Monday, August 13, 2012

Dragon Nest SEA – Shiba's Comprehensive Guide on Paladins



The Second Edition of Shiba's Comprehensive Guide on Paladins


i. Versions

v.1. Shiba's Comprehesnive Guide on Paladins has been made and posted.
v.1.1. Added Equipments and Heraldries section.
v.1.2. Added the PVP section.
v.2 Guide has been remade with few changes; layout, title signature, grammar corrections, more details, more pictures but has not been completed yet.
v.2.1 Revamped the whole guide with indexes for easier search!
v.3 Changed the guide's title, aim and purpose.
v.4 Changed the title more. There're already a guide using similar name in Nexon forums.

ii. Table of Contents
i. Versions
ii. Table of Contents
I. Forewords
II. Cleric
II.a. Introduction on Cleric
II.b. Cleric's Skills
II.c. Cleric's Builds
II.d. Choosing a Weapon as a Cleric
II.e. Cleric Stat Weights
III. Paladin
III.a Introduction on Paladin
III.b. Paladin Skills
 III.c. Important Stats and Potentials for Paladin
III.d. Paladin Builds
 III.e. Paladin PVP Tips
III.f. Paladin Gears and Heraldries.
III.e. Skill and Enhancement Heraldries
IV. Guardian and Crusader (Tertiary Jobs)
IV.a Introduction
IV.b Tertiary Skills
 IV.c Tertiary Builds



I. Forewords
Hello and Welcome to the thread! 
A short introduction won't kill the air here, will it? :P.
Well in short, I was a former Dragon Nest player in Chinese server (cDN). I've played a Paladin there (Has advanced into a Guardian. I also 'did' have a Crusader, thanks to the level 45 JUMP event in Chinese server, but haven't maxed that char just yet). The in-game name is 大伟 (written as Dawei in alphabetical, for Guardian) in the that server. No, I am not a pro, a very good player neither. But I would consider myself as an 'experienced' player because I've played the game in other server.
My first impression of the game was Dragon Nest is such a great F2P game. Dragon Nest has amazing 'unique' features, unique kind of dungeon system (Nests) and argueably the best PVP system out there, although balance is not something to apply, and it's hard to apply even to other great games out there. Paladin was such a great class to play. I've played tanker classes in other games as well. But my 'Paladin' experience in Dragon Nest was the best outta other games. This class here has great Health and massive amount of Defense, both physical and magical defenses. Although, Paladins suffer of not having great damage per second abilities.
This guide here is meant for you, Paladin players, who seek the true power of the Paladin. So happy reading and start shaping your character's capabilities up to the fullest!

II. Cleric
II.a Introduction on Cleric
The Cleric is one of four basic classes in Dragon Nest, also, the hardest class to play. The Cleric has expert difficulty, unlike the other classes which are either beginner or intermediate (Can be seen at character creation). The Cleric has multitude of roles and has so many opportunities in all areas in the game. It's like hitting the 'hard' difficulty on an arcade game when playing a Cleric I tell you that much. The Cleric can advance to either 'Paladin' or 'Priest' when you hit level 15.

