Comprehensive Level 80 Artillery (PVE and PVP) Build Guide in Dragon Nest [T4]
This is a comprehensive level 80 Artillery build in Dragon Nest written by Rylaine from DN SEA forum. It will tackle the recommended pvp and pve skill builds for Artillery at level 80 and also, the different types of recommended gears, accessories, plates and more. Lastly you will be given insights on some of the FAQs of an Artillery.
Enjoy guys!
Artillery class
- Upper Tier DPS
- Consistent high damage
- Spam-able skills
- Highly Mobile
- Lower critical % than Sniper
- High critical damage than Sniper
- Low defense stats
- Up to 35% Debuff, 20% Critical Buff
Bowmaster Skills
*Important Skills to Note for Bowmaster
Archer Tree
Twin Shot - Spammable 2-hit Skill
Magic Arrow - Triggers like Rapid Shot EX but 1 arrow only *PVP FLINCHER*
Multi Shot - Weak Damage, requires close range *PVP FLINCHER*
Wise of Owl - 20% Critical to everyone in party
Rage of Owl - 50% Critical Rate to everyone in party
BowMaster (NON EX SKILLS)
Charged Shot - Filler Skill, not very necessary to Artillery
Siege Stance - Filler Skill, not very necessary to Artillery
Aerial Chain Shot - Burst Damage for Artillery, can use as Aerial Evasion
Arrow Shower - Decent DPS skill for Artillery especially when out of skill rotation
Scope Arrow - Main DPS Skill
Swift Shot - Main DPS Skill (Close Range)
Rapid Shot - Main DPS Skill
Tracking Arrows - Main DPS Skill
Revolution Ballista - Ultimate Skill
Arrow Barrage - Sniper's Ultimate Skill, good for PVP only
Ankle Shot - Utility Skill mainly to bind enemies, not necessary in PVE
Bulls-eye - Very good all round debuff. Max for PVE
Spiritual Excel - Max for PVE, boosts Agility and Intellect
Sylph Aid - Max for PVE, boosts Damge and Movement Speed
Artillery Tree
Detonating Arrow - Fires a high SA Break Arrow which explodes after 3 seconds
Magical Breeze - Boosts Magic Attack by a %. Coverts PATK skills to MATK using the same amplification
Magical Attack Mastery - Boosts Magic Attack damage by 10%
EX Skills
Scope Arrow EX - Damage Boosted, leaves an Extension Coreat the center of the explosion
Swift Shot EX - Damaged Boosted, additional jump back shot added. Swift Arrow can be fired from Extension Core
Rapid Arrow EX - Damage Boosted. More Arrows and Range Increased
Tracking Arrow EX - Damage Boosted. Explosions at the end of arrow. 20 Critical hits trigger Red Tracking Arrows with double damage.
Longbow VS Crossbow
The topic is quite the debate amongst Bowmasters, especially the Artillery class, Sniper shouldn't hesitate and go for Longbow, since Sniper excels at range however, no one will stop you if you prefer the spammable 3-hits from crossbow. Here are some things to consider regarding your choice of bows.
Longbow
- Further Range
- Higher Critical
- Larger Potential Damage
- Lower Consistency
- Single Hit normal attack with 3rd consecutive attack being piercing
Crossbow
- Shorter Range
- Lower Critical
- Consistent Damage
- 3 hit normal attack
These are things to consider regarding longbow and crossbow choices
1) Do you Need Critical Badly
2) Do you prefer hitting at range or hitting close-combat
Personally, I use a Longbow mainly due to carrying a Darkness Longbow costume. However, Longbows would benefit just a bit more in PVP for longer range attacks. For PVE, personally I recommend using Crossbow. As an Artillery, you probably won't need so much extra critical from the longbow.
*Black Dragon Legend Crossbow +12 VS Black Dragon Legend Longbow +12
Player VS Environment (PVE) Skill Build
Base Build
The Skills above are the skills that you MUST have for PVE
Archer Tree
1) Level 1 Twin Shot BECAUSE Magic Arrow provides better DPS at Level 21 onwards
2) Level 21 Magic Arrow BECAUSE Magic Arrow Level 25 damage increase is not as significant unless Level 26
3) Level 1 Mana Mastery and Mind Conquer BECAUSE Artillery have high INT stat = High Mana Regen Rate and Pool
Artillery Tree
*NO EXPLANATION REQUIRED*
Possible Additions for PVE
1) Rage of Owl can can be added to Level 1 if you have extra SP and your party members are lacking in critical.
Burst DPS Skill Build
The skills below are in reference to when the respective skills are at their EX. SP consumption 130/133. Crossbow Mastery and Longbow Mastery can be used interchangeably.
