Jumat, 09 Agustus 2013

Dragon Nest Cleric Priest – Explanation

Full-Support Priest 101
A simple guide of skills that a priest commonly uses for Support
Foreword:
Basically, I decided to write this original guide because I have felt that some of the things I will discuss below have not been fully shown in Priest guides out here in the internet or if discussed, they have not been fully compiled into a single guide. I would not call this as Part II of my previous guide but feel free to leave your questions and comments below on either my earlier guide or on this one.
Nowadays with the current status of DN SEA, I do believe that at least 30% of the population of players has already geared themselves up to the point that when they enter nests, they run them without need of strategy. And, I don’t blame them for that. This is because at the current patch that we are in, it is still basically a DPS game where everyone invests on FD and Critical while only a few investing on survival and party play. It is common to hear that the only present dungeon wherein Priests are relatively needed is when you are running Apocalypse Hell. In fact some even finish it without the use of a priest without minding sacrificing a blue heart or two.
As a matter of fact, a lot of Priest have re-rolled to the Inquisitor path because they find that support is not as needed as they had imagined it would be, at least not for this patch. Honestly, I see the point of many priests when they say that Miracle relic in PVP is too easy to dodge. Whereas, Heavenly Judgment is too freaking cool to pass upon especially in PVP which is basically an instant kill for a player who gets caught in it. But nonetheless, I still have faith in my full-support path and I wish to share to all of you my take on this role and hopefully win the hearts of others back to Sainthood. Enjoy reading and hope you learn something!
Table of Contents:
I.
HP recovery skills
II.
Buffs
III.
Other Relics
IV.
Miscellaneous Support skills
V.
Common skill builds
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I.   HP Recovery skills
How to determine Heal value? The amount of HP recovered is determined based on the actual HP of the player who would benefit from the skill. Thus, based on the skill level, a certain amount of percentage of each player is used as basis for the heal amount.
Example: In a Party of Three…



1.   4M Heal Range

My Heal is currently level 7 which 9% of your max HP + 1074. The heal amount is exactly 9% of the player’s HP. When Aura restoration is applied, an additional 10% is applied on both the percentage heal and the bonus heal.
Honestly, the usefulness of this skill speaks for itself. However, for the purpose of this guide to highlight supporting per se, I would like to draw the attention of the reader to the 4M range of this skill. Knowing the range of this skill is a big factor to effectively utilize this skill proper. It cannot be overemphasized that once a player is out of the range base of the skill, he will not receive any benefit from this skill.
For the purposes of showing how far this 4M range is, I have with my guildmate BlockBudao, conducted a little experiment just to show the maximum range of Heal:
Front View




Corner View

 
The most convenient manner wherein you can gauge the proper distance will be shown in the Corner view picture wherein you can see that the player is almost cut off from your current frame. Outside this frame, there would be a degree of difficulty of the heal reaching the player especially if he moves further away from it.
From our observation, the same range applies to Heal, Striking buff, Blessing of light buff, Protection shell buff, Aura restoration buff, Healing relic range, and Cure relic range.  Not really sure about Bind relic though. It was hard to test its maximum range.
2. Calling for a rally point
One way of ensuring that your heal reaches the party member who needs it is to call a rally point. There are a lot of maps in this game especially inside nests wherein the area would be so big. Take for example the final boss stage in Apocalypse nest. Thus, what I usually do is I call for a rally point. So how do you call a rally point?
Basically, it involves four steps:
I.   Estimate the distance between you and your party member in your mini map at the bottom of your screen.

