Jumat, 09 Agustus 2013

Dragon Nest Cleric Paladin - Physical Paladin

Pumped Up Kicks
Physical Paladin Guide By ReservedSeat
0.0 Table of Content
1.0  Introduction
1.1   Paladin, Yours Truly – A Quick Overview of the Class
2.0   The Solid Foundation – Cleric’s Skill Build
2.1   Core Skills
2.2   PVP Favourable Skills
2.3   Other Skills
3.0   Sharpening the Blade – Paladin’s Skill Build
3.1   Lightning is Too Mainstream – Physical Offense Path
3.2   The Reason for the Silly Shield – Defence Path
3.3   Time to Get a Shock – Magical Offense Path
3.4   Your Bargaining Chip – Other Skills
4.0   Tug-o-War – Balancing Your Stats
5.0  Stand & Deliver – Weapons
5.1  Weapon Suffix
6.0  It’s All Fashion - Armour
6.1  Gummy Bear - Damage Set
6.2  Being Immortal – Tanking Set
6.2.1  Keeping Your Head – Helmet
6.2.2  HP vs VIT – Top & Bottom
6.2.3  Gloves & Shoes
6.2.4  Mdef
6.2.5  Ice Def
7.0  The Blings - Accessories
7.1  Necklace & Earrings
7.2  Rings
8.0  The Advantage – Heraldry
8.1  Options for Enhancement Heraldries
8.1.1  Damage
8.1.2  Tank
8.1.3  Multi-role (Damage)
8.1.4  Multi-role (Tank)
8.2  Options for Skill Heraldries
8.2.1  Damage
8.2.2  Tank
8.2.3  Multi-role (Damage)
8.2.4  Multi-role (Tank)
8.3  Going the Extra Mile – 3rd Stats
9.0  Everything that has a beginning, has an end
9.1  He Who Writes Nonsense – About The Writer
9.2   The Life of a Paladin – Meeting the Expectation
9.3   The Wise Choice – What Kind of Paladin Will You Be?
9.4   Coffee or Tea? – Choice of Weapon
9.5  Credits
1.0   Introduction
This guide is created out of the intention to guide people for the physical aspect of a paladin class in the game of Dragon Nest. Note that when I say guide, I don’t mean it to let you follow the guide and expect yourself to be a better player. I will share with you some of my experience playing on my paladin.
This guide is targeted at experienced MMORPG players. I am going to guide you through the physical component of a paladin, or otherwise known as a kickadin. This guide will have more environment content (PVE), but nonetheless, it will have some insights on PVP and magical path paladin content.
1.1   Paladin, Yours Truly – A Quick Overview of the Class
A lot of people actually create a paladin without knowing what to expect from it. At least this is what I see in Cherry Credits forum. I won’t say that my opinion will always be correct. A paladin is needed for its capability to survive the game mechanism with its ability to negate and reduce enemy’s attacks. A paladin protects his team members by generating threat or aggression, making him the choice of target for AIs to engage with.
For the context of Dragon Nest, the paladin’s capability is much sought after during the era of the challenging nest known as Sea Dragon Nest. From what I seen, the paladin is gradually losing his essential role in the nest raid. I must inform you that there has been a paradigm shift in the gaming mechanism of Dragon Nest that is moving away from the need of a ‘tank’. I feel that the beauty of team effort is fading away, but this will best suit the current population, especially for DNSEA.
Basic Stats Table for Cleric (Know what each stat gives you) *IMPORTANT*
STR 0.5 pATK, 2.5 stun, 3 para, 3 para resist
INT 0.5 mATK, 0.8 mDEF, 35 MP
AGI 0.25 pATK, 3.5 crit, 10.5 crit resist
VIT 30 HP, 0.6 DEF, 2.5 stun resist
2.0   The Solid Foundation – Cleric’s Skill Build
Most skills are left at the pre-requisite level unless stated. Read my explanation for each skill and you will understand the skill point allocation for each skill. There are 3 sections; core skills, pvp favourable skills and other skills. Get the core skills up first before looking at the other 2 sections.

2.1   Core Skills
* Half Turn Kick – Press the special attack button to perform a half turn kick.

The problem with a paladin is the skills’ long cool down, and this is the solution. A half turn kick (HTK) is the bread and butter for physical paladin. Coupled it with a 50% speed heraldry, this skill will be value-adding to your paladin. I will not advise people using HTK for PVP purpose other than cornering targets against wall.

Verdict: This is the core skill of a kickadin. You will need the skill heraldry plate which isn’t cheap.
* Block – Focuses your mind to block enemy attacks. Once cast, you will block a few attacks with your shield. Lasts 15 seconds.

