Showing posts with label warrior. Show all posts
Showing posts with label warrior. Show all posts

Tuesday, December 20, 2011

[KR] Class Transform Season 2 : Mercenary

This is actually from DNKR but SEA will most probably get the changes as well in the future. Credits to chaose5. Original post is located here.





MERCENARY
* Stomp: Damage increase 35%, cooldown reduce from 18s to 16 s (PVE only)
Comparison between old and new skills:
lv2 : 268%+290
lv3: 270%+352


* Demolition Fist: Damage increase 50%, cooldown reduce from from 20 to 18s (PVE only)
Lv3: 400%+656



* Circle Swing: Damage increase 50%, cooldown reduce from 25s to 23s (PVE only)
Lv3: 544%+1022


* Flying Swing: Damage increase 75%, cooldown reduce from 15s to 13s (PVE only)
Lv2: 532%+316


* Punishing Swing: Damage increase 40%, cooldown reduce from 14s to 12s (PVE only)

* Circle Bomber: Damage increase 50%, cooldown reduce from 30s to 27s (PVE only)
Lv3: 504%+1174


* Taunting Howl: Cooldown at all levels is 25s. Duration at lv1 is 8sec, each level increase the duration by 2sec.
Lv1: Cd 25s. Aggro 12000. Phy/Mag attack -10%, Crit -20%. Duration 8s.
Lv2: Cd 25s. Aggro 14160. Phy/Mag attack -11%, Crit -22%. Duration 10s.



* Battle Howl: Cooldown reduce from 60s to 40s. Critical and Faint chance are halved. Each skill level increase the duration by 1s. Phy attack increase is changed from absolute value to % phy attack increase.
Lv5: Duration 32s. Phy attack + 25%, Crit chance and faint chance + 37%.
Lv6: Duration 33s. Phy attack + 30%, Crit chance and faint chance +38%.



* Devastating Howl: Cooldown reduce from 125s to 100s (PVE only)
Lv1: Cooldown 88s (with 12% cd reduction plate).
Comment: this means that single merc without any FU/Acro will be enough to howl rotating dragon breath! (90sec)



* Panic Howl: Magic damage reduction effect added. Cooldown reduce from 90s to 70c (PVE only)
Cooldown 56s (with 20% cooldown reduction plate)
Lv5: Duration 36s, phy/mag dmg received reduce by 37%.
Lv6: Duration 37s, phy/mag dmg received reduce by 40%.


* Iron Skin: Cooldown 38s. Duration 20s at lv1. Additional 5% damage reduction. (PVE only)
Lv4: Duration 22s.  Damage reduction 50%.
Lv5: Duration 22s.  Damage reduction 52.5%.


* Whirlwind: Damage increase 50%.(PVE only)
Lv7: 1051%+5162



* Rolling Attack :Damage increase 50%(PVE only)
Lv7: 1334%+9020



* Axe Tornado (Tyhpoon): Damage increase 15%(PVE only)
Lv1: 1914%



* Gigantic Bomber: Damage increase 15%(PVE only)
Lv1: 1842%


Elemental Lord
* Glacial Wave maximum hit count does not increase with level (???). Freeze duration reduce by 30% (PVP only)
* Freezing field frostbite effect duration reduce by 40% (PVP only)

Elestra
* Icicle Injection freeze rate is halved, damage increase by 20% (PVP only)

Cleric
* Heal amount in PVP changed to match the amount in PVE. (it is actually reduced)

Bow Master
* Guided Arrow cooldown reduce from 30sec to 22 sec (PVP only)

Guardian
* Guardian Force damage increase 20%. Durability of shield increase 20%.
* Justice Crash damage increase 20%.