IV.   After almost all party members have gathered to the rally point, or after 5-6 seconds of waiting whichever comes earlier, use heal without necessarily waiting for all party members. Just make sure those who need the heal are there. As for the party members gathering at the rally point, they do not need to hug the relic. In doing so, you might be open for a direct AOE attack.  Just be mindful of the 4M distance as shown above. You can also take this time to buff your party members.
3.   12% Decrease Cool down or Heal amount increased by 3%
This topic has been discussed already in a lot of forums. Some people defending that the use of 3% increase is better while some arguing that the more heals you can do with 12% decreased cool down will eventually outmatch the heal with additional 3%. However, for the purposes of this guide, I would rather point out the situations wherein one skill crest prevails over the other. And after taking this into consideration, you yourself be the one to decide which one you would prefer.



After weighing the pros and cons of your own individual play style and those whom you play with, make the choice of whether you would want to go 3% additional heal amount or 12% CD reduction.
How to determine Heal value? The amount of HP recovered is determined based on the Magic attack power of the Priest. Thus, the higher the Magic attack power, the higher the HP healed. Although it states that it is a light magic, an increase in Light attack does not affect the amount healed. Thus, it would be fair to conclude that the heal amount is only based on Magic attack power and not on light attack increments.
TIP: Casting Aura restoration and striking after the healing relic is summoned will increase the amount healed by it. The two buffs must be cast after the healing relic has been summoned and not before it. If successful, you will notice the Healing relic glow when it is struck by the buffs.
Healing Range: As stated earlier, the range of this skill is the same as Heal which is 4M radius from the caster. It consists of 4 waves with a 2 second interval. Once a wave is released, the player sought to be healed must be within the range of the relic in order recover his HP.
Where should I drop the Healing Relic?
Now that is a good question.  The simplest answer to this question is: what is your party composition? This is a very important because the party composition would determine the manner of play of your party mates. Usually, the class of a player would more likely influence his game play particularly on one’s distance on the enemy while using their skills.

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II. Buffs
I am the type of player who always wants to see my party members fully buffed and ready to clash with the enemy. I don’t know why I have this penchant but I really do not like my buffs expiring without rebuffing them back into full duration. Maybe I just fancy seeing bright lights flashing on my screen but most importantly, I strongly believe that providing my party members with full-buffs instills in them confidence that when they are buffed, they are 10 times stronger than them without these buffs.
 Order of Priority of buffs
  1. Protection Shell
  2. Blessing of Strikes
  3. Blessing of Light
There hardly is any debate on the order priority of buffs this is because it is common knowledge that if we were to rate these three buffs according to importance almost always this would be the result. However, it saddens me that some Priest do not take time to buff their party members in dungeon just because they are too lazy or either feel that since Priest have heal, never mind buffing and just heal them later especially after the first initial clash. It would seem that they forget their roles as support and switch to some hitter or DPS roles.
A.   For Protection shell, it really improves the survival of the whole party. The damage reduction of this buff both from physical and magic damage is definitely visible especially in the harder dungeon runs particularly on Hell mode of nests.
B.   The same goes for blessings of strikes. Having that additional damage to kill mobs faster goes a long way for a faster and cleaner dungeon run without dying. The longer you stay inside a dungeon most probably you will incur more damage inside it.
C.   Lastly, as for Blessing of light, unless there are other clerics in the party, it would seem that it would be a self serving buff. But hey, it doesn’t hurt your party if you get that additional light attack boost.
I strongly believe that being full-support means that you just heal and buff when necessary and stand in the sidelines when not needed. Dragon nest at this point is still a DPS game and 1 DPS is still damage and is definitely much better than 0 DPS.
Do note however our observation as to the maximum range of casting buffs, the same range applies to Heal, Striking buff, Blessing of light buff, Protection shell buff, Aura restoration buff, Healing relic range, and Cure relic range. 
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 III.   Other Relics

Lightning Relic Range:



