I. Introduction
II. Welcome to the Priesthood
III. Considerations before making a Priest
IV. Skill Build
a. Cleric
a. Cleric
- Base MP Regen
- MP Regen due to Mind Conquer
b. Priest
c. Inquisitor
c. Inquisitor
V. Choice of Gears
VI. Set/Gear Partitions
VII. Potentials: Building your Stats
a. Armor Potentials
b. Weapon Potentials
a. Armor Potentials
b. Weapon Potentials
VIII. Boosting Damage Output
IX. Heraldries
a. Stats Enhancement
b. Survival Stats
c. Skill Heraldries
a. Stats Enhancement
b. Survival Stats
c. Skill Heraldries
X. Choices of Accessories
XI. Overall Output & Final Message
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Introduction
I’m Xaldin, residing currently @Westwood.
I’ve been playing Dragon Nest SEA since CBT Era, yep – I’m an old player in this community and witnessed a lot of changes in DN_SEA’s history.
What compelled me to make this Inquisitor guide is that – there were so few guides left for this class that is updated except the one by Malygris.
With that, most inquisitors these days are left in the dark with so few mentors to give them a clue and guide them in the art of being Inquisitor in game.
I started playing Priest during the early days of Minotaur Nest at 24-Cap, due to peers request that someone should at least support them so I made one.
My liking to the priest class has grown and raised my curiosity so I did my research about the capabilities of Priests and ended up in youtube seeing Koinzell’s videos of his Inquisitor GigaVolt from FREEDOM in Dragon Nest China and it raised my interest towards priest so I sought his guide and made it my reference NOT an instruction manual.
You could say that GigaVolt is the reference model of Xaldin, I just took the idea of how to raise an all-around Inquisitor for PVE.
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Section II
First things first! You’ve just entered the monastery of the fabulous clerics, but before you take the path of Priest and eventually will end up as a Sadist Inquisitor (or maybe not sadist), what is it to be a Priest?
What would be your role inside the nests?
Priest, is by far a support class in Dragon Nest. This includes buffing, mob control and of course our specialty: Healing!
Don’t even dare to think that priests are weak. They can endure more hits than any other class next to their Paladin brothers while dealing decent damage on the field.
This class is the “Jack-of-all-trades” some would say, which is true.
It’s a very versatile class frankly and you can come up with a lot of skill builds w/ respect to its pilot’s playing style.
This class is recommended for those who want to:
- Be sturdy on the battlefield.
- Cast a wide-scale hitting skills.
- Be the heart/core of the party’s survival.
- Play from close to mid-range battle distance.
- Be flexible in terms of offense and defense.
- Annoyance to the opposing team in group PVP and asset for your team.
There’s no such thing as “This class is far more superior than this class” or the typical question of online gamers which is “which class is the best? Much OP?” Remember that every class in game has their Pros and Cons, and Priest is no exception and have its downside as well which are:
- Most skills have low super armor (SA) which makes your casting easily interrupted. There’s only few skills which have decent SA.
- When it comes to movement speed, priest are generally slow but even so, it is blessed with high HP and defense as well as skills with large AOE to make up for the speed. But if you’re not experienced, this will be the cause of your failure.
- You’re an Inquisitor, there’s a tendency to have low damage output If not geared properly.
Priests are nest-friendly class, and will always be sought in a team for support (discrimination aside), overall it’s easy to use but once you managed to understand every skill’s mechanics and its role as well as various possible game plays from this class – that’s the time when it becomes tough.
From planning the skill build to deciding which stats to prioritize to choosing which plates and what will be the appropriate/relevant accessories to use to suit your Priest’s/Inquisitor’s role on the battlefield.
And always do stay close to your allies especially in tight situations, you should protect them and always monitor their status and they should protect you too in kind.
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Section III – Things to consider before making a Priest
Before anything else, you should have considered these things:
- End game goals
- Budget for gearing
- What do you want or enjoy most
- You are a PRIEST and your main role is to SUPPORT no matter what even if you’re an Inquisitor, you will shift to offense after you’re done in your supporting role.
Note: From my experience, most people in public parties tend to take healing skills for granted, it’s like they think that Priests doesn’t have cooldown for heals. It’s tough to be a support especially when your party members’ mindset is “Sparta-tactic” or “Go-Rambo!”, charging towards the boss without dodging and just taking the hits and they’ll depend on your heals and eventually when they die, you’ll be blamed by them for their mistakes. My point is, timing of your heal is very crucial as well as where/position to cast it. And even if you’re a good player when it comes to support, if your party mates have this “Barbaric-attitude-on-the-battle-field” syndrome… you’re in a tight spot (as inquisitor).
Let me quote what sieg mentioned from his recent published guide in Freedom:
“More damage isn’t everything. Being able to carry out your job is.” – Sieg_freedom
With that as the last statement, let’s head to what you’re really after in this guide…
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Section IV – Skill Build
I’ll only be posting my Pure PVE build (Offensive/Support), as for PVP… I suppose I’m not yet ready to be posting one since I barely visit and hang around in PVP fields lately. Moving on… I actually designed this build for raid purposes – providing handsome heals while maintaining the offensive side unharmed by SP-Constraint issue, with some insights gathered from Koinzell, ChatNoir, Esquevella, Malygris and other clerics from DN_SEA. Let me show you first the skill build of my Inquisitor ^_^
Disclaimer:
Don’t just follow this build blindly.