Gladiator
* Evasion slash cooldown reduce from 18s to 15s (PVP only)

Smasher
* Arcane cooldown reduce from 90s to 45s (PVP only)

Engineer
* The following skills are changed to passive:
- Alfredo Whirlwind
- Alfredo Beam
- Alfredo Berserker
- Mecha Bomber
- Mecha Siren

Tuesday, September 27, 2011

Ganondorf's Destroyer/Hammer Merc Guide

Ganondorf's Destroyer/Hammer Merc Guide
by Ganondorf [ source ]







IMPORTANT: Lately DN CN has been updated so players will be able to use 2 ultimates instead of one and gives players added 10 maximum SP. Its not shown here but recommend getting whirltyphoon not only because its fearsome in pvp, but also its usefullness in PVE like invincibilty and suctioning effect.

Why do you get all skills? Looks noobish but i think its neccesary. It just turns out that most mercenary skills have a retardly long cooldown so if you want to make use of your superarmor and keep the spamming.. I suggest you do take all the mercenary skills. I suggest taking out heavy slash and heavy hook from your skill bar when at PVE to make space for ur Merc skills. Well the build is pretty self-explanatory to peoplewho have a decent experience playing mercs but for those still wondering..

Lvl 5 Battlehowl: Have I stressed howimportant crits are for hammer mercs? See below for reason why. You can put this skill at lvl 1 if your rich enough to get ur crit to 15k. However I would prefer increasing my final damage and leaving the crit to 12k.

Lvl 4 Iron skin: making it lvl 5 wontadd much. Only 2.5 armor and same duration :(


Lvl 3 Rolling attack and whirlwind: These 2 skills are just equally good and important in my opinion. Although whirlwind is the boss slayer, rolling attack is just better at everything else beside it. This screenshot is old with the new update in DNCN i can get whirltyphoon and get giga bomber and leave the charging howl at lvl 1. Making me raise my rolling attack to lvl 4.

Breaking point at lvl 2: Yeah i can just place it at lvl 1 just to get maelstrom howling but it’s still decent at pvp so I decided to put it at 2.

Tips before making a merc:
If you plan to make a mercenary as your first char and you don’t have a lot of cash to back it up. I must warn you that in this game Mercenaries are probably the most gear-dependent class. Why? Cuz well.. we don’t have block, parry, no range, no evasive maneuvers and our skills our slow so at the end of the day we do get hit. Mercs compensate by having superamor skills (skills that when cast reduce damage and immune to flinching)but even superarmor wont save you on noobish armors.. also if you decide tododge too much your DPS would most likely be garbage cuz the skills are slow and tends to be inturrepted. Im not saying mercs are weak.. again im jus tsaying that we are gear dependent. My main character was a paladin first and it funded my merc pretty well.

Tips before making a hammer merc:
If your making one cuz hammers are cheaper than axes.. or because hammers have good stun and delay stat.. then I advise you to reconsider. Stun and Delay are pretty much INVISIBLE stats now… Iused to have 15,500 stun and all I got was a few laughs for easily downing theonly one boss (Black Manticore) that is affected by it. Delay.. is also not noticeablein PVE, and a guy name heartless from freedom said it doesn’t do much on pvp anymore just like what my observations are telling me,, The one good thing about hammers though is that it have pretty good max damage compared to axes. Alvl 40 grade A axe would only have 700+ max damage while a hammer would give you 1k.. You can make use of this by raising your critical parameters with battle howl, crests and pot codes. Crit ensure that ur damage will always be onthe upper limits of your attack power. 6-7k crit (not including buff) is essential and rewarding… but if don’t reach that then the low minimum damage of hammers would hurt your DPS a lot. So its as costy to fund a hammer merc thanan axe merc.

Stat Crests --> Vit - HP - str - crit - agi - physical damage - final damage - magic defense
bonus stats of crests --> at least 4 crests with added crit bonus

Skill Crests --> if ur more on support -- taunting howl debuff time extension,  Battle howl buff extension, charging howl buff extension, flying swing reduced cd.
if ur more on offense -- flying swing bonus damage, rolling attack bonus damage, whirlwind bonus damage, battle howl buff extension.

If u reach level 50 delete one skill crest for maelstorm howl reduced cd.

