Dragon Nest – Leveling Guide for 1 to 50 + Tips & Tricks ~!
I know there’s been a call for an updated leveling guide for awhile now and I know this is late.
Nevertheless I hope it is still useful for players leveling new characters as well as for players who are new to dragon nest.
This guide will cover the following:
Important Tips & Tricks that You should know with regards to Leveling
Level 1 to 16
Level 16 to 26
Level 26 to 32
Level 32 to 40
Level 40 to 50
If you’re more of a listener and visual person, check out the video
guide which will pretty much cover the same thing except that the
written guide has more details for certain sections.
There are good reasons to split the guide into these various sections.
Before we move on to these sections you should know the concept of leveling in Dragon Nest.
This concept is not entirely foolproof but basically fast leveling
equates to running the fastest dungeon you can complete at master mode
and above difficulty with the highest exp derived from repeatable
commission board quests.
With this concept in mind I hope you will find the necessary context for this guide.
———————————————————————— Tips and Tricks
There are 3 main tips and tricks you will need to know while leveling in Dragon Nest
For the Level up Rewards Box, the key thing to note will be the skill
reset scroll you can receive when opening the Level 30 Reward Box.
Don’t open the Level 30 Reward Box unless you need to use the skill
reset scroll as once you opened the box and receive the skill reset
scroll, it will expire in 7 days.
Other useful items in the rewards box includes extra inventory and
storage slots as well as huge discounts for these items should you want
to purchase them from the cash shop.
Be sure to read the article that tells you all the available rewards
from Level 1 to 50 in the article hyperlink-ed in the bullet points
above. Master Apprentice System
You can be an apprentice once you are level 10.
You can have a total of 3 masters who will each give you additional 10% exp each up to a total of 30% should they be running dungeons with you in a party.
If you have a fellow apprentice of a same master running alongside you, you will receive 5% bonus exp via the alumni feature.
Many guides however, do not mention the favour points you accumulate while running dungeons with your master.
You can get up to 30% additional EXP should you accumulate enough points!
This is definitely very useful if you want to help a friend level in
the game or are trying to squeeze more ways to help increase exp gain
while leveling. Benefits of a Guild
For a list of all Guild Level Rewards refer to this link
Credits to PrincessYanagi from Cherry Credits Forum
Your guildmaster will be able to purchase an EXP bonus for all guild members to enjoy.
The extend of the bonus depends on the guild level.
Guild Level 5 – Increase Dungeon/Nest Exp by 2%
Guild Level 10 – Increase Dungeon/Nest Exp by 5%
Guild Level 15 – Increase Dungeon/Nest Exp by 7%
Guild Level 20 – Increase Dungeon/Nest Exp by 10%
Aside from this you can also purchase the Pledge Guild Costume Set
As you can see above, the set bonus do stack up and gives you a total bonus of 20% EXP
However to have at least 3 pieces of Guild Costume, the guild must be at least level 13.
To enjoy the full set bonus of 7 piece costume, the guild must be at least level 24
Note that all bonus EXP % from Master Apprentice System and guild bonuses only affects dungeon completion exp as well as exp gained from killing monsters.
Nevertheless, combining both EXP Bonuses from Master Apprentice System and Guild will give you up to a whopping total 70% Bonus EXP (10% from Master, 30% from Accumulated Favour, 20% Guild Costume, 10% Guild EXP Bonus)
With FTG while running dungeons, dungeon completion exp is definitely
very very significant and having this additional 70% Bonus EXP will
make leveling alot easier.
—————————————————————————– Leveling from 1 to 16 Level 1 to 10
Leveling from 1 to 10/11 is extremely simple. Remember to go to your gift box via the cash shop (press F11) to receive your level up reward box once you have leveled.
Simply grab all main and side quests available to you in your starting town Archers/Warriors will start at Prairie Town ; Academics, Sorceress, Clerics will start at Mana Ridge. Items to Loot
All Magic Rarity (Green) Equipment for your class (Level 5/10 & 15)
At least 3 Stacks of Agate Fragments
Ignore all Diamond and Alteum Fragments
When reaching level 5/10 & 15, enhance all the equipment that you have picked up while running dungeons.
Enhance armour pieces to at least +6 and try to get weapons to +8 and above if you have more than 3 duplicates.
Once you have hit Level 10 you should be proceeding with a Main quest that directs you to an NPC known as Scout Fergus
This NPC will then direct you to Calderock Village. Level 10 to 16
From level 10 onwards you have 2 methods for leveling.
You can either continue to complete main and side quests or begin
looking for players to be your master so that you can benefit from the
master apprentice system while leveling.
The faster method will be finding a master but should you not be able
to do so, it is still alright to complete main and side quests.
The latest updates have actually compiled many of the quests to be
completed in a same dungeon verified from my own experience while
leveling a new character from level 1 to 16 via the completion of main
and side quests.
If you managed to find a booster/master, simply level from 10 to 16 at Sign Canyon in Abyss Mode
Don’t forget to do your job change at Level 15 at your respective skill trainer.
It is extremely important that you do not hand in at Events Planner Irine after completing your Job change quest.
The rewards from handing in at Events Planner Irine is a costume and Skill Reset Scroll.
If you did hand the quest in, this skill reset scroll will expire in 7 days.
If you want to keep this skill reset scroll for a later time longer than 7 days, DO NOT HAND IN THE QUEST.
If you have accidentally hand in the quest, don’t worry too much as
there’s another skill reset scroll from the Level 30 Level Up Rewards
Box.
You should be Level 16 after the completion of the job change quests
should you have level-ed via the completion of Main and Side quests
available to you in Calderock Village.
—————————————————————————————————— Level 16 to 26
From Level 16 onwards, the dungeon you will be in for awhile will be Dark Tower Magic Institute (DTMI)
Regardless if you’re solo-ing or leveling with help from master, this
dungeon is definitely one you will want to run until you hit level 26.
The reason why you won’t stop at level 24 to try the other dungeons
in saint haven is because of the leveling concept mentioned at the start
of the guide.
This dungeon can be ran as fast as 1min20s, if you are with a level 50 master and the commission board quest gives decent EXP.
Remember to have at least Level 15 Magic Rarity Weapons +8 and above
if you want to have a decent run time when tackling the master mode
difficulty if you’re solo-ing.
You should however, have no trouble finding players who will want to boost you with certain strings attached in DTMI.
Simply go to the “Select Channel” option and join the channel that is the most crowded to find such players.
Leveling from 16 to 26 will be a breeze with DTMI.
When reaching Level 24, you can choose to enter your first nest,
Minotaur Nest to grab some level 24 premium enhancement heraldry plates!
With the elf queen set crafting materials gathered from there, you can choose to craft 3 piece elf queen set if you want.
Don’t get more than 3 piece elf queen as the 3 piece set bonus will be useful enough.
———————————————————————————— Level 26 to 32
Leveling from 26 to 32 is pretty straight forward.
The dungeon you are looking at is Dark Overlord Keep (DOK).
Another option for Warriors will be Dried Marissa Spring (DMS) but
both DOK and DMS give the same amount of exp for commission board
quests.
DMS is an option as you can skip many monsters from the start until
the first mini-boss (purple-named mob) as well as another section where
you will need ranged skills to allow you to skip an entire spawn of
monsters.
However, unless you have dash like warriors or have certain skills to
allow ranged attacks, you will not be able to skip monsters which mean
that it is not applicable for all classes.
I’ll also recommend DOK as there is no irritating ghost-type monsters
who turn invulnerable when you break their super armor, this includes
the last boss for DMS as well.
Remember to have at least Level 23 Magic Rarity Weapons +8 and above
before tackling this stage of leveling for dungeon clearing to be
smooth.
Leveling via main quest and side quests is still an option but you
may find yourself running dungeons which are long and difficult should
you choose this method.
With the master apprentice or through boosting, leveling from 26 to 32 should be pretty fast via DOK. Items to Loot
Ordinary Agate
RARE Intermediate Revert Cube and Crystal Codes
Magic Rarity Armors/Weapons Level 31
Rare Rarity Weapons for your class
Epic Intermediate Codes
These are items you definitely want to look out for and loot especially if it is your first character.
