1. Introduction
Priest
is the supporting Character of this game. Priest will always support
in teamplay, let it be by Relics, by healing or dishing out some extra
DPS. Priests Branch off into 2 different Classes: Inquisitor, The DPS or
Saint, The supporter. I do want to note that there are many different
kinds of Inquisitors and/ or Saints and you can fill that job in with
the idea that you have. Priests are known for Poledancing, Buffing and
Zapping away. The advantages that Poledancing and Buffing give, is that
you are a Wanted class for Nesting and the one supportive thing that
Sets Paladins and Priests apart is that Priests have a Secondary Healing
skill namely Healing Relic. Priest also has good defense, hp and mp ,
Making them durable and possibly even tankers.
However, aside of those advantages,Priests also have weaknesses. They
are Slow and have low Superarmour. A priest focussing on DPS will never
have the same DPS that for instance a Damage Dealing class like Sorcerer
or Archer has. So Overall there arent that many disadvantages.
(+) Pros:
- Priest is a Support class of the game.
- Priest has many Buffs and 2 good heal skills.
- Priest has a very big MP mod, defense and magic defense. Decent HP stat, not as good as Paladin.
- Priest is a very good choice of class in a long run nest because of its high survivability, good HP/MP Mods and supportability.
- Priest's Smallscale offensive spells have a low cooldown, bigger ones like Bind Relic and Holyburst have a longer cooldown.
- Priest has powerful buffs to increase Defense, Lightattack and Magic/ Physical attackpower making them a wanted party class.
- Priest is known for Poledancing in PVP. They Protect members in their team with healing/cure relics. While annoying and harrassing the opponents with Lightning Poles, Lightning skills. They can even snatch a fair amount of kills this way.
(-) Cons:
- However, a Priest, being the slowest class in the
game, are victims for every fast classes if you are not careful. You
have to outsmart the speed of every opponent you have using your Poles,
dodges and Bindings.
- However, a Priest has lowest DPS compared to other classes.
- However, a Priest has a few to no evasion skills
aside of Aerial Evasion and Sidestep. Block is not counted as an evade
skill as you still take hits.
2. Skills
2.1. Cleric Skills
I decided that I will not enlist skills that are not usefull nor beneficial to the Priesthood.
Thus You won't find Paladin oriented skills here or things like Holy Kick.
Do keep this in mind.
Shield Blow - Strike your enemy hard using your shield. Not really usefull for a priest. I used it for a while because of the low cooldown but I prefer the other "Physical"one.
PVP - *
PVE - *
Block -
Defend yourself using your shield. Increasing
this skill's rank will increase the amount of attack you can block per
15 seconds duration (PVE) and 12 seconds duration (PVP). This makes you
block any attack 100% for certain duration. A basic tanking skills for a
Priest with reasonable cooldown. Good skill in both PVP but PVE, but
beware, it can interupt your other skill when casting.
PVP - ****
PVE - ****
Lightning Strike -
Bash your weapon upwards and send a lightning afterwards.
Also does an okay damage for a basic skill. Not so good in PVE but
useful in PVP as combo chainer. Has Low cooldown so is usefull when
other more important skills are on CD.
PVP - **
PVE - **
Charge Bolt -
Charges up your weapon with electricity and send it down in four directions. A
very good skill in PVE as it can attack multiple enemies and big
bosses. Mad usefull in PVP due the fact that it can hit your opponent 4
times on close range. Pesky Warrior's will think twice when coming
close. This is also favorable in PVE as it can decrease your opponent's
light resistance for.. WUT? 15%!? DO WANT.
PVP - ****
PVE - *****
Half Turn Kick -
Kicks an opponent in a half turn. This skill is not used much. The only time ever that it should be used is kicking opponents like Warrior and SM into stun @ Pvp
PVP- **
PVE- *
Holy Bolt - Creates a holy bolt to damage and
bind enemies. A very good skill in PVE and PVP. PVE wise it hits nicely
on the bigger bosses. IT also is a usefull skill for binding big groups
of mobs together placing them right for things like Grandcross or
Chargebolt. PVP it binds enemies while damaging so you can A) run away
or B) start your combo/killing.
PVP- *****
PVE- *****
Heal- Heals you and your opponents based on the % of HP.
Heal heals a % of your Max hp for yourself and for allies it heals the
from the max amount of HP they have. A Must for PVP and PVE. Max it
naturally. Heal heals the opponent based on the amount of total HP you
have + a little more. Very usefull in PVP for healing nice amounts of
damage away, same for PVE. The Cooldown is a little long sometimes so
thats annoying.