Recommend Equipment Prefix on Armors:
1) Mag def prefix on helm, life prefix on the rest. Increased survivability by a lot. This is the one I use I havent tested the other but this works well for me.   
Analysis of Destroyer skills:

Why life prefix? Unlike other classes who prevents being hit either by block, dodge etc, mercs actually focuses on reducing damage even if its easier to get hit. Getting hit more often means activating the life effect more and with the damage reduction you can actually end up healing your merc on many situations if your good at timing your damage reduction skills.


Analysis of Destroyer skills

Breaking Point: Woah this skills is ridiculously overpowered! To the point that if have a multi-hit skill ready(eg. Rising Slash, Whirlwind, Rolling attack etc,) you can be confident that you will cancel out the monster's attack! But theres a catch to it... The developers made this skill not work for NEST BOSSES making this skill from overpowered to PITIFUL.Seriously how dumb can a balancing design get to make one class-defining skill worthless to something you'll be doing 80% of the time playing this game. This is the reason why some mercs stray away from the Destroyer class. A part of me still hopes that the developers will think of changing this skill in the future.. But while one skill flops let’s see what our lvl 47 and lvl 50 skill has to offer..

Flying Swing Ex: Thank goodness the devs didn’t screw this up.. in PVP its still hard to hit enemies just used mainly for its armor. Flying swing has always been the staple merc skill in PVE with not only offensive, defensive and armor breaking purposes its also one of the few merc skill that have a low CD and is the best damaging among them..Though its damage lose out to other skills when kept at lvl 3 but Barbs will still use this skill to save their ass in dire situations. Destroyers have the luxury to buff this skill up to a useful 11 and get 60% (each shockwave deals 20%)bonus damage more. Now thats a worthy damage boost.


Maelstrom Howling: Excellent skill.. PVE this prolly the best mob-control you’ll ever have. Its base damage is higher than bone crush and why would you not likeanother life saving heavy –armored skill the skills triggers fast as well and doesn’thave a long delay after casting so it won’t put you in danger like the othermerc skills. In PVP its pretty awesome too.. The suction effect deals minor damage so it flinches its victims making them unable to blink or do anythingmaking everything within its range to NOT BE ABLE TO ESCAPE, and I must say the range (higher range and AOE than circle swing!) and suction of this skill is just epic, that my guildmate nicknamed it “Blackhole on steroids”.

Maelstrom Howl Combos:
1. Maelstrom howl + rolling attack + whirlwind = Malestrom howl is one of the few skills you can connect rolling attack with, the other two which is flying swing and circle bomber is alot harder to connect. Best combo I use in 1v1 deadly if the enemy fails on using aerial evade.

2.Whirltyphoon + Maelstrom howl = cast iron skin before getting near a mob of players. You can also use rolling attack to close in your distance. Expect alot of red circles popping on your screen if done correctly. Best combo I use in group pvp/guild war

Monday, September 19, 2011

Macchi's Destroyer Build

Macchi's Destroyer Build
by Macchikins [ source ]


Destroyer
i) Introduction
ii) Essential Skills/Skill Chart (duo-ultimate considered)
iii) Explanation of changes
iv) Controversial Decisions and Justifications
v) Heraldry

I. Introduction

With this new system, everything that a Barbarian can do- a Destroyer can do better. The only asset that a Barbarian has, that a Destroyer does not is Taunting Howl, which in itself was an optional skill to begin with.

Read on and watch as the ultimate merc has been born with this patch.

II. Essential Skills/Skill Chart (duo-ultimate considered)

Warrior



Comments: Very similar to the Barbarian counterpart. There is a focus on minimalism, and efficiency. This is still a hybrid PvE and PvP build.

Mercenary



Comments: At last, a mercenary build that is optimized for both damage and de-buffs. Whirlwind can remain at level 1, and the spare points can be pumped into the hammer tree.

