Dragon Nest Guardian Guide to Desert Dragon Nest - Sand Worm

Date: Sep 03 2013 21:00:54 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 – Sand Worm Hazar's Nest


After the flying ship, the party can attempt the 4 available stages at any random order, namely Sand Worm, Scorpion, Manticore and Flower.

Skills that cannot be blocked : Roar
Skills that ignore aggro : none


What I will touch on is from the moment you enter the clearing to beginning the fight with Hazar. Basically this stage is rather easy for us. The Sand Worm has only a few skills that it casts over and over again.

Objective : To deplete the Super Armor of the Worm in order to deal actual damage to destroy it.

Sand Worm X 4HP - 2HP
----------------------------------
From the start, provoke the Worm and make sure that it always face away from the rest of your party members. The Worm has a few skills that it can cast at you, namely Bite, Charge, Roar and Stomp. Other than Roar, the rest of the skills can be blocked so just regulate between Stance of Faith and Block to protect yourself. In the event that you get pushed away by Roar,immediately run back (Shield Charge) towards the boss to cast provoke again.

*In the event of a lost aggro, do not be too eager to get back the aggro, make sure that the Worm is not casting any skills when you are about to cast provoke.

For beginners who are attempting this nest, its best that you stay between 12-2 o'clock after provoking the Worm to ensure that you and the Sand Worm are far away from the rest of the party. This to prevent the rest of the party members from taking any damage from Stomps.  

For advanced players, simply stay close to the Sand Worm which will be in the middle of the map. As soon as it casts Stomp, block or evade the skill and prepare to attack the Worm's head as it will be rooted to the spot for a few seconds. Cast Armor Break > Righteous Bolt > Electric Smite > Justice Crash to deplete the Super Armor of the boss. The Stomp deals high damage to whoever fails to avoid, so please take note.

There are only 2 ways to deplete the Super Armor of the boss, you can either try the advanced method above or wait for the Worm to cast the 3 Icy Pillar's skill, which I will share with you what to do.

3 Icy Pillars
The Worm will submerge and re-emerge itself from the sand to cast 3 Icy Pillars at 3 locations on the map.Our job is to provoke and pull the Worm to the Pillar that your party members are attacking. Take note that the Worm need to be within the yellow aura of the Pillar when the Pillar explodes to successfully deplete the Worm's Super Armor. This is also the best time to provide Guardian Force for your party members as they will be gathered.

*Key to pulling the Worm is after you successfully provoke the Worm, stand as far away from the Worm as possible so it will move towards where you want it to be.

Once your party has successfully deplete the Worm's Super Armor, it will faint and this is your only chance to deal actual damage to the Worm.

*Do not cast Divine Avatar to attack the Worm*

Sand Pit Hell
Run to your designated location and wait for the Sand Pit to spit out 3 Icy Pillars. (Yes, Icy Pillars again)
(Refer to Freedom Guide on the designated locations)

Cast Divine Avatar now and spam all your damaging skills on the Icy Pillars. Regardless of who is attacking the pillar with you, you need to reduce the HP of the Pillars to less than 50% asap.

*Failure to do the above or totally destroying the pillar due to accident will result in an instant party wipe.*

From now till the end of the combat, save your Divine Avatar for Sand Pit Hell.

Sand Worm X 2HP
---------------------------
The boss has a new skill which is Direct Stomp and Direct Stomp EX. Yours truly has "eaten" both of the skills before and glad to report that based on just 20k defenses, I won't die in one hit. You can still block Direct Stomp just like the regular Stomp or just evade it; shouldn't be too much of an issue as you will be looking at the Worm 90% of the time. If possible, shout out to your team mates when you see Direct Stomp.

Sand Worm x 1HP
-----------------------------
A new skill will be cast by the Worm from now on, which is the Rolling Attack. This is one skill you want to avoid as it deals high damage. Just look at where it is coming from and evade it. The casting animation is pretty slow so it should be easy to avoid.

That basically sums up the battle of the Sand Worm, its skills can become very predictable after a while.

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