Sabtu, 10 Agustus 2013

Dragon Nest Force User - Additional Information About Sorc/FU Skills

1. Force Mirror
Force Mirror – Sets up an unbreakable barrier in front of you.
The barrier increases the magic damage that the enemies take.
Sadly, our Force mirror has been nerfed so it is no longer a good blocker for mobs.
Here is my updated section for the Force Mirror Usage
  • Increases Magic Damage
See the violet shield like image on mobs? This means the mirror has an effect on them.
I’m used to casting a Mirror in every stage boss in Manticore, Apocalypse and Sea Dragon Nest especially when I’m with another magic attack based class because I know that we will have overall greater magical damage on the monsters.
  • Attacks From Bosses/Monsters
Manticore Whirlwind – You could actually prevent that blender whirlwind from sucking you and your party with the mirror. You should just know when and where to place the mirror. You can then cast your spells without worry.

  • Lightning Bolt from the Lightning Beast/Ogre  (Apocalypse Hell Mode) – Once you see him release that irritating wisp like bolt, just cast your mirror and you won’t even need to run away from it

  • Harpy’s Whirldwind (Dark Lair). Same thing with Manticore Whirlwind. Just stay in one corner and cast your mirror. Those whirlwind wone27t be able to touch you
  • Cannons (Dark Lair). Cast your mirror in one corner. Be sure to place it where the cannons won’t be able to reach you
PVP
  • Tracking Arrows – Force Mirror can be used as another target when the BMs use tracking arrows. You’ll have enough time to Time stop him and do your combo.
2.   Gravity Ascension
Gr!vity Ascension is for disabling purposes and has high super armor destruction ability
Here is one thing I have discovered in my stay in PVP
Did you know that the normal hit of GA is only 6?
However, with spirit boost from an acrobat, your GA will have a total of 8 Hits.
It may not seem important to some people, but when you’re in a group PVP such as rounds or captain mode, those extra 2 hits may mean alot in changing the flow of the game.
It will allow your teammates to attack your opponents when you’re disabling them.
And… Did I tell you it has greater damage?


3. Summon Comet
Summon Comet has a large AOE.
The enhanced Level 5 Summon Comet can be seen below
The size is tripled.
See screenshot below for comparison

Should I have my Summon Comet at Level 5?
It really depends on your play style. Although it has larger AOE than level 3 (in my opinion%2y the SP isn’t worth at this level cap. Mine’s at base level (level 3) and the damage is still good.
Around 35,000. Oh yeah I’m using a hybrid build that’s why I didn’t get the enhanced summon comet. I do know that many force users enhanced this skill though.
4. Black Hole
Black  Hole Level 4 vs Level 2
Black Hole level 4 gives greater suction and better crowd control.
I do not suggest taking it to le6el 4 though.
Black Hole does low damage and has a long cool down, it is better to invest your SP in other skills unless you’re a pure PVPer who knows how to utilize this increased suction

5.   Beyond Time
This is one of my favourite skills.
Beyond Time Research for SDN:
Time: 150 seconds = Miracle Relic can be casted TWICE with Beyond Time
Miracle Relic
Normal CD: 150 seconds
Miracle Relic Heraldry: -12% Cool Down
Reduced CD: 132 Seconds
Reduced CD with BT: 75 Seconds

.
The fast cool down is vital for your Sea Dragon Nest Raid not only for your priests but for your whole team.
Allowing your priest to maximize their casting time for Miracle Relic would mean saving your party members from dying :)
6.   Poison Missile
Level 1 vs Level 12 Poison Missile
Poison Missile has a short cool down and has multiple damage to opponents/monsters.
It is a skill usually used when the opponent is knocked down and not to take them down further, but keep them in a state whereby they can still get damaged
3 pools of poison can be seen in level 12 poison missile while level 1-11 retains at 2 poison pools.