Notable Choices:
-Whirlwind is left at level one, if you are a PvE Fan, max this instead of Rolling Attack and get a plate for it. However note that the multi-hit trick of Whirlwind does not work on all bosses.
-Level 12 Flying Swing, the Ex makes this skill worth the extra level.
-Level 1 Iron Skin, it is there to protect you from being knocked down. This will be explained later in the guide.
-Disenchanting Howl is at level 4.

Destroyer



III. Explanation of changes

Many of you may be looking at this and wondering, "How exactly does this work". We can break this question into two basic elements:

i) How do you get Typhoon?
ii) What effect does this have on the build?

Let us start with the first question.

i) With the duo-ultimate system, once one ultimate skill is unlocked, so is the other. This means that a player is able to save 8 skill points by keeping Whirlwind at level one. Additionally, the duo-ultimate system increases the skill cap on the class by sixteen points. Typhoon is not the only perk that this build obtains from this patch, let us examine the other ones.

ii) What effect does this have on the build?

Examine my skill chart:



The new skill point cap on the mercenary class will allow us to do the following:
-Max Rolling Attack
-Max Thorns
-Get Typhoon

This is done with the skill points saved with this build (9).

What does this mean?

It means that Rolling Attack is now a very worthwhile investment, once maxed, its damage is very high. It also grants mercs a lot of versatility. Mercs are invincible while in the air in rolling attack, and its damage will now be comparable to whirlwind on Nest bosses. It also means mercs are much more capable of dealing damage.

IV. Controversial Decisions and Justifications

Why is Iron Skin at level one?
Destroyer does not have the same dependancy on superarmour buffs as Barbarian. Keep in mind that the damage reduction cap is 80%. Destroyer has Maelstorm Howl and Flying Swing, both of which grant a 70% damage reduction (the former being a superior version), combined with thorns, you have no need for Iron Skin. Rather proper timing will ensure your survivability remains at a high level.

The purpose that Iron Skin serves in this build is granting access to your Bomb-ultimate, and as a flinch-guard in group pvp or nesting. When it fails, you have Charging Howl as a reliable back-up.

In summary you have better skills to protect you. They are:
-Maelstorm Howl
-Flying Swing
-Rolling Attack

Why is Whirlwind at level one?
From my experience, I have little use for an upgraded whirlwind. As it is, whirlwind does sufficient damage at level one, and its growth is greatly inferior to that of Rolling Attack. A plate is a worthwhile investment if you seek more damage from your whirlwind.

Why is Taunt at level one?
There is simply not enough SP to get it to level 9. Leave the taunting to the Barbarians, Destroyer is a more offensive style of Merc. You still have Destructive Scream and Iron Skin+Thorns if you need a fake Miracle Hand. As for SDN, there will likely be other mercs there; find a party with a merc who can perma-taunt, you will support him with your Destructive Scream.

Why is Thorns at level four?
It only appears to be at level four, the skill simulator I use is not updated to the new skill point cap. At the new cap, it will be maxed with your leftover SP.

Why is Disenchanting Howl at level four?
Because it is a good de-buff in both PvP and PvE at a reasonable SP cost. See the Barbarian section for more details.

V. Heraldry

Required:

-Disenchanting Howl Plate (de-buff duration)

Recommended:

-Flying Swing Plate (damage)
-Rolling Attack Plate (damage)
-Whirlwind Plate (damage)
-Battle Howl Plate (duration)
-Side Kick Plate
-Iron Skin Plate/Charging Howl Plate
-Destructive Scream Plate

Notice how even Destroyer Heraldry is versatile.

Thursday, September 1, 2011

Carther & Asena's Moonlord Guide [v2.50]

Carther & Asena's Moonlord Guide [v2.50]
by Carther and Asena [ source ]

This topic is about Magical & Hybrid Swordmasters [Moonlord]. We made this topic because both Carther and Asena are Magical Moonlords and because of that we want to share all our info with everyone.

First of all we will start with full Magical Swordmaster [Moonlord].



The warrior skills don't need any explanation. Its obvious that Rising Slash is lv6 and Impact Wave is lv4.

Lets begin with the Magical skills.