Bowmaster Tree
1) Level 16 Aerial Chain Shot - This is the main difference of the 2 DPS Builds. ACS Burst Damage is still considerable.
2) Level 16 Scope Arrow EX - Only kept at Level 16 if SP in sufficient BECAUSE it deals the least damage compared to others
Explanation
The Burst DPS skill build focuses on higher DPS in a short period of time, often during 8 Man Raids. This build works better with "Beyond Time" as ACS is a fast-cast skill as well. However, by just normal skill rotation, you will run out of skills to cast for a short period of time.
Consistent DPS Skill Build
The skills below are in reference to when the respective skills are at their EX. SP consumption 133/133. Crossbow Mastery and Longbow Mastery can be used interchangeably.
Bowmaster Tree
1) Level 11 Aerial Chain Shot - Compared to the previous build, ACS is only Level 11 to make way for Arrow Shower
2) Level 18 Scope Arrow EX - Added 2 SP points to Scope Arrow EX BECAUSE there are honestly nothing else to add to
3) Level 1 Arrow Shower - Still a strong filler skill, but weaker in damage output compared to ACS (tested)
Explanation
The Consistent DPS skill build focuses on DPS constantly. For this build, unless Arrow Shower is cancelled, all major DPS skills should be available for cast. Arrow Shower must be cast a distance and requires casting time, avoid using it when alot of dodging is required.
Artillery Equipment (PVE) Magic Attack Build
The Magic Attack Build is still the general basis of building an Artillery for damage for Level 80 Cap The Following will be covered in this section:
1) Skill Heraldy
2) Plate Heraldy
3) Talisman
4) Armor Choice
5) Weapon Choice
1) Skill Heraldy
This build is for maximizing damage for Artillery. These are your options.
- Scope Arrow 20% Damage
- Swift Shot 20% Damage
- Tracking Arrows 20% Damage
- Revolution Ballista 20% Damage
- Revolution Ballista 12% Cool down
2) Plate Heraldy
For Artillery, your dodging skills should be good, prioritize damage boosters instead of defense first. MUST HAVE
- [ATK] Magician / Intellect
- [DEF] Life Vitality / Health
RECOMMENDED
- Ultimate BECAUSE Final Damage 5% is a great boost in PVE even your don't carry Final Damage on armor/weapon
- Tent BECAUSE Magical Defense reduces the damage you take in case you make mistakes
- Iron Wall BECAUSE Physical Defense reduces the damage you take in case you make mistakes
- Fatal BECAUSE Critical maxed is an important part of the game, an Artillery that can't hit 69% Critical without buff, GET THIS! OPTIONAL (Only if you have extra Heraldy Spaces left over after the above 7 plates)
- Wind, if 69% Critical cannot be achieved even with Fatal Plate
- 3rd Stat Junk Plates, use Magic Attack or Vitality 3rd stats unless you can afford Final Damage
- Bear, use ONLY IF it manages to boost your Critical Damage by 1%
3) Talisman
This are the list of Talismans you should get in the following priority, how you arrange them is up to you. But preferably, Attack, Defense then Junk.
HIGHEST PRIORITY (Put at 200% or 175%)
- Intellect / Magician / Life Vitality / Health / Ultimate (If you can afford)
MID PRIORITY(Put at 175% - 125%)
- Tent / Iron Wall / Fatal / Mana Regen (If you have Level 0/1 Mind Conquer
NOTES:
1) If your Junk Talisman contains Final Damage, maximize it if you wish
2) Talisman order can be switched on situation
4) Armor Choice
This is the list of armor choices Pre-80A sets. Keep in mind Level 80 nest is made for people using Level 70 Unique Gear (70S). Armors below Level 70 are NOT RECOMMENDED. Armors should be carrying [1 Skill Jade, 1 Intellect Jade, 1 Life Vitality Jade]
1) New Moon / Saviour (70A) - Cheap, Minimum for survival, [+8 Above] Cost Price => Under 5k Gold for Full Set Armor 70A is the lowest benchmark for nesting armor-wise. Using armor under level 70 with no jade options will probably result in instant fatality.
2) Hero (70S) - Free but time consuming, decent defense [+6 Above] Cost Price => Free 70S just got released with Level 80 patch, it is pretty easy to get and takes time partially do to it being non-tradeable. If you can PVP well, get this.
3) Black Dragon (70S) - Expensive, decent defense, more damage oriented than Hero. [+6 Above] Cost Price => Roughly 40k Gold for Full Set Armor More attack bonuses and works in a 7 piece bonus with weapons. Looks good but defense wise it is the same as Hero (70S). Recommend to do BDN Memorial or BDN 8-man and just craft your own instead of buying.