II.b. Cleric's Skills
The Cleric has many skills. Some of them are important for offense, some for defense, etc. So let's see and try to discuss each of the skill.
Shield Blow.png
1. Shield Blow
Strike your enemies by bashing your shield towards them.
A great basic skill for a Cleric. The damage and the AoE are not satisfying, but the short cooldown duration makes up for it. This skill is great in PvP, as it adds extra damage in combos. Good as an opener because it's fast.
Struck by Lightning.png
2. Lightning Strike
Strike enemies in front of you by swinging your weapon upward and sending a wave of lightning afterward. Does a physical and magical damage. Effective on downed enemies. 
While it's not a great crowd controller skill and a weak skill in PVE, it is great skill to be used in PVP. A very great launching skill to raise the potential of your combo in PVP.
Roundhouse Kick.png
3. Half-Turn Kick
Kick the enemies in front of you by clicking [Special Attack]. Spammable due to not having cooldown. Great when paired with Holy Kick.
Great skill to have. This skill acts as a secondary offensive skill when other primary skills are in cooldown. The great thing about this skill is that this skill is spammable, so this skill can act as a primary skill, especially against bosses, due to the knowledge that the AoE of this skill is crap and probably won't be used when facing mobs. In PvP, this skill acts as an extra skill while doing combos. Also used when to bounce your enemy off the wall. You can make this skill more godly by equipping Half-Turn Kick Premiium Heraldry (Action Speed -50%). Then, you will have a fast and spammable skill alongside with Holy Kick.
Stomp Kick.png
4. Stomping Kick
Double stomp on downed enemies by clicking [Special Attack]. Hold the [Special Attack] if you want to send your enemies flying with a kick.
Not a very good skill because the lack of the AoE and damage. Use it on downed enemies when your offensive skills are in cooldown. It is not a very great skill to be used in PvP either.
Sliding Step.png
5. Sliding Step
Double-tap a directional arrow or press [Shift] + directional arrow to evade any attacks in that direction. 
A very great skill. MAX THIS OR I'LL EAT YOUR BABIES. Increasing the rank of this skill will reduce the cooldown time of this skill thus making this one of the godly skill to have when it is maxed. Why did I say it a godly skill again? Hmm, because it is used for mobility and evasion, and those are two important aspects in both PvP and PvE.
Righteous Bolt.png
6. Charge Bolt
Charges a bolt of lightning on your weapon and smash it onto the ground. It'll spread in four directions upon contact. Deals light damage. 
This skill is great when used against big bosses. Self expalantory. It reduces your opponent's light resistance by 15%. Great skill to be used before other light damaging skills (such as Electric Smite, Lightning Charger, etc. see below: Paladin skills.)
Block.png
7. Block
Defend yourself using your shield. 
Self explanatory. This skill works wonder. Increasing this skill's rank will increase the amount of attack you can block per 15 seconds for PVE, and 12 seconds for PVP. This makes you block any attack 100% for those periods. A basic tanking skill for a Paladin with reasonable cooldown. Good skill in both PVP but PVE, but beware, it can interupt your other skill while casting.
Dive Kick.png
8. Fly Kick
Press [Special Attack] when airborne to strike your enemies as you land.
I don't know the usefulness of this skill so I can't tell you what's good about this skill. The damage in PvE is weak. PvP wise, you can do this skill on downed enemies for the lul. A presrequite skill for Holy Kick. On the contary, this skill is good for evasive purporses, especially in PVE. Use it while after evade airborne using Aerial Evasion or after blocking an attack while airborne via Aerial Block.
Vengeance Strike.png
9. Counter Blow
Press [Normal Attack] when downed to counter attack as you get back standing. 
An okay skill to be learned, although effects aren't as useful as other offensive skills. Go ahead and learn this skill if you know its greatness and use its capability up to the fullest.
Angelic Kick.png
10. Low Kick
Click [Special Attack] on stunned enemies to hammer kick and knockdown them. 
This skill is useless. The damage from the skill is weak. Don't get this skill. You have been warned.
Holy Kick.png
11. Holy Kick
Press [Special Attack] after Half-Turn Kick to perform a side kick.
Holy Kick is also a great secondary offensive skill to have alongside with Half-Turn Kick. You can enhance the effectiveness of this skill by equipping Holy Kick's Premium Heraldry (Action Speed -50%). Spam this with Half-Turn Kick against bosses, and there. You are now one of the great DPS class out there.
Paralyze Bolt.png
12. Holy Bolt
Send a holy bullet to your enemy. Paralyzes enemies when hit. 
A very good catching skills with high amount of Super Armor while being casted. But leave it to the prerequisite (level 3) for Holy Relic. Works wonder with Holy Relic. Holy Relic has long casting time, but with Holy Bolt, you can secure a safe Holy Relic to your enemies.
Aura of Healing.png
13. Heal 
Heals yourself and your teammates.
Best skill ever if you used it in the right situation. But to be honest, I leave this skill at rank 1. The increase of the heal per level is not satisfying. 
Sliding Knee Kick.png
14. Sliding Knee Kick 
Tap right click after sliding step to knee your enemy. SKK rank 3 allows you to do an extra downward kick to launch your enemy even higher. 
The most debated skill in the Cleric tree. If you prefer PVE over PVP, you can choose to leave this. But if you are more into a PVP player, put this to rank 3. Either rank 3 or rank 0. The choice is yours. In PVP, this is useful when you do combos to your enemy. When you are too close to your opponent, there is high chances you might fail in your combos (After the fifth normal attack). This skill will help you make a space between you and your enemy and do some more combos. Also does a pretty high damage.
Divine Combo.png
15. Divine Combo
Dash forward and perform a serial of divine attacks to your enemy. Press the normal attack button to bash your shield while exploding your surrounding with holy power.
A good skill in PVP as it can chain your combos and thus doing Infinite Combo easier. Although in PVE, it is pretty useless mid-endgame.
Aerial Evasion.png
16. Aerial Evasion 
Use the jump button when launched into the air to evade and back onto your feet on the ground. 
Without this, have fun juggled by Warriors and Clerics (and some Archers). A very USEFUL SKILL, I tell you once again, very useful. Also a must max skill as it decreases cooldown per level, by huge a decrease per level.
Toughness.png
17. Toughness. 
Decreases physical damage taken by certain percentages. 
A no-brainer skill, MAX IT. The decerased physical damage effect affects in PVP.
Health Bolster.png
18. Physical Mastery.
Increases max HP. 
Also a no-brainer skill, MAX IT. The increased max HP affects in PVP.
Mental Fortitude.png
19. Mental Mastery. 
Increases max MP. 
Great skill as it increases max MP.

Attuned Mind.png

20. Mana Conquer.
Increases MP Recovery per minute. 
A must max skill used in larger instances like Nests. Without this, you'll be run out of MP quick.

II.c. Cleric's Builds
Actually, there are no specific builds for Cleric. There is only one build for Cleric, which is the core or the main build. This build below is indicated for level 15 Clerics, before advancing into the Paladin. I've decided not to put some of the SP on some skills that are only useful in PvP, because I knew that some of you don't really pursue into the world of PvP that much. Please, be free to ask for a specific build in this thread, or in the forum! REMEMBER, these builds below are valid only for future Paladins. If you are going to advance into a Priest, don't even bother to look at this build!

The Hybrid Build for level 15 Cleric.
Basically a basic build for both Physical Palaidn and Magical Paladin. A Physical Paladin is a type of a Paladin who focuses on dealing damage through skills that deal physical damage. Physical Paladins will be having more defensive skills rather than magical skills as secondaries. A Magical Paladin is a Paladin who focuses on dealing magical damage by using magical skills. Magical Paladins will be having more physical skills rather than shield / defensive skills as secondaries.
(Note: I didn't allocate any points on Sliding Knee Kick and/or Divine Combo, because those skills are PvP oriented. If you are more PvP oriented, please be free to allocate some points on those skills, but be warned that you'll need level 3 SKK in order to make that skill effective in PvP situation.)
(Note2: You can choose to not learn Dive & Holy Kick as a Magical Paladin, although for Physical Paladin, you MUST learn the skill for your DPS)

II.d. Choosing the Main Weapon as a Cleric
Choosing your main weapon is crucial even in the days of your Cleric stage. Choosing between Mace and Flail is a hard thing to do, yes, I was experiencing this too back in the past when I was still a tiny little Cleric in Dragon Nest Chinese server. I was messing around with my choice of weapon when suddenly I realized that I've made a wrong decision! I have to buy another weapon to ease myself in dungeons. Enough for my history, let's go down to the business shall we? 
I did say I choose the wrong weapon above, so what was that wrong choice of weapon? Back then in Chinese version, I was not focusing myself in PVP, yet I chose Mace. Mace has absolutely little Critical Rate, but very much higher Stun and Paralyze. In dungeons, you don't even need those two stats! Critical is needed for faster kill. I realized that Flail is a better choice if you are more PVE oriented. So I had to buy another Flail which cost me so much money in the past. Why did I choose Flail? Different than Mace, Flail has better range and Critical Rate. Flail also has better overall physical and magical damage, best for Paladins.
Apocalypse Mace
Physical Damage: 136-317
Magical Damage: 81-190
Critical: +283
Paralyze: +630
Stun: +887
vs.
Apocalypse Flail
Physical Damage: 163-302
Magical Damage: 97-181
Critical: +662
Paralyze: +504
Stun: +295