This skill defines cleric. Just as its name is, it blocks an attack. During the block period, skills that are casted will be cancelled if block activates. Being frozen will remove your block capability during that time frame. People have set this skill from level 4-8. Depends on the number of block you will activate during the time frame. It is not necessary to have it beyond 6, as there is a limited time frame to block. You are unlikely to face with that number of hits in PVE, but there is still possibility in PVP.

Verdict: Level 6 is fair enough. Level 4 is the lowest you should go to maintain the effectiveness.
* Heal – Restores the HP of all allies within 2m, including yourself, for a few seconds.

This is a highly sought after skill by other classes. The ability to regenerate HP is a huge aid to your surviving aspect. Although the amount of HP recover per level is a low amount of 1%. You do know when you have high HP as a cleric; this 1% is a huge chunk. The amount of HP recovered is by the % of each individual player.

Verdict: I feel that this skill ought to be level as high as possible. With the natural high HP aspect of a cleric class, the recovery rate is decent. Other classes will also expect you to have this skill as high as possible to their own benefits.
* Sliding Step – Double-tap an arrow key or press [Shift] plus an arrow key to evade in that direction. Allows you to evade all attacks for a short time.

Your best ticket to survive, otherwise known as dodging. To be able to dodge is to the key to surviving. The short lived invincibility frame might turn out to be a life saver. It is also a required skill to activate sliding knee kick and divine breaker.

Verdict: Max it. The utility demand for this skill is too much.
* Aerial Evasion – When launched into the air, press the [Jump] key to land on your feet.

Get you flying out of sticky situation that you are fling off your feet. You are a human, having your feet off the ground is basically control lost over your character.

Verdict: Max it. The more access you have to this skill, the safer you are.
* Counter Blow – Press the attack button while knocked down to perform a strong attack as you get back on your feet.

The Chinese is still arguing about this skill till this day. This skill serves as a quick recovery. The Chinese argues that the counter blow might fail some time due to the mechanism on registering clicks by the system. Then again, the roll out recovery might fail too. This skill is a good counter on opponent preying on you when you are knocked down in PVP.

Verdict: Screw the Chinese. I am getting one. The roll out recovery fails way more than this skill failing.
* Toughness – Decreases physical damage taken by a set percentage./
Physical Mastery – Increases max HP by a set percentage./
Mental Mastery – Increases max MP by a set percentage./
Mana Conquer – Increases MP recovery by a set percentage.

These skills add to your cleric characteristic. Low damage intake, high HP.Mental Mastery is important for physical built paladin because of their low mana pool and mana conquer is essential in keeping the mana up for the aura.

Verdict: Subsequent level is only 1SP each. Why not?
2.2   PVP Favourable Skills
* Stomping Kick – Use a special attack on a knocked down enemy to double stomp them and send them flying with a kick.

This skill requires precise aiming which paladin might leave out on because of the melee nature. While its damage is insignificant, it comes in handy in PVP. What better way it is than to step on a fallen victim?

Verdict: It is there, leave it there. Use it when applicable.
* Air Kick – Press the special attack button while jumping to strike an enemy as you land.

Reduce your airborne timing by split second. If you are skilled, you will probably land your foot on your opponent’s face. People say it gives you the evasion from being air combo, well that boils down to that split second precision. Are you up for it?

Verdict: Get it if you need holy kick. Or if you believe in escaping air combo.
* Sliding Knee Kick – Press the special attack button during Sliding Step to jump and knee an enemy.

A skill to close up on your opponent. A PVP aid skill. Plain old sliding step is just not enough.

Verdict: Level 3 for an additional kick. Either a level 3 or none at all.
* Lightning Strike – Attacks an enemy with an upward weapon strike followed by a bolt of lightning. Effective on knocked down enemies.

Lightning strike deals bad damage per level for PVE. Its performance in PVP is excellent. The strike has a chance to flinch your opponent and the lightning strike works on downed enemies. You can do with a skill like this after stomp.

Verdict: PVP players will need this. Depends on your usage, note that level 11 gives you 3 strikes.
* Holy Bolt – Shoots a bolt of holy energy to attack an enemy in front of you. Paralyzes the enemy for a few seconds.

If a sorceress has freeze, then we cleric have holy bolt. Effective when hit, it travels as a ball of light and opens up, locking targets. Targets under effect from holy bolt received higher damage from light based attacks. Not really a skill to use because of the casting time and its effective time of effect. For PVP uses, it is use in a combo of zap – holy bolt – relic. Simply classical.

Verdict: 3 to unlock holy relic. The higher you go, the bigger AOE it has. Depends on your need
* Divine Combo – Dash forward to perform a series of rapid attacks.