Don’t just follow this build blindly.
This skill build was designed in accordance to my way of playing and how I utilize these skills I have taken and every skill per level learned has a reason behind why it was decided on that particular level.
However, SP-constraint will still be one of the reasons why there are some skills which are left unlearned.
I wouldn’t include each and every skill in this article, only those notable ones.
I wouldn’t include each and every skill in this article, only those notable ones.
It’s up to you if you want to follow this Raid build of my Inquisitor or make it as a reference and have your own build with experience as your basis, as long as you can obliterate the enemies in a blitzkrieg manner under a reasonable span of time.
Most skills have significant damage boost on the following skill levels: 6, 11, 16, 21, etc.
Note that this build wasn’t meant to brag or claim that it’s the best build, remember – Best build would be the one coming from you which you feel comfortable and was made based from preference and experience.
Note that this build wasn’t meant to brag or claim that it’s the best build, remember – Best build would be the one coming from you which you feel comfortable and was made based from preference and experience.
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Section IV – A. Cleric Tree
- Charge Bolt – Many would agree that this skill is just so great to drop in the context of PVE, not to mention this is the most damaging skill in Cleric Tree and a mini-nuke skill especially when you cast it @ point-blank towards large boss. As sweet as the damage is, the downside of this skill is that it requires you to be at close range while sometimes, a priest should be slightly away from the boss to monitor the situation. Take it at least Lv.11 or you may max it.
- Heal – Max for obvious reasons of course. You’re a full pledged Priest – are you not ?
- Block – As the name itself, it block the received hit from opponents and negating its damage. However, if you’ll cast a skill or walking and suddenly got hit by an attack from opponent, your Cleric’s priority above all else is to block that hit making your casting/walking interrupted – a Double Edged defensive skill. For PVE, I decided to leave this one since I rarely see myself now using block in any nests… and usually in Raids, the fatal attacks are either 1 HIT-KO / party wipe or can’t be blocked at all, and the ones that can be blocked are minimal in damage considering the high def/mdef the cleric class have. But it’s not wrong to learn this one, there are only few classes blessed with Blocking Skill so it’s still good to take it, until what level? – That would rest on your preference, Lv. 2-4 will do.
- Physical Mastery, Aerial Evasion, Slide Step, Counter Blow – Max them, they help a lot in a subtle way.
- Toughness – There have been debates on this skill whether to take or drop it. This passive skill reduces the damage received from Physical attacks ONLY, and 10% isn’t much when it comes to PVE. Imagine you’d be receiving 2,700 physical damage from a nest boss and you have Toughness at Lv.5 which reduced 10% from P.atk’s damage: 2,700 – (2,700 x 0.10) = 2,430… what do you think? Instead of spending 5SP here, why not invest it on Charge Bolt? Or Holy Bolt or Block? You decide. For me, I throw those 5 SP to Charge Bolt since during raids and nests; most bosses are big ones.
- Mental Mastery – just leave it at Lv.1. this passive skill increases your MP Pool. Now, why Lv.1 ? Priest is an INT-Based class which means we have a lot of INT which yields more MP to spend and burn with, we seriously don’t need an overload of MP and if you ever face MP-constraint.. Mp Regeneration and Mind Conquer comes into play (will be tackled on)…
Wait… You mentioned MP Regen and Mind Conquer separately, are those two not the same?
Indeed they do re-fills your MP Pool. However, the behavior or natures of those two are not the same. MP regen is essential stats in Nests/raids even in PVP because it allows you to cast as much as you want. It’s useless to have a high damaging skill but you can’t do so as frequent as you want because you always end up having no MP at all or limited MP (MP Potions are excluded).
There are two known types of MP Regeneration:
Section IV.A.1 – Base MP Regen
This default regeneration is based on your character level and stacking INT stats will not yield to higher MP regen, but it will increase your MP Pool.
This MP regen ticks for every 5 seconds. Do remember that your character’s MP Regen stats will adopt which field / are you are currently staying at.
Normal Nest and dungeons have different MP regen compare to Dark Lair and PVP.
You can see your Base MP Regen on your character profile by pressing [P] as a default hotkey.
So, what if I have low MP regen and I want to increase it, is there any means?
Yes there is, you can get them from Heraldy, Potential, Titles, Accessories, Pets and others. Take for example an Inquisitor Lv.60 with 231 MP Regen and uses “Guardian” title which gives +20 MP Recovery the calculation for Base MP Regen will be:
231 + 20 = 251 MP Regen
Simple, right? So for every 5 seconds, that Inquisitor will have a 251 MP recovery. Okay how about that inquisitor managed to have a +15% MP Recovery from his Weapon’s potential? The the following calculation will be this:
251 MP regen x 1.15 = 288.65 MP Recovery / 5 seconds
Same thing applies when you use Vigor Heraldry and/or accessory. We’re talking here about Base MP Regeneration and Mind Conquer (MC) is not in the picture yet… And they don’t stack! MC will be the next one we will be discussing about.
