The Sting Breezer guide is shared by Sieg of Dragon Nest Freedom guild, with detailed explanation of the skill mechanics and skill build recommendation.
Well, this was supposed to have been done ages ago, but I never got around to doing everything I wanted to do. Since there have been queries lately, I will just do a short write-up for Sting Breezer.
Before I proceed, it is my recommendation that potential Sting Breezer players practice the class in Heroes Battlefield (HB). It is, from my experience, likely that you will discover what works best when it comes to DPS under the conditions HB provides, which will most likely reflect what occurs often in a PvE environment compared to many of the faster casting classes. Once you get the hang of Sting Breezer, HB becomes a joke. Without ANY of the potions you get by clearing X number of HB runs, it is possible to wipe 1-1.5X HP bar off a HB boss in a single perfect rotation, nearly instant death when used in conjunction with your ultimate’s light attack boost.
Sting Breezer is probably one of the classes that has the most spare SP after taking all the core skills.
Core Build
Yes, this is all that is required, and 90% or more of your DPS comes from this. Whatever else you do with the rest of your SP does not have much impact. The class that is most similar in situation is Majesty, where you basically focus your effort on setting up one giant nuke (Piercing Spike + Poking Beehive in this case).
When it comes to our base class skills, none of the so called DPS skills is worth a thing, it is all about the (massive) utility that the Lencea base class provides. Regardless of if you choose Deep Pierce or Wheel Blade, there is no meaning to spamming either off CD. Wheel Blade is better for basic dungeoning, the hitbox on Deep Pierce can be misleading. I have Deep Pierce on my skillbar for the movement, which is pleasant to have but unnecessary. No real recommendation for either, it is not important.
Now, the more outstanding skills
Butt – The legendary headbutt. This skill is awesome in the early levels, when you have little to no skills to use you will probably resort to spamming it. The utility of this skill includes movement and more importantly, the ability to push objects. Just spamming this alone is sufficient to deal with the Lava Golem in VN/VCN Stage 2. A one-point wonder.
Hornet Touch – This skill is hands down probably the most important skill in the Lencea base class for Sting Breezer. It functions similarly to an active Block, but this is the skill that allows you to pull off Poking Beehive safely and at 16s, syncs up with the CD of Poking Beehive after a -CD plate. There is very little reason to pull off a Hornet Touch outside of Poking Beehive in PvE, if you are utilizing it that much something is wrong…
Harmonize – My previous analysis on Harmonize is in error, please keep in mind that I wrote that to discuss the effect of Harmonize without being able to test the skill myself since Lencea wasn’t in CDN. Instead of affecting the blue numbers, it affects the green numbers of our INT/AGI/STR, similar to Paladin’s Divine Avatar. The timing for Harmonize is very delicate – it has to be after Divine Avatar and Genie (and Cocktail, but let us presume that Cocktail is always on, there also won’t be time to wait for Cocktail if a Crusader is in the party), but BEFORE Judge’s Power. Kali who play with Lencea, please take note to prioritize Genie at the start of a burst window, especially if a Crusader is there too….
Unfortunately, Harmonize itself holds very little benefit for Sting Breezer, particularly for L geared ones.
Erratic Power – The first true FD buff in the game, since it affects everything. (Magical Breeze does too, but it is more due to the combination of skill effects) I will discuss Fatigue management later, but being in the “Powerless” state is very bad for us, our action speed is slow enough as it is. This is a must +1 with the technique earring, if you can get a skill+1 plate, Erratic Power will yield the highest DPS gain. (I will discuss gearing later on too….)
Scar Maker – A nice +%DMG increase, but honestly we have enough of those in Dragon Nest.
*** I have not re-tested this since my SB levelling days, I will attempt to do so when I feel like logging in ***
If a Piercing Spike lands on Scar Maker and you detonate it with Poking Beehive, it gains the amp from Scar Maker (possible to have been changed since release)
If this still works, in a raid party. it is advised to prepare Scar Maker for where the Spikes will detonate (and for towers, if Gear Master is present) than for yourself. It is highly likely that you will have capped your +%MDMG way before Scar Maker. In a raid party
HoC – 46.8%
Striking – 24% (Can substitute with Battle Howl, Grudge Formation etc.)
RoB – 10%
65 Passive – 30%
Striking – 24% (Can substitute with Battle Howl, Grudge Formation etc.)
RoB – 10%
65 Passive – 30%
It is obvious that you hit over 100% easily, piece of cake really…. On the other hand, summons (and Piercing Spike) start at 0%, and will not benefit from RoB and +%dmg passives, so they could use the boost from Scar Maker.
Will Maker – A % damage reduction buff, in the vein of HoC EX, Protection Shell etc. However, it has a benefit that none of the others have – it is perpetual and cannot be broken (HoC EX) or buff wiped during multi hit party wipe attacks. This is also the reason why Ring of Energy (LF’s ultimate) feels so much more broken than HoC EX + Protection Shell, and why it is much better than Miracle Relic. The problem with this is obvious as well, RoE gives 70%, all Will Maker adds is another 5% when it comes to face tanking party wipe attacks. If RoE is not available… 28/30% damage reduction will in most cases be insufficient to tank those party wipes.
In short, Will Maker is more or less useless in a Light party (with LF and Priest), but remember to use it when face tanking potential party wipes. With or without Ring of Energy it might save… someone?
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