4) Black Dragon (70L) - Very Expensive, above decent defense, Good stat bonuses [+10 Above] Cost Price => Prepare at least 50k Gold MINIMUM This set as a full armor set is NOT RECOMMENDED since Level 80A will make most of this set redundant. Only use the Upper Body and Leg portions of the armor if you wish in conjunction with using the weapons for a 3pc or 4pc.
5) Volcanic (80A) - Updated when release
5) Weapon Choice
This is the list of Weapon choices Pre-80A sets. Keep in mind Level 80 nest is made for people using Level 70 Unique Gear (70S).
Weapons should be carrying [1 Skill Jade, 1 Intellect Jade, 1 Magician Jade]
1) New Moon (70A) - Cheap, Minimum for decent damage, [+10 Above] Cost Price = 10k Gold (+10) This is the lowest Tier of weapons to use in conjunction with the set as it doesn't give additional damage boosters compared to Saviour Weapon Set (70A). Aim for at least +10 if you want to be decent in Level 80 Nest.
2) Saviour (70A) - Slightly more FD oriented, relatively cheap [+10 Above] Cost Price => 10k - 15k Gold (+10) This is the lowest Tier of weapons to use however it beats New Moon as it grants additional 308 FD which will boost damage by a considerable amount. However since the grade is same as New Moon, get a +10 at least.
3) Hero / Black Dragon Unique (70S) - Good Raw Damage, Free (Hero) or Expensive (BDN) [+8 Above] Cost Price =>Free // 50k Gold Stats and set bonuses wise granted by the 2 different sets is about the same. Hero Weapon set requires 2000 Ladder rating though and would require about 5 weeks to accumulate enough Ladder Points to unlock both weapons. If you can't PVP, get BDN Unique weapons.
4) Desert Dragon Legend (60L) - Good Damage, 2 PC FD Bonus, Very Expensive (BDN) [+12/13] Cost Price => 30k - 100k+ People who don't have a budget of 80k DON'T USE THIS. At the introduction of level 80 cap, I do not recommend people crafting and upgrading this from scratch. People using this probably made this long ago since they can afford the enhancement fluctuations. Still grants good damage at +12/13.
6) Accessories
Accessories for a Magic Attack Artillery is pretty straightforward. Go for either Generic Intellect Boosting 2 Stat Necklace/Earring or Intellect Main Stat Skill Necklace/Earring. For rings, use Skill Rings.
Rings should be carrying [1 Magician Jade]
Necklace/Earrings should be carrying [1 Life Vitality Jade or Intellect Jade]
1) Regular Epic or Unique Grade Intellect Necklace/Earring (2 Stat preferred) Cost Price => Dependent This is the most basic to get for damage boosting. Uniques can only be obtained from Dragon Fellowship (Level 70) unless you use BDN Unique Accessories. Epics drop from "Anu Arendal Ordeal Nest" Equip them with Intellect or Life Vitality Jade as per your requirement.
2) Skill Accessory (Intellect Base) Cost Price => Dependent Stat would be abit weaker defense wise compared to "1" but grants better damage for skills. Skill Accessory to get:
3) Skill Rings (Bulls-eye and Magical Breeze) Cost Price => Dependent These 2 rings are a must have for any good Artillery. Bulls-eye increases armor debuff on monster by 5% and Magical Breeze increases magical damage (not reflected) by 3%
Light Attack Build
The Light Attribute Artillery is only achieved with the use on a Elemental Conversion Jade Since the current ECJ has a -30% Elemental attribute, to use the Light-Attack Build, it is optimum to have at least 1 of these characters on your team.
Light Fury / Inquisitor / Crusader
The following characters can be Light Attribute Boosters but come in only second to the 3 mentioned above due to them not reaping the maximum benefits from a full light-based party. Abyss Walker / Saint / Guardian
This section we will discuss the following
1) Light Attribute Buffs and Debuffs
2) Equipment for Maximum Light Damage output
1) Light Attribute Buffs and Debuffs These are the beneficial buffs and debuffs specific to light-attribute attacks that are afforded by Bringers / Priests and Paladins.
