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Level 70 PVE Shooting Star Build Guide on Dragon Nest [Revamped Engineer Skills]

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PVE Build Variation #1
This skill build is designed for regular PvE stuff (Dailies, nesting, etc).
Academic:

Speaks for itself, upped the most important skills, the remaining 5 SP is in Trouble Bubble because it's better than other skills (immobilizing mobs for a few seconds).

Engineer:
Ping Pong Bomb (EX), Reload (EX), Chemical Grenade, Transitional Damage, Mechanical Mode, Frosty Tower are all maxed because those are your main skills which you’ll use all the time.

Shooting Star:
Splash is maxed for obvious reasons, Alfredo Beam at level 6 because it simply isn’t worth it after level 6 (only goes to level 7 anyway). Ping Pong Bomb EX and Reload EX are a must together with the Alfredo Exchange passive.

Now you’re probably thinking: Why no Chemical Missile EX?

The task of a Shooting Star is to deliver huge damage in a very short time, Chemical Missile EX gives a 20% defense (P/M defense) debuff which lasts for 10 seconds. It also consumes 2 bullets. The damage you gain from the debuff simply isn’t worth it. When the burst frame finally arrives, your main task is to BURST damage, not to let the party deal more damage, that’s your task! 

Recommended skill heraldries:
Splash (Damage)
Ping Pong Bomb (Damage)
Frosty Tower (Cooldown)
Transitional Damage (Cooldown)

Recommended accessories: 
Ring 1: Splash (For more damage)
Ring 2: Frosty Tower (For more damage)
Necklace: n/a
Earring: Ping Pong Bomb (For more damage)

Pros:
Deals pretty good damage, can deal a lot of damage in a short time.
Can reduce the damage you get. (Transitional Damage)
You don’t rely on summons to deal damage.

Cons:
You have to stick dangerously close to the mob in order to deal damage, using Splash from a distance doesn't really work out.

PVE Build Variation #2
This skill build is mainly aimed towards raiding, but feel free to use it on other PvE activities too. Just don’t expect the same damage output as the 1st skill build.

Academic:
Same as the previous skill build.

Engineer:
Ping Pong Bomb (EX), Reload (EX), Mine Thrower (EX), Chemical Grenade, Mechanical Mode, Frosty Tower are all maxed because those are your main skills which you’ll use all the time. Couldn’t get the alfredo skills because otherwise you couldn’t get Mine Thrower to level 15.

Shooting Star:
Since this is a skill build aimed towards raiding, you won’t need Splash (because Mine Thrower is your main skill). And since you can’t put any SP in the Engineer skill build anymore, maxed Alfredo Beam. 

There are still 6 SP left which you’re free to put in either the Academic or Shooting Star skill tree. 

Recommended skill heraldries:
Mine Thrower (Damage)
Ping Pong Bomb (Damage)
Frosty Tower (Cooldown)
Free slot (you decide what u wanna put here)

Recommended accessories: 
Ring 1: Mine Thrower (To reach level 16, huge boost in damage)
Ring 2: Frosty Tower (Damage)
Necklace: n/a
Earring: Ping Pong Bomb (Damage)

Pros:
You don’t have to stick dangerously close to the mob to deal damage, you can just cast Mine Thrower on a safe distance.
Mine Thrower EX Deals more damage than Splash if you manage to get a full hit.
Mine Thrower level 16 (With skill ring): 291% + 12381, lets multiply by 20 (full hit) and you get: 5820% + 247620.
Let’s calculate the EX bonus now: 1,3 * 5820% + 247620 = 7566% + 321906

Splash at level 10 (with skill ring): 545% + 15475, lets multiply by 5 (full hit) and you get: 2725% + 77375
Let’s double those values because Splash uses 1 bullet, while Mine Thrower uses 2 bullets, you’ll get:
5450% + 154750 for using Splash 2 times. (full hit)

So you can roughly see how much more damage Mine Thrower deals when comparing it to Splash.

Cons:
It’s very annoying to be in the right position every time you want to use Mine Thrower.
Mine Thrower is only superior to Splash when you get full hits (easy on dragons), it’s not that much better than Splash when using it on smaller mobs.
You can cast Splash 3 times in the time it takes to cast Mine Thrower once.
Alfredo is nothing but a huge punching bag. You also got no Transitional Damage, so you’re basically trading your “safety” for “damage”.

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