[Moonlight Shatter]
If you're going Moonlord it's kinda logical you get Moonlight Shatter Lv11+ for the EX skill.

[Cyclone Slash]
Why only keep this skill lv3? Because it sucks. It's just a skill we use when other skills are in Cooldown. In PvP its nasty one tho.

[Cresent Cleve]
Get this at least lv5 to get 5 waves. This skill is very DESTRUCTIVE at big bosses because of the many hits. Max this if you're full MAG.

[Half Slash]
This skill is sooooo slow. Get a heraldry plate with 50% speed. But when you hit it has a big impact on the enemy's health.

[Great Wave]
Why Great Wave? Infinity Edge does so much more damage. But since you are going Moonlord (Mag) you need this skill to get Moonblade Dance. BTW, It rapes in PvP.

Ok, let's do the Physical skills.

Why physical skills when you are Magical SM? It's simple. When you're Mag skills are still in CD. Then you gonna need some phys skills. Also when you are surrounded by a lot of Mobs it's easy to break out.
Keep the physical skills lv1. You don't need any higher phys skills.

[Heavy Hammer]
Why get Heavy Hammer maxed? It's a physical skill. It gives your enemy 42% less Defense/MDefense. This means that you're Magical Skills + your party members do much more damage.

Let's continue with the Parrying tree. In our guild we have 1 SM that doesn't use this skill tree. Why not? Cuz he is Pro.

We do not recommend to leave this skill tree behind. Because it's very usefull to optain less damage.



Hybrid Swordmaster [Moonlord]


For Hybrid SM you have to sacrifice your Crescent Cleve / Heave Hammer / Parrying stance / Counter Exile. What you get in exchange: Line Drive / Hacking Stance!
Both skills are good for PvP. But Hacking Stance is not useful in PvE for Hybrid SM with focus on Mag of course.

[Hacking Stance]
Said enough.

[Line Drive]
Line Drive Lv3 got so much more Damage then the other lvls. This skill pwns!!

[Heave Hammer]
It's sad you have to sacrifice Heavy Hammer. But this skill still gives 35% buff at lv5. Only 6% less.
Of course you can choose to downgrade Line Drive a bit and upgrade Crescent Cleve. But that is up to you.

[Equipment]
The Ultimate equipment will be:
Old Magic Weapons (Manti/Apo) together with the New (Wisdom) Manti/Apo Armor. Why combine the new set with old one. Simply because of the Set effects. With the Old weapons you will get 2 set effect that givs 36 - 36 Mag Attk. With 5 set effect from new set you get 147 - 147 Mag&Phys extra. Also the other New Set effects are much better then the old one.

But not everybody can afford this. So if you got the old set it's also fine. When you have the new set it is fine to. With both sets try to upgrade weapons alot. And get the right potential. (Mag, int, str, crit, etc)

Our advise for both sets:
Old set: Stack up Critical
New set: Stack up Final Damage.

How to stack up Final Damage or Critical? See the explanation about heraldry below. There will be certain updates about accessories. You can read the comments to.

[Heraldry]
For both builds you get these plates:
  • Magic and Wisdom
  • Life and Healthy
  • Defense and MDefense

The rest is optional. If you're going to stack up Final Damage. Physical and Final damage plate. When going to stack up Critical. Critical and Wind plate.

For both Final Damage and Critical. Try to get 3rd options on the heraldry above these optional choices.

[Video Fragments]

[Moonlord lv50 @ Manticore]


[Moonlord lv50 @ Cerberus]


[Moonlord vs. Majesty]


[Moonlord vs. Sharp Shooter]


As you can see here Moonlord is not playing at close range.

We hope that you guys got enough information and for questions. Just ask!
Good to know for questions is:
Carther - Old set (except helmet) and stacking up Crit.
Asena - New set (work in progress) and stackin up FD.

