Ice Dragon Nest Guide Dragon Nest

Ice Dragon Nest Guide Dragon Nest







just yesterday DN SEA update raid new nest after Red Dragon Nest, the Ice Dragon Nest. surely you want it to pass in this nest? yes that's for sure, because I was so hahaha.
First, I get the info from my friends in this guild. ie stat requirements to be able to successfully complete this nest. (Thanks for Alex Corner (BFofAsh) & Ash Willows (SilveryAsh))

Player Stat
  • DPS Class

Basic Attack - 180k 
Stats- INT: 50k 
Str : 72k 
Agi:52k 
[ for respective character]
FD: 5k - 6k is must and should.
  • Support Class
HP- 4.2m 
Defense - 120k-130k
mdef - 105k-120k.


After Nerf you may need less than these stats I'm sure of it but the details are Unknown. But I'm pretty sure that the Nerf of IDN is upcoming.
.
Stats of Bosses in Ice Dragon Nest. 


  • Ruins Entrance: Mutated Kodiak
A giant beast is tamed by the Army of Destruction.
Not even the chains that were forced upon him, nor the passage of time could calm his wild nature. In the ruins of the fortress that has Become a haven for the dead, the eyes of the beast are on a constant lookout for an invader ... to kill.

HP: 1179,2431,6128.
Patk: 1208088-1449705.6
Matk: 1208088-1449705.6
defense: 46530
mdefense: 46530
Hardness: 21754
Critical: 0
Stun: 30214
Hardness Def:50760
critical resist: 62667 (26.46%)
Stun resist: 88125
Ice Resist: 20%
Dark Resist: 20%
Super Armour: 20000

  • Abandoned Fortress Arena: Killing Machine Balapa
A red warrior of madness that was rudely cold Awakened from his long slumber, by Intruders.
Needless to say, this made Killing Machine Racing really angry, fueling his insane thirst for revenge.

HP : 1310,2701,7920.
Patk:2030400-2436480
Matk: 2030400-2436480
Defense: 46530
mdefense : 46530
Hardness: 21754
Critical: 0
Stun: 30214
Hardness Def:50760
critical resist: 62667 (26.46%)
Stun resist: 88125
Fire Resist : 20%
Light Resist: 20%
  • Frozen Sanctuary: Ice Dragon Gui

Gui brought the Awakened Child, Hiver under his protection after she clawed out of her burial ground. Together, both of them sought refuge at an abandoned fortress but the peace they Aimed to have was broken by Intruders, driving Gui to a savage rage mode ...

HP : 1474,0539,5160
Patk: 14212880-1705536
Matk: 14212880-1705536
Hardness: 21754
Critical: 0
Stun: 30214
Hardness Def:50760
critical resist: 62667 (26.46%)
Stun resist: 88125
Fire Resist: 20%
Ice resist : 20%
Light Resist: 20%
Dark Resist: 20%

Guide for mech will update soon, stay with us ^_^

Guide & Skill Build Ruina Level 90 Dragon Nest

To be honest, I am a little afraid to discuss this new job, because flying hours use Machina not too long ago. I get a loan Char Ruina level 90 of your friends in DN INA (Thank ya: P). If calculated Ruina I use no more than 24 hours T_T, so it is likely to be a lot of explanation or detail skill that I miss. Until now, I still have not memorized the names of skill, hehehehe.
     The first time I get info there will be a new Job in Dragon Nest, I was a little disappointed because again female gender. Hode population will increase again ya in the world per DN's. When Update on DN INA, many are wondering about this Machina. Heck standard questions "Which ones are good between Ruina and Defensio (Defena)" and I was confused he said. Because I have not read or find out info about Machina. All I know anyway if you want to be a better DPS select Ruina, while the DPS Support select Defensio.
      Initially I think it will be easy to calculate the potential of DPS Ruina, but the reality is really complicated. The complexity was due to the effect of adding lot skill + combo. Skill passable merepotkn is Over Charging. Calculating Potential Over Charging DPS is not as easy to see the skill description. In addition, there are also some additional damage that does not match the description of the skill. I recommend to post Ruina's Skill Build Level 90, you should read carefully in order to know explanation. Me also ask you to correct mistakes in this Post.