Ordinary Agates can be used to enhance your own Level 32/40 rare weapons in the future while leveling.
Magic Rarity Armors/Weapons can server as good backup in case you
didn’t get any rare weapons or that they broke during enhancement.
For epic intermediate codes, you want to stock up the diamond code
especially as they can be used to code level 40 and below epic
accessories which will definitely be very useful to you.
Rare intermediate revert cube and crystal codes is for your
self-coding of level 32/40 rare weapons which you might want to invest
in so that you can have some decent weapons while leveling from 26 to
level 40.
You can also attempt Cerberus Nest if you want at this point in time to update your epic enhancement heraldry.
———————————————————— Level 32 to 40
In old leveling guides which are outdated, they recommend players to run Forsaken Islet Core Master Mode for leveling.
However, since the update to commission board quests exp with the release of level 50 cap, there is now a better dungeon to run.
This dungeon is Flooded Downstream Ruins.
I’ve done a comparison of FDR vs FIC in terms of commission board quest exp, run time vs dungeon completion exp.
After some simple math, FDR gives around 65,000 EXP per minute while FIC gives only 38,000 EXP per minute.
Flooded Downstream ruins is definitely the dungeon you should be running from Level 32 to 40.
The abovementioned run times are with my level 34 Engineer which has only magic rarity armors and +8 Level 32 Rare Weapons.
————————————————————————————— Level 40 to 50
Leveling from 40 to 50 is extremely straightforward.
For the fastest method, simply run Riverwort Ruins repeatedly while handing in commission board quests.
The reason for riverwort ruins is for its fast dungeon completion
(4mins solo, <2.5mins party) and high commission board quest exp
(268,000)
However, if you are leveling your first character in Dragon Nest you might want to take things slowly.
FTG Consumption will sky rocket once you hit level 50 (300 per Abyss
dungeon completed solo which means 3 abyss dungeons a day with 700 FTG)
With this in mind here are some items you want to stock up on before hitting the level 50
Polished Agate/Alteums/Diamonds
Rare High Grade Revert and Crystal Codes
Polished Agates will be for your self enhancing of Level 50 Rare Weapons.
Polished Alteums can either be sold for gold so that you can use them
to purchase some item crafting materials to craft Ancient Totem or
Immortal Set.
Polished Alteums/Diamonds can also be used for your own enhancement of Level 50 epic equipment in the future.
Rare High Grade Revert and Crystal codes are for the self-coding of
perfect potential level 50 rare weapons as are weapons are alot easier
and cheaper to enhance to reach +10 and above.
Having perfect potentials will definitely help in your item builds especially if you want a basic critical build for your class.
Having a decent item build on start will making farming much easier when you are Level 50 so that you can grind in abyss mode.
Be sure to check out the rest of our site for other guides that maybe useful for you.
Reaching Level 50 will be the start of your dragon nest journey and I wish you all the best.
I’ve personally leveled a brand new character from 1 to 26 to test
this guide out so you can be ensured of its usefulness in the current
state of dragon nest.
Level 26 to 40 are tested by my characters who are around that level region.
Level 40 to 50 are still very relevant and are not subjected to much changes from previous leveling guides.
The only change to note will be flooded downstream ruins instead of forsaken islet core for Leveling from 32 to 40.
Cara Mudah Membuat Plate 3RD Dragon Nest Indonesia :
1.Pertama pergi scholar (ingat semakin tinggi friendship dgn scholar makin tinggi persen keberhasilannya).
2.Kemudian pilih plate yg akan dibuat.
3.klik buat lalu klik Batal/ESC pada pembuatan berlansung.
4.lalu ulangi seperti no 3 sebanyak 5kali atau lebih (tingkat keberhasilan hanya 30%-60%)
Nah
di atas adalah tips untuk anda membuat atau mengCrafting plate menjadi
3rd , Namun jika masih kurang paham dengan Tips di atas , saya di sini
juga berbagi video yang bisa menjadi panduang nada untuk mengcrafting
plate Dragon Nest menjadi 3rd.
Cara
Mudah Membuat Plate 3RD Dragon Nest Indonesia ini bisa anda lakukan
pada level berapa saja , misal level 24 , 50 , 60 , Dan di bawah ini
adalah Video Crafting Plate menjadi 3rd.
Video Cara Mudah Membuat Plate 3RD Dragon Nest Indonesia :
Dragon Nest Trick Enchement
A lot of you are wondering where these +12's and +13's and +14's are
coming from in the auction house. Well me and my guildies tested and
tested and finally found a decent way to make them.
1. Grab like 3-5 Blue noob items preferably the same type of weapon.
2. Enhance your weapon of choice until you hit a fail.
3. Stop and close the enhance window. Then Re-open the enhance window and put a noob weapon in.
4. Continue enhancing the noob weapon until you see it fail twice in a row or break.
5. Now don't close the window, insert the weapon of choice in and enhance.
( more or less we have like an 80% success rate from here on out
doing these same steps over and over and hitting +12's or +13's.)
6. Usually enhance just once or twice. If you think you're feeling lucky go for the third if they all succeeded.
( you would be surprised as to how they're going from 5-9 straight hahaha )
7. If it failed then stop and refer back to step #3. and repeat the
process over again. Yea sometimes the item will break. But at least
they're breaking a lot less in succession and a LOT higher in the
enhance level curve (+8's +10's) But we were the first to hit a +15 orb,
well any item really haha, at the lvl 25 cap.
Put it to good use, my guildies are still abusing this trick and if you
see those repeated names of the same items over and over in the AH well
that is them. I quit however so I'm letting you guys use the trick now.
Note - Using jellies help if you're at the 9 or 10's and you want a 11
or 12. Because really we probably broke like 1-4 items before hitting a
+13 sometimes we just gave up and settled for 11's or 12's. Its just how
it works. We also had reports in the guild where some accounts were
just Ridiculously lucky and this trick would work like 95% of the time
hitting 12's and 13's without fail. Good luck to you all!
Desert Dragon Nest Guide
Flying Ship
Basic Video Guide
Advanced Video Guide
Lamia Queen Itaila
After depleting each bar of HP, the snake boss will teleport to the
middle of the area, suck players towards herself and summon 4 lizards at
the 4 corners of the area (at the glowing device). The lizards must be
killed within 10sec or else the ship will be damaged and fire patches
will appear on the field. The Death Knight will also summon the 4
lizards when one of his HP bar is depleted.
The bar in the middle of the screen is the HP of the ship. Lizards'
explotion will deplete the bar gradually. If the bar is emptied, a 60
seconds countdown timer will start. If you failed to kill both bosses
when the timer is up, the ship will be destroyed and cause party wipe.
Boss Skills: Tail Swipe: Painful for chars with low defense.
Tornado: Cast a tornado which moves linearly.
In theory the boss cannot be damaged after she teleport to the centre
and suck everyone towards herself. However, using Detonate (priest) can
render the boss vulnerable to attack for some reason. This strategy is
useful in HC mode of the nest to speed up this stage. (Fixed as of v177)
Upon reaching her last HP bar, she will summon a Death Knight (Instead of the 4 lizards) to aid her.
Death Knight Ahmado
Boss Skills: Line Drive: Causes stun/faint status and knockdown players, may instant kill someone who took full hits.
Death Claw: 4 directions.
Red Wave (~40 sec CD): Knock
back and knock down players. Red wave emanates from the Death Knight in a
fan-shaped manner. After a few seconds, the area covered by the red
waves will explode and deal huge damage. The direction in which he cast
this, cannot be altered with provoke (Meaning he might not aim at the
Paladin).
To avoid this attack, quickly move out of the fan-shaped AoE when you
see the red waves. Damage can be reduced with damage reduction skills
but cannot be evaded with evasion skills. (Evasion Slash etc)
New Boss Skill at HP x1: Dark Typhoon (~50 sec CD):
Knock back and knockdown players, suck them towards a typhoon which is
created around himself. Very high damage. Pierce invincibility, damage
can be reduced with damage reduction skill (Miracle Relic etc).
