Level 80 PVE Smasher Build Guide in Dragon Nest [T4]
Here is a pve build guide for Smasher in Dragon Nest written by Vaahneon of Dragon Nest SEA forum.
Smasher is the neutral longer ranged sub-specialization of the force user. She still bears the disabling capability, but now she concentrates on using the power of the laser tree to deal damage, with both Force Mirror and Arcane to boost her damage output. She is still holds the Support role but can deal efficient damage.
The template focuses on the neutral skills more for damage, the the dark skills learned are more of fillers or utility, the remaining sp would either be spent on sorc passives or getting more filler dark skills
Sorceress Passives - Usually the passives to max are the HP Mastery, Mental Training, Rising Blast, Blink and Escape. Aerial Evasion, MP Mastery and the others are up to your discretion.
Core Skills:
Glacial Spike - Increased due to the also increasing freezing chances, its quite a must max or close to that, as we need every chance for this spell to freeze.
Nine-Tail Laser EX - Quite a big improvement from the non-ex version, with a big increase in damage, range and overall hits. its fast casting time makes it good to be used under the BT combo.
Force Mirror EX - Although this skill actually damages now, its main use is still to apply the magic damage increase debuff on surrounding targets. This skill must be spammed as much as possible. the debuff lasts for 21 secs, since the debuff is applied per wave and lasts 11 sec. A skill accessory is a must have for this, but no need if you're in a party which can cap the 100% dmg inc debuff to targets.
Spectrum Shower EX - The main mob clearing spell of the Smashers, now with faster casting, stronger output, wider AOE and a removed blind spot. This spell is now quite viable for a BT combo especially if you have spirit boost as well, and you can pull this skill off even with mobile bosses with its new upgrade although still needs timing.
Beyond Time - The main reason why Force Users are a great addition to a venturing party, max is a must, timing of this skill is very crucial as this skill does not have high SA and its cooldown is very long.
Teleport - mostly as an escape spell, and for faster travel time, maxing this is optional plus plate for more mobility and I-frame.
Arcane - To raise your magic attack stat further, with the cost of more mp consumption, it doesnt hurt much in PVE if you have high enough mp recovery stat.
Laser Cutter EX - The main damage spell of the laser tree, its high damage and fast casting nature makes it a must use skill under the BT combo, downside of the skill is the time needed to complete the board damage, which usually the target would already be out of the aoe before the second laser begins to come back.
Time Controller - Reduces 10% cooldown of all skills under the laser tree with the inclusion of Gravity Trap if I'm not mistaken (Eraser not included). Although the effect is not much noticeable with short CD skills, this passive gives smasher a slightly better skill rotation capability especially under BT and SB.
Optional Skills:
Void Blast - This skill IMO would be a better filler over comet with its lower cd and faster casting although its dark since the recent boost made this skill a lot better
Wheeling Staff - This is also a viable choice over Void Blast, as this is neutral, with quite higher board damage. IMO since void blast is dark, wheeling staff would be the better option more so if you are going for elemental conversion
Time Dodge - another utility spell to unflinch yourself, or keeping yourself from getting floored, however if you are flipped in air or already kissing the ground this cannot be used.
Gravity Blast and Black Hole - prereq skills, Gravity Blast can be useful for SA break.
Triple Orbs - Mostly as a filler spell, you dont include this in the BT rotation since generally this will deal lesser damage than the laser skills depending on gears.
Comet - optional if you want a long range SA breaking skill for utility, the long casting time and long cd puts it at a disadvantage.
Linear Ray EX - Its growth is not much, plus the added casting time to charge the skill can be a disadvantage, but its makes it up for the longer range with a fully charged linear ray, but you can also insta-cast it if you do not have the luxury of charging it.
Force Shield - As tempting as the big magic damage increase and the damage reduction this spell offers, its activation rate is quite a big let down, being its too variable, and most of the time you will try not getting hit by anything. This also cancels any skill you are casting when it activates. Mostly for prereq, but IMO if it wasnt under the laser tree I'd pretty much skip it. In parties as well as Smashers already have Arcane as a magic atk% booster, the boost of this would be useless in the face of Bringers, Priests and Screamers who can help cap the matk% boost.