Let's analyze each weapons above. I did mention that Flails has higher overall damage than Maces, see the Attack Power of Apocalypse Flail. That Flail has 163-302 Attack Power, Now, let's observe and calculate the Apocalypse Mace. Apocalpyse Mace has 136-317 Attack Power. The Minimum Attack Power that the Mace has has lower value than the Flail's by a huge amount (163 - 136 = 27), but the Mace has higher Maximum Attack Power than the Flail's by a no greater amount than the minimum attack power difference. (317 - 302 = 15)
Flail has so much higher Critical Rate than the Mace as can be seen at the picture above. And Critical Rate is pretty much used by any class in PvE.
So what, you're saying that Maces do not worth to be possess? No! 
The only thing that we've observed above is only PVE! In PVP, Maces are always refered as newb friendly weapon of choice. They can combo easily which means it can bring victory easier than a Flail. Maces has 100:1 juggling (will be explained below at PVP tactics and combos section) capabilities than Flail. Also although Mace has lower overall damage, Mace possesses a great max damage, and if you are lucky enough, you can deal greater damage with it. Mace is the most preferable weapon to have if you don't stack Critical.

II.e Cleric's Stat Weights
Every class has a different stat weights, so do Clerics. Here is the stat weights for Clerics.
1 STR = 0.5 pDMG, 2.5 stun, 3 para, 3 para resist
1 INT = 35 MP, 0.5 mDMG, 0.8 mDEF
1 AGI = 0.25 pDMG, 3.5 crit, 10.5 crit resist
1 VIT = 30 HP, 0.6 pDEF, 2.5 stun resist

III. Paladin
III.a Introduction on Paladin
The Paladin is one of the two advancement classes after you reach level 15 as a Cleric. The Paladin is the main tanker of the game, while the Priest is the main supportive class of the game. You won't find any informations about Priest 'here'. The thread is only meant for Paladins. The Paladin, given the advantages of having the best defense skills, highest defense and Health in the game, also has disadvantages. Such as, weak DPS capability (can be corrected using kicks, but high prices on heraldries), lack of offensive skills, and etc.
Here are pros and cons on becoming a Paladin:
(+) Pros:
Paladin is a tanker class of the game.
Paladin has many major shielding skills.
Paladin has a very big HP mod, defense and magic defense, add it with his blocking skills, making him a fearful melee class. Paladin is a very good choice of class in a long run nest because of its
high survivability, and also uses also uses both physical and magical attacks thus adding it for offensive purporses in different situations.
Paladin's offensive skills has a rather low cooldowns, especially their kicks (which has no cooldown for such good skills).
 Paladin has powerful buffs to decrease any elemental and light damage thus increasing
Paladin is also the master of combos. Screw those people saying Swordmasters are the master of combos. With only normal attack, you can combo your enemies to death.
Paladin is a top 4 class in PVP currently.
(-) Cons:
However, a Paladin, being the slowest class in the game, are victims for every ranged classes if you are not careful.
However, a Paladin has low MP mod naturally. If you are not careful, your MP will drop eventually.
However, a Paladin has low DPS compared to other classes. (Not Priests though)
However, a Paladin has a few to no evasion skills aside of Aerial Evasion and Aerial Block.
However, a Paladin with a Mace has the lowest Critical Rate among all classes and also the lowest Critical Resist.
III.b. Paladin Skills
Paladin has many skills which are categorized into 3 skill trees and some additional skills. The statement also explains why Paladin has the most roles in the game aside of their main role, which is a tanker. 
Paladin 'Magical' Tree
These skills below are categorized as magical skills, which role is to deal high magical damage which are used for DPS purporses.
Goddess Relic.png
1. Holy Relic
Summon an ancient relic to damage enemies ahead of you.
Holy Relic is a great skill to have as a Paladin. This skill is very crucial to have for magical Paladin. The most important feature of this skill is its big AoE and damage with reasonable cooldown. A very great skill to use when you are up against big mobs. Upon reaching level 45, you'll need this skill to be ranked up to level 11 to get Holy Relic EX which is the advancement and the improvisation of the skill. (Effects: +50% damage and size. The size is twice the previous relic)
Sacred Hammering.png
2. Sacred Hammering
Summons the divine hammer to aid you in your attacks (normal attacks). Increases stun rate.
Sacred Hammering is a good buffing skill for Paladin. It increases your DPS significantly using normal attack. You'll be flying out divine hammer on each normal attack to the enemy. Each divine hammer hits twice and has light attribute, which means this skill will change your normal attack's element from neutral to light and its damage can be increased via Conviction Aura. Pretty neat huh?
Charitable Zap.png
3. Lightning Charger
Charges the air in front of you to electrify your enemy. Electrified enemies will send out another wave of lightning to electrify other enemies near them.
Lightnin Charger is another great skill for a Paladin. This skill deals great light-magical damage and covers medum-large AoE. This skill reduces your opponent(s)' light resistance by 15% which boost other light skills. (The same debuff like Cleric's Charge Bolt). This skill is like the advanced version of Charge Bolt. In PvP, this skill can interupt your enemy while strucking him/her by three waves of electric/light damage. Best used in tight situation or when the enemy has great amount of escape/evade skills. (Acrobats, Swordmaster, etc.). 
Electric Smite.png
4. Electric Smite
Charge yourself with the power of lightning, jumps and pound the ground together with the lightning to deal major damage.
Electric Smite deals the most damage in the magical tree (in comparison to other skills per shot). Deal two portions of damage (physical and magical damage) with reasonable cooldown and has light element. This skill covers a large area of effect and dishes great damage. This skill will also electrify the enemies upon contact with certain chance. (IDK, but some say, the chance to electrocute is 100%)
Hammer of Divinity.png
5. Thor's Hammer
Summons a humongous size of hammer, probably lent from Thor himself, and swing it heavily three times to deal great damage.
Thor's Hammer is one of two ultimate skills. This skill deals humongous amount of damage with great AoE but long cooldown. This skill, like Electric Smite, deals two portions of damage and has light element. You MUST get this skill to be able to learn level 45 Crusader skills.