Frequently Asked Questions (FAQ)
1.   Base Stats for Sorceress
INT = 0.75 MATK, 0.8 Magic Defense, 35 MP
AGI = 3.5 Critical, 10.5 Critical Resistance
VIT = 0.6 defense, 30 HP, 2.5 Stun Resistance
2.   Crystal Ball, Spell Book or Voodoo Doll?

Most sorceress still choose crystall ball because it gives slightly more critical and magic attack.
I personally hcose it too but some would like to grab spell book or voodoo doll because of the special attack animation that helps knock down opponents in PVP.
3.   AGI or INT Costume?
Most sorecress chose INT because of the 0.75 magic attack, 0.8 magic defense and 35 MP.
I notice a number of Force Users grabbing AGI stat costume to add more critical
But know that the amount of Critical AGI Costume adds is not even worth 1 3rd stat Critical Level 24 Premium Heraldry
4.   Forest Title for More Dark Attack


Dragon Nest Force User - Item Build

I’ll first be discussing the Basic Force User Item Build Final Damage (FD), Critical, Dark and Magic Attack build will be discussed at the end of the first section
Heraldries
Main Heraldries Force Users should have:
  • Magician - Increased Magic Attack
  • Wise - Increased Intellect
  • Fatal -  Increased Critical
  • Wind -Increased Agility
  • Health - Increased Vitality
  • Life Vitality -Increased HP
The remaining three heraldries could be any of the following:
  • Ultimate -Increased Final Damage
  • Tent - Increased Magic efense
  • Shining - Increased Defense
  • Blessed - Increased Critical Resistance
Skill Heraldries

DPS Heraldries should be priority.
Here are my suggested combinations for Force User Skill Heraldries:
I.   DPS + Teleport A
e0Aa.   Triple Orbs –  Damage
b.   Gravity Blast – Damage
c.   Poison Missile* – Damage
d.   Teleport – Cooldown
II.   DPS + Teleport B
a.   Triple Orbs – Damage
b.   Gravity Blast – Damage
c.   Spectrum Shower – Damage
d.   Teleport – Cool Down
*Grab Poison Missile Damage Heraldry if you max-ed that skill
There are other variations of skill heraldries combination.
It will always depend on what mode you usually plate.
Feel free to change any of the plates at the scholar using the returning sentence option when you need to play different modes.
III.   PVP Type – GVG
a.   Gravity Blast * – Damage
b.   Time Stop – Cool Down
c.   Teleport – Cool Down
d.   Meteor Storm – Cool Down
IV.   PVP Type – GVG 2
a.   Time Stop – Cool Down
b.   Teleport – Cool Down
c.   Meteor Storm – Cool Down
d.   Gravity Trap –   Cool Down
V.   PVP Type – 1v1
a.   Slap Attack – Action Speed
b.   Teleport – Cool Down
c.   Time Stop – Cool Down
d. Gravity Blast – Damage  / Gravity Trap – Cool Down
* Why Gravity Blast and not Triple Orbs? Although Triple Orbs is a great DPS Skill, there is no assurance of hitting someone with it.
We are talking about group PVP.
Force User in SDN Party: Accelerator and Crowd Controller.
I am currently using these plates for Sea Dragon Nest
VI.   adelleX’s SDN Skill Heraldry Plates