PVP-****
PVE-****
Slidingstep-
A dash in any direction you want. Usefull
for PVE and PVP. Used for dodging attacks or simply moving forward
faster. Must get skill. Makes this slow class move faster.
PVP-****
PVE-****
Aerial Evasion-
Avoid Falling down by hitting key.
Usefull for PVE and PVP. Especially when locked in annoying flying
combinations that you can't break without this. Think of SM's Tornado or
Harpy's Tornado for example. Only downside is long cooldown.
PVP-****
PVE-****
Toughness-
Physical Defense increases by certain %.
I'm not sure if this skill also works in PVP . Ofcourse a must get. Any
damage reduction increases our Tankness and survivability. Must max.
PVP-*
PVE-****
Mental Mastery -
MP % Increases. Does not
work for PVP. A Must to get for Lategame Dungeons. You're going to need
alot of MP. The max Amount of MP also has an effect on the amount of MP
you recover, The more MP-> The better your MP recovery.
PVP-*
PVE-****
Physical Mastery -
HP % Increases. Does work
for PVP. Increases your HP, a must get naturally. Your HealSkill is
based on the amount of HP that you have so further increasing your hp is
better.
PVP-****
PVE-****
Mental Training -
Increases MP Recovery. Not
sure if this works for PVP. Increases MP recovery, needed for Longterm
dungeoneering. You can't support your team if you're out of MP can you?
PVP-?
PVE-****
2.2. Priest Skills
Before listing the skills, I would like to add some informations. Priest has 4 skill trees. The left one is the Magical Skill Tree which is focuses more on doing magical damage and purely made for damage purporses. Inquisitors love this. The second tree is a small Giant AOE tree it holds 2 skills namely Grand Cross and Holy burst. They are Long CD but big and effective AOE's. The 3rd Tree is the Relic tree. It holds damaging , healing and supporting relics. The 4th Tree holds 2 buffs. An armor +% Buff and a damaging+% Buff. Alongside these 4 tree's , a few skills are scattered that all have their uses.
Lightning Bolt- Summons lightning in front of you, can hit multiple targets at once.
Has a chance to electrocute. This is the first of the Proper damaging
skills a Priest will obtain. This is a very usefull skill for Aoeing,
electrocuting and generally just damaging. Has low cool down as well.
PVE- *****
PVP- *****
Mind Breaker- Attack during a dash. Low
Cooldown. Personally I use this more in PVP than PVE. It isnt really
strong but it always helps to damage somewhat. Dashing+ Attacking at the
same time has its benefits in time management thus might prove usefull.
Pre-Req for Chain Lightning.
PVE- **
PVP-***
Chain Lightning- Damages and Electrocutes the Enemy, it can "Chain" Lightning to others.
When used on a Single Target this attack will hit 3 times. The reason
why this skill is a must get, must use and hated skill is because of the
area range it can be used in. It virtually can hit anything as long as
its close enough. It doesnt need to be target it simply attacks. Plus
added to this it automaticly gives the electrocuted status, eletrocuting
the enemy every 5 seconds. The only downside is that Eletrocute doesn't
seem to halt big bosses in PVE like the Pink Minotaur or the
White/Black Bull.
PVP-*****
PVE-****
Detonate- Detonate/Explodes electrocuted enemies.
God I love this skill. This is the one skill I have been waiting for
every since lvl 24 Cap. If you can electrocute alot of monsters in a
dungeon, or boss mobs this skill will go BOOM! Currently the highest
I've hit with this skill is 7.6k uncritted on the Boss @ Overlord Keep
on Abyss mode. This is also great for PVP. Cast a little chainlightning
dodge your enemy's. Press Detonate bamn, they take 4.5k-5k Damage. Makes
Relic hugging an even better strategy. I'm rating it a little less for
PVE due to the fact that most monsters have died before getting
detonated.
PVP-*****
PVE-****
Heaven's Judgement- Floats up and uses a huge and damaging electric AoE Field.
This is the ultimate if you follow the line of the first Tree, The
Inquisitor tree. While damaging you are Invincible for a small time
frame while frying any opponent in your AoE field. A Must get skill for
Priests following the Inquisitor Line. In PVE you can use this to damage
a boss or big group of enemy's. In PVP its good for trapping+ Damaging
an opponent in a high damaging current. Only downside is the Long
Cooldown.