Paladin 'Physical' Tree
Although not as good as the Magical Skill Tree in terms of damage, skills in this tree focuses on debuffing and threat generating for tanking purporses.
Shin Breaker.png
1. Divine Breaker
After doing [Sliding Step] tap the left click once to break your opponent's shin and launch them to the air. 
This is by far, your only effective launching skill. Needed in every situations (Except against a unlaunchable bosses). Damage wise, this skill deal mediocre damage with reasonable cooldown. A physical skill, launcher, and generates threat. In PVP, this skill is the most important launching skill you have in your skill tree. Without this, your chance of winning is below 10%.
Armor Break.png
2. Armor Break
Dash in front slightly, strike enemies by bashing your weapons against them, breaking their defenses. 
Probably the best physical skill you will ever gain. This skill does large damage despite on its low cooldown (Only 8 seconds in PVE! 10 seconds in PVE though), generates threat and also decreasing their physical defense. A very good skill for every Physical Paladins to increase their physical damage. In PVP, this skill itself is very good because of its damage and armor reducing capability, but is easy to predict which can bring disadvantages when used in wrong situation. In PVE, use this before doing kicks (If you are a Physical Paladin) to increase the damage, because HTK and/or HK is physical. Large damage, generates threat, and reduces defense. Best skill ever given to Paladin. This skill will close the disadvantages of Paladin of having limited offensive skills.
Shield Charge.png
3. Shield Charge 
Charges in using your shield to your enemies and strike them with your weapon after. 
While casting this skill, you take less damage from enemies. This skill does great damage but doesn't have outstanding effects unlike Armor Break. In PVE, this skill is better used against boss to inflict massive damage and for mobility. In PVP, this skill is VERY good, not to inflict massive damage, but as mobility. This skill also useful against those classes that have a lot of evasion skills. This skill can kill the evasion skills because it has great amount of hits.


Paladin 'Shield' Tree
This skill tree focuses on tanking capabilities. Skills that categorized in this tree are used for survivabillity, to neutralize damage and to minimalize damage taken from enemies. This tree is what makes Paladin so special in Dragon Nest.
Autoblock.png
1. Auto Block
Passively blocking any attack in a certain rate.
Auto Block is both good and bad. The good part is that Auto Block can block any attack passively in correct situation, but it is also disadvantageous. Because it interupts you while casting skill, stopping yourself in the middle of the animation. For some people, Auto Block could become your undoing. Unlike Block, this skill is unpredictable and is not situational. The skill itself is not fascinating, but the EX skill that you'll gain later is so much better, see the explanation after this. You need level 8 Auto Block to be able to achieve Guardian's Auto Block EX which is the improvisation of the skill. (Effect(s): Gain 2% STR and 2% INT for each bubble this skill produce through any defensive skill. ex: Block, Auto Block, Stance of Faith, Aerial Block. Stackable to 10 bubbles which grant you a total of 20% STR and INT.)
Stance of Faith.png
2. Stance of Faith
Instead of jumping, press [space] / jump button to enter the defensive stance. Upon contact with an attack, this skill will BLOCK that attack, physical or magical and deflect it in a form of magic wave which deals 100% magic damage per block. The magic wave has neutral element.
Stance of Faith, in my opinion is the advanced version of Block and Auto Block. Stance of Faith, not only blocks attacks, but also deflects any damage done to you. A cookie butter skill for every tanker (physical) build. Using this skill in tight situation is very preferable (e.g: Apocalypse's spinning attack! Go activate the damned skill or you'll be dead!), although you may want to use it after provoking for a safe tanking. A very good skill to be used while facing a huge amount of mobs while waiting the CD of other skills to reset. In PVP, people tend to use this skill to cheat, such as cooldown wh*ring, which 'always' been restricted in other version of DN.
Aerial Block.png
3. Aerial Block
Passively block any attack done to you while airborne.
The chance of blocking that Aerial Block offers is somewhat higher than Auto Block. This skill is greater to have actually. Because you won't be able to cast any great skill while airborne. In PVP, this skill is a lifesaver against juggler. Is not that menacing in PVE though. Although there is no reason to increase Aerial Block, because the growth per level is somewhat mediocre. Increasing the rank of this skill could waste your SP for some other important skills. 
Divine Punishment.png
4. Divine Punishment
Reflect any damage done back to the attacker in a certain percentage from the actual damage for 20 seconds. The reflected damage is calculated on the damage you take without buffs and defense. The reflected damage's element is light.
Actually I couldn't find any goodies from this skill, so couldn't add any comment on this skill, because this skill is the most uncommon skill to use both in PVE and PVP. PVE wise, naturally, monster's attacks are too soft and not that much of a threat, so this skill is utterly useless. PVP wise, people are usually escape when seeing you using this skill.
Iron Will.png
5. Iron Will
Decrease any damage taken by an enermous amount of percentages. 
Need to say more? This skill can decrease any damage taken up to -75%, and you'll be needing this skill. Enough said.
Divine Ascension.png
6. Divine Ascension
Uppercut your enemies after blocking. Generates threat.
One of two counter skills. This skill is somewhat useless in PVE, but its cooldown makes up for it. Block has 15 seconds duration which means, you can do around 5 Divine Ascesions per Block skill, that's without counting Auto Block.
Divine Vengeance.png
7. Divine Vengeance
Pound the ground and send shockwave to enemies after blocking. Generates threat and knock the enemies backward.
The last counter skill. This skill, instead of uppercutting your enemies, Divine Vengeance will knock your enemies which is a good opener in PVP. PVE wise, this skill has great damage but somewhat poor because the skill has unreasonable cooldown. 
The God Within.png
6. Divine Avatar
Creates an avatar of yourself which deals damage and protect you from any harm for certain duration. So powerful that it gives you enermous powers such as follows:
- Strength +300%
- Vitality +100%
- Intellect +300%
- Movement Speed +50%
Divine Avatar is one of two ultimate skills. Divine Avatar buffs you with a godly amount of percentages (as you can see above) and grants you immortality for 20 seconds (PVE) and 14-15? seconds (PVP). Deals light-magical damage when casted. Increases your DPS significantly by a no brainer times (twice your current DPS, or triple?). Basically, a kicker Paladin must have this as his ultimate. You must learn this skill to be able to learn level 45 Guardian skills.