Jade/Jewel
Armor: AGI + VIT
Weapon + Ring: PATK + AGI
Earring + Necklace: AGI + VIT

Heraldry + Talisman
Destruction, Wind, Life Vitality, Health, Shinning (Iron Wall), Tent, Fatal dan Bear/Ultimate

Potensi DPS
Because Ruina is a new job, I need to explain a little bit the steps to create Build. First I certainly assume first PATK Ruina is 50000. Then they can analyze each Skill Tree.

Machina Skill Tree
From the table above, I will discuss only 5 Skill of Body Check, Fly By, Knuckle Charge, Charging Gear and Pivot Gun Shot.

Body Check
DPS potential of its most special if you just spam attack (right-click) only. While Ruina require rotation combos and skill, not just spam one skill alone. Therefore, I crossed Body check from my DPS skill selection.

Fly By
Ruina users might wonder why Fly By can have a sizeable potential. Spam Fly By every 2.5 seconds could have considerable potential as well. I get the maximum hit during the trial in the BDN / GDN was 7 Hit. Again Spam Fly By also not be the best choice to Ruin. I generally make it a Blink Skill alone.

Charging Gear
This passive skills have considerable potential DPS as well. Normal Hit + Charging Gear has a 5.8x damage PATK you. Similarly Body Check and Fly By, Spam Normal Hit + Charging DPS Gear not the best choice. Okay if DPS great, and even then ranks only 4 or 5 (LOL). Anyway when Ruina're activating Over Boost, Charging Gear will not be in the Cast.

Knuckle Charge vs Pivot Gun Shot
I was a little hesitant when analyzing both these skills. Pivo Gun Shot has DPS is more stable than Knuckle Charge. That is because Knuckle Charge have a longer casting time and consists of a lot of Hit. If you do not use your Fly By beforehand, then Knuckle Charge will not get additional 50% damage and potential can differ slightly from Pivot Gun Shot. After seeing Knuckle Charge level 6 ++ that can be used to pull the monster / mobbing, I finally chose Knuckle Charge only.

Patrona Skill Tree
Well that is going to start complicated explanation.
For a more disjointed, I give info about Ducking, Howl Over and Over Boost used to ya ..

Ducking
Can reduce the cooldown of Gear Step Skill namely Rock Away, Step Up and Foot Stomping (I gave blue). Ducking level rise will be big cuts cooldown's. At level 6 (MAX) Step Gear cooldown is reduced by 90%.

How to activate it?
To put it simply you can press the Spacebar (jump) when using Gear Step Skill.

Overhowl 
Final Damage buff to increase 10%. Final Damage there is not FD of Plate / Equip etc, but Put Out Your Damage. Suppose one of your skill damage is 100,000 (without Buff), after using Howl Over the damage is going to be 110,000 or 1.1x damage.

Overboost
This buff can only be used when the number reached 30. Steam Steam you can you get from the use of Gear Step (Mastery Class I) or using a skill Overclocking. Having consumed all Steam, it would appear Buff Overboost for 160 seconds. Buff function is:
- Heal 16% HP
- Reset Cooldown Ducking
- Final Damage + 50%
- Reduce time for Skill Overcharging Charging

Calculation of Final Damage Overboost stacking with Overhowl, so when using both damage you can increase 1.6x. Ducking initially has a 5 second cooldown, but when using the Overboost will be no cooldown (always reset).
Let's discuss the potential of DPS Gear Step Skill (Rockaway, Step Up and Foot Stomping)

Rock Away + Step Up + Foot Stomping
All three belong to the Skill Gear Step (Blue Table). Potential DPS not too great if you just do it mediocre (Normal). When you raise Ducking MAX, then the potential of 2.5x DPS could rise as much. That is because you no cooldown reduction effect Gear Step Skill by 90%. Not quite got there, potentials could rise again if you are using the Overboost. The trial results, Gear Step Skill can be used every 2 seconds when the Overboost active. Unfortunately Gear Step continuous use is not effective for DPS Ruina. Therefore, I decided to not raise any of Gear Step Skill level to Max.