a.   Teleport – Cool Down
b.   Beyond Time – Cool Down
c.   Time Stop – Cool Down
d.   Gravity Blast – Damage
* *My only DPS plate at the moment.
I am thinking of replacing it with Force Mirror – Cool Down because I abuse it a lot in our SDN Raid.
You may ask why get the Beyond Time cool down plate which gives only -6% cool down?
I think 6.768 seconds reduction if its cooldown is vital for teh cool down of skills of your raid members.
That little time could mean alot if your priest can spam relics to save you or to spam skills just to kill the boss ASAP.
Armor and Weapon Suffix
The suffix of your armor and/or weapon depends on which mode you usually play. I will just give both of my suggested suffix for each part.
PVE
For Armors
  • Helm – Intellect
  • Upper Body – HP
  • Lower Body – HP
  • Gloves – HP
  • Shoes – HP
For Weapons
  • Main Weapon / Secondary Weapon – Intellect
Take note that HP set is for your survival in nest like Sea Dragon Nest where having HP suffix greatly increase your HP pool thus your overall survivability in the nest itself. If you’re comfortable with your HP, I would suggest changing it to WIND suffix for critical resistance and critical chance. PVP For Amors
  • Helm – MANA *
  • Upper Body – HP
  • Lower Body- HP
  • Gloves – HP
  • Shoes – HP
For Weapons
  • Main Weapon – Restraint **
  • Secondary Weapon – Knight **
*Grab Mana suffix for your helm if you feel that you’re losing too much -ana. Otherwise go for intellect. ** Restraint and Knight is for Ladder PVP. Do note that players get irritated with you if you use it outside (o even inside) Ladder PVP. Accessories, Armor and Weapon PotentialsFor Accessories
  • Necklace – HP + VIT/AGI/INT
  • Earrings – HP + VIT/AGI/INT
  • Rings – Magic Attack + AGI + INT (+CRIT) / AGI + INT + Dark
For Armors
    • Helm – HP + VIT/AGI/INT
%pD
  • Upper Body – HP + VIT/AGI/INT
  • Lower Body – HP+ VIT/AGI/INT
  • Gloves – HP + VIT/AGI/INT
  • Shoes – HP + VIT/AGI/INT
For Weapon
  • Main Weapon – Magic Attack + AGI + INT (+CRIT) / AGI + INT + Dark Attack
  • Secondary Weapon – Magic Attack + AGI + INT (+CRIT) / AGI + INT + Dark Attack
Accessories
There are many choices for accessories but I’ll just give you some because the following subsections will cover what accessories should be used in various builds
Tough Necklace AGI/INT + Dark Attack  + Light/Fire/Ice Defense
Tough Earrings AGI/INT + Dark Attack  + Light/Fire/Ice Defense
Brilliant Rings Magic attack + Dark Attack
Fatal Sylvie Ana Rings AGI + VIT + Critical
Wise Necklace/Earrings INT + VIT/AGI Magician Rings Attack Power + Magic Attack + INT
Other Accessories Force Users Use:
  • Twilight Manticore Accessories (SET) – For additional Dark attack bonus
  • Apocalypse Accessories – For Final Damage Bonus
Now let’s move on to the different item builds combination.
I believe that one should at least try to reach the crit cap for Level 40 (10,000 Crit) for 89% Critical Rate.
My own suggestion for prioritizing between critical, elemental attack and magic attack is as follows:
Critical > Elemental Attack > Magic Attack
But if you have enough gold to go for the ideal build then: Final Damage > Critical > Elemental Attack > Magic Attack
Item Build #1 – Critical > Elemental Attack > Magic Attack
Armors (4HP1INT or Full WIND)
4 HP Armors (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)  
1 INT Helmet (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)
or
5 WIND (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)
Weapons
+10-12 (Intellect) Manticore/Apocalypse Staff & ball/doll/spellbook (AGI/INT/DarkAttack or Magic Attack/AGI/INT or AGI/INT/CRIT)
If you’re using +12 Lvl 40 Rare (Intellect) Staff/Ball/Doll/Spellbook (Magic Attack + AGI/INT + CRIT)