I am an old-fashion juggler; a divine combo spoils my control. It used to be a fantastic skill with high super armour until they change it. I won’t say how it is value adding to my PVP experience.

Verdict: Nope. Stick to old school juggling.
2.3   Other Skills
* Low Kick – Use a special attack on a stunned enemy to knockdown the enemy with a hammer kick.

This skill only works on stunned enemy? What?

Verdict: You don’t get a stunned opponent that often unless you are a stun build. However, most people will go paralysing build instead of stun build.
* Holy kick – Press the special attack button after a Half Turn Kick to rapidly dash forward and perform a side kick.

The era of dual kicking has ended. Theoretically, that 3% looks good on screen. However in reality, this 3% takes another skill to unlock and needs a skill heraldry to optimise it. Holy kick is also results a greater distance move for your character, add it on to the resultant distance from your HTK. You are expected to re-position yourself. The truth is that the 3% additional damage compared to HTK isn’t really reflecting for me. I been through a day of ‘kick-test’ and there’s no significant difference that I can pick up from. It may be great in the early days, but let say we have progress much.

Verdict: HTK will suffice.
* Shield blow – Swing your shield at an enemy in front of you.

Shield blow has a short cool down and also a short range. The range is a huge issue here, you will have to be at skin distance and I would recommend removing this skill from your keys when you advance as a paladin. I don’t see how it is viable in PVP, other than chaining in combos which you will risk knocking away your target.

Verdict: Level 2.
* Charge Bolt – Sends a bolt of lightning into 4 different directions.

A skill that increases your light attack against affected enemies. It also covers the area around you. Serves as a starter, and follow by smite and zap, this skill is decent enough. Given its short AOE, it is not recommended for use in PVP.

Verdict: 1 to unlock relic. Some have levelled it to 5 because of unused skill points.
* Aura of Restoration – Increases the amount of HP restored by skills or items by 10% for all party members.

A boost to the amount of HP recovered.

Verdict: Get it because it’s free!
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3.0   Sharpening the Blade – Paladin’s Skill Build
The paladin skill window consists of 3 main paths. In addition, there are skills that are stand alone e.g. provoke. The 3 main paths are magic offense path, defence path and the physical offense path. The defence path has a branch out from Stance of Faith for defence-triggered offense skill.
I would not be able to guide you through as the same way for cleric’s skill build. There are no certain core skills that I will like to emphasize on.

3.1   Lightning is Too Mainstream – Physical Offense Path
* Armour Break – Dash forward slightly to strike an enemy, dealing Physical Damage and breaking their defenses. Decreases the Defense of the attacked enemy for 7 seconds. This skill will also grab aggro from monsters.

At 8 seconds cool down, this skill deals decent damage with useful debuff and generates threat. Having a defence reduction debuff, I will highly advise players to dish this out as a starter before releasing your fury on your targets. The range isn’t that bad considering the character will take a step forward to unleash the strike. It causes a flinch for PVP opponent as well.

Verdict: Too good to be true. Level this skill high, unless you have to reallocate the points for smite.
* Divine Breaker – Attack during Sliding Step to slide forward and attack an enemy’s shins, lifting the enemy slightly off the ground. Effective on knocked down enemies. This skill will also grab aggro from monsters.

The skill deserves its name of ‘Divine’. This skill launches your opponent up except for bigger targets. The damage isn’t that bad considering that it comes with threat generated.A good PVP fight starter, sliding into the fight will gain you the invincibility frame to cast this skill.

Verdict: Leave it at the required level for unlocking shield charge. The damage is not worth the additional level and skill points.
* Shield Charge – Charge forward, shield first, to inflict massive damage. During this skill, you will take less damage. This skill will also grab aggro from monsters.

This skill does reasonable damage with the ability to generate threat, reduce damage intake and mobility. Mostly used as a form of movement skill toward target, the ending part of a shield charge is a strike which has a rather long pause. It is also effective against huge target that can absorb all the damage from shield charge.

Verdict: It does nice damage with each level increment, but landing all the strikes can be challenging. Leave it at level 1 for the nice mobility usage.
3.2   The Reason for the Silly Shield – Defence Path
* Auto Block – Have a chance at automatically blocking an attack.

A passive skill that is similar to the cleric skill, Block. A huge disadvantage to this skill is that you have absolute no control over it. You will only realise its activation with the signature ‘Ding’ sound.

Verdict: Level 1. The increment in percentage isn’t significant enough to reward more levels for now. Do note that level 8 Auto Block is required for Guardian’s Auto Block EX, which is a laughing stock.
* Stance of Faith – Use this skill, then press the Jump key during the time this skill is active to assume a defensive stance. You will block all enemy attacks and reflect holy damage to attacking enemies. Move to cancel the stance.

