Minggu, 07 Juli 2013

Dragon Nest Bowmaster – Equipments

Welcome to Hetaga’s Guide for the Bow Master ~ Equipments
2.7.0 Equipments
2.7.1 Equipment Types
2.7.2 Suffix
2.7.3.0 Accessories
2.7.3.1 Non-Final Damage Accessories
2.7.3.1.1 Non-Skill Accessories
2.7.3.1.2. Skill Accessories
2.7.3.2 Final Damage Accessories
2.7.4 Cash Items
2.7.5.0 Potentials
2.7.5.1 Crystal Codes
2.7.5.2 Agate Codes
2.7.5.3 Diamond Codes
2.7.5.3.1 Necklace / Earrings
2.7.5.3.2 Rings
2.7.5.4 Revert Codes
2.7.5.5 Note
2.7.6.0 Heraldries
2.7.6.1 Enhancement Heraldries
2.7.6.2.0 Skill Heraldries
2.7.6.2.1 Archer
2.7.6.2.2 Bow Master
2.7.6.2.3 Sniper / Artillery
2.7.6.2.4 Recommended Heraldries
2.7.6.3 Special Skill Heraldries
As usual, use your search function (Ctrl + F for Windows), key in the respective identifying number, and search to allow you to quick jump to the relevant portion.
2.7.0 Equipments
2.7.1 Equipment Types
Being an Archer, you will use the following items for your equipment:
HairstyleHeadband
Upper BodyOne Piece
Lower BodyLeggings
ShoesBooties
GlovesMittens
Main WeaponLongbow / Crossbow / Shortbow
Secondary WeaponQuiver

At this current point in time, because the level cap is at 40, the best set item to get is the Manticore Set or the Apocalypse Set. And here comes the eternal question, which is better?
In a nutshell, it depends on what you are looking for. If you are looking at it as a package, the Manticore Set would be better due to the Agility and Vitality set bonus. However, at least in my opinion, the Manticore Set looks very ugly, and I do not wish to be caught up in walking around as a ugly archer (back then costumes for archers were not fantastic too).
Furthermore, the Apocalypse Set looks beautiful, especially with the helmet design. Back in the day when Final Damage was a flat addition to your base damage, I was intending to go for 5 piece Manticore and 2 Piece Apocalypse (Helmet and Longbow) due to the looks. However, when Final Damage was changed to a percentage increase, I went straight for a 7 piece Apocalypse purely for the looks. But looking back, if I had the current costumes now, I would have gone for Manticore Set
Therefore, Manticore and Apocalypse while both good, Manticore edges out due to its increased Vitality bonus and Agility bonus.
2.7.2 Suffix
Now that we have sorted out the equipment itself, the next thing to look at is the suffix of the equipment. I have personally seen this same question over and over and OVER again in the forums asking ” What should I craft my equipments to?”
For archers, there are only 3 possible things to go for:
  1. Wind (Physical Bow Masters)
  2. Intellect (Magical Bow Masters)
  3. HP (For overall survivability)
Personally, as of this moment I have a full wind set AND a 3 piece HP set (comprising of leggings + gloves + shoes). And I use the different sets based on scenario. Usually, I will stick with my Wind set due to the increased firepower the added agility gives me, and with 60k HP, I don’t really get knocked out at all in a normal circumstance. However, the HP set came about due to PVP as well as Nest Dungeon Soloing to make my life that much easier.
When it comes to weapons, in my view there is only one way to go about it for PVE usage and that is:
  • Main Weapon – Wind / Intellect
  • Secondary Weapon – Destruction / Magic Power
Destruction / Magic Power should ALWAYS go on your secondary weapon regardless of whichever class you are. This is due to the effect of the suffix on your weapon having less of an effect if you had it on your main weapon compared to having Wind / Intellect on them instead.
Some players swear by the Fatal and HP Suffix for weapons, but personally I do not agree that it is suitable for Bow Masters. The reason being, that Bow Masters do not deal a lot of damage in one hit. Instead, our damage comes from many small hits that can go out in a short time. Thus, the chance of the Fatal or HP Suffix occurring on one of your low damage skills is much higher, and thus, not having that great an impact at all.
2.7.3.0 Accessories
For accessories, it would be dependent on another factor, and that being if you would be going for a Final Damage Build.
2.7.3.1 Non-Final Damage Accessories
Should you decide not to go for the Final Damage Accessories, there are basically 2 types of Accessories that you can go for, either the plain Jane Sylvie Ana or the Skill Sylvie Ana Accessories,.
2.7.3.1.1 Non-Skill Accessories
The most straight forward accessories to go for, the guideline here is to go for whichever accessory grants the higher boost. The bottom table does a quick summary.
ClassNecklaceEarringRing 1Ring 2
SniperWindWindDestructionDestruction
Artillery 1WiseWiseMagicianMagician
Artillery 2WiseWiseMagicianFatal
Artillery 3WiseWiseFatalFatal