Accessories
FD Based
Judgement or Disciplinary Apocalypse Necklace/Earring Set with  AGI/INT + VIT + HP (For 122 Final Damage Bonus)
Revelation Apocalypse Ring x2 (Magic Attack + AGI + INT + CRIT  or AGI/INT/Dark Attack) Critical Boost Focused
Tough Sylvie Ana Necklace & Earrings with AGI + Dark Attack (AGI/VIT/HP)
Fatal Sylvie Ana Ring x 2 (AGI/INT/Dark Attack or Magic Attack + AGI + INT + CRIT)
Main Heraldries:
If you do not have any critical potential on your weapons and/or accessories, you’ll need 5-6 3rd stat Critical Heraldries to achieve the Critical Cap of 10,000
Cash Shop Items
Costume – Full Intellect
Mysterious Cat Eye Ring x 2 – AGI
Title
Speed Manic: 2% Dark Attack + 24AGI + 87 Crit
——————————————————-
Item Build #2: Final  Damage  > Critical > Elemental Attack > Magic Attack
This is not for the faint hearted.
Final Damage plates are really expensive Around 12,000 to 35,000 gold or more.
The result is definitely worth it (for level 40 cap)
Armors (4HP1INT)
4 HP Armors (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)  
1 INT Helmet (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)
Weapons
+10-12 (Intellect) Manticore/Apocalypse Staff & ball/doll/spellbook (AGI/INT/DarkAttack or Magic Attack/AGI/INT or AGI/INT/CRIT)
Accessories
Judgement or Disciplinary Apocalypse Necklace/Earring Set with  AGI/INT + VIT + HP (For 122 Final Damage Bonus)
Revelation Apocalypse Ring x2 (Magic Attack + AGI + INT + CRIT  or AGI/INT/Dark Attack)
Main Heraldries
Grab at least 4-5 Level 40 3rd stat Final Damage Plates  to reach the Final Damage Cap of 850 for Level 40.
If you want to have Final Damage build but want to save somehow, look out for plates like redepemtion, blessed, impact as they are usually cheaper.
Cash Shop Items
Costume – Full Intellect
Mysterious Cat Eye Ring x2 – INT/AGI
——————————————-
Item Build #3 : Dark Attack
Armors (4HP1INT) 4 HP Armors (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)  
1 INT Helmet (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)
Weapons
+10-12 (Intellect) Manticore/Apocalypse Staff & ball/doll/spellbook (AGI/INT/DarkAttack)
Accessories
Twilight Manticore Accessories (Set)
or
Tough Sylvie Ana Necklace/Earring AGI/INT + Dark Attack with Light/Fire/Ice Defense ( AGI/INT + VIT + HP )
Brilliant Sylvie Ana Rings x 2  Magic Attack + Dark Attack + Other Elemental Attack (AGI + INT + Dark Attack)
Main Heraldries
It’s your choice if you would like to grab normal heraldries (withouth 3rd stat) or grab 3-4 3rd stat INT/Matk/Critical Plates
Skill Heraldry Plates
a.   Triple Orbs – Damage
b.   Gravity Blast – Damage
c.   Poison Missile – Damage
d.   Teleport – Cool Down
Cash Shop Items
Costume – Full Intellect
Mysterious Cat Eye Ring x 2 – INT
———————————————
Item Build #4: Magic Attack (Smasher)
This item build is inspired by my very own guild mate, xXZodiakXx.
He has 0% dark attack but has very high magic attack.
Armors (4HP1INT) 4 HP Armors (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)  
1 INT Helmet (Manticore/Apocalypse with AGI/INT + HP + VIT Potentials)
Weapons
+10-12 (Intellect) Manticore/Apocalypse Staff & ball/doll/spellbook (AGI/INT/DarkAttack)
Accessories
Wise Sylvie Ana Necklace/Earring (INT + VIT + HP)
Magician Sylvie Ana Rings x 2 ( Magic Attack + AGI + INT + (CRIT))
or
Revelation Apocalypse Rings x 2 ( Magic Attack + AGI + INT + (CRIT))
Main Heraldries
Grab 3-4 3rd stat Magic Attack Plates + 2 3rd stat Critical Plates.
Second option for your ultimate plate should be magic attack or INT
Skill Heraldry Plates
a.   Triple Orbs – Damage
b.   Gravity Blast – Damage
c.   Spectrum Shower – Damage
d.   Teleport – Cool Down
Cash Shop Items
Costume – Full Intellect
Mysterious Cat Eye Ring x 2 – INT
————————