Paladin Additional Skills
The skills that aren't categorized in one of three trees above will be explained below.
Provoke.png
1. Provoke
Taunt your enemy to attack you instead of your teammates. This skill will reduce the chance of doing critical and stunning attacks to you.
This skill is great in parties. This skill explains why Paladins are needed in Nests. Paladin is a natural tanker to begin with. With this skill, you can taunt (even bosses) to attack you. Coupled by blocking skills, big HP, and humongous amount of DEF and MDEF, you just name yourself a great tanker.
Elemental Aura.png
2. Elemental Aura
Grants you and your teammates in 10m radius an increase of Fire/Ice Attack and Fire/Ice Defense. This skill is toggled which means this skill doesn't have cooldown duration. This skill eats your MP per second.
A great skill to use if you have Elemental Lord in your party. Great against Elemental Lord in PVP either. This skill is Elemental Lords advantages and undoing.
Conviction Aura.png
3. Conviction Aura
Grants you and your teammates in 10m radius an increase of Light Attack and Light Defense. This skill, like Elemental Aura, is toggled which means it doesn't have cooldown duration. This skill eats your MP per second.
A very great skill to have to boost your DPS, because the majority of Paladin's skills are light. This skill also increase your light resistance, which makes it good against fellow Clerics in PVP. It is best used in Apocalypse Nest which majority of monsters deals light damage.

III.c. Important Stats and Potentials for Paladin
So I did mention about Physical and Magical Paladin above, you probably wondering, what is/are important stats and potentials to have as one of each type? Let's discuss about them one by one.
Physical Paladin
As a Physical Paladin, you want to focus on these stats:
• STR / Strength. Strength gives you Attack Power which means more damage on skills that deal physical damage. Since the majority of the skills you use deals physical damage, STR is very important to have and improve.
• VIT / Vitality. Vitality gives you more Physical Defense and Health Point (HP) which means the higher the value of VIT, the higher your survivability rate. Since you are the main tanking class of the game, you ought to get this! Especially endgame where tankers are needed the most.
The other stats are not as important as those stats above. AGI is probably used to increase Critical Rate which mostly come from rings and heraldries. INT for magical damage, which is the most useless stat to have because you'll be doing physical damage mostly.
You also want to focus on these corresporending potentials in conjugation on stats:
 Attack Power: Of course, you'll be needing this. Get this potentials as MUCH as possible in gears.
• STR%: There are chances you might having Attack Power in the same gear, and that means you'll be having more attack power!
• Max HP%: You'll be needing this in all gaers, I repeat, ALL gears. It is self explanatory right?
• VIT%: Great stuff when combined with Max HP% in gears. VIT% + Max HP% = More HP! Increases physical defense which good for tanking Paladins.
Magical Paladin
As a magical Paladin, you want to focus on these stats:
 INT / Intelligence: Intelligence gives you Magic Power which means more damage on skills that deal magical damage. Since the majority of the skills you use deals magical damage, INT is very important to have and improve.
• VIT / Vitality. Vitality gives you more Physical Defense and Health Point (HP) which means the higher the value of VIT, the higher your survivability rate. Since you are the main tanking class of the game, you ought to get this! Especially endgame where tankers are needed the most.
 STR / Strength: Although not as important as the other stats, STR is proven to be important at the later stage of the game, to be precise, after advancing to Crusader. Crusader has a skill which increases magic power through STR. So this stat will remain important.
AGI is not as important as the stats above. Same as above, AGI is only needed to increase Critical Rate. But Critical can be achieved mostly from rings and heraldries.
You also want to focus on these corresoporending potentials in conjugation on stats:
• Magic Power: You need this because you'll be using a lot magical skills not physical skills. Get this potentials as much as possible in both of your weapons and rings.
• INT%: Coupled with Magic Power, this potential is beast! This also increases your  Max Magic Points (MP) pool and magical defense.
• Light%: This is like, the core potential to have if you happen to choose Crusader later on. Coupled with Magic Power, you'll gain a lot of damage boost (by percentage), because the majority of your skills are light based!
• Max HP%: You'll be needing this in all gaers, I repeat, ALL gears. It is self explanatory right?
• VIT%: Great stuff when combined with Max HP% in gears. VIT% + Max HP% = More HP! This potential increases physical defense too!

III.d. Paladin Builds
The most wanted section so far! (IDK why)! Yes in this section, I'll open the curtain for you all to see at my basic builds.
So here they are!
The build above is a magical build originated from me for level 40 Paladins. This build features:
• Maxed Electric Smite
• Maxed Armor Break
• Maxed Holy Relic
• Thor's Hammer  as the Ultimate.
Here are some suggestions and/or tips from me to finalize your build:
• It is recommended for you to add Conviction Aura in order to boost the majority of your damage. As a magical Paladin, you'll be using a lot of magical skills, and all of your magical skills are light attribute. It is highly recommended to max this skill.
• You can also add Elemental Aura, but it won't give you any benefit at all. Crusader is more to a DPS class, unlike Guardians who are striving to the support and survivability role. Guardians to be will need this, but not Crusader.
• You may want to decrease Armor Break, because basically you're magical type. I maxed it because Paladin is a good debuffing class. Without it, you're useless in parties aside of tanking. It breaks Super Armor as well as generates threat.
• Block level 7-9 is viable, but is not recommended. Aside of waste of SP, I think the amount of block you get from level 6 Block is enough in comparison with its cooldown.
• You can increase Lightning Charger. Some Paladins chose not to max the skill, because the damage growth per level/rank is not that big.
• You can increase Provoke to 4 to support/help the main tanker in the party. (Main tanker means the Physical Paladin ones). It helps a LOT if you are the only Paladin in the party.