Section IV.A.2 – MP recovery due to Mind Conquer (MC)
Starting from Level 1, this passive skill yields 1.5% MP recovery. Increasing this passive’s level would yields additional +1.5% increment per level so in Lv.2 it gives +3% MP Recovery, Lv.3 gives +4.5% MP Recovery and so on and so forth.
Now how does this MC behave if it’s not like the Base Mp Regen (BMR)?
MC’s recovery behavior is based from your max MP. So the % mentioned from the skill’s tooltip adopts your MP pool’s value and the recovery occurs every 2 seconds per minute. Now let’s have an example taking the character profile again.
MC’s recovery behavior is based from your max MP. So the % mentioned from the skill’s tooltip adopts your MP pool’s value and the recovery occurs every 2 seconds per minute. Now let’s have an example taking the character profile again.
269,900 MP x 0.03 = 8,097.65 ~ 8,098 MP recovery per minute
And since MP recovery ticks every 2 seconds (base from actual observation), that is…
8,098 MP Recovery / 30 = 269.93 ~ 270 MP Recovery / 2 seconds
So by theory, increasing your Max MP would mean MC’s recovery will increase as well.
Do note that MC’s recovery can’t be boosted by any means even titles, heraldries, etc.
This is just a shallow explanation of the two MP Regen of a character in-game. So it’s up to the player to decide for until what level he wants this passive skill to be leveled.
In my build, having Lv. 2 MC doesn’t seem to give me a headache or MP drainage issue (except in GDN’s green flower @Karahan Stage). For in-depth guide of this two stats, refer to this guide made by Chaose5 from Dragon Nest China: http://forum.mmosite.com/thread/2/217/20110719/MP_Regen_Calculation_Mechanics-4e2549e61c4503813-1.html#p4e2549e61c4503
Section IV.B – Priest Tree
Relics – All of them are kept at minimum level for utility purposes and minimum requirement to learn the proceeding relics with the exception of Healing Relic of course.
- Lightning Relic – Leave it at Lv.1 just to unlock Healing Relic.
- Healing Relic – As a priest, one of our roles is to provide heal and since this is a raid build, every amount of heal counts so I decided to max my Healing Relic coupled with skill Earrings.
- Cure Relic – level 1 should be enough, yes – I’m an Inquisitor which would need light% to pump my damage, however… what I’m after here is the Cure effect per se. But if you’re going for Full-Light build, which means you’re stacking Light%; it’s up to you if you want to max this skill.
- Bind Relic – kept at Level 1 as well, at least take one Binding skill for mob control another thing is that instead of taking holy bolt, I took Bind relic since it serves as an obstruction for some situations. But what if there are some skills that you want to pump in Priest tree and faced SP issue? Feel free to drop this skill, after all – it’s how you play; this BR will be useless if you’re not used to cast this skill, those 3 SPs had gone to waste.
- Miracle Relic – everybody loves a Miracle Priest, do we not?
Wand Mastery – Aside from increasing your M.atk stats, it also gives additional 2 strips of lightning and additional hit after your 3rd normal hit. I grab this skill to its fullest level – all for the purpose of having decent heals as well as having an overall increase in damage. Being an Inquisitor means we have lower M.atk stats compared to our Saint Brothers since we’re after Light element, so having this skill will aid our M.atk. This mastery can be leveled according to your own discretion.
Lightning Bolt – One of Inquisitor’s main DPS skill, like… 10 hits in about 1.0-1.5 seconds? Not to mention its aim is very flexible for a mobile target by moving your mouse. Besides it’s one of our bread-and-butter skills! I max it. One could choose of leaving it at Lv.11 or max it to Lv.16.
Chain Lightning – With the recent changes of lowering its cooldown, it is now one of Inquisitor’s hard hitting skill with a skill coefficient of 3.0! Not to mention it’s gifted with homing nature with that; you can cast it freely around 360 degrees and it will automatically hit any target within its range without facing/aiming it. Though don’t just level this skill blindly, Chain Lighting’s jump increases in every particular level. So if you just after the jumps, you may leave this skill at Lv.13, or if you’re after its damage capability, then by all means – max it! If you happen to see yourself having SP-Constraint issue (which most Inquisitors have), you may leave this skill at Lv.11. So there, that leaves you 3 considerations on how to level this skill.
Mind Breaker – Now with the EX version, it can pin down foes due to its paralyzing effect along with electrocution debuff which allows you to use detonate as a follow-up skill, but wait – there’s more: as long as the enemy’s inside the ball and suffering from it, it will still inflict electrocution debuff again even after using detonate and lets you keep a -15% light resist. However with its low damage, it’s not advisable to level it beyond level 1.
Detonate – One of priest’s high Super Armor breaker skill and fast casting time and the only burst damage skill, decent damage though I only took it for the purpose of SA breaking and I rarely use it in PVE since I always prefer to keep the enemies under electrocution debuff allowing me to deal additional 10%-15% of light damage. It’s a different story when it comes to PVP, this skill is a blast of art in the arena.
Grand Cross – While it has a dramatic skill animation, this skill has dramatic casting time as well while granting you Super Armor for 3 seconds while casting it so it’s a good utility skill. It can be a good push-back skill and you can aim it around your screen. I left it at Lv.1 and I rarely use it because I could cast 1 CL and 1 LB already during the whole duration of its casting time. But despite of the speed of this cross, it has an advantage when casted on large bosses. Why? It hits more than 4 or 5 sometimes even 7 to 8 hits when I cast it diagonally upward. (Math: distance between two points, anyone?)
