Dragon Nest Guardian Guide to Desert Dragon Nest - Flying Ship

Date: Sep 03 2013 20:05:08 Views: Comment: loading...

Written by : Aspenach
Credits to : Chaose5, v2seraph and Xanthide

Introduction
This guide is written as an add on to what Chaose has already done in his thread. I will be highlighting what a Guardian should take note of at the respective stages throughout the Desert Dragon Nest.

Style of Play
Generally I am a player that likes to dodge most of the attacks targeted at me without endangering the lives of my party members. The gears I owned is considered average at this point of time (with respect to CDN paladin population)  and I do my best to maneuver out of harms way while maintaining aggro.   

Gears (updated)
My humble gears as of now is mainly +10 Level 60 Epic with Skill Necklace (Guardian Force), 60S Healthy Earrings and 2 x 60S Critical Rings. My current HP is close to 530,000 and both my Magical and Physical Defense is 23,000.

By regulating between dodge, blocks and Iron Will for certain damage that I need to take head on I find myself able to survive most of the stages.

Difference between DDN compared to other nests
Desert Dragon Nest is by far the hardest nest I have ever attempted. It requires very precise maneuvering at times and you will need very good team work in order to survive. In short, DDN requires you to have high survivability and high damage output. Depending on your party's lineup, you as a Guardian or Crusader might be required to deal high amount of damage. (which can be pretty demanding)

Most of the bosses in DDN have skills that ignore aggro, for e.g. Flower's Fire Ball, Scorpion's charge...etc. These skills are normally aimed at one of the highest dps character within the party. Our job is to get back the aggro as soon as possible, many times chasing after the boss.

Divine Avatar our best friend can also work against us in this nest on stages like Scorpion and Flower, where we need to navigate the burning platforms with precision. Certain attacks of the bosses cannot be blocked as well, which requires you to avoid them at all costs.

So a Crusader or Guardian?
It is solely up to your preference and I would cover the advantages of each class in brief detail.

Guardian is able to contribute to the party's survivability through the use of Guardian Force, basking party members in a protective aura that grants Super Armor and Damage Reduction is definitely very useful. Collecting counters requires practice and juggling between Block and Stance Of Faith as some of the bosses's skills cannot be blocked.

Crusader provides very good burst damage (if well geared) and coupled with Time Acceleration buff can contribute a great deal to the overall party damage output.

I will be writing the guide based on a Guardian's perspective so for fellow Crusaders sorry... =)

Stage 1 - Flying Ship



Skills that cannot be blocked : Death Knight's Dark Typhoon & Line Drive Skills
*Line Drive can be blocked but you will still faint
Skills that ignore Aggro : Snake Queen's Hurricane, Death Knight's Red Wave


Snake Queen x4 HP Bar
----------------------------------
- Provoking the Snake Queen is an easy task, you can collect counters from almost any of its skills. One of the common skills that the Snake Queen casts is the multi-slash, targeting the player with the highest aggro. This is the best skill in my opinion to collect counters as it has multiple hits but the skill has a slight push back effect so you might need to correct the position of the Snake Queen depending on your team strategy.

- You can regulate between Block and Stance of Faith to collect counters.

- Buff your party with Guardian's Force to provide Super Armor and Damage Reduction Buff

- Contain Snake Queen in the middle of the map to ensure fast take down

Snake Queen x3 HP Bar
----------------------------------
- 4 Lizards will spawn on each ends of the flying ship, allocate party members evenly to take care of the lizards

- Cast Guardian Force on party members when party gather at the center after killing the lizards

- Continue to provoke, regulating between Block and Stance of Faith to collect bubbles.

- Be careful of tail swipe as it can cancel your Provoke if you are not under the effect of Guardian Force or Super Armor buff

Snake Queen x1 HP Bar
----------------------------------
Death Knight will be summoned

- Provoke the Death Knight away from the party to allow party to take down Snake Queen ASAP Or
- Buff your party members with Guardian Shield and focus the party's damage on the Snake Queen to kill it in the fastest possible time.  