The build above is a physical build originated from me for level 40 Paladins. This build features:
• Maxed Armor Break
• Level 4 Provoke for tanking purporse. (It is recommended to have the Premium Heraldry of the skill to infinitely taunt your enemies)
• Level 6 Block for survivability.
• Level 4 Stance of Faith for survivability.
• Divine Avatar as Ultimate.
Here are some suggestions and/or tips from me to finalize your build:
• Block level 7-9 is viable, but is not recommended. Aside of waste of SP, I think level 6 Block is enough in comparison with its cooldown.
• You may want to add Elemental Aura and max it for survivability and supporting purporses. (To decrease any damage from Elemental Lord significantly and increase Elemental Lord's damage if you have Elemental Lord in your party)
• You can also add Conviction Aura to boost your damage from light-elemented skills.
• You can max Provoke, but is not recommended in the current caps, put Provoke at least level 4. (level 4 is enough together with its Premium Heraldry)
• I don't recommend you to increase Auto Block, but it is your choice. Now, you probably asked, ' Y U NO INCREASE AUTO BLOCK WHEN IT'S REQUIRED FOR GUARDIAN? N00B'. Believe me, I get message like this quite often. The reason is because you can increase it later in the progress of grinding from level 40 to 45. I know Auto Block is required to get Guardian's skills in the future, so I ditched it in the current cap, and increase it later in the future. The reason I ditched this skill is because the higher this skill's rank, the greater the chance it will stop you while casting skills, making it disadvantageous for Physical Paladins. But later, at Guardian stage, you'll be tanking a lot, so it's better to increase this skill later than now. It's all on preferences.

III.e. Paladin PVP Tips
PVPing as a Paladin is not easy but isn't that hard either. If you can manage to play a Paladin so well, I'm sure you'll be able to gain victories. 
I'm not a pro myself, but I do have special tricks when using a Paladin in PVP. So here they are: (Mostly 1 versus 1 battle)
• Use [Sliding Step] as efficient as you can! I see a lot of Paladin waste Sliding Step just for the sake of speeding up. No, that's not the main purpose of the skill. We aren't Warriors who can use dash, nor Sorceresses who travel faster via Blink than us. Sliding Step's main purpose is to evade attacks!
• As a Paladin, you might want to be calm and steady in PVP. Play defensively. Let your enemy strike you first. Then evade it using Sliding Step and launch them using Divine Breaker.
• Pull out several tricking skill to waste your enemy's evading skills. That way, you can land a safe Divine Breaker afterward.
• Combo is our friend! Try to make your enemy waste all of his/her evades and go in for a combo.
• A lot of Paladins use Electric Smite blindly. Use it in a combo to wreck your enemy HP easily!
• Similar to above, try to avoid using Lightning Charger blindly. Use it in a combo, or after launching your enemy off. Be careful though, Warriors have a skill to refresh any debuffing skills! (Lightning Charger is considered as a debuff skill)
• If you ever had Conviction Aura, using it or not is your option. It burns MP like crazy if toggled throughout the match.
• Avoid using Blocking skills when being threatened! You'll be interupted while casting Block! Use it after knocking your enemy or when launching him.
• Holy Bolt is a good catching skill. Use it after your enemy evades, that way, you can catch them offguard!
Also as a Paladin (both types), you may still use mace to maximize your chance on winning a PVP match. Later, upon advancing to Crusader or Guardian, you'll utilize more gameplay and is different to each other (Guardian and Crusader). Guardian may still use Mace to maximize his combo plays, and Crusader may use Flail to utilize a new style of gameplay, which is launching all skills and burst it out on your opponent's face.

III.f. Paladin Gears and Heraldries
In this section, I am going to guide and help you guys on building the ideal set(s) of gears and heraldries for both types of Paladin.
Weapons
Level 24: I suggests you to get 24B Weapons and enhance it to +8 at the minimum. Don't bother with Elf Queen Corps, although 24A Weapons are also preferable though.
Level 32: Use 32B Weapons and enhance it at the minimum of +8. You can use Cerberus sets, although it is not recommended. Focus on increasing your level to 40 and craft Apocalypse / Manticore weapons. 32A Weapons is not recommended, because you need Ordinary Topaz to enhance them. (Ordinary Topaz is used for both 32 gears and 40 gears. Save your O.Topaz to enhance 40A later on.)
Level 40: Use 40B Weapons and focus on getting Apocalypse / Manticore weapons. 40A weapons are not preferable. However, if you think you can afford to have 40A weapons then Apocalypse / Manticore weapons, then go for it. Enhance your 40B Weapons at a minimum of +7 or higher, +12 at best.
Gears
Level 24: Like weapons, get 24B gears, just for the starter. Enhance them to +8. Don't bother spending your money on Elf Queen Corps armor sets. 24A gears are optional.
Level 32: Unlike weapons, you can still use your 24B gears, only if you think you can survive enough. You can replace your Armor and Galero with 32B / 32A gears but still keeping the old ones. Cerberus sets are optional, but my recommendation is to not getting them and safe your money for Apocalypse and/or Manticore sets.
Level 40: Use 40B gears and enhance it to +7 at minimum, +10 at best. Don't force yourself to get +12 becase it is waste of money. Focus on getting Manticore and/or Apocalypse sets. 40A gears are not recommended, although it is okay to get those.
Accessories
For accessories, just find the best necklace, rings and earrings you can afford. Find the suitable accessories that has important stats for each of the type. For example, you are a Guardian wannabe that focuses on DPS. You can use Bear Goldie Earrings and Necklace coupled with two Fatal Goldie Rings to maximize your Critical. Bear Goldie Earrings and Necklace increases your STR and so your ATK Power whle two Fatal Goldie Rings increases your Critical Rate by huge amount.
Here are some infamous accessories combination you might want to follow:
• Bear Earrings and Necklace, two Destruction Rings for Pure STR / ATK Power Paladin
• Healthy Earrings and  Necklace, two Destruction Rings for semi HP / ATK Power Paladin or Pure Tanker Paladin with decent DPS.
• Bear Earrings and Necklace, two Fatal Rings for Pure DPS Paladin, STR / Critical Paladin.
• Wise Earrings and Necklace, two Magician Rings for Pure INT / MATK Power Paladin.
• Wise Earrings and Necklace, two Fatal Rings for DPS Magical Paladin with greater Critical Rate.
and many more, because there are so many combination for accessories you can organize in Dragon Nest.
Skill and Enhancement Heraldries
Heraldry is one of many factor that makes Dragon Nest a unique MMORPG. With heraldry, you can improve your character's abilities in terms of stats and skills. To equip a heraldry, you need the corresporending heraldries and equip it in your heraldry slot. The heraldry window can eb found by clicking 'Heraldry' tab below the Costume tab in your equipment window. 
Each type of Paladin has a different roles of action in a party, and so are the heraldries. Let me explain you the must have and recommended heraldries to equip for each types of Paladin. (To be noted that the explanation below are aimed to level 40 Paladins. There are more explanations about the heraldries needed in the next cap in the Tertiary section).
Below is a list of the skill heraldries needed for Paladin upon reaching level 40:
1. (Skill Enhancement) Premium Electric Smite Heraldry [Damage Boost] - The best skill heraldry to have as a Paladin in level 40 cap. This is needed to increase the damage done from Electric Smite, which is the best offensive skill you have as a Paladin. A must get heraldry for Magical Paladin, highly recommended for Physical (Tank) Paladin. 
2. (Skill Enhancement) Premium Armor Break Heraldry [Damage Boost] - Armor Break can be considered as one of Paladin's greatest offensive move aside from Electric Smite, because it does a great damage with while debuffing enemies with PDEF decrease. So it wll not be a waste having this heraldry in one of your heraldry slot.Highly Recommended for Physical Paladin, not recommended for Magical Paladin.
3. (Skill Enhancement) Premium Divine Avatar Heraldry [Buff Duration Increase] 
The heraldry is great for future Guardians (or Crusader, after the duo-ultimate release), although there were a lot of arguement going on regarding the heraldry, it is still worth it to equip this in your skill heraldry slot. With this heraldry, the duration from this skill will be increased. Recommended for Physical Paladin, future Guardians.