DK will start casting this after summoning last wave of lizards. Holy
Shield of Saint works wonder here. You can also jump at the moment when
he thrust his sword into the ground to evade the initial knockdown
effect. Another trick is to stand with your back against the wall, the
knock back effect will toss you into the air and you can use Aerial
Evasion to quickly recover and start running in the opposite direction
of the suction.
Battle Flow
- Assign 1 damage dealer to each corner before the battle for lizards, add more member to the corner with insufficient damage.
- Provoke Snake Queen to the top of the map.
- Damage Snake Queen until HP x3, she will suck everyone to the middle and summon 4 lizards at 4 corners.
- All party members go to their assigned corners to kill the lizards.
- Repeat the same thing at HP x2.
- At HP x1, Snake Queen will summon a Death Knight near the bottom of the map.
- Paladin provoke the Death Knight and stay at the bottom while the rest of the party member kill Snake Queen at the top ASAP.
- When Death Knight HP reaches HP x1.5, he will summon 2 Skeleton Minotaurs at 2 edges of the map.
- Party members need to lure the 2 Minotaurs away from Death Knight and kill them ASAP.
- Damage Death Knight until HP x1, he will summon 4 lizards at 4 corners.
- It is recommended that you only kill 2 of the lizard at the top. Why?
It is because Death Knight will cast Dark Typhoon after timer reaches 0.
Trying to kill the lizard at the bottom can be dangerous since you will
be very near to the Death Knight, thus unable to escape from the
typhoon suction.
- Stay away from Death Knight every ~45 seconds to avoid being sucked into Dark Typhoon.
Advanced Battle Flow for High DPS party:
This strategy is adopted for high DPS party to clear this stage as fast
as possible. The differences between the usual battle flow are:
• There is no need to lure the Snake Lady to the top. Just fight the Snake Lady at the middle of the map.
• Kill the Snake Lady ASAP, ignoring the Death Knight most of the time.
• Ignore Skeletal Minotaurs summoned at 1.5x. Once Death Knight reaches 1.1x HP, use Time Acceleration and kill him ASAP. Ignore the last 4 lizards. You will not see Dark Typhoon if your party DPS is high enough to kill him within 10sec before Flying Ship explodes.
========
After clearing 1st stage, you can proceed to the large area of the map,
where you can ride mount. The oasis in the middle of the map can recover
HP/MP.
There are a total of 5 bosses which guard the seal to the entrance of the dragon.
You can clear the 4 bosses in any order you want. (Except Golem)
The Golem can only be challenged after you defeat the 4 bosses. You need to kill it as well, Golem is NOT optional boss.
Stage Introduction:
Barren Mist Garden
There are 4 sets of platforms around the area, each set has 3 individual platforms.
Under normal circumstance, all these platform are on fire and will kill anyone almost instantly upon contact.
The lava on the other hand, will clear all your buff upon contact
and deal continuous damage, ~30k burn damage every 2 seconds. The lava
will also apply a 30 sec burn status, which deal ~12k damage per tick.
(Ignore defense)
The boss of this stage, Phantom Flower Ignius, will spawn at the middle and it is surrounded by 4 Minor Phantom Flowers.
Phantom Flower Ignius
Basic Boss Skills Roar (~20 sec CD): Blow frontal
party member towards the edge of the map. The AoE is roughly a quarter
of a circle. Very dangerous because you are not supposed to touch either
the lava or fire platform.
Save your Aerial Evasion so that you can jump back while in the air to
prevent yourself being blown into the lava or the fire platform. All
party members except Paladin should always deal damage BEHIND the boss
to prevent being blown into the lava. Guardian can use Guardian Force to
resist the push or simply dash to the left to evade this.
Bite: Frontal. The last hit has push back effect, might throw you into lava.
Fire Ball: Throw a Fire Ball
which will create a fire pit on the ground upon impact. the fire pit
will grow larger and create explosion after 8 seconds. Ignore Provoke
and throw at a random party member.
Flame Geyser (~40 sec CD): 3
waves of fire explosion in this order: Inner > Outer > Inner Ring
or Outer> Inner > Outer. (As shown by the schematic above) This is
a very dangerous skill as it will push you into the lava if you are
staying near the outer ring. The sand will heat up (darkened) before
Flame Geyser appears, avoid standing on darkened sand.
Only 2 known skills can negate the pushback/knockdown effect of all the flower's skill, namely Guardian's Guardian Force and Screamer's Grudge Formation.
New Skill at HP x3 Stomp: The boss will first
rest its head on the floor before leaping into the air. It will turn and
stomp with its head down. Jump to avoid. There are 2 versions of this:
Single Stomp or Triple Stomp. Will push back and float if you are hit.
New Skill at HP x2 Magma Wave EX (~60 sec CD):
The boss will shove its head into the ground for awhile before raising
it up again. Almost the whole field, except for the 30 degree section
exactly behind it, will be affected by this skill. The color of the
ground will slowly brighten up and explode after 4 sec. Hiding at the
small section behind it is the only way to avoid this. (See schematic
below). After this skill, it will rest its head on the ground for 3-4sec
and it's a good chance to deal damage to him. Like all other skills, it
will push back and float you if you are hit.
New Skill at HP x1 Flame Meteor (~60sec CD):
There will be a warning message when this skill is being cast. It will
first rotate and shake its head before casting. (The flower will push
you outwards in a similar fashion to the Flame Ogre meteor's skill in
Typhoon Kim Nest Hell Mode)
After 3 seconds, the flower will start throwing Flame Balls at each
party member in parabolic trajectory from the middle. The Flame Ball
does not create fire pit, but it will induce a burn status, clear all
buffs and knock you down upon hit hit. Take note that the lava damage
will increase significantly during Flame Meteor. It is almost certain
death if you are pushed into the lava.
To oppose the push force and evade the Flame Balls, you are required to
press "W" and rotate your view with your mouse to move in
clockwise/anti-clockwise around the boss. The whole party can gather and
move together in this manner.
This skill lasts for 10 seconds and 7 Flame Balls are thrown to each party members.
There is a simpler and sure way to pass Flame Meteor: Use Invincible Potion. The exact battle flows ideally goes like this:
- Stop attacking at HP 1.1x, wait for lava flood and jump up to platform as per usual.
- After coming down from the platform, each party members use 1 or 2 of
their highest damage skill at the flower, lowering the HP into the last
bar.
- This will trigger the Flame Meteor. Simply eat the Invincible Potion
and hold W at whatever position for 10sec after seeing Flame Meteor
trigger message.
- After that, gather for Time Acceleration, cast Guardian Force (if any) then go for the kill.
- For this strategy, the party must have enough DPS to kill the flower
before the next lava flood or else, you will have to face another round
of Flame Meteor.
There are two important stage mechanics to take note in this stage.
Fire Platforms
- After depleting the 1st bar of the boss HP, it will dig underground and heat up the sand in the whole area.
- You have to jump onto the nearby platforms to avoid being burnt to death.
- However, among the set of 3 platforms, ONLY ONE will be safe to be stand on. (Left most of the set, without fire)
-Shortly after that, the fire on the platform next to the safe one
will be extinguished while the platform which you initially stand on
will be on fire. You are required to jump to the adjacent platform immediately. Repeat this another time and you will need to get back down to the ground again when the ground is not flooded by lava.
- Take note that the burn status will cause you to fall down from the air (Similar to electrocute status)
- The area will be flooded with lava EVERY 60 seconds.
Mainstream Strategy:
- Instead of jumping onto the 1st platform, one can actually jump
directly to the second platform without going up the 1st platform.
- There are 2 warning messages before the lava flood happen.
- First message is 'Jump up to the platform'. When you see this message,
go to the nearest 2nd platform and wait there for the 2nd message.
- Once the second message 'The sand is getting hot' appear, immediately
jump onto the 2nd platform. Wait for 2 seconds then jump to the 3rd
platform when you see the fire on the next platform is extinguished.