PVP-****
PVE-****
Wand Mastery- Increases Magic attack % When using wand.
This skill is generally gotten by Saints that use Relics alot. Doesn't
have its uses for the Lightning tree much, they are better off being
increased by Light% Damage. The Skill is passive so it doesn't have any
cooldown. Works for PVE and PVP and increases the damage a lightning
relic does+ Healing relic heals.
PVP-****
PVE-*****
Blessing of Light- Increases Light%. This
buff increases Light% Meaning it increases the damage on skills as
Chainlightning and Lightning Bolt. What is also does for other party
members , is increase their Light Resistance. This results into that
they take less damage from Light Mobs and skills and also have a higher
resistance to getitng electrocuted. Must get.
PVP-*****
PVE-*****
Grand Cross- A giant damaging Cross AoE.
This Skill has its advantages and disadvantages. The Disadvantage is
that its slow. The advantages are that it is good damage, a Giant AoE
and can be shot off into any direction, this also means Vertically not
just Horizontally. The CD is allright. PVE wise usefull for Clearing
huge mobs and hitting Big Bosses alot. In PVP used for Pushing and
Luring.
PVE-****
PVP-****
Holy Burst- Giant Aoe Field damaging enemies.
For PVE this skill is God. Clears huge amounts of mobs very easily and
the damage does not suck either. The only downside is that the CD is
very high so you can't use it that often. The High CD is problematic for
PVP where this skill does not see much of its use. I can imagine that
in Tandem with Bindrelic/Holy bolt and this skill. Huge groups of People
can get hurt badly.
PVE-****
PVP-***
Lightning Relic- Summon a sacred lightning object
and the enemy who gets close to the sacred object will suffer lightning
attacks. There is a chance to electrocute the enemy. Must have
skill for saints. Gives a continual DPS and supports by harrassing
enemies in PVP as well as PVE. Has a very Low cooldown. Sometimes you
can even have 2 of these down. This can be used as an Aggro Pole/
Diversion from yourself. Monsters will attack the Relic instead of you.
PVE-*****
PVP-****
Healing Relic- Summon sacred recovering object to heal teammates nearby the sacred object. The secundary healing skill.
This skill is focussed on your MATK and not your HP like Healskill. The
only downside is that the cooldown can be a little tedious if your HP
is ticking down faster then you'd like. Also works on Team mates.
PVP-****
PVE-****
Cure Relic- Summon sacred curing object to cure team mates and increase light damage nearby the sacred object. I
love this skill. It takes off the obnoxious slowing debuffs and more.
It also increases my Lightdamage making my Damage skyrocket even more. I
see it more usefull in PVP then PVE for the sole fact that you will get
hit with debuffs way more often in PVP then PVE. The cooldown is
Mediocre.
PVP-****
PVE-***
Bind Relic- Summon the frontal sacred object to disable the nearby monsters to move. The ultimate skill of Binding. This
is Holy Bolts bigger brother. Downside is that it only Binds and does
not damage but..who cares! This skill is usefull for trapping in PVP and
PVE. I'm not giving this a 5/5 due to the horrendous cooldown it has.
PVP-****
PVE-****
Miracle Relic- Draw a light magical formation and cast it around. Attack enemies and heal allies along with the drop of the magical formation.
The Mother of God of all Relics. The Ultimate for any Priest following
the Saint line. This skill does pretty much all of it. Only downside is
the huge cooldown.. I dont see it as usefull for PVP as PVE due to the
fact that its less spammable and the enemy can simply run away. Unlike
the way it is with Heaven's Judgement.
PVP-***
PVE-****
Protection Shell- Increase surrounding teammates' physical defense. Must
have spell! Everyone will love you for it in PVE and PVP. You will take
less damage making your survivability longer then without.
PVP-*****
PVE-*****
Striking -Increase nearby teammate's physical attack.
Must have spell! Everyone will love you for it in PVE and PVP. You will
love it yourself! We as priests don't have the best DPS in the game and
this helps increase it.
PVP-*****
PVE-*****
Vengefull Wave- Launch common assault when being attacked to unleash divine power to slash the nearby enemy.
I'd say this skill is useless. I've seen people use it in PVP to
counter but I dont think its worth the SP. For the mainfact that it
doesnt always work like its said. And you actually have to get hit and I
prefer to dodge then getting hit.
PVE-*
PVP-**
First Aid- Have a chance to break out divine power when being attacked and the caster's HP will be restored to a certain proportion.