Dragon Nest Force User - Skill Builds – Level 40

I’ll first point out key skills in the Sorceress and Force User Tree

Sorceress Tree

Glacial Spike
It’s either at level 1 or 13.
It is a great support DPS skill to have as it gives you a chance to freeze your target. Frozen targets take increased damage.
It has a short casting time and cool down

Poison Missile
Have it level 1 or level 12.
See subsection for comparison.
Dark Attribute, fast casting and short cool down timer.

Mana Flow
A party buff that reduces MP Consumption by 20%, last for 60 seconds

Force User Tree

Gavity Ball/Blast
Level 9 at 40 cap.
I strongly suggest using the 20% Increase Damage Skill heraldry.
Notice that the ball deals 2 type of damage. While the ball is travellling, it deals small damage to what it is touching.  However after a certain duration and/or when the ball hits any obstacles/floor, it will explode and deal high amount of damage- chaose5

Triple Orbs
Level 8 at 40 cap.
One of the best DPS skill for force users, Dark Attribute

Black Hole
Level 2 or Level 4 at 40 cap.
Dark attribute, Crowd Control Skill.
Has long casting animation and cooldown.
Read Section 4 - Additional Information about Sorceress & Force User for comparison

Summon Comet
Level 3 or 5 at 40 cap.
High Super Armor destroying skill.
Read Section 4 - Additional Information about Sorceress & Force User for comparison

Gravity Ascension
Level 3 at 40 cap.
Dark Attribute, Crowd Control Skill. Decent Super Armor destroying skill

Meteor Storm
Ultimate. High Super Armor, Large AOE And Damage

Linear Ray
Level 1. Slow casting but has multiple damage.
Consider increasing to level 7 if you want the increased range for Pure PVP builds

Force Mirror
Level 1
Increases 20% magic damage received by the surrounding targets.
Read Section 4 - Additional Information about Sorceress & Force User for more detailed information

Spectrum Shower
Level 1.
Large circular AOE. Slow Casting
Has decent base super armor while casting.

Time Stop
Max level 6 at 40 cap.
One of the most powerful disabling skill in the game
Freezes your target for 10s (PVE) at Level 6

Beyond Time
Level 1 or 2 at 40 cap
Accelerates the cooldown of skills  (except beyond time itself) of everyone including yourself buy 80%
The core reason why you’re considered a support class in the game.

Gravity Spark & Void Blast
Very useful in PVP especially in combos.
I suggest to leave both of them at level 1

Gravity Trap
Very useful in 1v1 PVP against most classes except for A#robat
Slows down your enemy that would make it easier for you to combo or Time stop him while he’s under the slow debuff.
Know that invincibility frames are also extended when your opponents are under the slow effect hence this might be a double edged sword against classes like acrobats who have multiple invincibility frame skills
————————————–
There will be 4 Skill Builds that I’ll share here
  1. Hybrid DPS (PVE/PVP)
  2. Dark
  3. Dark Smasher (DPS)
  4. Massive
Hybrid DPS (PVE/PVP)
This build clearly focus on variety of Force User skills from both the dark and laser tree. A lot of Force Users are using this build because of its ability to adapt tokboth PVP and PVE. You have your crowd control skills from the dark tree plus great dps skills from the laser tree.
I maxed Gravity Blast in this one. Grabbed level 5 Time Stop which I believe is enough for both PVP and PVE. I left my Summon Comet at level 3 so I could grab Spectrum Shower.
In the sorceress tree, you could either max your Glacial Spike or Poison Missile. I have a Poison Missile plate that’s why I maxed this skill.

——————————————-
Dark
This build mainly focuses on your dark skills. I max all skills in the dark tree but sill grabbed linear ray.
Max level comet (see part 4 below for comparison) and black hole.
Great dps in terms of max Gravity Blast and Triple Orbs.