Alternative Strategy:
- Instead of jumping, one can actually Dash/Roll/Tumble/Blink across the platform.
- This will minimize the chance of one falling down due to the burn status interruption.
- However, one need to judge the Dash/Roll/Tumble/Blink distance
according to your own class: Mage and Kali have very far blink distance,
while Cleric has relatively short dash distance.
Clearing Burn Status
- You can clear the burn status when the minor flowers spray water or
form water geysers.
Storm Observatory
Basic Video Guide
Advanced Video Guide
Storm Ruler Zuul
Boss Skills Charge: Jump back and charge
towards the person with highest aggro. This whole attack is done in slow
motion. Second hit ignores Shield Block.
Claw Swipe: After the initial
claw swipe, an explosive trail follows. The explosion will induce a
debuff which reverse your arrow key/left-right click command. The
initial claw swipe ignore Shield Block, the explosive trail can be
blocked with Shield Block.
Pounce: Jump forward and pounce on the target. Emanates 4 waves upon landing.
Tail Swipe: Can be left or
right side of the rear area of the boss. Similar to claw swipe, it will
also create an explosive trail at the certain distance away from the
boss. Induce a debuff which reverse your arrow key. Ignore Shield Block.
Light Balls: Roar and conjure 4
light balls in 4 directions. These balls will split into another 4
smaller light balls. Cause stun/faint upon hit. Very high damage. Can be
blocked with relics and mirror. The stun effect can be avoided if you
are under Stance of Faith, Guardian's Guardian Force, Mercenary's super
armor buff or Parry Stance.
Explosive Stomp: Raise
its glowing front claw high up and stomp, following by 4 explosion
trails which travel outwards from the boss. The stomp damage ignore
Shield Block, invincibility and Highland. Explosive damage can be
blocked with Shied Block. Quake damage hits the whole field, can be
avoided with jump.
Trailing Explosion: After the
head glow for awhile, shakes its head and creates 2 Trailing Explosion.
(Homing effect on a target) Keep moving to avoid. The trail can be
blocked with relics and mirror. Each explosive damage is around ~30k,
final hit is ~100k.
New Skills at HP x3: Fly & Photon Missile (~70 sec CD):
Throw Photon Missiles from the air. Keep moving to avoid. It will
perform a Diving Stomp after this. Induce a 1 minute debuff which
reduces your attack and defense by 40%. The debuff cannot be removed by any means.
Low defense chars might be killed by other skills if this debuff is
induced on them. The boss will not cast this at last HP bar. Ignore
Shield Block, Highland & invincibility.
Diving Stomp: The boss
performs a back flip in the air with its claws glowing before diving
onto the ground. Very high damage, especially if you were hit by Photon
Missiles before this. Time your jump to avoid the quake damage upon
landing. Ignore Highland, Shield Block and invincibility. You will hear a
distinctive roar 2 seconds before the dive. see video below for
demonstration to time your jump: http://www.youtube.com/watch?v=MHdWXE3QboA
Wind Wall: Raise its front
legs and flaps its wing a few times to generate a tornado in front of
it. The tornado then turn into 4 wind walls which move forward. Will
only hit frontal area.
Crescent Wave: Howl and push
back all players. Create a few big crescent-shaped waves which travel
slowly from the boss. The super armor break is very high and able cancel
all your skills. Jump over the crescents to avoid. These crescents can
also be blocked with relics or mirrors. Ignore Shield Block &
invincibility.
Tracing Tornado (~70 sec CD):
Raise one of its front leg and create a tornado on a party member. The
initial casting motion is performed in slow motion. The marked member
will not be damaged but it will remove all buff. The tornado sucks party
members to it and kill anyone who are trapped in the tornado.
The key to avoid this skill is to assign all party members to stand
separately at 8 corners of the map. Use auto-run (Default Key 'E') if
you have arrow key reverse debuff on you.
New Skill at HP x2: Charged Photon Missile: Cast
after the usual Photon Missile while staying in the sky. After HP x1, it
will use this after conjuring Sand Storm in air. Its body will glow and
all members will be pushed away from it. It will charge up for awhile
and fire multiple Photon Missiles. Ignore Shield Block, Highland &
invincibility. Run toward empty area without people to avoid being hit.
New Skill at HP x1: Sand Storm: Use this
immediately after it flies. Clear all buffs. No damage. The sandstorm
will stay on the field for awhile and disturb your vision and
Manticore's dot will disappear from minimap. This made it difficult to
time jumping for Diving Stomp. You will need to rely on the roar of the
Manticore to discern the jump timing.
Alternatively, turn your screen such that you are facing him. Then, pan
your view up and wait for its back flip before you jump.
One of the key to the battle is to predict the casting motion of major
skills and act accordingly to avoid them. The casting motion of the boss
is very similar to the Dark Manticore Lord.
Dark Manticore's Gravity Ascension > Splitting Light Balls
Dark Manticore's Summon Tornado > Wind Wall
Dark Manticore's Gravity Ball > Photon Missiles
Dark Manticore's Summon Black Hole > Tracing Tornado
Battle Flow Control One of the most important element in this battle, is the battle flow control. Your aim is to make the boss cast Fly and Tornado back-to-back, such that you will have more time to deal damage without the need to disperse or get ready for Photon Missile.
How does one control the skill pattern/flow of the boss?
First Tornado is triggered when the HP is at somewhere between the word
配者 at HP x3 (See picture below). So simply attack the Manticore until
roughly 3.9x HP, stop attacking when the HP moves past the last 2
character 朱武 while wait for the next fly. Continue damaging Manticore
after it lands to trigger Tornado by lowering its HP pass 者. Back to
assigned position earlier for Tracing Tornado.
Mushroom Rock Canyon
The boss will do a Jumping Stomp / Quake attack immediately after the
battle start. Cast Miracle Relic before the battle. Alternatively, just
stand at the location indicated in the video above to avoid the stomp
damage. (It is higher than the field)
Canyon Guardian Abdullah
Basic Boss Skills Claw Swipe: Frontal area.
Poison Ball: Shoot poison ball
from tail which create a poison pool on field. Clear buff and induce
poison status (~30k per tick, 10sec duration). The poison pool will
expand gradually.
Poison Sting: Lift its front
legs and claw high in the air, swipe its claw a few times (Ignore Shield
Block) and thrust its tail to the ground in front, creating a poison
pool on the floor. The poison pool will expand gradually. Clear buff and
induce poison status upon contact.
Poison Spin: Put both claws on the ground momentarily and do a 360 degree spin clockwise.
Throw a few poison balls at every party member. Induce slow and poison
status (~30k per tick). Avoid stepping on green marks on ground to avoid
being hit.
Charge: Do a 360 degree spin anti-clockwise and charge. The roar at the end of the charge deals very high damage. (Acrobats try not to Air Pounce before the charge ends)
Tail Swipe: Dark elemental,
only hit the back. Ignore Shield Block. Inflict poison status for 10sec.
DPS class should stay at the rear to attack.
New skill at HP x3 Quake (~50 sec CD): Submerge underground awhile and leap into the air. The landing will create a powerful quake. High damage, jump to avoid.
New skill at HP x2 Poison Prison (~60 sec CD):
Suck all party members towards itself. Surround itself and all party
members with poison walls. The wall will clear all buffs on you upon
contact and inflict high damage (~100k damage). You are supposed to
escape from the poison wall through an opening. However, the opening
does not remain open all the time. Opening is shifted around regularly
and will only open for about 1 second. After 8 seconds, the boss will
deal heavy explosion (Dark elemental) to anyone inside the prison.
There are a few known methods to counter Poison Prison. Refer to the
video guide below on various methods to escape from the poison prison.
a) Proper Way to Escape
The proper way to escape is to wait for either one of the walls to open
and dash/blink across it. You could also sheath your weapon and run pass
the opening, especially if you are a class with a short dash distance.
Remember that you only have 9 seconds to do that and there is only ONE chance for each opening. Also, take note that due to the minor suction which is applied periodically, you need to correct your position while waiting.