Being invulnerable and dealing damage has its price to pay. You will have to remain stationary, unable to jump and being silence from skill usage for half the duration of the stance. Do remember that there is a need to jump-activate the stance as well. In addition, holy bolt and freeze can remove the stance. You are asking for it if you are facing classes with those skills.

Verdict: Level 2 or 3. The silence effect is pretty dangerous especially when the threat isn’t on you.
* Divine Ascension – Perform a regular attack during a successful block to launch an enemy with your shield. This skill will also grab aggro from monsters.

Fling your opponent up with your shield. This skill is activated with a left click after a successful block, which is the biggest turn-off. It still comes in useful in PVP situation to fling your opponent off their feet. You will only have control over this skill when you cast block, unless you are attentive enough to auto block’s activation.

Verdict: No. Unless you use them for PVP purpose, then again considering block is being soft ban..
* Divine Vengence – Perform a special attack during a successful block to slam the ground with your weapon and send out a shockwave to damage nearby enemies. This skill will also grab aggro from monsters.

Let out a single wave of attack around you. This skill is commonly activated with auto-block and kicking spree because of the right click mechanism. The only form of control over it is during block frame. It has a long cool down and will only be available for 2 uses during block phase.

Verdict: No. This skill doesn’t have impressive damage to unlock it through another skill. Waste of SP.
* Aerial Block – Grants a chance to block enemy attacks while airborne.

It comes as a bonus defence when you’re helpless being airborne.

Verdict: Level 2. The increment in percentage isn’t significant enough to reward more levels.
* Divine Punishment – Reflects damage back to enemies for 20 seconds. The amount is calculated based on the damage you would’ve taken without Defense or buffs.

This skill allows you to reflect damage off to your inflictor. Do not waste your SP on this skill; you should never take damage to your own HP to deal damage. This is logic. It is very silly to bank on this skill as a form of damage output.

Verdict: Level 1. Avoiding the attack is a much viable option.
* Iron Will – Greatly decreases the amount of physical and magic damage you take.

Decrease the damage taken. The active version of toughness, this skill has a higher percentage of damage reduction. It has a short time frame for its effect, what to do it is too imbalance to extend any longer than that.

Verdict: Level 2. The increment in damage reduction and duration is not significant. The Chinese said 4, then again it’s just them.
* Divine Avatar – Draw upon your inner power to unleash a powerful blast of holy energy that damages enemies and innervates you.

The world is yours. Let off a burst of energy upon completion. You are a super saiyan. You are capable of catching up with warrior on dash. You have increment in both physical & magical attack, your HP bar got extended. You are invulnerable. What better time it is to use heal for a more than proportionate recovery?

Verdict: DUH!?
3.3   Time to Get a Shock – Magical Offense Path

* Holy Relic – Drops an ancient relic in front of you to damage enemies.

This skill has one of the higher super armour breaking ability. It doesn’t have an impressive AOE yet and the damage is rather poor for physical paladin. It still comes in useful for PVP situation, be it through the walls, or slamming onto a group of people.

Verdict: Level 2 to unlock sacred hammering. Might be able to save you some distance to walk some time.
* Sacred Hammering – Summons the hammer of light to allow you to deal more powerful damage. Grants a chance to stun enemies.

In my opinion, this skill is useless for physical paladin. In PVP engagement, this skill has the longest cool down before its activation. The kicks hit harder than those hammers for physical paladin.

Verdict: Level 3 to unlock lightning zap. I don’t see how you will have a need for this skill.
* Lightning Zap – Charges the air in front of you, electrifying enemies. Electrified enemies will damage other enemies near them. Can hit 5 enemies max.

Electrocute your opponents. This skill makes a good interrupting technique and reduces opponent’s lightning resistance. Be careful not to smack your smite at the moment of electrocution. A good to have in PVE and PVP alike.

Verdict: Level 3 to unlock Smite. The Chinese Crusader loves to compare their damage for those who max out their zap. Pretty sleak damage.
* Electric Smite – Smite the unrighteous with holy bolts of lightning.

The instant burst of damage of physical & magical alike. Have a rather mild AOE but it is reasonable for its huge damage. It will inflict a one-time electrocution upon hit.

Verdict: Level it according to how much damage you will like to have. Most people will choose to max it out. I am maxing it out.
* Thor Hammer – Gathers divine power to summon a gigantic hammer to smash enemies 3 times.

A skill akin to 3 electric smites. You would not be having this as an option if you are on the physical path.