Holy Burst – I don’t see any reason to keep it at minimum level, all the more to max this skill – Mob clearer, decent SA when casting and as well as breaking though you might want to craft a skill accessory for this awesome skill to reach the damage peak at Lv.11. In PVE, Chain Lightning outshines Holy burst in terms of board damage and cooldown though when it comes to allowable targets around you – Holy burst is way to go! Don’t forget that you can make this Lv.11 with the help of Skill Necklace to reach its damage peak.
Blessing of Light and Strikes – Contributes a lot in dealing damage for the whole party, you should consider this as your first priority among the skills to be maxed!
Protection Shell – There are several players who don’t know how this skill works. Protection Shell (PSh) does not increase your defense stat value, rather, it decreases all the damage received from mobs upon impact on the player both Physical and Magical. I left my PSh at Lv.1, my reason is: I’m an Inquisitor, I sacrificed the possibility of being full support to go further into offensive path and having said that; Clerics have the highest HP and Def and M.def, you seriously don’t need more damage reduction and with some skill, you can truly dodge the truly fatal attacks. I’ll be quoting what Lawyered said before:
“Seriously, since you’re an inquisitor and your party has really no way of knowing your buff level, why give a fuss.
No pressure especially if there is a Saint in your party, the more the DPS more fun.
If there is no other priest in your party, then the fact that you gave them 9% defense, they should be thanking you already haha. “
No pressure especially if there is a Saint in your party, the more the DPS more fun.
If there is no other priest in your party, then the fact that you gave them 9% defense, they should be thanking you already haha. “
- Lawyered of TEGaming
Heavenly Judgment – A very wide AOE ultimate skill that causes lightning storm around the user while levitating from the ground. And since I’m an offensive Inquisitor and I usually use HJ whenever I do solo runs, I made it Lv.2, you may leave this at level 1, there’s no issue about that since most of the time in raids… we are opt to use the other ultimate skill Miracle Relic (a.k.a: Mother Relic)…
Miracle Relic – the most highest defensive skill of all, while the relic’s on the field; it lets out an upward beams of light while curing and protecting your allies within its range and gives 70% damage reduction from the damage received of your allies and another thing is that it has a great SA when casting not to mention you may drop this relic from your spot to anywhere along the near-long-range spot. Increasing the level of this skill doesn’t increase the damage reduction though. Just keep it at Level 1 and everybody loves a Miracle Priest, remember that!
Section IV.C – Inquisitor
Shock Transition – Several players are getting confused of this skill’s nature. This passive skill works best in a moby situation for it will procs more often than not. Shock Transition occurs when an electrocuted target gets hit by a lightning skill, and there’s a 30% chance that the enemy near the target within ST’s range will be inflicted by electrocution debuff as well and additionally will deal +80% Magic damage. For visual example, watch this video made by Kazu:
Consecration – A skill with wide-scale stream of damage that ticks every second for the duration of 19-20 seconds on the field, be cautious when casting this skill though since it has a low SA. However there base from my experience, there are times when the casting has been successful despite of the received hit/s from opponents. It tends to fail if you cast it on un-even ground, but it doesn’t mean you can’t cast this on a slope, it depends on your mouse cursor / cross-hair. Take a look at the link to learn the nature of this skill when casting:
- Successful casting on uneven ground/slope/uneven plane: http://www.youtube.com/watch?v=hIR2ZHxSquQ
- Successful casting beside a wall (full core): http://www.youtube.com/watch?v=OIGTmAS-kUk
- Failed casting due to incomplete core but proper cross-hair aiming:http://www.youtube.com/watch?v=yx9tipHvqdc
- Failed casting due to uneven ground (Upward Plane): http://www.youtube.com/watch?v=Wf6a9BSPlug
- Failed casting due to incomplete core but proper cross-hair aiming: http://www.youtube.com/watch?v=X4v8rgtKmF8
- Failed casting due to cross-hair aimed @wall and incomplete Core: http://www.youtube.com/watch?v=yDlOVng9qnY
Section V – Choice of Gears
Each player has a goal and/or plan on how to gear up their character, all the more to improve their beloved character and excel further in their chosen fields may it be in PVP or PVE and sometimes both. But before anything else, take a minute or two to think and/or answer this question:
- What do you want for your Inquisitor to become?
- Which role will your Inquisitor be playing?
- How much can you invest on this class in terms of time and gold?
These questions should serve as your guideline when it comes to gearing your character.
In what way you ask? For example, you want a critical build Inquisitor and your goal is to reach critical cap which is 89% (33k critical value) however, the problem is you have insufficient time to farm Potential Codes and doesn’t have much gold in store, this could mean that Heraldries and Critical+17% Potentials is a bit out of reach unless Lady Luck kissed your forehead.
You will then decide to choose Wind suffixes to pump your critical indirectly by pumping AGI stat (1.0 AGI = 3.5 Critical) and by using Fatal Rings, however this will compromise your M.atk which every priests should take into consideration because this is the source of our Healing Relic’s heal amount.
I asked my guild mate, someone who knows what he’s doing on his character, I asked him: what’s on your mind when deciding and/or choosing your gears/suffix?