If there is a Guardian in the party, use Guardian Force: The
shell will make sure you will not get stuck and knockdown when escaping
from the prison in case the wall is closing right when you are passing
through.
A few important tips on how to escape Poison Prison consistently:
• Before Poison Prison, adjust your position such that you will not be sucked into the poison pit on the ground.
• Make sure you pick a wall which is NOT facing a solid wall at the edge
of the map since you will not have any space to get out.
• Turn your view such that you are looking at the floor so that your view will not be blocked by the boss itself.
• Position yourself as close as possible to the wall, but not touching
it. How? If your view is facing the ground, you can use your guild name
as a visual guide. Make sure your guild name is right below the line
where poison wall touches the ground. At this distance, you can get out
of the wall with a simple blink or run while sheathing weapon.
b) Damage Negation/Reduction with Skill and Buff
The explosion damage does not ignore damage reduction buff. However
after recent update, total damage reduction is capped at 75% and thus
this method is not recommended because it is too risky. The high
explosion and poison damage will likely kill you, especially after the
boss berserked.
c) Prevent Yourself from Being Sucked In
If the boss is at one edge of the map, and you are at the opposite side
of the map, you can prevent yourself from being sucked in.
This method is not very reliable too since the Scorpion's location
cannot be fixed easily at the edge of the map. Also, if your distance is
not far enough, you might be sucked into the wall.
d) Aerial Evasion
An interesting method to escape is by JUMPING into the thin wall/opening
at any time and use Aerial Evasion. Again, this should only be used
when you fail to escape through normal means since it requires u to take
some damage and get poisoned. Sometimes, you might even get bounced
back from the wall.
New Skills at HP x1 Berserk: Attack increases by ~3 times.
Poison Spin EX (~60 sec CD):
Same casting motion as Poison Spin, except that it spins much longer and
moves around. Scorpion will stay still for roughly 4 seconds after the
spin, widely open for attack. It doesn't pierce Stance of Faith,
Invincibility etc. MT should Provoke it away from other party members.
Poisonous Gas and Flowers After depleting each HP bar, a 10 seconds warning will appear on the
screen before the whole field is filled with poisonous gas. The boss
will hide underground.
4 flowers will appear on the field. These flowers will open when
attacked and provide a temporary protection shell, granting you
invincible buff to resist the poisonous gas.
The protection shell will only last for 4 seconds. You are required to
move to the next flower immediately, wait for the buff counter to reach 0
and attack it to get the buff again. You and your party members are
required to move across these 4 flowers sequentially together.
Take note that the arrangement of the 4 flowers are random, but they can
be broadly categorized into 3 patterns, as shown below:
The flower is very fragile and will open at the slightest attack.
No party members should cast any skill when these flowers spawn. Assign
a member or two to attack the flowers sequentially, ONE BY ONE.
All summoned units with HP will be automatically destroyed once the poisonous gas is released.
Your own skills effect remaining on field (Such as Consecration, Poison
Cloud, Flame Road, Laser Cutter, Ice Sphere, Sufi Dancer etc) can
accidentally attack these flowers and trigger the protection shell by
mistake. If the flower was opened before the party members get close to
it, the buff will NOT be applied to them and they will end up dying. You
only need 3 out of these 4 flowers if you can time the opening of these
flower accurately (Right when buff counter reaches 0). The total buff
duration provided by 3 flowers is just enough to cover the poisonous gas
duration. Opening a 4th one is the norm though, for safety purpose.
After the poisonous gas disappear, you have to get ready to jump to avoid stomp when the boss emerge from the ground.
Negate Poison Prison with Detonate
Poison prison damage can be negated if priest uses Detonate at the right time. See the video below to learn this trick.
Once you get sucked into the prison, start counting the shaking motion
of the scorpion. Cast Chain Lighting at the 6th shake, and use Detonate
exactly at the 8th shake. Doing so will negate the damage of Poison
Prison, saving yourself and your party members who are trapped inside.
However, poison status will still be applied. Cure Relic should be used
immediately to cure yourself and others.
It is not recommended to use this trick, unless your party has serious
problem to escape from Poison Prison due to lag. If the Priest is
lagging, this might even kill your Priest in the process, especially at
HP x1 (Berserk).
It is revealed here, since this 'bug' has not been fixed for more than
half a year despite it being widely performed in CDN. Therefore, i am
assuming this is not considered as a bug at all. FYI, using Ice
Fraction to cancel Poison Prison was fixed almost immediately after it
was discovered in DN KR.
Hazar's Nest
Basic Video Guide
Advanced Video Guide
When the stage starts, all party members are supposed to run south (According to mini map), with the Sand Worm in hot pursuit.
There are some boulders blocking the way and the party is supposed to dispose of them to proceed.
The worm will try to suck party member towards itself and slow down your attempt to escape.
Shortly after, you will see some explosive barrels on the ground. You
are supposed to push 5 of these explosive barrels to the southern wall
and detonate them.
This will open a path to an open field where the real battle starts.
Once you are inside the open field, make sure you don't stand in the
middle or in the path of the boss where it rush in or else you will be
killed by the boss instantly. Try to stay at the left/right edges of the
map.
Sand Worm Hazar
The boss cannot be damaged with normal means.
Every ~60 seconds, the boss will summon 3 pillar-like explosives. These
explosives will freeze nearby party members when they land.
Attack these pillars and destroy it while the boss is in the AoE of the
explosive (Marked by the green circle around it). It will deplete its
faint bar (Similar to Archbishop Golem).
Once the faint bar is emptied with 3 explosives (Each 1 depletes ~45% of
the bar), the boss will faint for 10 seconds. This is the ONLY time to
deal damage to him at its tail. After that, the boss will regain its
position and you will have to repeat the process again.
If these pillars are not destroyed in 1 minute, they will explode on
their own and deal ~35% HP per pillar to all party members, freezing
them at the same time. It is recommended that you take down at least 2
pillars when you faint the worm.
Basic Boss Skills Bite & Stomp: The
boss first plunges its head into the sand, dealing damage to anyone in
front and pull it up quickly. This is followed by a Jumping Stomp. It
will stay stagnant after this for 4-5 sec before regaining its position.
While the worm's head is on the ground after casting this skill, you
can attack the worm's head to reduce the faint bar. Jump to avoid quake
damage. The quake damage can also be avoided if you are standing on top
of the elevated sand hills at the southern edges of the map.
Tentacles Sweep: Only hit frontal area of the boss.
Roar: Dark waves emanates
throughout the whole field. Knock down all party members. Doesn't deal
damage to player but destroy all summons instantly. (Except Force
Mirror)
New Boss Skills at HP x3 Charge: Charge in a circular manner.
Sand Pit Hell: The boss will cast this at HP x4.1, x3.1, x2.1.
It will hide underground and create a sandpit with very strong suction
at the middle of the map. 3 explosive pillars were shot to the top
right, top left and bottom mid of the map. (See Figure above) Your party
is required to deplete at least 50% HP of all 3 pillars before they are sucked into the pit. (13~15sec after the pillars land) Take note that you should NOT destroy any of those pillars before they reach the worm.
When done successfully, Sand Pit Hell will be cancelled. If the party
failed to get either one of these pillars down to at least 50% HP OR
accidentally destroyed one of the pillars before it gets to the middle,
the whole party will be wiped out.
It is recommended that you should take down the HP of the boss in the
following manner to minimize the appearance of Sand Pit Hell:
1st Faint: HP x5=> HP x3.5
2nd Faint: HP x3.5 => HP x1.5
3rd Faint: Kill
Doing so will synchronize the Sand Pit Hell casting, such that the worm
will only cast it RIGHT after it wakes up from his faint status. Take
note that if your party do not down the HP according to the
recommendation stops, you might see two consecutive Sand Pit Hell.
All explosive pillars remaining on field will be cleared when Sand Pit Hell triggers.
New Boss Skill at HP x2 Direct Stomp: A direct Jumping Stomp without the biting animation. High damage.