As Artillery players tend to have an issue with Critical, it may be in their interest to consider going for either 1 Fatal ring (as in Artillery 2), or if one is really hard on critical, 2 Fatal rings (as in Artillery 3). However, I do not recommend either Artillery 2 or 3 due to the existence of the 17% critical potential and Spiritual Excel which should help in getting the critical value up.

2.7.3.1.2 Skill Accessories
Skill Accessories are crafted using the following items in conjunction with a Sylvie Ana Accessory:
Based on the type of skill accessory you wish to craft, you use either one type of fragment or the other, any type of accessory as long as it belongs to the same type (i.e. crafting of a Skill Sylvie Ana Necklace can be done with either a Wind Sylvie Ana Necklace or Bear Sylvie Ana Necklace without any drawbacks). Go to your favourite blacksmith Berlin, and give him the items and craft them. Do know that the stats produced by this method are completely random, and you may have to do it a few times to get the perfect stat one you want. In addition, the skill level increase via this method can go no more then 1 (i.e. you cannot get 2 rings with the same skill in an attempt to level the skill up by 2), and the skill must have been already learned prior before you can enjoy the benefits of the increased skill level. Furthermore, you cannot attempt to cheat the system by getting for example, a level 2 Arrow Shower in your skill build, then use a Arrow Shower Skill Accessory, and try to get Arrow Barrage. Do note also that each Accessory have different potential skills that can be crafted on them, so do your research beforehand.
Once again, as a suggestion:
NecklaceEarringRing 1Ring 2
SniperArrow ShowerCharged shotLongbow MasteryAnkle Shot / Multi Shot
ArtilleryTracking ArrowScope ArrowCrossbow MasteryAnkle Shot / Multi Shot
Fragments RequiredSubtleAmbiguousSubtleSubtle / Ambiguous

If you are going for a hybrid build, I would recommend following which ever your character tends to lean towards i.e. a physical hybrid to follow a Sniper and a magical hybrid to follow an Artillery. On the other hand, there is an exception for Arrow Shower. As mentioned under the skills portion, the skill does not grow in percentage beyond level 4. Thus, it would be more ideal for a hybrid physical Sniper to get the Tracking Arrow Skill Necklace instead.

2.7.3.2 Final Damage Accessories
In my opinion, the Final Damage Build is highly suitable for Archers due to their inherent high agility, but the prices of 3rd stat Final Damage plates now are too high to justify their cost. Thus what I would strongly recommend is the 657 FD build . While it is written for Sword Masters, Archers can take that and apply similar concepts as well) for Archers. The 657 FD Build requires the following:
  • 7 pieces of Manticore / Apocalypse Set
  • 2 sets of Apocalypse Accessories
  • 1 level 40 Premium Ultimate Plate
Thus, to meet the 2 sets of Apocalypse Accessories, we would need to have 2 corresponding items to enjoy the 122 FD bonus for each set. To do so, this would be the recommended items to get:
ClassNecklaceEarringRing 1Ring 2
Sniper 1RevelationRevelationDisciplinaryDisciplinary
Sniper 2JudgementJudgementDisciplinaryDisciplinary
Artillery 1DisciplinaryDisciplinaryRevelationRevelation
Artillery 2JudgementJudgementRevelationRevelation