Verdict: Divine Avatar.
3.4   Your Bargaining Chip – Other Skills

* Provoke – Taunts enemies in a frontal cone area in front of the caster to redirect their attention to the caster. The Stun Chance and Critical Chance of taunted enemies temporarily decrease.

This skill’s primary purpose serves to instil aggression/threat on the target. It has a radius of a fan-shape as from the user. It is also the main skill to steal aggression from your other team members. Do note that the level of aggression is proportion to the level of this skill.

Verdict: Being a tank means being able to hold aggression. Without this skill, you would not be able to continue your role as a tank. Recommend to level it as high as possible for aggression holding.
* Elemental Aura – Increase the Fire and Ice Magic Attack and Defense of a party member in the 10m radius. Cancel the aura by using a different aura or by pressing the skill key again. As long as the skill is active, it continuously consumes 0.2% of your MP.

A toggle-enabled skill. This skill will go well with sorceress, especially with elemental lords. The additional elemental defence is a huge add to your survival capability.

Verdict: Level this high for its multiple utility from boosting team member attacks, to withstanding sea dragon’s breathe. The increment per level is fantastic.
* Conviction Aura – Increase the Light Magic Attack and Defense of a party member in a 10m radius. Cancel the aura by using a different aura or by pressing the skill key again. While the skill is active it continuously consumes a set percentage of your MP.

A toggle-enabled skill. This skill is better than our priest’s counterpart aura. The primary focus for this skill is to increase your light damage. The defence capability is still well-served in apocalypse nest, lightning lizards stage in sea dragon nest and also PVP.

Verdict: You can choose to get it or not. Remember that you are on guardian path and your focus on light attack isn’t as much as a crusader.
4.0   Tug-o-War – Balancing Your Stats
This is said to be the most challenging of your career as a paladin. In order to cut down on the complexity of explanation, I will be solely focusing on physical paladin.
Every component can be beneficial to the way you want your physical paladin to be.
Let us take a look at the key stats for concern
- Attack Power (Patk)
- Magic Power (Matk)
- Strength (STR)
- Agility (AGI)
- Intelligence (INT)
- Vitality (VIT)
- Defence (Def)
- Magic Defence (Mdef)
- HP
- MP
- Critical (Crit)
- Critical Resist (CResist)
- Light attack (Latk)
- Elemental defence (Edef)
I will address some of the questions frequently asked in forum:
- Vit or HP?
- Crit or AGI?
- Latk or Crit?
- HP/Vit or Def/Mdef?
It would not be put out in a way of answering directly to those questions. I am sure you are able to decide after reading the table below.

