit the most enemy's possible. 
Support: You will support your team in PVP as much as u can by spreading Chaos and electrocution with your relics. Your main goal is to keep people buffed, healed and help harass for a win. This strategy is only usefull in Team PVP and most adored by your fellow team members.
From my Personal Experience Priest have the most difficulty with
A) Swordmasters
B) Mercenary's
C) Paladin's
D) Priests.
If you're versus a Priest or Paladin the match will pretty much always result in a draw because of the sturdyness these classes have. Mercenary's and Swordmasters are our Bain in 1v1 PVP. They come way to close to us as we Like, Combo our ass at close range to kingdom come and if you can Outdodge them you can't outrun them. They Bring the Battle to us instead of us to them. The Most viable way to prevent all of this is Wall-Relic'ing. With this I'm saying that you cast your Relic outside the Arena or against a Wall. This will generally place the Relic BEHIND you where the enemy is incoming. It gives A) A nice surprise and B) an opening to hit/ run the opponent and give you some extra ground. I haven't found any difficulty PVP'ing the other classes because Electrocution is their worst friend. On a Final Note I will discuss 'Trapping a must have tactic. By trapping I am referring to making the enemy go the way YOU want them to. The skills used to perform this are Bind Relic/Holy bolt/ Grandcross/LightningRelic. You basicly spam the skills to redirect your Opponent to certain directions. Holy bolt left. Grandcross right. Lightning relic up front ( So you form a triangle) then Bind relic in the middle and you have him trapped in this Formation. You have to be fast though because they might escape your formation.
FINAL NOTE FOR PVP
@The 40 CAP Characters/People will get a 16% Light resist boost.
I am not certain if this is only because of Manticore sets or just in general a Light Resist boost.
This will make PVP harder for the regular priests. Alot harder. So unless you're really determind to play. Play 1v1 Ladder.
Otherwise just stick to colloseum. Take note this is factual+ My opinion. You might disagree but this is how I see it.

[VIII] How/What Nesting
This is a short Synopsis/Mini guide on how/what to do while Nesting.
Mind you I'm writing this from a Priest perspective, mainly supportive.
If your an inquisitor or Hybrid inquisitor you will have to have atleast healing relic to follow these mini Nests.
a DPS Inquisitor will be WORTHLESS in Apo nest, sorry to say. However you can still DPS in Nests but thats cake and cookies. I won't make a difference between a 'pro' party or regular. Though obviously being with good/skilled players makes things that much easier. These pointers/tips/guidelines work for Normal as well as Hell. (Though ill mainly be talking about Hell mode 32+)

Minotaur Nest.
At the lvl 24-32 Cap you will most likely be doing Minotaur Nests.
These are fairly easy to support.
Keep the party healed and buffed.
Gather mobs and binding them with holy bolt also does wonders.
Watch out for when Minotaur Pink Boss goes into Rage mode/uses his scream.
Nobody likes a silenced priest.

Cerberus
You will probably be doing this nest 32-40
Cerberus is relatively easy to support if you have the proper tools.
You need Buffs/Heals and BLOCK.
Keep your members buffed/healed, rebuffing before each 'stage'.
Some pointers. At the Black mage, use your bindrelic/Holyburst to keep the mobs controlled for the other party members.
A timed Holybolt will suffice as well.
Another tip is that u can lure the 2 Ogre Bosses to the center by using a lightning relic there( It draws aggro)
This makes killing both of them easier.
When fighting cerberus time your Heals properly. Any heal missed is a chance of a member dieing.
Dodge the fireballs, Hug the Lightning and BLOCK the icicles.
I say Block the icicles for the reason that right after it. Your party members will be slowed.
If you block the icicles you can cure relic the slow or even heal/healing relic quite fast after it incase they did get hit.

Manticore Nest
This nest is relatively easy.
You dont have to work around status all that much and basicly you only have to heal/buff your party members.
What does help is having Block/ Miracle Relic/ Heal % Buff in comparison to the regular buffs+Heals.
The first stage just buff and try to keep the monsters away from center statue(so it doesnt heal 5k hp) by using Lightning relic/Bind relic/holybolting.
The minotaur stage is easy , just buff and heal.
Same for The Sea Serpent stage. If people do get hit by the poison just place healing relic where they are.
What I do in the boulder stage is help 'Kick' the golems free and Chainlightning them.
They die relatively easy and the faster they die, the faster you can DPS the boss.
Try to keep them buffed and healed but that kinda speaks for itself.

A Small Note: You can use miracle relic on any of these bosses whenever you feel like, just not preferably the golem boss.
Manticore Boss is a relatively easy boss to do.
His DPS overall isnt that strong in a melee range and most of his attacks or somewhat ranged.
If you stick close to the boss you can generally even do little DPSING in between.
The tips I have for when things go iffy. Place Miracle relic-> 70% Damage reduction from the boss( A super defense buff)
You can also use the % HP buff increasing your heals in case of emergency.
Block isnt a necessity but as soon as Manti reaches 1 HP bar he starts flying around shooting black balls. Block can save you from running around too much. Its also nice to have block when he uses his gravity Ball.