Greetz,
Carther & Asena

Ace's Gladiator Build

Introduction
Hello all, recently i was asked to write a bit about Gladiators despite me being the most terribad warrior around. So, what are Gladiators you ask? Well... they are fun as heck slice and dice heroes who deal great consistant damage while looking awesome! Hopefully this guide will be of some use to you fledgling warriors though!


Skills






So why have i picked what i picked?
As a physical swordmaster you may find that the cooldown for the bulk of your abilities are very slow. More over, the damage on many of your abilities are lower in comparison to other class's abilities. In terms of skill builds, there are many other ways to build a Gladiator so feel free to experiment a little as you get several skill reset scrolls as you progress throughout the game. Here's a run though of the bulk of my abilities.


Warrior Skills
So, warrior skills. What do you get? Well the obvious ones are Dash, Tumble and Evade. Beyond that its useful to get the extra HP boost and MP regeneration.


Rising Slash
Get this to level 6 for the extra jump! This follows nicely into Aerial Combo, but don't get into the habit of always using the Aerial Combo in PvP!


Moonlight Splitter
Moonlight Splitter is a useful skill for PvE and PvP. This is mainly because Moonlight Splitter has a lower cooldown than practically all of the physical skills and as a result is a useful opener and bridger between your moves. It also gives you something to do when outside of melee range.


Cyclone Slash
A gladiator lacks any much crowd control with physical skills alone so i got cyclone slash to assist my character in PvE. Its also a useful catcher in PvP, albeit difficult to land.


Triple Slash
Triple Slash is an okay skill. Most of its usefulness comes from the fact that it's instant (like a fair few physical skills) and that you can stop mid-way and dodge if need be. I've levelled it to 11 so that i can use Triple Slash EX. This is another method for air-comboing your enemies.


Physical Skills
The other skills such as Aerial combo and Deep Straight have been left fairly low. I would've left Deep Straight even lower but i no longer have a skill reset scroll . The reason for this is that the damage from these abilities is poor unless you pour all of your skill points into the physical tree. Hacking Stance is another skill you could afford to spend less skill points on as well, but i personally love to use it in PvP and lvled it for a little more damage.

Similarly, Dash Combo, Eclipse and Counter Exile are all fun and useful skills, but their damage capability is low, so its better to spend your extra skill points elsewhere. Eclipse a great skill for when you're surrounded, but when your in a party with people casting AOE abilities, it might be better to save it rather than using it to spread out a group of bunched up enemies.


Line Driver
Such a lovely skill . Line Driver rewards good positioning and is a great damage dealer on large and trapped targets. It does slightly less damage on smaller single targets as it has a tendency to shoot you right through them.


Utility Skills
Skills such as Highlander and Hemorrahage are important skills to have. Highlander is also free... so definitely tap that. It's a good skill for keeping your teammates alive! So if you keep an eye out for drastically falling health bars when in a party, you might just save someone! Hemorrahage benefits the whole team, enhancing everyone's damage, so i've maxed it out.

The Parry Tree is a necessary skill if you intend to go into Sea Dragon Nest parties and survive. It can also be useful in dodging some of those boss attacks in regular dungeons and nests.


Evasion Slash
I'm not quite sure what to think of this ability. As a physical sword master, alot of your abilities thrust you forwards at the enemy, but Evasion Slash does the opposite and twirls you back. I find it useful if you're surrounded. I've levelled it to 2 for the extra damage but you could leave it at 1 as i don't feel its necessary.


Finishing Attack
Another nifty skill. Use it on a boss under 40% hp and revel in the awesome damage!





Build



As a Gladiator you're going to get up close and personal with a lot of bosses. Its vital then you can deal damage and have the survivability to withstand the damage you fail to dodge. My build is still far from optimal but i've chosen to take the critical damage route. Why did i take the critical route? Mainly because Final Damage as a 3rd stat is incredibly hard to find on crests, making it harder to stack effectively and also because Totam Armour doesn't provide any dark %. You should also consider getting Magical Defence crests as Swordmasters typically lack in MDEF.