The conversation flows like as what the image shows:
The conversation flows like as what the image shows:
Now, do you realize how important the above questions are now? If you do, enough with the pep talk and let’s head out to the discussion.
PS: Ignore the Party Chat
My concept of Xaldin’s gears at first was based from Koinzell’s GigaVolt (Inquisitor) of FREEDOM Guild from Dragon Nest – China.
Having high Light attack and critical cap while maintaining good amount of Magic attack and a handsome amount of Final Damage. It’s been my guide ever since 24-cap but as the cap increases, I realized that as a new player and at the same time new to Priest class, following his guide as nearly as 90% is a bit expensive due to Final Damage Stats considering I’m a new player and at that time he’s using Legendary Gears which is expensive to enhance and to code
So I began to decide Xaldin’s gears from that… Maintaining High HP, high Defense stats and decent light attack while maintaining Magic attack as well as reaching Critical cap without spending much gold (Luck is a different story of course).
One should balance the following stats of Inquisitor which are: Light Attack, Magic attack, and Critical – if you want to feel the fruit of being an offensive Inqui. Final Damage as the 4th stats is optional if you have the budget.
Section VI – Set / Gear Partition
I’m clear of what I want for Xaldin as Inquisitor, making use of a cleric’s primary stat as basis which are INT and VIT though there’s a problem; clerics have low base AGI stat which means it will be quite tough to increase their Critical Stats by using AGI as a crit booster. Let’s start off first with which set to use that would benefit you most.
Honorable Set:
It’s very common for a priest user to want this set as a whole for the bonus Magic Attk +861 as well as critical for pumping your crit since you’re a damage dealer class as well. Let’s not forget that we should not neglect Magic Attk stats because that’s the source of our Healing Relic’s heal and overall damage source.
But even so, we should still increase our Light Attk Stats as well as Critical before Magic attk. Those two will serve as the multiplier of our damage. We’ll talk about those stats later on, but before that I’ll be posting Xaldin’s gears before continuing.
Here’s the breakdown:
Galero , Upper, Lower, Shoes – These parts were all crafted with Intellect Suffix (recommended to have at least suffix II)
- Intellect Suffix: Since I’m stacking Light attack stats, means I’ll be having a low Magic attack, to compensate for that, I’ll need a lot of INT to pump more M.atk, and by doing so will indirectly increase my max MP and Magic Defense as well. Of course, stacking INT is not the only option to increase the M.atk. we’ll talk about it later on.
*The image shown above will serve as a reference for the discussion below:
Cuffs – Most players when asked: what should be suffix for gloves? Most will say Will suffix. It’s okay, that’s fine. But when asked why? Aside from suffix effect which is obvious? My answer would be based on my first question, what would I like for my inquisitor to become?
- Will Suffix: Aside from the Super Armor from the suffix effect, another reason why this suffix is advisable for Inquisitors who are pumping their critical and/or M.atk is due to the stats it provides, refer to the image above… note that Will suffix’s stats gives more INT and additional AGI stat among all other suffixes. This would help you for critical and M.atk
- Health/Mana Suffix: Cooldown-wise, you will be utilizing these suffixes more often due to its short cooldown, as the name itself – it gives random heal for your HP / MP respectively; you may take this as a choice if you’re into suffix utilization rather than the stats. Do note that the HP recovery for Health suffix is nerfed from the first version of it making it heal for about 1/3 of the previous unnerfed version. But if you come to think of it… Health suffix isn’t much that useful when it comes to Priests, why? You already have healing skills, minimum of 2 and maximum of 3 considering the First Aid if you’re an Inquisitor, so having this suffix for our class seems to be… redundant.
- Iron Wall/Tent: These suffixes will grant you survivability or practically an additional damage reduction since it adds up to your P.def/M.def respectively stat-wise, however the cooldown is a bit long though.
Wand (Main Weapon) – among the three main weapons of cleric, wand gives the highest Magic attack and critical stats among them. Aside from that. There are suffixes which you will need to choose depending on your Inquisitor’s role and build if you still remember the 3 questions. Choosing suffix is a VERY vital part of gearing your class and you should always consider your build, role, and goal.
- Intellect Suffix – The most appropriate suffix for an Inquisitor, hands down to the elemental resist debuff it causes for 10 seconds. Not only you, but your party members will benefit from its debuff as well, provided they’re Elementalists.
- Magic Power Suffix – This suffix is usually chosen by Inquisitors who are focused on pumping their raw magic attack than their Light attk and/or more focused on increasing their healing amount due to the suffix’s high base m.atk stats. However, the downside of this suffix is; it will only enhance one out of your skill’s multiple hits. It will be very unfortunate for you if your M.power suffix activated when you used a low DPS Skill.
- Wind Suffix: It’s a bit rare to see any Inquisitors crafting this suffix. But if there’s one, we can assume that he’s pumping critical. Aside from the suffix effect that lowers the enemies’ Critical Resistance of course.
Shield (Sub-weapon) – Your off-hand weapon. Talking about suffix, this will be your support-suffix holder. Why? Most support-oriented suffixes can be found in Sub-weapon’s crafting section.