Buffs
1) Bringer - Blessing of Anja (+14% Light %) [+1 Skill = 16% Light]
2) Priests - Blessing of Light (+24% Light Attack)
3) Paladins - Conviction Aura (+30% Light Attack)
4) Priests - Cure Relic (+5% Light Attack)
DeBuffs
1) Paladins - The following skills have -15% Light Def on Monsters Charge Bolt, Lightning Zap
2) Priests - The following skills have -15% Light Def on Monsters Charge Bolt, Chain Lightning, Lightning Bolt
3) Priests - The following skill has above -20% Light Def on Monsters Heavenly Judgment
4) Inquisitor - The following skills have at least -15% Light Def on Monsters Mind Breaker EX (15%), Consecration (20%)
For Light attribute debuffs, Lightning Bolt & Chain Lightning overwrite each other, however, that still leaves a total of 98% Light Defense
For Light attribute buffs, the maximum obtainable Light Attack % at any one point is 75% Light Attack with Cure Relic on.
2) Equipment for Maximum Light Damage Output
For this calculation we we assume that 60L sub weapon is out of the picture so only jades will be included. The following below are maximum amount of light attack (Excluding pre-level 70 set accessories like Twisted Obsession and Manticore Accessories which are almost non-existent)
1) Light Attack Jades on Sub Weapon and Rings (8.05% x 3 = 24.15%)
2) Title: Overcoming Limits (5%)
3) Costume Rings: Blue Sparkling Rings x2 (5%) OR Brilliant Fragment Rings x2 (4%)
4) Elemental % on Skill Rings (3.55% x 2 = 7.1%)
5) Elemental Conversion Jade (-30%)
Counting Blue Sparkling Rings over Brilliant Fragment Rings, the total Light % you can achieve as an Artillery is:
24.15% + 5% + 5% + 7.1% - 30% = 11.25%
With the 3 Light Princes your Light Attack would total up to:
11.25% + 75% = 86.25%
Even with just 1 Light Attack booster around, your light attribute damage will still do much better than Normal Magic Attack. Magic Attack maximum gain % from Weapons and Rings is only 16%. UNLESS the monster has high light attribute defense.
*Did not include Magic Attack Bonus % from Plates/Costume because Light Artillery will still benefit from
Light Attribute Calculation example:
Magic Attack = 30,000 | Light Attribute = 40% | Final Damage = 20% [(30,000 x 140%)] x 1.2 = 50,400
Dark Attack Build
The Dark Attribute Artillery is only achieved with the use on a Elemental Conversion Jade Since the current ECJ has a -30% Elemental attribute, to use the Dark-Attack Build, it is optimum to have at least 1 of these characters on your team.
Abyss Walker / Light Fury / Majesty / Dark Summoner. Mainly Bringer.
All these characters are innately Dark-based except for Light Fury which boosts Dark a little less than Abyss Walker but still fits in pretty well.
This section we will discuss the following
1) Dark Attribute Buffs and Debuffs
2) Equipment for Maximum Dark Damage output
1) Dark Attribute Buffs and Debuffs These are the beneficial buffs and debuffs specific to light-attribute attacks that are afforded by Bringers / Majesty and Screamers.
Buffs
1) Bringer - Blessing of Anja (+28% Dark %) [+1 Skill = 32% Dark %]
2) Dark Summoner - Sadism Pleasure (+20% Dark)
3) Abyss Walker - Incarnation of Darkness (+25% Dark) [+1 Skill = 30% Dark]
DeBuffs
1) Majesty - The following skills have -20% Dark Def on Monsters Gravity Ascension Ex
Other Dark Team Benefits
1) Abyss Walker has a "Dark Burns Damage" which causes a 10% damage over time amplified by Dark % on the AW's attacks
Skills involved: Illusion Strike. Night Explosion, Plasma Burst, Line of Darkness
For a Dark Build, unlike a Light Build which depends on having a few Light Attribute Boosters, the main draw of the Dark Build is that you mainly require a Bringer on your team, better if its an Abyss Walker. Other characters that are Dark Based will mainly benefit and supplement the strength of the Abyss Walker. Players can also get Tough Accessories to boost Dark Attack unlike Light Attack. I will explain this later.
For Dark attribute debuffs, the maximum Dark Defense Reduction obtainable is -20% Dark.
For Dark attribute buffs, the maximum obtainable Dark Attack % at any one point is 82% Dark Attack
2) Equipment for Maximum Dark Damage Output
For this calculation we we assume that 60L sub weapon is out of the picture so only jades will be included. The following below are maximum amount of dark attack (Excluding pre-level 70 set accessories like Twisted Obsession and Manticore Accessories which are almost non-existent) However, Dark Attack is readily available via Tough Accessories but those cost easil 70k Gold ++. However it is still a worth it investment.