This skill seems interesting at first but its quite poor. And it has
the same issue as Vengefull wave, you have to get hit before this
actually works. Might have its uses for PVP though.
PVE-*
PVP-**
3. Builds
Okay, down to builds! In this section, I will explain about some builds that I recommend the most. To be noted, some of these builds are taken from other foreign versions like DNCN, JP, etc.
3.1. The DPS Inquisitor Build
This build focusses heavily on the DPS side of Priest. They use the
Left Skilltree to their utmost capabilities and also obtain the skill
Heaven's Judgement. They Ditch the Relic tree side. They also have the
minimum amount needed in buffs. Meaning Lvl 5 Lightbuff, Lvl 2 Shell and
Lvl 3 Striking. This build is for the kind that like to be killing
Machines and also great @ PvP. The only downside I can think of with
this build is that you don't really fit the Criteria as DPS as well as a
lets say Sorcerer would. And partywise you will get opted out over a
saint due to not high enough buffs.
3.2. Hybrid Inquisitor
This type of Inquisitor Maintains their DPS status while putting in
Minimal effort in the Relic tree up to the relic they want, let it be
lightning relic + Healing relic or even up to Bind Relic. Hybrid
Inquisitors try to have the best of both worlds. The minimum amount they
have to spent in buffs is respectively Lvl 5 Lightbuff, lvl 2 Shell and
Lvl 3 Striking. Their Damaging skills will have to suffer slightly to
follow this build but are more effective in PVE then the Full DPS
Inquisitor. In short Hybrid Inquisitor wants to be as supportive as a
Saint but is more a DPS type of class.
3.3. Full Support Saint
This Relic Hugging tree totally ignores the Left DPS tree. They Put on
the Pure focus for Relics, Buffs and Heals. They want whats best for
the party and function amazingly in Party play. They are a little Poor
in Soloing in comparison to Hybrid Saints. But hey, support class is
support class, we aren't meant to solo! As you are the supportive type
of Saint you have to work efficiently with your CD's because as soon as
your Relics are on CD and you have buffed everyone, you don't really
much else to do but dodge. This is the "Lazier"variant to the full
potential of Saint. Because you Follow the Relic Tree your Ultimate will
be Miracle Relic helping your party further in reaching their max
Potential. Full Support Saints are not PVP material.
3.4. Hybrid Saint
Hybrid Saints are similar to Hybrid Inquisitors as they try to obtain
the best of both worlds. Whereas Inquisitor Sacrifice Damage , Saints
sacrifice a little on Buffs. They invest the minimum amount of SP in the
Lightning Tree. Meaning that they put in enough points to unlock the
next skill they want. The Reason why you see quite alot of Hybrid Saints
is the pure fact that if you can't find a proper party, you could still
Solo the Dungeon if needed. Another plus to Hybrid Saints is that they
can work functionally in PVP unlike FS Saints. Because they do have some
damaging and killing skills. In short Hybrid saint is a supportive
Inquisitor Wannabe.
4. GEARS
4.1. Potentials
Have Gears that are atleast +8. Remember that +10 Green=+8 Blue=+6 Epic.
It doesn't really matter . Potentials you should really look out for
are Potentials that increase your magic attack by a % or your Light
Attack by a %. Agi/Crit is always wanted and try to balance out your
HP/MP using the potentials. Intellect potentials are also greatly
appreciated. If you're going Saint Perfect stat usage would be INT/HP,
INT/MATK in case of epics Agi is always appreciated but you mainly would
want those stats. Inquisitors preferably want INT/AGI or Light/AGI .
This boosting their critical rates and Damage.
4.2. Accessories (Rings, Necklace and Earring)
Aim for the best you can get. Preferably Rings/Necklace/Earring with
an as high as possible Int bonus on them. There are Rings for
Inquisitors that have a standard light % Bonus that helps increase their
Lightning Skills. For potentials on Jewelry you should aim for having
Int , Light and Magic attack %. Preferably Magic attack % on the Rings
if you're going for Saint so that your Relics will do better damage.
Note: I would not recommend getting the cerberus set Jewelry
because the regular Epics give better INT potentials and you could
always craft int/Element boost or int/Matk on your equipments.
In my opinion you feel the most pain from Cerb set Jewelry on your
rings. (Due to them giving Element+int or Matk+int potentials)
4.3. Suffixes
Although suffixes are not as important as the gears themselves, they
are important. Many players want a proper suffix. There are so many to
choose from so some people get confused. In this section, you can find
the most suitable suffixes for your gears depending on your build. Okay,
here we go.