4. (Skill Enhancement) Premium Half-Turn Kick Heraldry [Action Speed Decrease] - This is very essential for every kicking Paladins. This heraldry will double your DPS through Half-Turn Kick alone. To maximize your DPS, you need to equip this alongside Premium Holy Kick Heraldry. A must get heraldry for future Guardians!
5. (Skill Enhancement) Premium Holy Kick Heraldry [Action Speed Decrease] - 
Pretty much the same reason as above. Couple this with above heraldry, you'll be doing crazy DPS especially to big bosses! A must get heraldry for Physical Paladins, you must get the HTK's Prem Heraldry then this.
6. (Skill Enhancement) Premium Holy Relic Heraldry [Damage Boost] - Pretty much a must have heraldry for every future Crusader. 
Your enhanced Relic later will deal 50% more damage and range, and this is pretty much needed in both PVP and PVE.

7. (Skill Enhancement) Premium Lightning Zap Heraldry [Damage Boost] - Although as not as recommended as Premium Electric Smite heraldry, this heraldry still proves to be a main butter heraldry to have for every future Crusader (not recommended for future Guardians, which focus is PATK). Recommended for future Crusader.
8. (Skill Enhancement) Premium Provoke Heraldry [Buff Duration Increase] - 
Provoke is a cookie butter skill to hold aggro as a tanker. As a Paladin, you'll need this regardless of tertiary, just for you who focus on tanking. This is pretty essential to equip in later Nest. I recommend you to have at least of Level 4 Provoke before deciding to put this heraldry on to maximize your tanking capabilities. Of course, this is very recommended for future Guardians (tanking oriented) and recommended for future Crusader whom focus isn't dealing the highest DPS as possible, rather than dealing DPS and tanking in the same time.
9. (Skill Enhancement) Premium Charge Bolt Heraldry [Damage Boost] - Being a low tier skill, this skill is still something to be recommended for to be used. 
This skill is magically in par for some of Paladin's skill, if not BETTER. I really recommend you to have this if you don't have anything left to equip, because the skill itself is a boss killing move. It is a total ownage, when coupled with this heraldry.
And these are the most possible and infamous heraldry set for Paladin: (the ones in red are the recommended heraldries, and I put the alternative heraldries beside them)
1. Guardian Tanking Heraldry Set.
- Premium Provoke Heraldry
- Premium Armor Break Heraldry (Alternatives: HTK / HK)
- Premium Divine Avatar Heraldry
- Premium Half Turn Kick Heraldry / Holy Kick Heraldry
The aim of this heraldry set is to do and maintain the best tanking and support as possible (Provoke as aggro stealer and holder, and Armor Break as a debuffing and aggro generating skill, although you can change your Armor Break to Half-Turn Kick or Holy Kick heraldries. Because you don't need its damage increase boost ). Divine Avatar is of course needed to maximize your tanking capabilities. And you can put anything on the last slot.
The pros of this set is your tanking and supporting capabilities are maximized, while the cons is the lack of DPS.

2. Guardian Semi Tanking-DPS Heraldry Set.
- Premium Half-Turn Kick Heraldry
- Premium Holy Kick Heraldry
- Premium Divine Avatar Heraldry (Alternative(s): Electric Smite / Armor Break)
- Premium Provoke Heraldry
The aim of this set is to stabilize your tanking and DPS capabilities. Half-Turn Kick heraldry is essential when facing bosses, the same reason is applied for Holy Kick heraldry. Divine Avatar is recommended to increase the duration of your godmode state, although it can be changed to Electric Smite or Armor Break heraldries. You will still need Provoke, because you will still do the tanking in the party.
The pros of this set is you'll get a balanced DPS and tanking capabilities, while the cons is you won't be able to achieve tanking capabiltiies and DPS greater than the pure tanking / DPS heraldry set.

3. Guardian Pure DPS Heraldry Set.
- Premium Half-Turn Kick Heraldry
- Premium Holy Kick Heraldry
- Premium Electric Smite Heraldry (Alternative: Divine Avatar)
- Premium Armor Break Heraldry
The aim of this set is to attain the highest DPS as possible via kicking, and is the heraldry set I am using right now. Although I will change one of the heraldry to Provoke though. The combination of Armor Break and HTK-HK alone can satisfy your DPS needs, coupled by Electric Smite, you can attain a great DPS while using your Paladin. Electric Smite can be changed into Divine Avatar if you want to be in the godmode state longer, although you'll suffer for the low damage it do in PVP though.
The pros of this set is you'll get a magnificant increase on your DPS, while the cons is you won't get any boost of performance on your tanking skills.