- Intellect Suffix: If you craft your Wand with Intellect Suffix, you should craft this with Intellect as well. If not, you will end up jeopardizing your teammate’s Twin-Intellect debuff on the target. How is it possible? Single-INT overwrites the debuff made by Twin-Intellect users. What I mentioned here is just a shallow behavior of the two scenarios of using 1-INT/2-INT suffixes… for more detailed explanation you may refer to this link: http://forum.mmosite.com/thread/2/217/20121027/Weapon_Suffix_Comparison_Intel_vs_Tent-508cb0539e0487b13-1.html#p508cb0539e0487
- Tent Suffix: This will provide you a Magic Defense reduction debuff on your opponent for 10.0 seconds and one of the ideal suffix when it comes to raids/nests. Allowing your party to deal more Magical damage in a span of 10 seconds and it has a significant effect on targets with high M.def value.
- Magic Power Suffix: Same as the Main weapon’s effect, this will allow you to boost your Magic attack greatly, however comparing the base stats of Main and Sub-weapon, M.power provides more raw M.atk in suffix’s base stat. Once this suffix procs, it will boost one out of your multiple hits from 1 of you skill.
So, what are the possible combinations of suffix you may suggest?
- Intellect & Intellect (Twin-Int): Elemental Debuff purposes and prolonging Freeze duration
- Magic Power & Magic Power: Higher Healing amount
- Magic Power & Tent: M.Def debuff purposes
Those are some of the common pairings used for raids, but the choice is still up to you. But anyhow, it’s very ideal for an Inquisitors use twin-Intellect due to its 10-second elemental resist debuff and its suits well with Inquisitor’s skill attribute which is Light element.
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Section VII – Potentials: Building your Stats
By now I’m assuming you have a clear idea of what will be your Inquisitor’s stats to pump. If not, no worries, I’m still here to guide you on those. But first let me explain a bit of stats which you may consider pumping.
- Magic Attack: Main source of our Heal Relic’s healing amount and the source of our base damage.
- Intellect: Increasing this stat will indirectly increase our Magic Defense, Max MP and Magic attack. 1 INT yields 0.50 Magic attack for all classes except sorceress which is 0.75 M.atk/INT. One of cleric’s primary stat
- Vitality: While it increases your HP by 30 per 1 VIT, it will also increase your Physical Def by 0.6 / 1 VIT. One of cleric’s primary stat
- Agility: Raising this stat will not increase your movement speed, 1 AGI will increase your critical value by 3.5 and 10.5 critical resist. The lowest base stat a cleric has
- Light attack: An elemental stat that will serve as your damage multiplier for light attributed skills.
- Critical: It lets you deal twice your damage but unlike in T3 Era, critical doesn’t ignore defense anymore.
Section VII.A – Recommended Armor Potentials
- [ Agi / Int / HP ] – If you’re tight on a budget and can’t afford a Heraldry w/ 3rd-stat Crit, this could help you. You don’t have to worry about the HP since clerics have a natural high HP and defenses
- [ Int / Vit / HP ] – A basic potential for most Priests, while increasing your M.atk by INT, it increases your M.def/P.def as well as you HP due to Vit.
This may not pump your Critical stats, but in return… it will give you more survivability. It’s not wrong to lower your damage potential for survival in order to survive and be able to carry out your job. By doing so, your party members will be much grateful, take it from me! (In raid’s context)
Section VII.B – Recommended Weapon Potentials
- [ Agi / Int / Light ] – Inquisitor going for offense should take this potential since Light attk makes a good damage multiplier for priest’s Light-attributed skills
- [ Magic / Agi / Int ] – If you prefer to have a high healing amount, this is another option however, considering 2 Inquisitor with the same gears… M.atk Inquisitor will tend to have a lower damage output to the one that’s using Light potential.
- [ Matk / <Any stats> / Critical ] – A pretty tough-to-get potential for weapons and will based on your luck. Although Light may be a good multiplier – having this potential (M.atk w/ Crit) is much better and will cover the loss of one Light atk +8.00%. Try to have this, it will lessen your budget to achieve critical cap.
Section VIII – Boosting your Damage Output
Now… there are a lot of ways to further boost your damage, and some factors would be conflicting to a certain stat. like for example:
- [Magic Attack +5.7%] and [Critical +17%] is possible in one potential… however…
- [Critical +17%] and [Light +8.0%] isn’t possible for certain items… and/or
- [Magic Attack +5.7%] and [Light +8.0%] isn’t possible as well, but…
- [Magic Attack + 2.88%] and [Light +8.0%] is possible only on Legend and Unique weapons
Aside from the potentials on your weapons, there are other ways to boost your damage output through following:
- Weapon enhancement.
- Using Higher grade of weapon for Base Stats per se. i.e: Lv.60 Epic Wand > Lv.60 Rare Wand
- Pumping INT, Magic attk, Critical, Light attk, Final Damage.
- Buffs from various classes as well as debuff applied on the target.
- Suffix’s debuff effect as well as increasing the suffix version (i.e: Intellect I -> Intellect II)
Section IX – Heraldry Enhancements and Heraldry Skill
Again, I’d like to inform you that these choices of heraldries were base from my own preference. One can choose among all the possible heraldries available which one to equip, depending on his desired build for his Inquisitor. Though I will be listing the most common and basic heraldries that would suit well for our class. I’ll be posting mine as well…
Note: You might notice that some heraldries includes a 3rd stat, you are not obliged to get one if you don’t have the budget. It just so happen that I got lucky during the time I crafted these. And I have a Heraldry expansion which lets me equip more than 8x Heraldries.