As can be seen, the rings would correspond to primary damage type of the class i.e. Disciplinary (for Physical Attack) for Snipers and Revelation (for magic Attack) for Artilleries. For the necklace and earring combo however, because all of them have the same stats despite being of a different set type, it does not really matter which combo you go for. Instead, make the decision based on cost and get whichever is cheaper. However do remember that you are looking at 2 of the same type (i.e. be it Revelation, Judgement, or Disciplinary), that is not the same as that for the rings.
Judgement Rings are not recommended even for hybrid Bow Masters due to the low damage boost they provide. As all hybrid Bow Masters would lean towards a Sniper or Artillery build, it would be advisable to get the ring that suits which inclination the BowMaster is headed.
2.7.4 Cash Items
At this current point in time, the following cash items have been released as equipment:
  • Wings
  • Tail
  • Left Cheek Bandage
  • Lucky Star Earrings
  • Mysterious Cat Eye Rings
  • CNY Weapons and Secondary Weapons (Available only during 2012 CNY Dream Weapon Box which has since been discontinued, at least for now)
  • Armour Costumes
Players have always asked me, what order of items should they go for if they are looking to get something. And this is my recommendation in this order:
  1. Full level 30 Armour Costumes
  2. Tail (Attack Power or Magic Attack depending on your class)
  3. Wings (If you do not have the Invisible Dragon Wings)
  4. Mysterious Cat Eye Rings
  5. Lucky Star Earrings / Left Cheek Bandage
My reason for this is based on the assumption that you do not purchase Cherry Credits, and would be buying these items using gold, though I would have to say, even if you are buying them with Cherry Credits, I would still recommend going this way.
Full Armour Costumes first is definitely the way to go first in my opinion, due to the significant stat bonus to the character. If the player gets an agility based costume, that is 112 agility points there, translating to 56 physical attack and 392 critical, allowing the player to clear dungeons with much more ease.
Following which, the tail which boosts your damage again. The reason that this comes after the costumes is that the costume adds more than just one stat, but rather all of them, thus it is much more important in my view to get the costumes first.
Wings would come next due to the 10% speed boost they grant. While 10% does not sound like much, but considering that Bow Masters are the second slowest moving class in game, I would like the extra speed to out run my enemies. But, if you have the Invisible Dragon Wings from the event during April Fool’s Day in 2012, I would recommend that you bypass this first, and go for the rings first. This is because that even though the Invisible Dragon Wings only grant 1% movement speed, you do not have anything in the rings, and it would be better if one gets the rings first (i.e. to get at least something there) before upgrading individual items. I do not however, recommend getting the Shiny Emerald Rings to fill them up (if you are buying them), because you would be wasting your gold on the Emerald Rings which cannot be traded after you purchase them.
For the Mysterious Cat Eye Rings, I would recommend to go for Agility ones over Intellect or Strength ones due to the stat bonus they provide. Agility rings tend to have 25 Agility on them, compared to the 18 on Intellect and Strength. In addition, Agility is needed by both Snipers and Artilleries, so the higher stat bonus of the Agility ring would benefit both sides of the coin.
Last but not least, if you are still not broke, and want to go for a full Cash item set up, then you can consider buying the Lucky Star Earrings (+300HP) and the Left Cheek Bandage (Untradeable, only obtainable via Althea’s Gacha Box). Once again, if you have the Dragon Moustache from the CNY Event in 2012, then try to get the Left Cheek Bandage IF and only IF you are rich, and have pretty much nothing else to do.
2.7.5.0 Potentials
Potentials are essentially added bonuses that can be applied to each item by the usage of a type of item called Enhancement Codes. In general, there are 4 types of codes:
(All Codes shown above are Intermediate Epic Rarity Codes.)
In addition, each code has their own specific function, and can only be applied to a specific type of item. Epic rarity and above Crystal and Agate Codes are also bounded by class, and can only be used on their respective Class items. Thus, Archers can only use Peace Codes, and not others like Vision or Bravery. Each rarity type item is also limited in the number of potential lines they can get. On average this is their possible number of lines (As far as I can determine).
RarityNormalMagicRareEpicUniqueLegendary
Number of lines on average112358
Rare chances22346-
Very Rare Chances (Stat bonus below normal)---57-