New Boss Skill at HP x1 Rolling Attack: The
boss submerges and appears at east, south, west or north of the map
shortly after. It curls up and rolls vertically / diagonally. Stay at
SE, SW, NW or NE area and this skill will not hit you at all.
Dragon Shrine This stage can only be challenged after defeating all 4 guardian bosses.
Defeating this boss will break the last seal guarding Desert Dragon.
Golem will inflict curse status right after starting the battle. Curse
status cannot be removed by any means. Therefore, a few special rules
were applied in this battle:
• Changing equipment is not allowed in the middle of the battle.
• Healing skills & healing potions cannot be used in this battle. Life suffix DOES NOT work.
A few more interesting characteristics of the boss:
• The damage dealt by the Golem is based on a certain percentage of max
HP of your character. Therefore, skills which increase max HP such as
Genie & Minotaur Dance should not be casted here as it will actually
cause more damage dealt to all party members.
• Due to nature stated above, defense buff, damage reduction buff
(Miracle Relic etc), attack debuff (Devastating Howl etc), skill action
damage reduction (Eraser, Flame Vortex, Flying Swing etc) are nullified /
ignored.
• Boss ignore Provoke most of the time, it will aim the one with highest damage instead.
• The boss has 80% light elemental resist and 40% fire, dark, ice resist.
Wear full damage set if you have one, stacking high HP / defense won't do you any good here.
Faithful Worshiper Kajif
Basic Boss Skills Slam: Small AoE. Ignore Shield Block. Evade with invincible frame.
Sweep: Large AoE, will get hit even if you stand at the edge of the map. Ignore Shield Block. Can be evaded with invincible frame.
Laser Beam: Shoot 1 laser beam
linearly at the one with highest aggro. The line on the ground will
explode, exactly the same as Archbishop Golem.
Tornado (~40 sec CD): Punch
with BOTH fists and summon a tornado at random location. Ground will
turn black before tornado spawn. Move away from the black circle to
avoid being damaged. Ignore Shield Block, Avatar. 5% HP per hit, very
high damage if you don't escape quick enough. Don't stay at left or
right edge of the map to ensure you have enough time to escape.
Curse (~80 sec CD): A
warning message will appear on the screen. The casting motion is similar
to the Suction Laser Beam attack of Archbishop Golem. The Golem will
place both fists at the middle and twist its body around for a few
seconds before applying the curse on all party members. A big circular
aura will appear beneath each party members.
The aura will not do any damage to yourself. However, the inner area of
the circular aura will deal huge damage to anyone standing near to you.
The outer edge of the aura will also deal heavy damage.
How to avoid this from happening?
Take note that the tiles on this semi-circular map is actually divided
conveniently into various sections. Use the larger black triangles on
the ground as reference and assign party members to the 8 black
triangles on the map. The distance between triangles are large enough to
avoid the curse damage. (See Figure A)
This is great time to deal massive damage to the boss.
New Skills at HP x3 Falling Rock Fist (~40sec CD):
The boss shakes its head and both hands in the air. The casting
animation is similar to Poison Wall in Archbishop Nest. Summon 3 yellow
magic circles on the floor. After 3 seconds, 3 rock fists drop from the
sky in the order in which the magic circles are summoned. Very high
damage. The order of summoning is random.
Alternatively, you can hide at the blind spot: The corner of the map near Position 1 or 5.
Triple Slam (~40sec CD):
Both hands will glow and slam the ground 3 times. The speed of this
skill increases slightly after he goes berserk, exactly the same as
Archbishop Golem in Hell mode.
Summon Stelai: Will be used at the end of 4x, 3x and 2x HP bar. 4 stelais which represent the 4 guardian bosses will appear.
Scorpion Flower Worm Manticore
The mechanics of this skill is revealed by 绿巨人
• There are no real fixed sequence in which you must destroy these stelai.
• The spawn location of each stelai are random.
• Each stele gives a certain effect after destroyed:
- Scorpion: All remaining stelai become invincible.
- Flower: Fully recover HP of all remaining stelai.
- Manticore: Grant double attack buff to all party members.
- Worm: Clear all buffs on party members.
• The only rule to destroy these stelai is: Scorpion must be the last one to destroy.
It can be destroyed at the same time as other stelai as long as there
are no other stele left on field after its destruction since it will
grant invincibility to them.
• Flower stele will explode after 10 seconds while the others will take 20 seconds to explode.
• Flower stele has the highest explosion damage, which is 75% of your
max HP. The other stelai only deal 25% of your max HP each.
• Ideal order: Flower > Manticore > Worm > Scorpion. Remember
that you can destroy them at the same time. For averagely geared party,
it is difficult to destroy these 4 stelai if you try to down them
one-by-one.
Strategy:
• The key to overcome this is to deal damage or destroy 2 or more stelai simultaneously with large AOE skills.
• For example, Spiral Edge with 25k attack can instantly destroy 3
stelai after you get the double attack buff from Manticore stele.
• Stele can be debuffed with Hemorrhage, Armor Break etc.
• The strategy must be adapted according to the locations of the stelai
since they might not be close enough to be destroyed together.
Berserk: Golem will go Berserk
upon reaching 2x HP (Turns red). Its attacks will deal slightly more
damage. Berserk status last till the end of the battle and cannot be
removed by any means.
Ancient Power: After 10
minutes, the Golem will gain ancient power (As shown in the warning
message). Its attack speed increases significantly. Every skills deal
50% of max HP per hit. However, that doesn't mean it is impossible to
clear under this state. It is still doable as long as your party members
dodge every single skills it has... Which is really hard!
Battle Flow
The battle flow varies depending on the DPS of your party. Below is for reference:
• Time Acceleration at the beginning of the battle. (Keep it for 2x HP
instead if your TA still in CD after clearing 2nd wave of stelai, 2x HP
is the most crucial part)
• HP x4 > HP x3: 1st round of stelai. Replenish HP after destroying
stelai if required. Avoid eating the recovery fragment during battle
because it is dangerous.
• HP x 3 > HP x2: 2nd round of stelai. After the 2nd round of stelai,
use Time Acceleration again. The Golem will spend 5 seconds to cast
berserk right after the 2nd round of stelai summoning. It is a good time
to deal damage to him.
• Get to last HP bar ASAP and trigger the last round of stelai, go for the kill.
Hardcore Mode
Interestingly, in HC mode, a few changes have been applied to the golem:
• Immediately go berserk as soon as the battle starts. Damage increases,
cannot be damaged (2 digit damage) while casting berserk.
• Gain all skills (Triple Slams, Rock Fist) at the start of the battle.
• Cannot be damaged while casting Curse. However, damage duplicator
effect such as finishing attack, dark elf dance (dance 2) etc can still
be inflicted normally. That's the only way to deal damage to the boss
while he is casting Curse.
• Gain Ancient Power earlier, approximately 5 minutes after the battle starts.
Desert Dragon Zakad
Dragon Battle Phase 1 (Invincible - HP x20)
The dragon is invincible at the start of the battle and protected by 4
Eyes of Life at the North, South, East and West of the map. The party is
required to deactivate these eyes to dispel dragon's invincible
barrier.
Each eye has limited attack range and can only attack targets within a
quarter circle. (See 4 blue quarters below) The eye will not begin
attacking until we attack it. It will not be able to provide you with
protection buff during Life Explosion when it has been deactivated.
Therefore, it is recommended that you only attack ONE eye at a time - In
a clock-wise direction as shown in the figure below.
The Eye of Life is immune to ice stacking.
Eye of Life Skills Ring of Life (~25s CD): Summon
a Ring of Life on a random party member. The marked member will have a
glowing sphere above his head. It will not damage the targeted member
but will deal damage to other party members who stay inside the ring.
(Similar to Poison Ring of Monta in SDN). The Ring of Life will only
target nearby members.
Members with protection aura from the Eye of Life (Within yellow circle) is immune to Ring of Life damage!
Laser Beams: Shoot multiple
laser beams in either one of the three directions randomly (See figure
below, indicated by orange AOE). You can easily dodge the laser if you
stand between these 3 directions (Purple circle) or out of the quarter
circle AOE.