Time Stop - The disabling capability of this spell is limited, as bosses are usually immune, but great for mob control so they dont interrupt you casting skills especially spectrum shower.
Eraser - You can use this skill to protect yourself from high damage while being able to do damage, but has low SA.
Gravity Trap - Same reasons as Time Stop, not really useful in the more crucial situations, IMO time stop is enough as a disabling skill if there is a need.
Force Wave and Gravity Spark - These two are more useful in pvp than pve, both damage is low and the need to use blink.
Gravity Ascension - This has pretty high breaking ability but the usage is very little, so not much of a need to get this skill.
Beyond Time Combo
Usually when you need to deal fast offense in a short period, Beyond Time will be used. For either solo or party the combo depends on your skills and what you are used to using, and gear build.
The most viable rotation in case you are without Elestra, is putting glacial spike in between the spells Nine-Tail Laser EX and Laser Cutter (Force Mirror is already up). you can change Glacial Spike to Spectrum Shower EX if you have an Elestra with you since you do not need to freeze the target.
Gear Suggestions
Skill Plates:
Choice of skill plates from below depending on what you usually use:
Linear Ray - 20% damage
Nine Tail Laser - 20% damage
Spectrum Shower - 20% damage
Laser Cutter - 20% damage
Beyond Time - -20% CD
Teleport - -20% CD
Stat Enhancement Plates
Sorceress Passives - Usually the passives to max are the HP Mastery, Mental Training, Rising Blast, Blink and Escape. Aerial Evasion, MP Mastery and the others are up to your discretion.
Core Skills:
Glacial Spike - Increased due to the also increasing freezing chances, its quite a must max or close to that, as we need every chance for this spell to freeze.
Nine-Tail Laser EX - Quite a big improvement from the non-ex version, with a big increase in damage, range and overall hits. its fast casting time makes it good to be used under the BT combo.
Force Mirror EX - Although this skill actually damages now, its main use is still to apply the magic damage increase debuff on surrounding targets. This skill must be spammed as much as possible. the debuff lasts for 21 secs, since the debuff is applied per wave and lasts 11 sec. A skill accessory is a must have for this, but no need if you're in a party which can cap the 100% dmg inc debuff to targets.
Spectrum Shower EX - The main mob clearing spell of the Smashers, now with faster casting, stronger output, wider AOE and a removed blind spot. This spell is now quite viable for a BT combo especially if you have spirit boost as well, and you can pull this skill off even with mobile bosses with its new upgrade although still needs timing.
Beyond Time - The main reason why Force Users are a great addition to a venturing party, max is a must, timing of this skill is very crucial as this skill does not have high SA and its cooldown is very long.
Teleport - mostly as an escape spell, and for faster travel time, maxing this is optional plus plate for more mobility and I-frame.
Arcane - To raise your magic attack stat further, with the cost of more mp consumption, it doesnt hurt much in PVE if you have high enough mp recovery stat.
Laser Cutter EX - The main damage spell of the laser tree, its high damage and fast casting nature makes it a must use skill under the BT combo, downside of the skill is the time needed to complete the board damage, which usually the target would already be out of the aoe before the second laser begins to come back.
Time Controller - Reduces 10% cooldown of all skills under the laser tree with the inclusion of Gravity Trap if I'm not mistaken (Eraser not included). Although the effect is not much noticeable with short CD skills, this passive gives smasher a slightly better skill rotation capability especially under BT and SB.
Optional Skills:
Void Blast - This skill IMO would be a better filler over comet with its lower cd and faster casting although its dark since the recent boost made this skill a lot better
Wheeling Staff - This is also a viable choice over Void Blast, as this is neutral, with quite higher board damage. IMO since void blast is dark, wheeling staff would be the better option more so if you are going for elemental conversion
Time Dodge - another utility spell to unflinch yourself, or keeping yourself from getting floored, however if you are flipped in air or already kissing the ground this cannot be used.
Gravity Blast and Black Hole - prereq skills, Gravity Blast can be useful for SA break.
Triple Orbs - Mostly as a filler spell, you dont include this in the BT rotation since generally this will deal lesser damage than the laser skills depending on gears.
