Dragon Nest T4 Saint PvE Skill Build (Level 50)
Date: Oct 23 2012 01:45:52 Views: Comment: loading...
This article is made by TheTricky. It is all credited to him. I just repost it here.Hello fellow players, I have read some great guides written by Freedom members, especially on sorceresses, academics, crusaders etc, but I have yet to find any good guides on healers, particularly Saints. Before I begin, let me give a brief description about my background as a DN player. Firstly, I don't feel proud saying this, but I only have 4 months of experience in Dragon Nest. However, throughout this 4 months, I have read widely and have done some rigorous investigations on certain classes and the efficiency of their skills in particular settings. I main a Saint and honestly, I think I can play a Saint as well as or even better than some seniors in the game. Enough of that, let's move on to the main course of this topic.
As a Saint, your role is inherently different from your counterpart, an Inquisitor. While inquisitors have the luxury of being semi-dps, Saints are supporters by disposition. So, your role is simple, HEAL AND SUPPORT! You can only become a true Saint when you feel proud that no one in your party died upon completion of a dungeon/nest. Nevertheless, this does not mean that you just sit on your ass the rest of your time and let your party members do all the damage dealing. As a Saint, you can participate in the damage dealing process too, just that heal and support come first. That should be adequate explanations about your role as a Saint, let's now move on to the most important part of this guide, the skill build. So, hold on to your horses as the build unveils before you.
Now that you have seen the build, there must be some enquiries forming in your mind, mainly "why did he choose to up that particular skill?" "Why did he not up the others?" Fret not, I shall justify my build in the next section.
Justification of skills
3 starter skills: Leave them as they be. No point increasing them beyond 1.
Vengeance strike lv1: Good as a counter after falling down flat on the floor. Plus, it deals damage to nearby enemies and only requires 1sp to learn.
Righteous Bolt lv6: Short cooldown and decent damage. Moreover, it will be one of your main dps skills. The reason I leave it at level 6 is because that is the damage peak for the skill.
Paralyze Bolt lv1: Filler skill. Good super armour (SA) during cast and can be used as a filler when you are waiting for your other skills' cooldown to finish.
Block lv4: Ensure survival for 5 hits. You can choose to leave it at lv3 but I add it to 4 because blocking that 1 more hit may determine life and death.
Sliding Step (Maxed): No explanations required. Mobility + evading skill.
Heal (Maxed): What it means to be a cleric!
Mental Fortitude lv1: Max MP is not as important as Max HP. Leave it at 1 to unlock Attuned Mind.
Redemption Aura: Free skill, get it.
Toughness, Aerial Evasion, Health Booster, Attuned Mind (Maxed): Maxed for survival. No questions asked.
Here is the diverging path. If you are going down the inquisitor path, your build will differ from this. So, here we go:
Lightning Bolt lv11: You may be wondering why should I add this skill to level 11 instead of lightning relic. Let me explain. Firstly, you can cast lightning bolt at the most appropriate location and you can ensure that most, if not all hits hit the target. For lightning relic, it is stagnant after cast and if the enemy moves away from it, chances are the lightning spears will not be able to hit the enemy. Adding on, the damage is significantly greater as compared to lightning relic and the peak at level 11 is sublime.
Mind Snapper lv1: Filler skill. Learn it to unlock Chain Lightning.
Chain Lightning lv11: Now this is THE main dps skill you will constantly use when you are in any dungeon/nest. Since the T4 implementation, the number of jumps has improved dramatically and the damage has been improved by a huge margin. The cooldown has also been reduced, making this skill more spammable. The peak at level 11 will allow you to deal damage more efficiently.
Lightning Relic lv6: Get it to the prerequisite level to unlock lightning relic EX. As I have stated earlier, getting this skill higher than the prerequisite will only add some damage which may not be noticeable. Will do a comparison later and upload the pictures here.
Healing Relic (Maxed): No questions asked!
Cure Relic (Maxed): No questions asked! + that light attack boost. Smexy!
Bind Relic (Maxed): Longer duration for Shock of Relic + it binds heaps of enemies for 2 seconds, which may become a lifesaver for the dps members in your party.
Miracle Relic lv1: Mother of all Relics. Get it to 1 for the damage reduction buff. Damage is absolutely negligible.
Max all! No compromises!
Grand Cross lv1: Filler skill to get Holy Burst. The SA breaking capability is quite good though, not to mention this can be said to be the ONLY super long range skill Saint has!
Holy Burst lv1: High SA when casting, wide area of effect (AoE), high damage (similar to Force User's Spectrum Shower) and it is fast. Will probably get it higher when level 60 cap comes. Going to do some more testing on it though and post the pictures here.
Holy Shield lv1: Think 100% triggered HP suffix which heals like 40% of your MATK.
Shock of Relic lv1: Zap everything within a 5m radius and the more relics you have on the field, the more number of zaps you will get. So, if you have 4 relics on the field, the enemy will be zapped 4 times. I substituted Detonate with this skill. Will explain in details later.
Lightning Relic EX (Maxed): Upgraded version of Lightning Relic which actually makes it a decent skill to use.
Left out skill:
Detonate - So some of you may wonder or even question the legitimacy of leaving out detonate. Well, after some research and runs, I found that leaving the enemy electrocuted is actually a better option. Sure, detonate will give you that 1 time 100% interruption but it will also remove the electrocute debuff. Keeping the debuff on the enemies may actually interrupt the enemy's casting at the exact moment. HOWEVER, do bear in mind that electrocute might not interrupt some enemies (e.g. lava golem) but detonate is a fool proof interruption. So, if you really want to get detonate, leave out grand cross and holy burst/wand mastery.
Wand Mastery (optional) - After extended research, I found that wand mastery doesn't give any significant increment to damage output nor to heal. It does, however, increase the amount of heal by healing relic. Why does this occur, I do not understand. That being said, even with the increment, heal relic healed at most another 400 - 600HP per wave. It doesn't make that much of a difference, hence I leave it out.
Pure support build: Full intellect on armours except for tent on gloves. Magic Power on shield and intellect/tent on wand.
DPS support build: Full wind on armours. Magic power on shield and wind/intellect on wand.
Common: Magician, Wise, Tent, Wind, Fatal, Health, Life Vitality, Shining/Ultimate
Skill: Lightning Relic - 20% cd, Healing Relic - 20% cd, Heal - 12% cd, Cure Relic/Miracle Relic - 20%/12% cd
Alternative: Chain Lightning - 20% damage, Lightning Bolt - 20% damage (your choice but these two are more for inquisitors)
As you can see from the pictures above, these were the base stats I used when I did the tests (unless stated otherwise).
All the tests were done in Saint Haven's on boss rush's goblin.
Comparison between lv6 Lightning Relic EX and lv11 Lightning Relic EX (coming soon)
Comparison between lv1 Holy Burst and lv6 Holy Burst
Lv1 is on the left hand side and lv6 is on the right hand side. Notice the incredible increment in damage? From 2k+ to 5k+, a whooping 3k!
Any questions, please send me a PM and I will try to answer it as explicitly as I can. Hope you have a wonderful read. :)