4. Crusader Pure Damage Heraldry Set.
- Premium Holy Relic Heraldry
- Premium Electric Smite Heraldry
- Premium Lightning Zap Heraldry
- Premium Armor Break Heraldry (Alternative(s): Premium Charge Bolt Heraldry)
The aim of this set is to attain the highest damage burst as possible via magical skills. With this set, you will attain a great damage increase per wave when using the greatest magical skills you have which are the Holy Relic, the Electric Smite and Lightning Zap. Armor Break is also essential to increase your Electric Smite's damage as well as to debuff enemies to support your party, although it can be changed to Charge Bolt if you are too individualist and want to deal the highest damage as possible coming from you alone. Charge Bolt is a boss killing move, so it is also recommended to have.
The pros of this set is you'll get a major increase on your core magical skills, but the downside of this set is that you won't be able to contribute much in a party. Good for solo future Crusaders.

5. Crusader Semi Damage-Tanking Heraldry Set.
- Premium Holy Relic Heraldry
- Premium Electric Smite Heradlry
- Premium Provoke Heraldry
- Premium Armor Break Heraldry
The aim of this set is to give significant boosts on your damage on some of your magical skills while boosting your tanking performance in the same time. Armor Break and Provoke, similar to above, are essential as a tanking tool to hold and steal aggro from the party. Holy Relic and Electric Smite are of course needed to increase your overall damage per wave.
The pros of this set is you'll get to support the party by being a sub-tanker while still dealing good damage and the cons is you won't be able to deal much greater damage than Crusaders with pure damage heraldry set.

I purposely didn't put the description and explanation on the  last heraldry set because it is not that mainstream for future Crusaders, which is 'Crusader pure tanking heraldry set'. It is not COMMON in Dragon Nest because the you will do a lot of skill spamming rather than tanking as a Crusader. You won't be able to survive in the game if you set the last set, so for everyone's sake, I rather not about the set here.


IV. Guardian and Crusader (Tertiary Jobs for Paladin)
IV.a Introduction on Paladin's Tertiary Jobs
Upon reaching level 45, one can advance to either Guardian or Crusader.

The Guardian, being centered on the ability on tanking,  has improve its tanking capabilities thus enhancing it to support allies. For better tanking experience, choose Guardian as your second advancement. Guardians are pretty much needed in all nests because of their great HP and due to the fact that Guardian is the "heart" of the team. Without you, your party is pretty much dead.

The Crusader improves its strength on magical abilities and DPS power without leaving its tanking capabities (although weaker than the Guardian's tanking capability). The Crusader is often called the "Light-Sader" or the "Light-Warrior", due to the fact that almost all Paladin's magical skills are light based and you can improve the damage easily, which makes this class a fearful DPS dealer and a great soloer. Still makes a great tanker though.

Pros/Cons on Guardian:
(+) More tanking ability.
(+) Needed in parties.
(-) Can't solo well.
(-) Overall weaker than Crusader because its EX is so lame and doesn't define a Guardian. (Crusader can still be a tanker while dealing GOOD DPS).

Pros/Cons on Crusader:
(+) Better DPS.
(+) Although not as important as Guardian, Crusader still making a great teamplayer.
(+) Has a skill that convert stats, that enhance one's DPS up to its fullest.
(-) Weaker tanking ability than Guardian
(-) Often considered as Secondary Damage dealer, due to the fact
(-) More money spending. Pieces with Light% potential are EXPENSIVE, and you still need MATK! (Paladin is an STR oriented class)

IV.b Tertiary Skill
Below is a list of skills that you'll obtain after advancing to either Guardian / Crusader. Keep in mind that both tertiary jobs have 3 new skills, whether it is passive, active or buff.


Guardian


Posted Image

1. Auto Block EX
Enhance your [Auto Block] skill to obtain [Guardian Bubble] upon any successful defensive action. Each bubble increase Guardian's STR and INT by 2%. Stackable up to 10, which can increase a Guardian's STR and INT up to 20%. Guardian bubble is also used as a requirement to use [Guardian Force] skill
Just as I said before, this skill doesn't define the true power of Guardian. I was hoping they change its effect like increasing Auto Block's chance to block, although the idea of Guardian Bubble is good though. 

Posted Image

2. Guardian Force
Explodes the Guardian Bubble obtained from [Auto Block EX] and deals damage to enemies in 3m radius. Casts defensive barriers to protect you and allies in 5m range.
You. need. this. Period. Best skill for tanking purporses. You are always invited to high-end nests thanks to this skill.

Posted Image

3. Justice Crash
Jumps into the air and instantly crash down dealing major damage to enemiies and stunning them. This deadly skill can be used by tapping [Jump] button twice (tapping space button while mid-air for more instant process)
Great damage, great animation, great effect, and now crits (in the past it doesn't crit at all), and great AoE. One of the most successful skill made by the devs. :D. Just use this to own at PVP guys.


Crusader


Posted Image

1. Holy Cross EX
The improvisation on Paladin's Holy Cross skill. 50% additional damage on Holy Cross and 2 times bigger AoE.
Nuff said. Best EX evah, also enhance Holy Cross coolness. Also you'll need Holy Cross more often in PVP, thanks to this EX, even in melee fights because of its big AoE.

Posted Image

2. Judge's Power
Increases Magic Attack in relation to STR and Physical Attack in realtion to INT.
This is one of Crusader's great skill. This will convert some of your STR into MATK and some of your INT into PATK (depending on skill's level, but level 1 convert 20% STR and INT). Just think about it, 2000 STR can give you a bonus 400 MATK, and it is big y'know.

Posted Image

3. Judgement Hammer
Throws an epic spinning hammer that pierces through enemies in vertical line in front of you that grows in size. The damage improves as the size grows and Super Armor Breaking Power. It also has light element.
Judgement Hammer is a great skill to have for every Crusader. It has short CD and great damage potential. It is also light elemented which damage can be increased via Conviction Aura. Great for large bosses. 

Credits: http://forum.cherrycredits.com/topic/53617-guide-the-2nd-edition-of-shiba-comprehensive-guide-on-paladin/

No comments:

Post a Comment