2.7.5.1 Crystal Codes
Crystal Codes are used on weapons, be it the Main Weapon or the Secondary Weapon. For our weapons, we are generally looking for the below potentials:
SniperArtilleryHybrid
Possible Potential Lines to aim for
  • Attack Power 5.75%
  • Str 4.50%
  • Agi 4.50%
  • Critical 17.00%
  • MP Recovery 15.00%
  • Magic Attack 5.75%
  • Agi 4.50%
  • Int 3.50%
  • Critical 17.00%
  • MP Recovery 15.00%
  • Attack Power 5.75%
  • Magic Attack 5.75%
  • Str 4.50%
  • Agi 4.50%
  • Int 3.50%
  • Critical 17.00%
  • MP Recovery 15.00%

2.7.5.2 Agate Codes
Agate Codes are used on armours, be it the Hairstyle, Upper Body, Lower Body, Gloves, or Shoes. For our armours, we are generally looking for the below potentials:
SniperArtilleryHybrid
Possible Potential Lines to aim for
  • Str 4.50%
  • Agi 4.50%
  • Vit 3.25%
  • Max HP 6.50%
  • Agi 4.50%
  • Int 3.50%
  • Vit 3.25%
  • Max HP 6.50%
  • Str 4.50%
  • Agi 4.50%
  • Int 3.50%
  • Vit 3.25%
  • Max HP 6.50%

2.7.5.3 Diamond Codes
Diamond Codes are used on Accessories, but each accessory have their own set of permutations for their potential. This means that there are certain potentials that the rings can get, which the necklace or the earring cannot. Therefore in general this would be what we would be looking for
2.7.5.3.1 Necklace / Earrings
SniperArtilleryHybrid
Possible Potential Lines to aim for
  • Str 4.50%
  • Agi 4.50%
  • Vit 3.25%
  • Max HP 6.50%
  • Agi 4.50%
  • Int 3.50%
  • Vit 3.25%
  • Max HP 6.50%
  • Str 4.50%
  • Agi 4.50%
  • Int 3.50%
  • Vit 3.25%
  • Max HP 6.50%

2.7.5.3.2 Rings
SniperArtilleryHybrid
Possible Potential Lines to aim for
  • Attack Power 5.75%
  • Str 4.50%
  • Agi 4.50%
  • Critical 17.00%
  • MP Recovery 15.00%
  • Magic Attack 5.75%
  • Agi 4.50%
  • Int 3.50%
  • Critical 17.00%
  • MP Recovery 15.00%
  • Attack Power 5.75%
  • Magic Attack 5.75%
  • Str 4.50%
  • Agi 4.50%
  • Int 3.50%
  • Critical 17.00%
  • MP Recovery 15.00%

2.7.5.4 Revert Codes
This is the code which allows you to remove every potential that has been applied, to allow the reapplication of a code on the same item, in the attempt to get a more ideal potential. Thankfully, this is not limited to the type of item, and can be applied to all equipments, regardless of it being an accessory, an armour piece, or a weapon.
2.7.5.5 Note:
While it is not essential to follow the lists provided to a T, it is merely what I feel would be the optimal potentials to go for. In addition, it is not possible for players to obtain an item with all said potentials on the Epic rarity items that we currently can obtain.
Should you wish to see what are the possible permutations that can be achieved for the various items, and the statistical probability of getting a specific set of potentials, you can head on down and search for your particular item, which would show you the various permutations and the chance to get them.