Stats
Patk The reflecting power of your attacks; Armour break, smite & kicks.Focus on this stats through enhancement of your weapons, heraldries, accessories and armour’s suffixes. STR will be a good additional bonus for boosting your Patk.
Matk The reflecting power of your light-based attack: Holy relic, zap & smite.I would leave this stats out for consideration as your kicks will have higher damage than holy relic. Smite have both components of physical & magical, therefore there isn’t much of an issue. Zap will be serving as an interrupt skill instead.
STR The boosting factor for your Patk. Do note that this will be your secondary stats for consideration for building up Patk.Often, it is wiser to build up on raw Patk before STR. Otherwise, you can leverage on the higher number of STR multiplier available for all potential to build up on Patk. Only choose this approach if you have high raw STR to expand from.
AGI At 3.5 Crit/AGI and 0.25 Patk/AGI, this stat would be a good choice if you want to build up on more Patk and also probability for critical which will result in near 2x damage.This stat also gives Crit Resist, which some of the paladin might take into consideration for building Patk and crit with crit resist.However, it is not recommended to build up AGI in exchange for Crit. The base AGI for cleric is naturally low.Even though there is higher number of AGI multiplier, you will need a high AGI raw stats to build from. A 3rd stats Crit heraldry plate can provide more than double of the Crit from a 3rd stats AGI plate.
INT INT is one of the multi-capable stat in my opinion. Building 3 of the important factors for paladin within on stat; Matk, Mdef, Mp. It would pay to have this stat if you are a magical paladin, but for this guide, INT will be the least favourable stat among other more important stats.
VIT VIT is naturally high in cleric’s blood. This stat enjoys double multiplier effect, the primary reason why it is more feasible to build HP through VIT. Not only for HP, VIT builds up on Def, another component of consideration for paladin.VIT provides 30HP/VIT, based on my best understanding which I never have the time to go find out about. The HP multiplier will be applied to the bonus HP from the base VIT. If anyone can give a better explanation for this, I will give credit. :)
Def From your armour and secondary weapon, Def is one of the stat for consideration. Realistically, there are more magical attacks that deal much higher damage than physical attacks. I suggest you build up on Mdef instead.
Mdef Mdef follows an exponential graph much like FD. The calculation for damage reduction works otherwise. At 6k Mdef, my experimented rate of damage reduction is estimated at 1.5 reduced magic damage/ mdef for mild adjustment at 6k. This stat will be your key for additional survival capability coupled with HP.
HP The proof to paladin’s toughness. The HP bonus from enhancement cleric is much higher than any other class. The edge over other classes is from our base vitality, armour and weapons.Enhancement will be your best solution for higher HP, with upper body and lower body boosting the most HP increment/enhancement. The next good option will be healthy necklace and earrings which give a huge jump for your HP through vitality stat. Work on double multiplier on armour which is VIT and HP for best result
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MP Not much of a need for attention if you have mana conquer added. This will be an issue if you encounter long nest run, with the aura draining your MP away.
Crit The exact calculation for this stat is 1.25 dmg with def/mdef ignored, which will result in a factor of near 2x dmg. Nothing beats doubling your attack. Do note that critical multipliers are only available on weapons and rings.
CResist This stat is more of an assurance stat. When mob deals critical damage on you, your Def and Mdef are ignored. This is where CResist come into play of reducing the critical damage to 25% of the actual damage. It will be good to have, but not necessary.
Latk Latk multipliers like Crit, are only available on weapons and rings. This will be a challenge for many cleric players to balance the two stats. While Latk is more affordable for many, the % increase in damage is based on the reflected value for Latk. Whereas Crit results in a near double resultant damage which is a lot more than Latk can offer.Latk bonus damage applies to all light based skills and provide a much consistent increase in damage.For this guide targeting at physical paladin, Crit will be better than Latk due to the limited and lower level light based skills.
Edef One of the stat that most paladin will neglect. This stat is build by % which means % reduction in damage received.The best way to build up Edef is through Elemental & Conviction aura. The skill ring will provide a huge add to Edef. Other ways to accumulate this stat is through ladder gears, elemental suffix on helmet and rare potential on armour pieces.The only useful point for this stat will be for PVP and dragons.
5.0  Stand & Deliver – Weapons
These are some of the facts regarding weapons that will aid you.- Each level cap of weapons has a significantly higher attack. Do change your weapon with every level cap (24, 32, 40)- Epic weapons will more base stats than rare weapons, this includes critical and Def/Mdef for secondary weapon.- Epic weapons will be 2 enhancement ahead of rare weapons in term of Patk and Matk.- At level 8, 10, 12, 13, 14, and possibly 15, your suffix ability will be enhanced.
5.1  Weapon Suffix
Rare: Destruction for both weapons.Epic: Bear for main weapon, destruction for secondary weapon.
Why bear you ask? ‘Bear’ for epic main weapon will provide additional STR value that will outvalue the bonus damage from ‘destruction’ suffix.
The reason why you don’t craft ‘bear’ for rare main weapon because the Patk from the STR value in main rare weapon will not outvalue the ‘destruction’ suffix value.
An additional point for consideration is because of Divine Avatar which does not increase your Patk but your STR value instead. Tripled that amount, all the more you should get STR.
For PVP, the choice will obviously be knight and restraint. These suffix will only work in ladder and compensation-off mode.
6.0  It’s All Fashion – Armour
Armour provides you with defence and magic defence, it also holds addition stats and multiplier potential. With addition of suffix, you will have effects that might be to your advantage.
There should be 2 different set of armour for a physical paladin; damage and tank.
6.1  Gummy Bear – Damage Set
Bear for helmet, top, bottom and shoes. HP for gloves.
This set-up will be banking on the STR bonus from the suffix. The suffix effect is pretty much negligible and is hardly effective unlike INT set which gives elemental damage reduction. Well, give and take guardian!