In my opinion, this is one of the most commonly underutilized relics by a support priest especially in DN SEA. Much neglect the purpose of removing debuffs when cast on a party member and would rather just wait for it to expire rather than remove it immediately. While some priests only see this as increasing their Light attacks for 10 seconds rather than utilizing it for its true purpose. Be that as it may, the party still is better off with these debuffs than with them as it only imposes an additional burden which may spell the difference between survival and DPS.
Also noteworthy is the evident decrease in cool down when this skill is raised in level. Plus, the premium skill crest for Cure relic gives a whopping 20% decrease in cool down. Thus, as shown above, when you have a level 3 cure relic, the cool down is only 32.4 seconds. Now, if you were to ask me, I’d rather be using the 20% cool down decrease of the premium cure relic crest than using the 20% cool down decrease for lightning relic which merely gives a measly 2 seconds decrease. See cool down decrease for lightning relic above.
Common usage of Cure relic
Manticore Nest
  1. Rotten Rock demon- Poison status, Paralyzed status
  2. Minotaur gang- Stomp/ slow status
  3. Naga Queen- Poison/ electrocute status
  4. Stone Golem- Stomp/ slow status
  5. Manticore- Poison status
Apocalypse Nest
  1. White Soul- Silences party members
  2. Death God who fears the light (Hell Mode) – Decrease party members attack
  3. Giant Wisp- (Normal) Electrocute/Shock status (Hell Mode) debuff which causes huge HP loss and decrease attack power when not killed fast enough
  4. Fire Ogre (Hell mode) – Burning status
  5. Skeleton Cow- Freeze/ Burning status, Slow Status
  6. Thunder Beast- Shock status, Charged Lightning
PVP
  1. Timestop
  2. Poison Missile
  3. Freeze/Burn Status
  4. Electrocute/ Shock status
  5. Stomp
  6. Devastating/ Taunting/ Enervating Howl
  7. Ankle shot
  8. Removes Bind
  9. Some academic skills which causes status effects
Area Debuffs
When a player steps into the range of an area debuff, the player will remain debuffed as long as he stays within the range of the debuff. Common examples of these are: Getting caught in spider webs, Getting caught in the area spell of Dark Shamans, when the Thunder beast places his electric charges on the ground which causes decrease lightning resistance.
As long as the players stays within the area debuff, the player will stay debuffed if he does not get away from the area debuff. Whilst this debuff is not absolutely removable by using Cure relic, there is a way to escape the area debuff. When the tick of the cure relic hits the player caught in the area debuff, he has only 1 sec to escape the area debuff by using slide step or any other dodging skills. After the 1 sec, the area debuff will be casted back. Do not waste your slide step or dodge skills while inside the area debuff especially when caught inside spider web and dark shaman circle, as your escape would be futile.
Do note however our observation as to the maximum range of casting buffs, the same range applies to Heal, Striking buff, Blessing of light buff, Protection shell buff, Aura restoration buff, Healing relic range, and Cure relic range.




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 IV.   Miscellaneous Skills

Once cast, the user will be able to block attacks from both player and non-players without incurring any damage. This includes any status effect which may result from the attack blocked. As the skill level increases the number of attacks the player is able to block also increases for 15 seconds whichever comes earlier.
When a player already utilizes all the blocks allowed with the level of the skill before the 15 seconds duration expires, the block effect disappears. On the other hand when the 15 second duration expires without the person utilizing all the blocks allowed with the level of the skill, the block effect also disappears.
The big downside in using this skill is that during the duration of the skill, if there arises a situation wherein the user is attempting to cast a skill and an enemy attack simultaneously hits the user, the casting time of the skill would be interrupted and would give preference in blocking the skill rather than completing the skill cast.
Thus, in using block, be mindful of your surrounding and cast skills at your own peril with the risk of getting cancelled in between. Once cancelled, the skill used will not be usable again until it cools down again.