2.7.6.0 Heraldries
There are basically 3 types of heraldries that are currently in game, namely:
  • Enhancement
  • Skill
  • Special Skill
2.7.6.1 Enhancement Heraldries
Enhancement Heraldries are basically ones which boost a certain stat. In no order of merit, these are the current enhancement heraldries that can be found in game.
  • Bear (Strength)
  • Wind (Agility)
  • Wise (Intellect)
  • Magician (Magic Attack)
  • Destruction (Physical Attack)
  • Energy (MP Recovery)
  • Life Vitality (Max HP)
  • Mana (Max MP)
  • Health (Vitality)
  • Shining (Defence)
  • Tent (Magic Defence)
  • Fatal (Critical)
  • Blessed (Critical Resist)
  • Redemption (Paralyze)
  • Undaunting (Para Resist)
  • Impact (Stun)
  • Commitment (Stun Resist)
  • Ultimate (Final Damage)
Out of these 18 however, only 8 can make it into your character at any one time at level 40 due to the 8 slot limitation that we have now.  Out of these 8, 5 are rather default and they are:
  1. Wind
  2. Fatal
  3. Destruction / Magician
  4. Health
  5. Bear / Wise
Again, grab Destruction / Bear if you are a Sniper, and Magician / Wise if you are an Artillery. This ensures a higher damage. The remaining 3 slots can be placed with whatever other plate you wish, personally I would recommend:
  1. Life Vitality
  2. Ultimate (if going for FD Build)
  3. Shining
  4. Tent
For hybrid characters, I would recommend getting the other 2 plates mentioned in the previous list (i.e. Destruction / Bear for a Magical Hybrid and Magician / Wise for a Physical Hybrid, to balance out the 2 damage ranges).
Beyond the actual heraldries themselves, some players may also realise that occasionally, there are additional stats added to it (what has been colloquially coined as 3rd stat plates). These plates are generated randomly, and there is no sure fire way to get one during crafting. When getting these plates, these are the stats that you should be looking out for:
SniperArtilleryHybrid
  • Agility
  • Attack Power
  • Final Damage (For FD Builds)
  • Max HP
  • Vitality
  • Intellect
  • Agility
  • Magic Attack
  • Final Damage (For FD Builds)
  • Max HP
  • Vitality
  • MP Recovery (if you run out of MP ever so often)
  • Agility
  • Intellect
  • Magic Attack
  • Attack Power
  • Final Damage (For FD Builds)
  • Max HP
  • Vitality

Some players suggest that Defence and Magic Defence is a stat that players should go for considering the low defence of archers, however, I feel that it would be better to go for more damage in this case as the meagre increase from these 3rd stats are negligible.