As mentioned previously, there are many ways to build a Gladiator though, such as stacking dark % or Final Damage. You can see here all of the Swordmaster skills affected by dark damage... which is basically all of the physical ones . For myself, the gears i've gotten are an attempt to balance good damage, consistent criticals and survivability.


Equipment
My critical build consists of:
Great Sword: (Destructive)
Gauntlet: (Destructive)
Head: (Dire)
Top: (Wind)
Bottom: (Dire)
Glove: (Life)
Shoe: (Life)


Accessories
Accessories depend on what type of damage you want to build.
For Critical: Fatal Rings and Wind Necklace and Earrings
For Damage: Destructive Rings and Dire/Wind Necklace and Earrings
For Dark Damage: Tough Necklace and Earrings
For Final Damage: Using Set items such as Discipline Apocalypse Rings are the best way to stack final damage.


Crests
Wind Crest: For better agility/critical
Barrage Crest: For higher MDEF
Destructive Crest: For higher physical damage
Fatal Crest: For higher criticals
Life Crest: For additional health
Healthy Crest: For better defence


If anything, i'd suggest reading some of the fantastic guides here on Final Damage, and Weapon and Armour Prefixes to get a good idea on the direction you may want to go with your build. Thanks for reading, and if you have any questions feel free to ask!


- forum.mmosite.com/thread/../Have_at_thee_The_Ace_Gladiator_Build-4e73fe06d7c91d013-1.html#p4e742424020860

Monday, August 29, 2011

Koinzell's DPS Barbarian PvE Build

DPS Barbarian PvE Build 
by Koinzell [ source ]

This build is for ppl like me, who likes to put on superarmor and go in whacking recklessly and having fun :D

But bear in mind that to be a true DPS, you will need to pump your equip up, as with any MMO.

Warrior


Mercenary


Barbarian


Why no Crisis / Counter howl? Because you don't need it in PvE.

Rising Slash is maxed for damage, since I use it frequently and it works well in synergy with Bone Crash.

Taunting lv10 is a must for SDN, and it performs outside of SDN as well to reduce damage taken for you to spam your DPS skills.

Skill Crests
Whirlwind : Damage + 20%
Rolling Attack : Damage + 20%
Bone Crash: Duration + 20%
Iron Skin: Duration + 20%

Why the Bone Crash plate? Because my bone crash is lvl 2 with the new skill ring, and its additional damage helps alot in parties. The rest is self-explanatory.

My stats:




Rest of the gears' potentials are all Str and HP, with majority of them having Vit as the 3rd option.

Above equip has 766 FD. When doing lv40 nests, I swap some accessories and get 866 FD while atk drops a little to 7311.

Thursday, August 25, 2011

Mr. K Barbarian PVE and SDN Skill Build

Mr. K (K同学) is one of the strongest Barbarian in DN CN. He is also the leader of one of the strongest guild in DN CN : FairyTail

He shared his Barbarian build recently, especially for PVE and Sea Dragon Nest (SDN) :

Just for the history, he is the leader of the first party to slay the sea dragon legitly in china.











A few important notes made by him:
  1. Taunting howl is recommended to be at lvl10, Level 11 also give the same damage reduction (-20%). Devastating howl lv1 combined with Taunting howl lv10, will give the most powerful debuff in dragon nest: 100% attack reduction. Even Sea Dragon is not immune to it.
  2. Stomp EX is not necessary at all.
  3. Rising Slash is not necessary.

Skill Plates
Gravity Ball
Circle Swing (-CD)
Devastating Howl ( - CD)
Bone Crash (+ duration)
Whirlwind (+ damage)

And finally, drool at his stats and imba Sea Dragon set:








Sea Dragon Axe+13


Sea Dragon Gauntlet +13




According to him, his set is not even optimized yet.

He can reach 12000 phy attack soon if he optimized his gear potential.


- forum.mmosite.com/../Mr_K_Barbarian_PVE_and_SDN_Skill_Build-4e31c0e8cb81c2013-1.html#p4e31c0e8cb81c2

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