Comet - optional if you want a long range SA breaking skill for utility, the long casting time and long cd puts it at a disadvantage.
Linear Ray EX - Its growth is not much, plus the added casting time to charge the skill can be a disadvantage, but its makes it up for the longer range with a fully charged linear ray, but you can also insta-cast it if you do not have the luxury of charging it.
Force Shield - As tempting as the big magic damage increase and the damage reduction this spell offers, its activation rate is quite a big let down, being its too variable, and most of the time you will try not getting hit by anything. This also cancels any skill you are casting when it activates. Mostly for prereq, but IMO if it wasnt under the laser tree I'd pretty much skip it. In parties as well as Smashers already have Arcane as a magic atk% booster, the boost of this would be useless in the face of Bringers, Priests and Screamers who can help cap the matk% boost.
Time Stop - The disabling capability of this spell is limited, as bosses are usually immune, but great for mob control so they dont interrupt you casting skills especially spectrum shower.
Eraser - You can use this skill to protect yourself from high damage while being able to do damage, but has low SA.
Gravity Trap - Same reasons as Time Stop, not really useful in the more crucial situations, IMO time stop is enough as a disabling skill if there is a need.
Force Wave and Gravity Spark - These two are more useful in pvp than pve, both damage is low and the need to use blink.
Gravity Ascension - This has pretty high breaking ability but the usage is very little, so not much of a need to get this skill.
Beyond Time Combo
Usually when you need to deal fast offense in a short period, Beyond Time will be used. For either solo or party the combo depends on your skills and what you are used to using, and gear build.
The most viable rotation in case you are without Elestra, is putting glacial spike in between the spells Nine-Tail Laser EX and Laser Cutter (Force Mirror is already up). you can change Glacial Spike to Spectrum Shower EX if you have an Elestra with you since you do not need to freeze the target.
Gear Suggestions
Skill Plates:
Choice of skill plates from below depending on what you usually use:
Linear Ray - 20% damage
Nine Tail Laser - 20% damage
Spectrum Shower - 20% damage
Laser Cutter - 20% damage
Beyond Time - -20% CD
Teleport - -20% CD
Stat Enhancement Plates
- Intellect, Wind, Magician, Health, Life Vitality, Fatal as main options
- Ultimate if you have a bit of FD
- Iron Wall and Tent for added survivability
- 3rd stat will depend on how you build your char, Int 3rd stat will provide good balance of matk, mdef and more mp, Vit for more hp and def, or just go plain def. FD if you have lots of money.
Talisman Options
- Intellect and Magician is best for the 200% slot (or Ultimate if you want), then your choice with Fatal, Wind, Health, Life Vitality, Iron Wall and/or Tent with where you want to place them.
Gear Jade Choices:
- Skill Jade Choices:
- Secondary and Main Weapon - Marian Jade (reduces 7%x2 mdef for 10 sec, cd 60 sec) useful for reducing the target's magic defense for slightly more damage, the output is variable depending on your target's mdef values, or use the Starlight Jade (reduces 5% light resist) if you plan on wearing the Lightning Jade (convert to light element) or Ghost Town Jade(reduces 5% dark resist) if you will wear Abyss Jade (convert to dark element).
- Armors - Adamantine Jade (20% pdefx5) or Resistance jade (10% mdef and pdefx5) is best for sorceresses, since we do lack physical defense, these jades will make up for it within 10 sec.
- Armor, Earring and Necklace Stat Jade Choices:
- Either you focus on int jades/ life vit jades, or add wind jades (i doubt you want bear jades). 3rd stat options will be either int/matk or vit.
- Weapon and Ring Jade Choice:
- Smasher has the option of using the Elemental Conversion Jade, which she may opt to use the Lightning/Abyss jade to turn all the Laser Skills to the light/dark element, which can be further boosted by the cleric's numerous light atk buffs or the dark atk buffs of Abyss Walker and Dark Summoner. Fire and Ice converting jade are already more viable with the recent changes to the respective elements but light is still the best to maximize the debuff potential.
- If you plan on staying neutral then just get matk jades.
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