6.2  Being Immortal – Tanking Set
The nests that you should be tanking for are the dragons’ nest. This section is useless until the release of the upcoming Sea Dragon Nest. Nonetheless, it’s always good to start in advance.
There are many way to tank the dragon, especially for the breathe.
Factors of consideration:
1) Mdef
2) HP
3) Ice def %
6.2.1  Keeping Your Head – Helmet
Helmet for tanking purpose should be crafted according to the element that you will take most damage from. For sea dragon, it will be water suffix. The water suffix will give you % ice defence and the suffix skill will give you additional ice damage reduction. This is a really good bargain to stay alive.
6.2.2  HP vs VIT – Top & Bottom
There has been discussion for this issue for top & bottom suffixes.
My opinion on this matter is that currently at level 40, additional VIT from VIT suffix does not have significantly more HP than additional HP from HP set.
There are points for consideration for choosing VIT or HP:
- Frequency of hit received
Considering the above point, you will choose whether VIT or HP suffix will be a better option for you.
VIT suffix will definitely get you more HP, but the suffix effect is not favourable.
6.2.3  Gloves & Shoes
HP suffix for gloves & shoes. There is no better option available. Will suffix for glove can still be a consideration for magical class but not physical paladin.
6.2.4  Mdef
Epic set will get you more Mdef than rare set. Mdef is rather hard to build up from other than heraldry stats and accessories so do choose epic set over rare set.
6.2.5  Ice Def
This stat can be secured with ladder armour pieces. This stat is also available in potential, however the rarity is uncommon.
7.0  The Blings – Accessories
Accessories are one of the better influencing factor for build. Be it nest set of accessories to sylvie ana to critical potential rings. These accessories do make a major difference.
7.1  Necklace & Earrings
Choices for Necklace & Earrings:
Bear For damage purpose. Do choose those with higher STR stat.
Healthy For tanking purpose. Do choose those with higher VIT stat. Potential is recommended to have VIT and HP %.
Apoc. For FD. Only choose this if you have a decent FD e.g. full set apoc/manti
Skill This is much preferred for PVP as skill necklace, earrings does give the additional skill level in compensation on.Some stats are good although they are random.Skill for consideration:
- Armour Break
- Electric Smite
- Heal
Wind Not recommended. For those going for that extra Crit which can be covered with a 3rd stats heraldry plate.
Tent/ Shining For additional def and mdef. Refer to stat explanation for Mdef & Def.
7.2  Rings
Depends on your role, the potential on your ring can have a huge variety.

Recommended for damage:
Patk/ Matk/ STR/ AGI/ Crit
Recommended for tanking: AGI (for crit resist)/ INT (for mdef) / HP/ MP/ Mp Recovery
Choice for rings.
Destruction To build up on Patk. Good to have for damage.
Skill This is much preferred for PVP as skill ring does give the additional skill level in compensation on.Some stats are good although they are random.Elemental aura ring is also useful to increase your ice def by 8%.You can also consider conviction aura and iron will ring.
Fatal To build up on Crit. This ring gives a fair amount of VIT. Good to have for damage and HP as well.
Apoc For FD. Only choose this if you have a decent FD e.g. full set apoc/manti
Sage For a decent HP increment through VIT and HP.
Brilliant For Patk and Latk. This is a viable option for damage dealer.
Article For Patk and Crit. This is a viable option for damage dealer.
8.0  The Advantage – Heraldry
This is what defines a better player from an average player. I will be splitting the physical paladin players into 4 separate groups: Damage/ Tank/ Multi-role(Damage/Tank).
8.1  Options for Enhancement Heraldries

8.1.1  Damage:
Destruction Additional Patk
Bear Additional Patk
Magician Additional Matk, this plate is use for boosting your magic path skill
Wise Read (4.0) for INT. For additional Matk
Fatal Additional Crit
Health/ Vitality Additional HP. Not a concern here for pure damage output
Wind Additional Crit
Ultimate FD. For additional damage
8.1.2  Tank:

Destruction Additional Patk
Bear Additional Patk
Health Additional HP throught VIT
Vitality Additional HP
Blessed Additional CResist. For safe play against surge of damage
Energy/ Wise Read (4.0) for INT. For additional Mdef/ MP regen
Shining Additional Def
Tent Additional Mdef
8.1.3  Multi-role (Damage)

Destruction Additional Patk
Bear Additional Patk
Fatal Additional Crit
Health Additional HP throught VIT
Vitality Additional HP
Tent Additional Mdef
Wind Additional Crit. With Crit Resist build up.
Ultimate FD. For additional damage
8.1.4  Multi-role (Tank)

Destruction Additional Patk
Bear Additional Patk
Tent Additional Mdef
Shining Addtional Def
Health Additional HP through VIT
Vitality Additional HP
Fatal Additional Crit
Energy/ Wise Read (4.0) for INT. For additional Mdef/ MP regen
8.2  Options for Skill Heraldries
8.2.1  Damage:
Armour Break Damage. Great damage at 8 second per cool down with debuff.
Electric Smite Damage. High damage skill.
Divine Avatar Buff Duration. Longer period of invulnerability with higher attack, movement speed and increases max HP for more recovery rate through heal.
Half-Turn Kick Action speed. Main attack without cooldown.
8.2.2  Tank:

Provoke Buff duration. To increase the duration of threat on target. Does not increase level of threat.
Heal Cool down reduction. Not significant, but can be timely.
Block/ Iron Will Cool down. Defence capability. Quicker access to these skills can increase survival.
Divine Avatar Buff Duration. Longer period of invulnerability with higher attack, movement speed and increases max HP for more recovery rate through heal.
8.2.3  Multi-role (Damage):

Armour Break Damage. Great damage at 8 second per cool down with debuff.
Provoke Buff duration. To increase the duration of threat on target. Does not increase level of threat.
Half-Turn Kick Action speed. Main attack without cooldown.
Divine Avatar Buff Duration. Longer period of invulnerability with higher attack, movement speed and increases max HP for more recovery rate through heal.
8.2.4  Multi-role (Tank)

Half-Turn Kick Action speed. Main attack without cooldown.
Provoke Buff duration. To increase the duration of threat on target. Does not increase level of threat.
Heal Cool down reduction. Not significant, but can be timely.
Divine Avatar Buff Duration. Longer period of invulnerability with higher attack, movement speed and increases max HP for more recovery rate through heal.
8.3  Going the Extra Mile – 3rd Stats
A better players will better manage their stats with 3rd stats from heraldries. It is a bonus stat and they are not affordable for most players. This is how you can distinct better players in term of gears.
Damage:
Patk Raw Patk for damage output.
Crit Nearly double your damage output. Gives good base critical for potential multiplier to expand on.
FD Increases damage output by an exponential rate. Recommended to get after near Crit cap for the level to maximise damage output.
STR Not recommended. Secondary stat for damage output.
Tank:

HP Increase HP.
VIT Better option than HP. Go through a double multiplier effect for both VIT and HP potential multiplier.
Mdef Reduce damage intake. Not a significant amount available from heraldries.
9.0  Everything that has a beginning, has an end
9.1   He Who Writes Nonsense – About The Writer
The writer is a troll. He plays a bowmaster since the OBT days of Dragon Nest SEA. He has long left his bowmaster for greener pasture upon realising that his future prospect as a bowmaster can be rather bleak given his lazy nature.
He embarked on his paladin journey since the dawn of a new year. Lack of proper guidance and understanding for the game, the writer spent cash to learn the class the hard way. Having been through multiple builds including two different tracks of paladin. He has decided to stay on the Guardian path for the current content patched.

9.2   The Life of a Paladin – Meeting the Expectation

What is expected of a paladin:
You must know the hazards of your chosen profession. You will always uphold your known capability to survive and hold aggression.
You must acknowledge the fact you are still a cleric and you have basic fundamental skill of a cleric to heal.
Never shall you fail your team members. You must always keep yourself mentally alert, HP strong and sufficient MP. You will shoulder the responsibility to keep your team members alive.
Having achieved all the above following, you are required to shorten the misery of your team members by inflicting damage upon your challengers.

9.3   The Wise Choice – What Kind of Paladin Will You Be?

There is no fixed build for Dragon Nest. You add points according to how you want your character to excel in. Although there is a generic path to follow, you can still make unique adjustment to your character to best suit your playing style. Tracing the advancement of the paladin class, there is 2 classes – Guardian & Crusader.
A Guardian is a more defense-oriented class and a Crusader is a more aggressive, damage-oriented class.
Contrary to what others said in forum about a hybrid paladin, I don’t understand their definition of a hybrid paladin. A paladin will definitely need to go dual path for the best game play experience with slightly more focus on one side of tasking.
A Guardian is a physical class because of its focus on the defence skill tree resulting in the lack of skill points being allocated to the magical attack skill tree. It has the edge over crusader for defence capability in term of the required level of auto block and the pathetic attack absorbing guardian bubble.
A Crusader’s main source of damage output is from its magical skill tree. People always insist that a Crusader is difficult to manage because of the need to balance the stats, even for physical attack. To be honest, I find it to be absolute nonsense. The only reason I can put to explanation is the long cool down of the skills that put you in a state of using sacred hammering. This is not true unless you are doing dungeons that require you to just go ahead with mindless slaughtering. Skilled paladins juggle their offense skill and defence skill appropriately.

9.4   Coffee or Tea? – Choice of Weapon

There are 2 weapons a paladin uses. A wand will disable you from access to some of the skills, so don’t ask about it. No matter how I compare between the 2 weapons. Flail will always be a better choice over mace, unless you are on a paralysing build.
Flail has a higher critical figure than mace. Having critical means your damage output is a lot higher.
Flail has a lower minimum damage & damage range than mace; your damage will be more consistent.
Mace’s maximum damage is not significantly higher than flail. I don’t play with luck, I calculate my possibility.
The choice is clearly visible from the above statements.

1 komentar:

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