1) Dark Attack Jades on Sub Weapon and Rings (8.05% x 3 = 24.15%)
2) Title: Overcoming Limits (5%)
3) Costume Rings: Blue Sparkling Rings x2 (5%) OR Brilliant Fragment Rings x2 (4%)
4) Elemental % on Skill Rings (3.55% x 2 = 7.1%)
5) Elemental Conversion Jade (-30%)
6) Tough Necklace and Earring (~10% + ~9%) = 19%
*Tough Accessories vary depending on which grade you use, I just rounded it off*
Counting Blue Sparkling Rings over Brilliant Fragment Rings, the total Light % you can achieve as an Artillery is:
24.15% + 5% + 5% + 7.1% - 30% + 19% = 30.25%
With the maximum Dark Attack Boosters your Dark Attack at any one time would total up to 30.25% + 82% = 112.25%
By using Tough Accessories, even without a Bringer you can use Dark-Attack as your main mode of damage UNLESS the monster has high Dark Defense. That being said, a light-based party would generally by more favoured in level 80. However, with the correct class pairing, Dark attribute Artillery could still be efficient. *Did not include Magic Attack Bonus % from Plates/Costume because Dark Artillery will still benefit from that Percentage.
Player VS Player (PVP)
Player VS Player PVP Skill Build (Colosseum VS Ladder)
While the know-how of combo-ing in Colosseum and Ladder is similar. The 2 PVP Arenas differ greatly in several aspects. Personally, I am a Ladder PVP Artillery. I'm looking for an experienced Colosseum PVPer especially Bowmasters for assistance for this section. For PVP, the builds are more varied according to each individual's play-style. What I share here, is what I use
Here is a list of things that I feel is different between Colosseum and Ladder
1) Colosseum Damage is Standardized VS Ladder Damage is Equipment Based
2) Colosseum Mana Pool is almost limitless VS Ladder Mana Pool drains rapidly
3) Colosseum skills can be spammed VS Ladder skills have to be rationed to save mana
4) Dodging consumes a huge amount of mana in Ladder
Sadly in Ladder, unlike PVE, some of our skills have been nerfed such as:
1) Scope Arrow EX does not leave an Extension Core
2) Since no Extension Core, Swift Shot must be cast in close range
3) Tracking Arrows EX still collects critical counts but no Red Tracking Arrows will be fired. Once "20" has been hit, it will just reset with no benefit
4) Detonating Arrow EX shoots 2 explosive arrows instead of 3.
Keeping the above conditions in mind, I formulate my builds accordingly.
*Artillery Tree is maxed in both builds for obvious reasons.
Ladder PVP Build
*This build has 1 SP left over, personally, I add it to make Level 2 Arrow barrage, if you don't want Arrow Barrage feel free to allocate your SP elsewhere
Skills
- Twin Shot Level 26: Good Amount of Damage in a small 2-hit skill and it is spammable. Damage boosted at Level 26
- Multi Shot / Magic Arrow Level 1: Just to use to flinch or knock down opponents
- Mental Mastery/Mind Conquer Maxed: To cope with mana issues
- Aerial Chain Shot Level 1: Use it mainly for utility hang time or to knock down aerial opponents
- Scope Arrow EX Level 11: Not enough SP to Level 16. Very Linear attack easy to miss in PVP if lag, I choose to add other DPS skills over it
- Swift Shot EX Level 18: Extremely high burst damage but have to be used at very close range. Might want a +1 Skill - Rapid Shot EX Level 16: Decent AOE skill with good damage. Must get to Level 16.
- Tracking Arrow EX Level 13: Honestly, EX or not, doesn't feel much better but its a bread and butter combo starterl
- Ankle Shot Level 9: A Must have to hold down opponents, higher level means longer hold time
- Stun Shot Level 1: Just to stun opponents when they have no Super Armor skills.
- Arrow Barrage: I left 1 SP out in the build above, it went to Arrow Barrage, I prefer it over Revolution Ballista because RB can be easily dodged via i-frame. Arrow Barrage if correctly positioned will deal full hits.
- Revolution Ballista: Good Ultimate, but can easily be dodged.
Ladder Specific PVP Equipment
Important Skill Plates
50% Mana Reduction Twin Shot
20% Damage Rapid Shot
20% Damage Swift Shot
20% Damage Tracking Arrow
Skill Accessories Necklace
- Earring
- Rings
- Magical Breeze
PVP Extra Skill Plates
Manticore Gravity Ball - Still Provides great Super Armor Break, deals up to 4k damage
Fujinorth Laser - Minor suction followed by a laser beam, deals up to 10k damage
Poison Mushroom - Summons 3 mushrooms that explode on contact, deals up to 15k damage if all hit.
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