Apo Nest
The Hardest nest we currently have and this one is certainly a handfull.
You have to time your heals/healing relics efficiently.
Buffing stays the same as in other nests.  A few tips and tricks for some of the 'bosses'
Tip WallOrc: Use your relics to either trap him @ the door while partymembers smack away@ the wall
OR use your relics+block to make you the target to get him to break the wall.
Tip PirateRhino:  Use your Miracle Relic around 1-2 Lifebars left so incase he spams his ulti. You have the Damage reduction on standby
Tip Colour Boss: Use bindrelic to gather and trap the other colour making it easier for your party.

This certain boss deserves a special dedication.
Lightning Ogre Troll boss. Also known as Blue Barney.
This guy is one of the hardest bosses to 'beat' especially on Hellmode.
You need to keep up ALL Buffs for the reason that if you dont kill it enough/can't take enough hits its going to end badly and fast. Timing your heals and healing relics is crucial. Don't wait to long with healing. The CD's are quite fast.
Try not to let the HP drop under 80%. Also try to use cure relic as much as possible to help release the electrocution states he rapidly and frequently casts.
At one point around 1-2 HP bars left he starts throwing down electric totem/electric fields and he has a skill that 1) Makes you immobilized and does IMMENSE damage. (Hellmode can knock off 80-90% of my HP). To prevent / Defend against this you need to use your Block/Dodge and Even Miracle relic(The latter being better if a party or party members are getting trashed) The only way to dodge this(as far as I know) is to hug his ass. Yes you read that properly.
Miracle relic will dispell the electroction/ decreases the damage alot ( Thats why they tend to say use your Miracle relic when you hit the 2x HP bar, but your party has to be fast enough to kill in that timeframe).
Use your HP+% Buff wisely and in good times of need ( Easier when you have an FU around.)

APO BOSS HIMSELF
Generally I don't find the Apo Boss himself that hard.
Sadly my party members do. DEATHS ARE UNAVOIDABLE.
Even with the best party people tend to die (Generally the Swordmaster/Mercenary and Acro/BM)
Try to keep all of them buffed as possible and use a signal to let them know when a heal CD's.
This maximizes your healing potential and deducts the chance of death.
Keeping up the Light buff+Defense buff are crucial.
As the Saint the #1 rule is being alive yourself. Having a good amount of block is (lvl 4-6) is advised.
I generally use block when he does the spinning Laser , or when you get the purple blotches that Explode.
A good tip is making a clear understanding what to do when tentacles come out. A tentacled priest= no heals, no buffs and a possible dead priest. If you don't get much assistance from your party. Save yourself first. Use holybolt/Chainlighting/Chargebolt and any other means necessairy to kill the tentacles.

I hope these tips help.
Didn't want to go to broad because you learn the best from experience but these guidelines might help!



[VIII] FREQUENT Q& A
Here I will place some Frequent questions I have answered and read.
I will update this as we go along.

Does Light attack Increase LightningRelics damage? - Yes, it does
What Prefix is better, Int or Magic Destruction?- From what I've gathered the INT gives the elemental reduction cause for a small frame of more damage, while Destruction Prefix is raw power. So the best is Make one weapon INT and the other Magic Destruction.
Is Light attack better or is Magic Attack better?- As said above in the guide.
For FS Saint Magic attack > Light.
For DPS Inquisitor Light> Magic attack
For Hybrid Saint/Inquisitor a good Balance is required.
What's a good skillbuild? - I will post some Below.
How do you earn money?- One of the ways I earn money is found here -http://forum.cherrycredits.com/forum/topics/view/morgestern-s-chaos-baera-guide-for-priests
WandMastery, what does it do, does it work for all skills? if a Skill is 60%+250 damage.
It adds wand mastery's % to the 60% so x+60%.


How to increase the damage I can do with Relics Easily?
- Well boys and gals, due to recent experiences and a certain thread I have now learned that you can BUFF you relics.
Buffing your lightning relic with Light and Striking Doubles the damage(For me)
Whereas Buffing my Healing relic gives it another 300-400 HP being healed (This at lvl 40 cap)
[VIIII] Common/Uncommon Skillbuilds

A Hybrid Inquisitor +Kick PvP Buildhttp://dnarmory.com/...zVHBKb7NFUQjUfW

A Hybrid Inquisitor PvP Build-   http://dnarmory.com/skill-calc?i=4-22-44-50#er912xeLng6VOUoOLCa
A Hybrid Inquisitor PvE buildhttp://dnarmory.com/...f6TiV7R2oE8AD_q
A DPS Inquisitor PVE Buildhttp://dnarmory.com/skill-calc?c=4&sc=22&tc=44&ll=50#eTug7wVycXWxB9GpjS
A DPS Inquisitor PVP Build- http://dnarmory.com/...HbFd9u2lx7-ZACa

#Note at the FS saint.
You can keep chargebolt@5.
Get Cure relic/other things maxed or more block etc.etc.
 

MY level 40 build-> http://dnarmory.com/...-1w32fEtqiL7Eqa
I am switching from Hybridsaint to Semi FS.
Semi meaning I will keep detonate but not keep Grandcross Holyburst.
Why? I am Maxing out my buffs and optimizing my relics.
My heals are at their max and same for wandmastery.
LVL 5 Block will suffice and a lvl 13 Chargebolt= Fun:d
Reason why I am going FS is because of all the new nests and limited SP I can use for those nests.
A Priest is not really a good DPS unless you actually invest in them(Inquisitor) . Hybrid Saints job in nests is still to support.
The attacks are solely to make your dungeoneering easier.
@45 I will probably go Hybrid again due to wanting to be able to solo any nest there is if I have to.



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