Well, this skill is pretty much useless as any skill points allocated to it would be pretty much a waste and better spent on some other skills. Not only that, the HP restored is very miniscule. You would be better off having a 4 piece HP set rather than have this skill.
Even if the T-4 rumors are true and this skill will basically get a boost, still it is not worth investing on. The main reason is that according to some cDN players, this skill does not stack with Holy Shield which is a Saint skill. So at this current cap and for future cap, getting this skill is not practical even for a Full-support role.
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V.   Common Skill Builds
A lot of people have asked about my current skill build and when I showed it to them, they were curious as to why I did not allocate skill points into DPS skills which are in line with the Inquisitor path. But fear not, I do see your points and I am not here to argue on which is better. Rather, I will try to expound on the strengths and weaknesses of each chosen build and leave the preference to you the reader.

As shown in this skill build, there are no skills taken from the inquisitor path. Rather Grand cross is at level 4 while holy burst was maxed at level 3. Other relevant offensive skills are only Charged bolt and Paralyze bolt.
Strength: This build is for the pure support path in so far as the DPS skill is concerned. This is because, both this AOE skills are useable at a distance which keeps the priest in a relatively safer and more visible zone to see your party mates in your screen. Plus, both these skills give out multiple chain combos of damages. As a matter of fact, when aimed correctly, Grand cross can sometimes reach up to 7 hits especially for bigger bosses. Also, among all the offensive skills of the Priest, Holy Burst has the biggest bonus damage increase increment than all his other skills. Thus, keeping it at max level reaps great DPS benefits.
Weakness: Evidently, you lack skills since your offense is tied up to these two skills. Also, both of these skills have relatively long cool down periods. Grand cross has 28 seconds cool down whereas Holy Burst has 40 seconds cool down. This is not a very solo type build and would be more effective in a party type scenario.

As shown in this skill build, there are a lot of skills taken from the inquisitor line while keeping the full support role in the Saint line. Lightning bolt is at level 1, Mind snapper is at level 1, Chain lightning is at level 3 while detonate is also at level 3.
Strength: This is a good PVE build. As compared to the first build, this one has more skills upon which the priest can rely on. Having this wide multitude of offensive skills to choose from, clearing waves of mobs would be much easier. Not only does this build have a lot of offensive skills, the cool downs of all the skills are not bad either. Lightning bolt has a quick 18 second cool down, while Mind snapper, chain lightning and detonate all have 20 second cool downs.
Weakness: As compared to the first build, the range of this skill requires you to be much closer to your target. Also due to the multitude of skills invested on, learning additional skills would necessarily entail more skill points spent on initial skill learning and less on skill level increase. Thus, as you can see, 2 skills are at level 1 while the other two are kept at level 3. In addition to that, increase in the level of these skills does not really add more damage as compared to their previous level as the bonus damage increase is not as big as that of Grand cross and Holy burst. Lastly, the detonate skill sometimes does not affect huge bosses. From the animation on the boss, it would seem that the enemy flinches when detonate is cast, but It does not deal any damage and I really don’t know why.

Well, this skill build has all the offensive skills a priest could have dream of having. While only sacrificing a little buffs specifically level 3 protection and level 3 blessing of light, you can have your buffet of skills at your disposal. Lightning bolt and Mind snapper are kept at level 1. Chain lightning is at level 3 while Detonate is at level 1. Grand cross is at level 4 while Holy burst is at level 1. As you see, the lightning relic is still at its max level of 9 as well as healing relic which is at level 6.
Strength: This is a mediocre PVE build. As compared to the first and second build, this one has all the skills combined. Running out of skills to throw would be the least of your worries. So spam your skills away!
Weakness: Basically, almost every skill is kept at their pre-requisite level or just enough level to get the auxiliary skills below their line. Thus, expected damage would be minimal whether at PVE or PVP. You might have all the skills, but the lack of consistent damage would practically make you spam more skills just to finish off one wave of mobs. Plus, you are to sacrifice some support buffs in order to complete this build, but to some this might not be a bummer.
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Well, that’s the end of this long guide. Thank you for your patience.
Comments and questions are very much welcomed.
Once again, I would like to thank CG and the people who supported this site and for allowing me to post my second guide. Good day and have fun playing Dragon Nest!

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