Section IX.A – Recommended Heraldries
- Premium Intellect – Raises your INT, Max MP and Magic Def values
- Premium Magician – Raises your Magic attack raw value
- Premium Health – Raises your VIT, Max HP and Physical Def values
- Premium Life Vitality – Raises your HP raw value
- Premium Wind – Raises your AGI, Critical and Critical Resist
- Premium Fatal – Raises your Critical’s raw value
- Premium Iron Wall – Raises your Physical Defense raw value
- *Premium Tent – Raises your Magical Defense raw value
Optional Heraldries:
- Premium Blessed – Increases the chance of resisting critical hits not critical damage.
- Premium Vigor – If you feel like having MP-drainage issue, go get it
- Premium Ultimate – If you’re stacking Final Damage stats, you should have this plate
- *Premium Tent – you might ask “WHY? Such a noob priest no tent, w3w!”. Relax! Reason here is that… We’re stacking tons of INT right? And you know that it raises our M.def indirectly? Which means, we still have decent Magical defense. Take a look at this comparison with and without Tent plate. (I’m using Lv.50 Tent btw)
As you can see, we still have decent Magical Defense even without Tent heraldry, but the difference is 14.0% considering I’m still using Lv.50 Tent, what more if it’s a Lv.60? that 14.0% difference could save your life during tight situations in a way.
- *Premium Iron Wall – The same thing with M.def, stacking VIT will increase our Physical Defense but a Priest tends to have lower P.Def compared to M.def and thus receiving Physical attacks will have much larger damage on impact than Magical Attacks. Here’s a comparison of with and without Iron Wall plate (Lv.60 Iron Wall btw)
There’s a difference of 11.0% of Physical Defense Value, but comparing this value to other classes in-game, it only proves that Clerics really does have a high survivability than other classes theoretically speaking considering the value.
It’s still up to the player if he/she wants to add more Survival heraldries to his Priest. But, with the current cap considering the arrival of Desert Dragon Nest in the game, most attacks are physical so I suggest to consider this heraldry equipped since you’re a Raid Inquisitor and must be planning on raiding DDN.
Section IX.B – Survival stats – Physical and Magical Defense
Some players tend to neglect these two stats. As simple as it seems, it contributes a lot to your survivability. How? Let’s take a look at it in theory by doing a short computation.
Let’s say you have 200,000 Max HP and have 63% Physical Defense. Your relative HP will sum up to:
Relative HP = [Max HP / (1.0 - % of P.def) x (1.0 - % of Elemental Def)] in this case, we’ll neglect Elemental def for much clearer explanation.
Relative HP = [ 200,000 HP / (1.0 – 0.63)x (1.0 – 0.00%) = 540,540 HP is your equivalent HP.
Which means, you need to receive a total amount of 540,540 Physical damage hit in order to die/reach 0HP. The same principle applies to Magical Defense. However, do note that external factors such as buffs, origins, etc. can affect your Relative HP too. Again, this is just a shallow explanation of the survivability stats, for in-depth guide you may refer to this guide made by chaose5 from FREEDOM: http://forum.mmosite.com/thread/2/217/20121012/Survival_Stats_in_T4_Hp_Defence_Elemental_Defence-5077fdbd9f23ee113-1.html
Section IX.C - Skill Enhancement Heraldries
This should come from the player’s preference and will be based strictly on his character’s role and playing style. This section wasn’t meant to tell and order the reader to use the posted Skill heraldries.
Note: First four skill plates are what I recommend assuming the reader has no Skill Expansion slot.
- Premium Lightning Bolt: [+20% Damage boost] – For optimum DPS
- Premium Healing Relic: [-20% cooldown reduction] – For frequent healing (Raid/DDN-wise)
- Premium Chain Lightning: [+20% Damage Boost] – For optimum DPS
- Premium Cure Relic: [-20% Cooldown redcution] – For frequent curing (Raid/DDN-wise)
- *Premium Heal: [-12% Cooldown reduction / +3% Heal amount] – For frequent healing
- Premium Holy Burst: [+20% Damage boost] – For Optimum DPS
- Premium Charge Bolt: [+20% Damage Boost] – For optimum DPS
*The skill “Heal” frequently serves as ‘Emergency Heal’ in my case, Healing Relic will be used to waste if I’ll be healing a small scratch from my members’ HP, so it’s better to have a heal that will act as a first aid to the damage done among the members. Still it depends how the player use the skill. As for cure, I’ve yet to equip it once I obtain one from the Skill Pouches.
“Remember that above all else, the ability to properly DO YOUR JOB is always the foremost concern above dealing damage. (DPS classes aside, your job is to deal damage)” – sieg_freedom
Section X – Choices of Accessories
Accessories come in a wide variety of sets and combinations in order for you to select freely which option will compliment your build.
General Accessories: These are Nest Accessories, Skill Accessories, Lyrica Accessories, Unique & Legendary Dragon Accessories. W/o a doubt, the higher the grade of accessory gives better benefits on raw stats like M.atk/P.atk, Int, Vit, etc.