2.7.6.2.0 Skill Heraldries
Skill Heraldries are basically heraldries which affect your skills in various ways, be it from decreasing the action speed, the mp cost, the cool down or by increasing the damage. With only 4 slots for it, it usually comes down to what would help you best over randomly equipping them. If the player notices, there are basically 3 different types of plate designs, each corresponding to a different type of skill:
For each of them, various icons may be superimposed on to it to indicate what the plate does.
However, not all 8 options are available to each skill. Each only has 2 possible crafting possibilities that can be applied to a plate, and only 1 possibility can be crafted per plate. Below are all the types of heraldries you have and their potential permutations:
2.7.6.2.1 Archer
  • Twin Shot
    • Damage Increase
    • MP Cost Decrease
  • Piercing Shot
    • Damage Increase
    • MP Cost Decrease
  • Multi Shot
    • Damage Increase
    • Cool Down Decrease
  • Magic Arrow
    • Damage Increase
    • Cool Down Decrease
  • Willow Kick
    • Damage Increase
    • Cool Down Decrease
  • Wise of the Owl
    • Cool Down Decrease
    • Buff Duration Increase
  • Tumble
    • Cool Down Reset Chance
    • MP Cost Decrease
  • Urgency Tick
    • Cool Down Reset Chance
    • MP Cost Decrease
  • Aerial Evasion
    • Cool Down Reset Chance
    • MP Cost Decrease
  • Low Spin Kick
    • Damage Increase
    • MP Cost Decrease
  • Spin Kick
    • Damage Increase
    • Action Speed Increase
  • High Spin Kick
    • Damage Increase
    • MP Cost Decrease
  • Moon Kick
    • Damage Increase
    • Cool Down Reset Chance Increase
  • Somersault Kick
    • Damage Increase
    • Hit Damage Decrease
  • Pin Wheel
    • Damage Increase
    • MP Cost Decrease
2.7.6.2.2 Bow Master
  • Charged Shot
    • Damage Increase
    • Action Speed Increase
  • Aerial Chain Shot
    • Damage Increase
    • MP Cost Decrease
  • Siege Stance
    • Damage Increase
    • MP Cost Decrease
  • Arrow Shower
    • Damage Increase
    • MP Cost Decrease
  • Arrow Barrage
    • Damage Increase
    • Cool Down Decrease
  • Scope Arrow
    • Damage Increase
    • Cool Down Increase
  • Rapid Shot
    • Damage Increase
    • MP Cost Decrease
  • Swift Shot
    • Damage Increase
    • MP Cost Decrease
  • Tracking Arrow
    • Damage Increase
    • MP Cost Decrease
  • Revolutionary Ballista
    • Damage Increase
    • Cool Down Decrease
  • Spiritual Excel
    • MP Cost Decrease
    • Buff Duration Increase
  • Sylph’s Aid
    • MP Cost Decrease
    • Buff Duration Increase
  • Bulls Eye
    • Debuff Duration Increase
    • MP Cost Decrease
  • Ankle Shot
    • Damage Increase
    • Cool Down Decrease
  • Stunning Shot
    • Damage Increase
    • Cool Down Reset Chance
  • Fake Shot
    • Damage Increase
    • Cool Down Increase
  • Triangle Shot
    • Damage Increase
    • MP Cost Decrease
2.7.6.2.3 Sniper / Artillery
  • Critical Break
    • Cool down Reset Chance
    • MP Cost Reduction
  • Cheating Point
    • Damage Increase
    • MP Cost Reduction
  • Magical Breeze
    • Cool down Increase
    • Cool down Reset Chance
  • Detonating Arrow
    • Damage Increase
    • Cool down Increase
2.7.6.2.4 Recommended heraldries:
  • Twin Shot
    • Damage Increase
  • Multi Shot
    • Damage Increase
  • Charged Shot
    • Action Speed Increase
    • Damage Increase (after obtaining Charged Shot EX)
  • Scope Arrow
    • Damage Increase
  • Ankle Shot
    • Damage Increase
  • Tracking Arrow
    • Damage Increase
  • Arrow Shower
    • Damage Increase
  • Arrow Barrage
    • Damage Increase
  • Revolutionary Ballista
    • Damage Increase
Choose the 4 that are most relevant for you. Some players may recommend getting heraldries such as Cool Down Reset Chance for Tumble, but personally I do not see the need to, and the luck based chance makes it too unreliable to trust.
2.7.6.3 Special Skill Heraldries
Special Skill heraldries as the name suggests grants an additional skill to the player. These heraldries can be obtained via the various Nests, or the Dark Lair Dungeons. These are the various heraldries available now:
  • Cow Strike
    • Summons a solitary cow that runs in a straight line that hits anything in its way
    • Obtained from Minotaur Nest
  • Fire Ball
    • Summons a mini fireball. Burns the enemy upon impact.
    • Obtained from Cerberus Nest
  • Dark Lightning
    • Releases a row of lightning in front of the player. Shocks the enemy upon impact.
    • Obtained from Cerberus Nest
  • Ice Ball
    • Summons an ice ball that tracks the enemy. Upon impact it freezes the enemy
    • Obtained from Cerberus Nest
  • Black Hole
    • Similar to the skill Gravity Ascension that the Force User can cast. Sucks enemies in and renders them unable to retaliate.
    • Obtained from Manticore Nest
  • Gravity Ball
    • Similar to the skill Gravity Ball that the Force User can cast. Fires a dark ball which upon impact, splits into 6 different balls that travel parallel to sea level, which then explodes again.
    • Obtained from Manticore Nest
  • Whirlwind
    • Similar to the skill Whirlwind that the Sword Master can cast. Summons a Whirlwind which can trap enemies within.
    • Obtained from Manticore Nest
  • Apocalypse Tentacle
    • Summons 2 Apocalypse Tentacles which can grab and immobilise the enemy.
    • Obtained from Apocalypse Nest
  • Vanishing
    • Lights up a portion of the ground in front of the player, and explodes 3 times.
    • Obtained from Apocalypse Nest
  • Hound Strike
    • Drops a couple of hounds down, but 1 remains to aid you in your battles.
    • Obtained from Dark Lair – Boundary of Jealousy
  • Disintegration
    • Similar to Linear Ray EX that the Force User can cast. Fires lasers in front of the player.
    • Obtained from Dark Lair – Hatred Pirandello
  • Dragon Flap
    • Causes 2 shockwaves to appear in front of the player, the 2nd bigger than the first.
    • Obtained from Dark Lair – Hatred Pirandello
There are no true right or wrong Special Skills to get, but rather which fits in more with your play style. Experiment with each and find which is the best for you.