Weapon
You might want these suffixes below on your weapons:
- Int: This suffix gives you extra damage at a certain %
- Fatal: This suffix gives you extra critical rate which is crucial
for Critbuildpriests . All classes need critical rate yooo.
- Harsh: People always recommend this for the lulz. Gives bleed effect.
- Magical Destruction: This suffix increases your magic attack more.
Armors
As for armors, this all down to your preferences, seriously. My
personal suffixes for my gears are mostly INT and Iron Wall to balance
between MATK and HP, some use Luck builds for PVP but thats up to you.
For PVE INT / Iron Wall is best. You could put Wind Heraldy if you're
the critbuild Priest. As much INT as possible. If you're going Tankbuild/High HP priest , Vit Suffix is the way you can go as well.
5. Enhancement & Skill Heraldries
5.1. Enhancement Heraldries
Finally, the Heraldry. Heraldry is one factor that make Dragon Nest a
unique game. With heraldry you can improve your character's ability and
capabilities in terms of skill and stats. To do this, you need the
corresporending heraldries and equip it in your heraldry slot. The
heraldry window can be found by clicking the "Heraldry" tab below the
Costume tab in your equipment below. Now, let me explain you the best
heraldries you must get from Cleric - Priest- Saint/Inquisitor
In my Eyes the Enhancement Heraldies you should look out for are
-
Wise Heraldy
-
Magician's Heraldy
-
Fatal Heraldy
-
Vitality Heraldy
-
Mp Regen Heraldy
-
Shining Heraldy
-
Tent Heraldy
-
Wind Heraldy
-
Health Heraldy
These are the Heraldies I have selected for my character. I could tell
you what Heraldies you should get but I think everyone knows these
things already but I will elaborate the ones I have for now. You can
experiment in your own way, this is only a guidance not a Rulebook.
-
Wise and Magician Heraldy increase your magical attack and Int. Even int grants a small magic attack bonus.
-
Defense/Magic Defense Heraldy makes sure I survive long Enough in Nest
in case I am forced to Tank( Cerberus anyone?)
- MP Regen is there for the
long run. We have already experienced in Dungeons like Saint Haven that
the Dungeons are Very long so having a worthwile MP bar+ MP recovery is
worth your money and time.
- I have the Fatal Heraldy to increase my
Critrate.
- Vitality is for the same reason I run Defense/Magic Defense
Heraldy. Having a bonified HP stat makes sure you don't die fast and
makes you durable in supporting your team. Thus having the Health
heraldy increasing your Vit is also an added bonus!
-
Windplate does the same as Fatal plate only Windplate adds Agi and 4
Agi=1 Crit.. So keep that in mind for all you people who like a
critbuild!
There are other heraldies you could check out like Para Resist or Stun
Resist, but those are more PVP oriented. As I said...Think out/
Experiment what Heraldy settings you like as long as you atleast get
Wise and Magician's Heraldy Because they are a must.
5.2. Skill Heraldies
For a Saint I have a few Skillheraldy sets.
1) Lightning Relic CD, Heal CD, Healing Relic CD, Miracle Relic CD
2) Lightning Relic CD, Heal 3%, Healing relic CD, Miracle Relic CD
3) Heal CD, Healing Relic CD, Miracle CD, Optional
4) Heal 3%, Healing Relic CD, Miracle CD, Optional
Optional meaning you could get Bind/Cure relic CD...or Chargebolt + Damage/ Holyburst etc.
But Having Healing Relic CD/Miracle Relic Cd is pretty much a must.
Heal 3% or Heal CD is up to you.
Inquisitors should get
-
Lightning Bolt Damage, Detonate Damage, Holy burst Damage, Heaven's Judgement cd
-
Lightning Relic CD, Healing Relic CD, Lightning bolt Damage, Heaven's Judgement CD
3) Heaven's Judgement CD, Lightning bolt Damage, Optional , Optional.
Heaven's judgement CD is a must, Lightning bolt damage is also a must.
The rest is optional. The first one listed is a pure DPS build. The second one is more suited for Hybrid Inquisitors.
But I think you get the point right? If not...Just ask me in the comments below.
Credit goes to http://forum.cherrycredits.com/forum/topics/view/morgestern-s-comprehensive-guide-on-priests
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