———————————————–
Dark Smasher (DPS)
This one is my favorite build. It allows you to max both Glacial Spike and Poison Missile in the Sorceress tree. While in the Force User tree, it lets you try out Eraser which gives 75% damage reduction and max out Force User’s main dps skills namely Triple Orbs and Gravity Blast.

—————————————————–
Massive
Massive type build is usually used in PVP. It enables you to to max out your dps skills but leave your ultimate untouched. I have seen few people using this build cause they still prefer getting Meteor Swarm or Eraser.

———————————-
This is the end of the skill build section

Dragon Nest Force User - Introduction – Goddess of Time & Space

Force Users have been hidden in the shadows of Elemental Lords and have been considered as her dark sister because of her skills.
Let’s prove them wrong – adelleX
Force Users are beautiful and scary in their own ways because of her time control and great disabling skills.
With this guide, I hope you can learn to love Force Users as much as I do.
I admit that our skills are not easy to use but once you know it by heart, you will know what skill combinations to do.
We are one tricky class that may change the flow of the game.
Though we usually act as support but we may also be considered as a sub-dps class as well.
This guide covers basic questions of the new and old Force Users (mostly leaning on the Majesty Path).
PVP build and tips plus Sea Dragon Nest Guide for Force Users will be in another guide compilation.

Jumat, 09 Agustus 2013

Dragon Nest Cleric - priest/paladin - Light vs Magic Attack

Guide to Magic and Light by Eternity with prefix calculation and light addition added Content
  1. Forewords.
  2. The formula
  3. Application and judgement
  4. Meet the critical
  5. The verdict
  6. -Removed-
  7. Prefix showdown
  8. Credit
Rules:
1) A skill is only light-attributed when it is stated in the skill window as Light (in yellow text)
2) A skill is only magical when it is stated in the skill window as Magic Attack (in yellow text)

1.0 Forewords
Most of you probably hate seeing all this unknowns, formula and calculation. If you need the direct answer, then skip the entire content and go straight to the VERDICT section, because that’s the only thing anyone need to see to get the whole point of the whole thread. The rest of the below content is to prove to the best extent i could that light>matk.
(Not important at all)
A little introduction, I am ReservedSeat, and I play in Greenwood using the name BlockBuDao, I used to be a bowmaster for several months since the OBT days then I made the change to paladin. Being new to the class back then have resulted in myself committing several mistakes that cost me quite a lot gold and cherry credits experimenting the class itself. Now, I have recently resetted my skills and equipments again to be a physical kick paladin due to personal reason and largely due to the lack of enthusiasm from the magical paladin community.
I created this guide because our dear cleric section been amassing people asking about light/matk repeatedly. This guide is written by myself after some research and experience myself. I will try to answer most of your queries if I am free.. feel free to pm me in game. (Greenwood only though)
(Not important at all)

2.0 The Formula
To really understand which is better, first we have to explore the foundation of damage.
Where Min is your minimum aggregate of damage (ex. 1095 as shown below)and Max is your maximum aggregate of damage (ex.1591 as shown below).
And % Skill Damage is the % number stated in yellow text (ex. 110% as shown below) and Bonus Damage is the additional number (ex. 22 as shown below) .