But the question is: does it compliment your class? Particularly Inquisitor in this guide?
Yes, you can use all accessories and feel free to choose but what we are considering at the moment is whether, does one afford to buy a high-end accessories?
Does one have enough time to farm these items?
Let’s keep it simple and efficient. You can choose from the lists:
- Twisted Obsession Accessories: Every part provides an element attack (Light attack)
- Honourable Tribe Accessories: Gives a good amount of M.atk and critical but w/o light
- Great Ancestor Accessory: Provides Final Damage stats
- Skill Accessories: Provides an additional 1 level on selected particular skill w/ various possible stats.
Skill Accessories are a special case of jewelry equipment. Not only that it can be crafted, it also lets the user add one more level for the selected skill of choice. It may also be used if you want a special combination of stats such as having Critical and Element stats in one ring, you can never find such an ordinary ring. I’ll be listing some worthy skills to be crafted for Skill accessories:
Skill Necklace:
- Chain Lightning (for optimum CL’s damage in PVE)
- Holy Burst (If you want to HB to reach its damage peak @Lv.11)
Skill Earrings:
- Heal
- Heal Relic
Skill Rings:
- Striking (Must Have!)
- Charge Bolt
- Consecration
For the Necklace and Earrings: Push your luck to obtain the accessory with the highest INT stats. Either [Int, Vit, HP] or [Agi, Int, HP] will do.
For the Rings, there are various stats that will suit your Inquisitor depending on how you want your Inquisitor be. Would you like it to have a good amount of M.atk and HP? Decent amount of Critical and Light attk? Or sacrifice the Light attack for higher critical stat and higher HP? Your budget will have a share on this decision you need to make too.
Potentials should be [Agi, Int, Light Attk] or [M.atk w/ Critical] Potential
You may choose among the four highlighted stats in the image shown below:
- M.atk+411 w/ Vit+110: More healing and HP/P.def
- M.atk+379 w/ Light Attk+3.54%: More heals with DPS coming from Light Attk
- Critical+2,733 w/ Light+3.54%: DPS oriented ring
- Critical+3,554 w/ Vit+138: Comprises Light and M.atk but gives a huge boost to Critical and HP & P.def for survivability.
As for Xaldin’s accessories, always trying my luck to obtain an INT-Based Earring that will add one more level to my Healing Relic Skill providing a higher healing amount in raids same thing for Skill Necklace.
It’s alright to use AGI-Based Skill Earring to pump critical, that’s what I did and managed to hit Critical Cap which is 89% before switching to INT-Earrings, though I soon realized that being a Raid-oriented Inquisitor, it’s not worth it to hit Critical Cap excluding the archer’s crit buff that provides +20% Critical.
Why? In raids, you always have an archer in the party to provide Crit-buff… which means having around 69% Critical rate will ensure you that you will reach crit-cap once inside the nest.
Instead of using AGI Earrings to push your critical rate to max, why not invest those AGI pts to INT pts instead? Allowing for more healing amount in which the reason why you are inside the raid – to provide heal and ensure the survival of the party!
Section XI – Overall Output & Final Message
With all those Armors, weapons, heraldries, accessories and potentials and a lot more- this is the result of all those items. So far with Xaldin’s stats, he can still tank next to a paladin in PVE, deal decent amount of damage, high survivability, deals critical hits more often than not. However he tends to have lower Light Attacks due to the potential of his wand having no Light attk along with M.atk and critical potentials.
Most priests might think “What? That’s rather a low HP compared to him/mine”. Let me tell you some of the things I learned in this game, having high HP doesn’t mean you’re strong, it only allows you to have more room for mistakes and more chance to correct them. But even so, you are still obliged to dodge, a dead support = 0 support.
I know there are players who will think that “Hey! That Inquisitor is weak! Look, he doesn’t have any Legendary Grade weapons/armors!” . I have my reasons for that, while it is true that having Legendary grade items will give me a huge boost, I will stand for my chosen role as Inquisitor: to provide support while contributing to the party’s overall DPS with the help of Intellect suffix’s debuff.
This is not yet the end-result of Xaldin’s build, there are still more things to overhaul w/ accordance to Dragon Nest SEA’s upcoming contents. Hence, this guide is still subjected to change due time.
Final Note/message:
I’m well aware that this is not a perfect guide that could explain all things that an Inquisitor should know, but at least I want to share my experience, thoughts and insights in this guide.
I’ve been playing as an offensive Priest for so long and tested several builds from a support to a more offensive build (with the help of free reset scrolls from CC)! If you’re planning to make an Inquisitor, I dare you to grind solo.
Most people see it as negative thing, but in fact it lets you familiarize your skills as a beginner.
I’ve done the same thing since the Close-Beta days, I grind solo while doing all the quests and rarely tag along with the grinding parties.
The Inquisitor class, I must say – is a “Jack-of-all-trades”.
A true versatile class, it can be a Damage dealer, can tank hard hitting attacks, support and a healer.
Don’t be turned off by its movement speed, because it has a high survivability and several wide-scale skills to make up for it. But no matter how high your damage is, you will always be a Priest whose primary role is Support ever since DN is created.
I hope this guide will help you a lot. Good luck on your journey! Feel free to ask any questions or pm/mail me inside the game ^_^
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