Trailing Explosion: The eye
glows purple twice and create a purple spot on the ground which trail a
party member and explode 3 times. Float if hit. Keep moving to avoid
taking damage.
Life Explosion: Dragon will
cast this every time one of the eye got destroyed. All party members are
required to move to one of the 'functioning' Eye of Life to avoid being
damaged.
Desert Dragon Basic Skills Claw Swipe: The dragon will do
claw swipe with its left claw. Very large frontal AOE. Can blocked with
Shield Block, but it will clear Shield Block buff. You will not get hit
if you stay behind or beside either claw.
Smack: Raise one of its fore
arm high and smack on the ground. Can be blocked with Shield Block. The
dragon will attack with left or right claw. Having a paladin provoking
it at right arm for example, will cause the dragon to use the right arm
ONLY to attack. You will not get hit if you stay behind or beside either
claw.
Strategy:
Split into 3 teams:
- Team 1: Provoke the dragon, assign a healer to heal the Paladin if he needs it.
- Team 2: Assign 2-3 damage dealer to attack the eye, one at at time.
All members should stand apart. Spread out when you see Ring of Life
being cast.
- Team 3: Stand outside of the blue quarter circle at the next eye of
life and out of the range of the eye. This team should just stay still
and do nothing. Don't start attacking the Eye of Life near you for no
reason!
During this phase, dragon will attempt to attack the party members with
claw swipe and smack only. Paladin should Provoke dragon at 6 o'clock to
prevent the dragon from attacking the other party members. Damage
dealer go on and deactivate first and second Eye of Life.
Provoke the dragon to face 9 o'clock before starting to attack the 3rd
Eye of Life. Inform your Paladin to come back to 6 o'clock before you
deactivate the 3rd Eye of Life. Everyone need to pay attention as the
dragon will attack you now as Paladin is at the same spot as everyone
else.
Paladin should Provoke dragon to face 9 o'clock again after 3rd Life
Explosion while the rest hide at 3 o'clock. Damage dealer proceed to
deactivate the last Eye of Life.
Dragon Battle Phase 2 (HP x20 - x15.2)
Invincibility of the dragon will be dispelled upon breaking last Eye of Life and the real dragon battle starts. Take note that most skills destroy Priest's relics instantly.
MT should stand slightly to the left while the rest of the party should stand at the right of the map, near dragon's left claw,
see figure below. The reason is to force the dragon to use its right
claw ONLY to smack. These 2 skills are frequently casted during this
phase. By forcing the dragon to use only the right claw, the party will
be safe when they are behind/beside left claw.
New Boss Skills in Phase 2
Flying Stomp: Fly up and
perform a stomp after 3 seconds. If you see the dragon flies up and the
mini map shows that the dragon is still in the middle, expect flying
stomp. Can be blocked with Shield Block.
The dragon will beat its wings three times in the air before stomping so
jump after you heard the 3rd wing beat sound. Alternatively, you can
zoom in your minimap. The red dot will disappear momentarily. Jump right
after you see the red dot reappears!
Sand Pit: The dragon curls its
body upward slightly and beats its wing repeatedly with body surrounded
by golden sand. Summon a sandpit at a random location which will suck
players into it. The ground will be darkened before the pit appears. It
is quite similar to the Sandpit Hell of the Sand Worm, but with much
stronger suction. Sandpit will stay on the field for awhile before
disappearing; can be dangerous if it is combo-ed with other skills.
Tail Spikes: Lower its body
slightly, place both fore arms further in front and raise its tail high
up. Shoots 4 waves of tail spikes toward all targets. Induce a debuff
which prevent HP healing and reduces attack & defense. There will be
marking on the floor before the impact of the tail spike. Simply move
away to evade.
Golden Wave Spike: Golden
waves radiates from frontal or hind legs of the dragon and golden sand
spiraling around its legs. After 0.5sec, dragon raises both its frontal
or hind legs and stomps. The stomp will float you if you are standing
within the golden waves AOE. It will also generate protruding ground
spikes beneath all targets and float them. Very fast casting animation.
If you are floated by the stomp, use Aerial Evasion to avoid being hit
again by the protruding spikes. Can be blocked with Shield Block.
The skill can only be evaded if you are right in front of the dragon
(head) or at the hind legs when he is casting it in front. Unless you
have shield block or invincible skill, it is almost impossible to evade
this skill if you are standing at the left/right claw.
Flame Prison: Raise its
glowing right arm and smacks the ground, followed by its left arm. Large
tower like structures are formed in front of the dragon to trap any
members in the front quarter of the map. (See green AOE in figure below)
After that, red markings appear in trapped area randomly which explode
shortly, deal huge and inflict burn status, 30k per tick.
If you are trapped in the prison, you can evade the flame markings
easily by standing at the edge of the map and move to the gap between
the markings. If you manage to stay outside of the prison, it is a good
time to deal damage.
Charged Tail Swipe: The dragon
will turn his head to the right, right before using this. The tail will
glow red and move from the right side of dragon (See Red AOE and Arrow
1) all the way to the left side (see Blue AOE and Arrow 2). Very large
AOE and high damage. Inflict debuff which prevent HP healing, reduced
attack & defense (duration 40sec). Tail Swipe is the reason why it
is not a good idea to stand at the rear end of the dragon. (Unlike other
dragon battles)
The best spot for the party to stand is dragon's left claw (See
orange circle below). When the party see the tail moves to its right
side (Sign for an imminent Tail Swipe), immediately move left to avoid
the 2nd hit (Blue AOE).
When you see dragon raises its glowing right claw, move right instead.
You will end up outside of Flame Prison if done correctly.
Dive: Fly up and dive linearly
across the field. The dive direction is not the same as the direction
of his head before it flies, it is approximately 30 degree
anti-clockwise from its original facing direction. Anyway, move slightly
away from its left claw will do.
The casting motion is similar to Flying Stomp. However it can be easily
differentiated by looking at the mini map: If the dragon stays at the
middle after flying up, it is Flying Stomp. Otherwise, it is Dive.
Sand Breath: Start after 18.2x
HP. The dragon will raise its head momentarily, you can see sand
sprinkles from its mouth. Fan-shaped frontal AOE. Just steer clear of
the front quarter of the dragon to avoid this. Standing near the front
claws is safe and a great spot to deal damage during this skill.
Meteor Shower: Start after
18.2x HP. The dragon takes a few steps back and run forward before
taking flight, circling the outer edge of the field before summoning
meteor. The skill is quite similar to the Ice Rain of Sea Dragon. Keep
running to avoid the meteor. The ground will be marked before the meteor
impact. Inflict cannot heal / damage & defense reduction debuff
upon hit.
You might want to assign a run route for your party members so that they don't run into each other.
Eye of Life Activation: Cast
at HP x18.2 and x15.2, marking the the end of this phase. The party need
to click all 4 Eyes of Life within 15 seconds. Send quick runners to
deactivate the eyes. If the 4 eyes were not deactivated in time, it will
cause party wipe.
Unlike the other two dragons, Desert Dragon battle does not guarantee
the head is facing a specific direction all the while. It then become
hard to assign who to press which Eye of Life if you assign the role
according to the absolute position of the eye on the map. We propose an
effective strategy for that purpose.
In this strategy, the absolute position of the dragon is irrelevant. Only need to consider the RELATIVE position of the dragon head with respect to the Eye of Life. There will only be 2 possible cases:
If head (Arrowhead) is pointing directly on any Eye of Life: Straight Case
2 persons are assigned to each eye (Marked by star). It is recommended
that the ones with fast running speed (Either Acrobat or Warrior) are
assigned to the tail position.
If head is pointing somewhere in between any two Eyes of Life: In-Between Case
Take note that the relative position of each party member is almost the same in both cases.
In other words, each person is only required to check a 1/8 pie area relative to the dragon's body (NOT absolute position on minimap).