[ ( Min+Max ) / 2 ] x % Skill Damage + Bonus Damage
This is the most basic formula there could be.
However, life isn’t perfect. The truth.
Let a be the multiplication of %Skill Damage, % Skill Heraldry Damage, % Skill Buff Damage and %Elemental Bonus
{ [ (Min+Max) / 2 ] X a } + Bonus Damage
The above is still far from perfection.
Optimal Damage Calculation:
Let  b be the 1 – (Monster’s defence/15000) where Monster’s defence can be physical or magical depending on the skill use.
Do note that the damage bonus (Attack Power/Magic Power potential has already been included in Min and Max)
For information regarding monster defence and elemental resistance, you can check out dnarmory.
| { [ (Min+Max) / 2 ] x a + Bonus damage } x (1 – % Elemental resistance) X b |
This is as close as I can get for ideal calculation.
The above content is for those who have serious interest on working damage out.
3.0 Application and Judgement
3.1 Application
I will keep it short. So I will just run through the formula once.
Let us have an assumption.
  1. Character, cleric with 500-1000 magic attack with the only light potential of 8% on mace
  2. Monster, Ambusher Dark Elf with 721 Mdef and -15% light resistance
  3. Only magical component of it is shown
Working out the values.
Solving ,
a is the multiplication of %Skill Damage, % Skill Heraldry Damage, % Skill Buff Damage and %Elemental Bonus
% Skill Damage = 110%
% Skill Heraldry Damage = Not applicable
% Skill Buff Damage =  Not applicable
% Elemental Bonus = 8%
a =1.1 x 1.08 =1.188
Solving,
b is the [ 1 - (Monster's defence / 15000) ] where Monster’s defence is magical based on the scenario given
Ambusher Dark Elf’s magical defence = 721
b = 1 – (721 / 15000)= 0.952 (To nearest 3 significant figures)
Other unknown,
Min=500
Max=1000
Bonus damage (skill)=22
%Elemental resistance=-15%
Working the equation by applying values into unknowns,
[ (500 +1000/ 2) x 1.188 +22 ] x [1- ( -0.15) ] x 0.952 =1000 (rounded up value to nearest one)
3.2 Judgement
It is not easy to say either light attack or magic attack is better without considering the extent of your gears are inclined towards, the skills involved and the target opponent. So I am going to do up calculation based on my previous knowledge as a crusader. And yes it’s all theory and numbers as I have move on from being a crusader.
Note: In this Judgement I have left out Light attack buff: Conviction Aura, Blessing of light and any other buff that affects the result for simplicity sake. Warning: This calculation involves purely %.
Another note: The multiplier effects from skill buff kick in after the calculation of light potential.
Let’s have raw Magic Attack = 1200 – 1600 MATK
Maximized Light build with 4 Light potential on weapons and a set of twilight manticore accessories and provocateur title (ignore the possibility of INT in potential)
Total Light attack = 47.86%
130 MATK from 2 Twilight Manticore rings
Therefore, new raw MATK = 1330 – 1730
Maximized Magic attack build with 4 Magic attack bonus on weapons and rings (ignore the possibility of accessories bonus and possibility of INT in potential )
30 MATK from speed terminator title
166 MATK from 2 Magician Sylvie Ana rings
Total Matk bonus = 23.2%
Therefore, new raw MATK = 1396 – 1796
With bonus % applied = 1720 – 2213 MATK