Death Knight
------------------------
Do not Provoke the Death Knight under these circumstances,when:
- Death Knight is casting Death Claw
- Death Knight is casting Line Drive
- Death Knight is casting Dark Typhoon
- Death Knight is casting Red Wave

Try to recognize the Death Knight skills casting patterns and provide Guardian Force to party members before Red Wave is cast. Without any sort of damage reduction buffs, any character with low defense (magical/physical) would not stand a chance against the Red Wave. Red Wave, Death Claw and his normal slash attacks can be blocked.

Option 1: If there is no Deva Howl or Miracle Relic
It is better to contain the Death Knight in the middle of the map if he is at more than 1 x HP. Red Wave only affects players who are directly in front of the Death Knight in a fan-shaped like damage pattern. By containing the Dark Knight in the middle provides more room for the party to maneuver.

*Take note that this strategy runs the risk of any character being the victim of Line Drive. There is a chance that character with low defense might die from a direct hit. Guardian should maintain aggro at all times so Line Drive will always be targeted at you. DO NOT block or tank the Line Drive as it will make you faint, so just side step when the Line Drive is about to hit you.

Option 2 : If Deva Howl or Miracle Relic is present
It is better to contain the Death Knight at the bottom/top,with the famous wall of relics to protect the party. This will reduce chances of "OMG, what the…" or "I didn't see that coming…"

Death Knight has very slow casting animation so make full use of the opportunity to provoke once you see him recovering from his previous animation.

Death Knight x1.5 HP Bar
------------------------------------
- 2 x Skeleton Bulls will be summoned and appeared at the center of the map

Option 1 : Kill the Skeleton Bulls first (recommended if party dps is low-avg or new to DDN)
Provoke the Death Knight away to either the top or bottom of the map to allow party members kill the Skeleton Bulls asap. Maintain aggro and ensure that when Death Knight is about to cast Line Drive, he is facing away from the party members.

Option 2 : Ignore the Skeleton Bulls and concentrate attack on Death Knight (more advanced, suggested for members who are already experienced in DDN)

- Cast continuous Guardian Force on party members to provide super armor and damage reduction buff to prevent any interruption. Provoke and contain the Death Knight in the middle but facing away from the party members. Provide heal when needed.

Death Knight x1 HP Bar
---------------------------------
-  4 Lizards will be summoned at the edges of the map.

Casting of Dark Typhoon
*Take note that Death Knight will cast Dark Typhoon immediately after the 4 lizards is gone.
When you see the notification of the 4 Lizards spawning, immediately provoke and pull the Death Knight to the bottom or top of the map (whichever is nearer). Once the lizards are taken care of, immediately cast Divine Avatar on yourself to gain more speed when running away from the Death Knight.

The Dark Typhoon has a casting animation whereby he will plunge his sword with both arms into the ground. Even in Divine Avatar mode,the initial impact will throw you into the air, so please make sure to save your aerial evasion to recover from this. Use Shield Charge or Dash once you experience suction to gain some distance between you and the Dark Typhoon. Failure to evade and you will find yourself caught within the Dark Typhoon, where your HP will waste away at the blink of an eye.

Once the Dark Typhoon is gone, continue to provoke the Death Knight where your party members will resume to dealing damage. The Dark Typhoon has a casting time cool down of 45sec, so if you find your party not able to take down the Death Knight within the given time, please pull the Death Knight to the edge of the map and rinse repeat.

**Common mistakes
Do not run away too soon, make sure that the Death Knight is at the edge of the map and about to cast Dark Typhoon before running away. Should the Death Knight move to the center of the map to cast Dark Typhoon, there is a high chance that you will hear people screaming over YY or any other communication device you are using.

*Always remember to Armor Break the boss to provide damage boost to overall party dps.

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