Dragon Battle Phase 3 (HP x15.2 - x11.2)
The battle is totally changed after HP x15.2. Dragon flies up after Eye
of Life activation and submerges into the sand shortly after. A message
stating that 'The dragon starts its assault' will appear on the screen.
New Boss Skills at Phase 3 Tracing Tornado Pit: A random party member will be marked with a Black Marking. A Tracing Pit
will appear at the north edge (12 o'clock) of the map and start chasing
the marked member. Tornadoes are spawned along the trail of the moving
pit while it chases the marked target.
Summon Boss: After the tracing
pit appears, the dragon will summon Dragon Follower Bahama (Scorpion)
and Dragon Guardian Sphira (Manticore). Both mini-bosses can be disabled
with Time Stop, Slow, Wax, Relic of Bind, Freeze etc.
•Scorpion: Claw Swipe, Tail Swipe, Poison Sting. Will create poison pool on floor.
•Manticore: Has berserk status. Claw Swipe, Tail Swipe. High Damage. Each hit 300k-400k.
Basic Strategy:
Everyone gather at 1 o'clock of the minimap and wait for Black Marking
to mark a member. Slightly spread out so that the marking can be seen
clearly. Once the marked member is identified, start running along the
edge in clockwise manner while the other 7 members should head toward
middle of the map.
Assign 1-2 disablers to deal with Manticore (Ideally Force User or
Elestra). DO NOT let Manticore start attacking or risk having casualties
as a simple swipe will deal 300-400k damage. If you feel you cannot
chain disable it OR your disabler is the marked member, cast a Miracle
Relic or Devastating Howl on Manticore. Alternatively, you can also ask
your Paladin to Provoke Manticore to 11 o'clock (Only does so when your
main disabler, Force User is the runner)
Paladin provoke the Scorpion and make sure it is facing outside so that
there won't be any poison pool in the middle of the map. The others
should focus on attacking Scorpion. DO NOT KILL IT! Deal damage
to the Scorpion until it has only ~10% hp left and wait for the message
of Manticore explosion. Be wary of summons killing it accidentally! Use
normal attack to grind the HP slowly.
Marked runner should stay at 10-11 o'clock for a brief moment and make
sure that tracing pit no longer follow you before going to the middle.
Everyone gather near Scorpion and kill it within 5 seconds once you see
Manticore explosion system message.
Scorpion generates a barrier which protect anyone inside from taking
damage from Manticore explosion, however the barrier only last 5
seconds, which is why you shouldn't kill it before the timer starts!
After surviving the explosion, dragon's tail will emerge near the party.
Deal as much damage to the tail as much as possible! The tail submerges
again after ~10 seconds, move to 1 o'clock and repeat the whole process
till dragon's HP down to x10.
NOTE: The battle will actually enter phase 4 at x11.2 HP, not x10.
Dragon Battle Phase 4 (HP x11.2 - x9.2)
Stop attacking as soon as dragon's HP down
Stop attacking as soon as dragon's HP down to x10, no use damaging
further as the dragon will recover its HP back to x10 fully, god knows
why! Head toward 6 o'clock and dragon will emerge shortly. Basic dragon
skills from Phase 2 will still be casted, in addition of some new
skills:
New Boss Skills at Phase 4 Sand Bind (~ 55sec CD): Cast
from HP x11.2 to end. Raise its glowing right claw, smash the ground,
tracking sand trails will bind random members and anyone who is nearby.
After that, dragon will charge up for 10 seconds before unleashing Sand
Breath. Unbound members should save sand bound ones with high super
armor break skills immediately. Quickly move to the either claws to
avoid the Sand Breath after that. *Gravity Ball comes in handy yet
again!*
Unlike bind skills in previous dragon's nest, Sand Bind deals a fixed
damage of approximately 500k+ after the Sand Breath is unleashed. If a
bound member is not in the AOE of the Sand Breath, one can actually
survive the Sand Bind if he has >500k hp. A-rank Hot Sand Source is
useful here as it give 35% chance of immunity against Sand Bind.
It is recommend that party member should gather at the left claw when
this skill is cast. This will facilitate the saving of bound members and
lengthen the DPS window while dragon is charging up for Sand Breath.
HOWEVER, make sure the party is spread out as there's a small
possibility for Sand Bind to bind all 8 members, leaving no one to save
bound members!
Blinding Flash: A warning
message shows on screen before it casts this. You are required to turn
away from the dragon within 2 seconds or get blinded (White screen).
Clears all buffs and silenced for 5 seconds.
Bind Stomp (~70sec CD): Start
from HP x9.2 to end. Raise two of its front legs and stomp. All party
members will be trapped by Sand Prison and a 40 seconds debuff which
negate HP healing, reduced attack and defense will be applied. All buffs
will be cleared. Subsequently, the dragon will follow up with a Flying
Stomp.
Break loose from the Sand Prison by tapping left and right rapidly, it
cannot be cured with Relieve or Curing Relic. Being invincible or
air-borne will not help at all and you will still be trapped by the Sand
Prison. You are required to break loose from the Sand Prison ASAP and
jump to avoid the imminent Flying Stomp. Paladin's Elemental Aura helps
speeding up the breaking loose process.
The timing for jumping can be judged by looking at the debuff: Jump when the debuff duration hit 36.
Alternatively, you can also do the same as Flying Stomp. Zoom in your
minimap and jump as soon as you see the red dot appears on minimap.
Dragon will go berserk after stomping down, doubling its attack.
Eye of Life Activation (~90sec CD):
Cast from HP x9.2 to HP x5. Activate Eye of Life and become invincible.
Send members to de-activate them within 15 seconds. There won't be
anymore Eye of Life as soon as dragon's HP enter 5x.
Dragon Battle Phase 5 (HP x6.2 - Dead)
New Boss Skills at Phase 5 Rotating Sand Breath (CD > 90sec): Dragon will start casting this at 6.2x. The CD of this skill might be delayed far beyond its CD.
Take note that the direction / orientation given in the description below are based on the assumption that thedragon is facing 6 o'clock direction initially
before this skill. However, the whole skill description need to be
adjusted accordingly based on the initial direction of the dragon.
First the dragon will roar and soar to the sky in a spiral manner. The
dragon then flies to the south edge of the map (facing north). After
that, tornadoes will be spawned on the field. Each tornado has a dark
circle at its base. The dragon unleashes its sand breath towards its
frontal area on the map (Red dashed AOE in the figure below).
After a few seconds, the tornadoes start moving anti-clockwise.
Meanwhile, the dragon flies clockwise and maintain the sand breath,
sweeping the field like the hand of a clock. From the initial 12 o'clock
position, the sand breath AOE moves clockwise 450 degree (1.25 rounds
of a circle) and eventually stops at 3 o'clock of the map. After that,
the dragon will fly to the middle of the map and unleash a final burst
of Sand Breath. The skill ends as the dragon lands subsequently.
Basic Strategy
To evade this devastating skill, the party should move quickly clockwise
to the 5 o'clock position when the dragon flies up (Star position, see
figure below, right beside the initial AOE of Rotating Breath). As the
breath starts to rotate, the whole party continues to moves clockwise
until the breath stops. When the dragon finishes the rotation, move
towards the outer edge of the map immediately to avoid being blasted by
the final burst of Sand Breath.
A few important points when you are moving:
• Must sheathe weapon and run if you don't have Spirit Boost. Otherwise,
you need to run at the innermost circle. The flying speed of the dragon
is roughly 3 times of your speed.
• Do not follow the edge of the map since it is too far and you will never make it in time.
• Do not get too near to the middle of the map since you might get hit by the Sand Breath.
• Moving carefully in a zigzag manner to avoid the dark circle of the
moving tornado. The tornado deals very little damage but it will knock
you back. Guardian Force ensures that you will not get knocked down when
the moving tornado hit you. However, if you have weapon sheathed, your
weapon will be drawn out and that will waste some time.
• Do not move too fast and run into the AOE of the tornado in front.
• Invincibility (divine avatar, invincible potion etc) prevents the
tornado from hitting you at all, but you can still be killed by the
breath.