Now to compare!
Calculation been put below for presentation purpose
Target opponent: Lvl 35 Boar Gunner with mdef 2717 and no element resistance.
Light build
Damage worked out by level 1 lightning strike = 2055
(1530 x 1.1 x 1.4786 +22) x [ 1- ( 2717 / 15000 ) ]
Matk build
Damage worked out by level 1 lightning strike = 1789
(1966.5 x 1.1 +22) x [ 1- ( 2717 / 15000 ) ]
Note that the half of maximum and minimum damage has been calculated out.
Another comparison using level 3 lightning zap with 510% skill multiplier and 908 additional skill damage
Light build
Damage worked out by level 3 lightning zap = 10190
(1530 x 5.1 x 1.4786 + 908) x [ (1-2717 ) / 15000 ]
Matk build
Damage worked out by level 3 lightning zap = 8914
(1966.5 x 5.1 +908) x [ 1- ( 2717 / 15000 ) ]
See for yourself the result.
Anyway, have you ever consider the possibility of multiplier of INT which gives cleric 0.5MATK per stats?
4.0 Meet the Critical
It is not possible to have light potential with magic attack till the release of Legendary Sea Dragon set.
But it is possible to have magic attack with critical.
I bet critical has been explained many times by many. I am going to do a quick talk about critical.
Critical
  • 25% more damage
  • Ignore defence and magic defence
  • Critical resistance has to be taken into account, when critical resistance takes place, only 35% of the critical damage is inflicted
Formula for critical additional DPS output % with an unmodified value
Note critical resistance has not been taken into account.
Normal monster:
[ (Current critical / Critical Cap) - 0.05 ]+0.4+1
Boss:
[ (Current critical / Critical Cap) - 0.05 ]+1
Do not that if your maximized final critical is less than half of the critical cap, you are encouraged to give up the critical build as the % output is not worth to have the critical.
How much critical to be viable for farming?
Mathematical answer? 5050 for unrealistic scenario where monsters have no critical resistance.
The truth? Minimum 7000.
5.0 Verdict
The verdict has to be made based on many calculation, as the variation of items and builds is as far as I can calculate out and show.
My conclusion is that based on the current gears we have, light attack is the better if we can max out the limit for it.
By percentage comparison, it’s estimated be only 10-20% more damage, so please bear in the cost you need to achieve your build.
The light build is definitely not better than magic attack with 7000 critical though.
If you are able to get 7000 critical with light attack, even better.
Bear in mind, all these calculations are made based on perfect assumption, correct me if necessary. Thanks.
| { [ (Min+Max) / 2 ] x a + Bonus damage } x (1 – % Elemental resistance) X b |
Let a be the multiplication of %Skill Damage, % Skill Heraldry Damage, % Skill Buff Damage and %Elemental Bonus
Let b be the 1-Monster’s defence15000 where Monster’s defence can be physical or magical depending on the skill use.
7.0 Prefix Showdown
I have received a lot feedback on prefix comparison. I have made a simple formula by simplifying and removing some factors in order to present you the simplest way of comparison in a nut shell.
Note: This give you fast comparison without taking too much consideration in other factors such as chances of procuring and the fact that intellectual weapon can have debuff of elemental resistance. It is inaccurate to a certain extent, but the significance of the inaccuracy can be largely ignored for simplicity sake. And not to mention that the bonus damage comes in varied form, MATK damage / normal damage /  light damage. That will go into very fine detail.
Note: These are not exact figures, they are figures of comparison!!!
Simple Formula:
( Min + Max ) + ( additional INT weapons have ) x ( Process % damage )
Explaining the direct addition of ( additional INT weapons have ) when INT = 0.5MATK,
You need to apply the additional MATK to both side,
2 x ( INT x 0.5 ) = INT
Now to compare!
Silver Lion Flail
Magic attack: 107-200 MATK, 23.10% bonus MATK dmg
Intellectual: 100-186 MATK, 13 INT, 11.55% bonus dmg (- % Ele resist is ignored )
Light: 104-193 MATK, 44.3% bonus light damage
Comparing for SIlver Lion Flail (Answer in 3 significant figures)
Magic attack : ( 107 + 200 ) x 1.231 = 378
Intellectual : [ ( 100 + 186 ) + 13 ] x 1.1155 = 334
Light : ( 104 + 193 ) x 1.443 = 429
Terramai Flail
Magic attack: 138 – 257 MATK, INT 8, 23.10% bonus MATK dmg
Intellectual: 128-238 MATK, INT 26, 11.55% bonus dmg (- % Ele resist is ignored )
Light: 133-248 MATK, INT 8, 44.3% bonus light damage
Comparing for Terramai Flail (Answer in 3 significant figures)
Magic attack : [ (138 + 257 ) + 8 ] x 1.231 = 496
Intellectual : [ ( 128 + 238 ) + 26 ] x 1.1155 = 437
Light : [ (133 + 248 ) + 8 ] x 1.443 = 561
I am not going to go on to Manti/Apoc weapons. You can see from the figures of comparison, that Light  >  Magic attack  > Intellectual
Note: Do bear in mind Intellectual give elemental resistance debuff which gives you the additional edge over Magic attack and I can say it helps.
Note: Light prefix convert your attack to light based, if you are high on light %, you are on advantage.

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
.
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.