Follow Up vs Follow Through
You can use this skill directly from the second pressing skill or could use a combo. Damage will differ between pressing directly with combo skills. If you use it without the potential DPS combo would like the table above. With the results showed that the Follow Up EX superior Follow Through EX.

Flying Knee Kick vs Kidney Blow
Same as before, Flying Knee Kick and Kidney Blow can also be used in a manner directly or via a combo. If seen from the table above, DPS Potential Flying Knee Kick is greater than the Kidney Blow.

Beat Down vs Leaping Over
Leaping over potential DPS greatest in the table above. Damage is highly dependent on the number of successful hit of the enemy, as far as this can be 20 ++ Hit (1 = 1x Board Hit Damage). In contrast to the Down Beat has Board damage is big in level 21 which is 2509%. But this time the damage is not calculated based on the number Hitya, but purely by 2509% only. Therefore, the table above, Beat Down Potential DPS can be defeated by Leaping Over.

Over Heating EX
As EX Skill level 80, DPS potential is not too large.

Earlier I said that the DPS potential of all six skill above will increase when using a combo. 

Kombo Skill (Enhance Command)

Step up > Leaping Over/Beat Down
Leaping Over still has a great potential of DPS when using a combo skill. Nothing makes me confused when Enhance Command (Kombo) Leaping Over supposed damage increased by 20% (according to the skill description). After my test, damage is even increased by 27.5%. Unlike the Beat Down is still in accordance with the skill description. Up here I'm still undecided what to choose between Leaping Over or Beat Down.

Footing Stomping > Follow Up EX/Follow Through EX
From the second table (Patrona Skill Tree) it is clear that the follow-up has the potential of DPS larger than the Follow Through. Even at enchance Command (combo) was, DPS Potential Follow Up EX is still superior. This is where I decided to raise Follow Up.

Rock Away > Flying Knee Kick EX/Kidney Blow EX
Viewed from Potential DPS's, Flying Knee Kick / EX Kidney Blow EX, whereas when seen from Blow EX Kidney damage is superior. This is because the Kidney Blow had a longer cooldown. Both of these skills successfully confuses me most likely I will raise both alone.

Note:
Extra damage to Enhance Command and Rock Away Foot Stomping different from the description Skill. Damage is supposed to increase by 20% but once tested by 50% damage. I do not know if this Bug or how ya, because Damage + 50% when it was supposed to last 80 Cap.

Over Charging
This Skill is a main attraction playing Ruina. Calculation of damage is also a bit tricky because it is different for each skill. Overcharging can be used with or after skill Normal Attack Follow Up, Flying Knee Kick, Down Beat, Kidney Blow and Overheating. The result of the calculation is like this:

Note: Damage Over Charging greatly affect the damage done earlier,

Beat Down > Over Charging
According to the table above, use Overcharging after Beat Down has the highest potential of DPS. Finally, I do not confused anymore and chose to raise Beat Down Max.

Flying Knee Kick vs Kidney Blow > Over Charging
As usual, the skill is indeed create confusion. DPS bigger Flying Knee Kick, while greater damage Kidney Drop. I choose to find a safe course by raising both to Peak Level.

Follow Up EX > Over Charging
Typically Follow Up superior DPS but not this time. This is because the Board Damage Follow Up is not too big, so the damage Over Charging produced is also not great.

Over Heating > Over Charging
Damage is indeed greater than the Follow Up EX. Only cooldown too long to be a DPS skill.

Rotasi Skill
Skill rotation that I normally use are:
- Foot Stomping > Follow Up EX > Over Charging > Step up > Beat Down > Over Charging
- Rock Away > Flying Knee Kick EX > Over Charging > Step up > Beat Down > Over Charging
Excess rotation skill above are each skill cooldown fast. Rotation This skill can be used once every 13 seconds. Extend more rows of skill, can be less effective and easily canceled.

You can also use Simple Combo I:
- Foot Stomping > Follow Up EX >  Ducking > Step up > Beat Down > Over Charging
 (Foot Stomping > left click > space > left click > left click + hold)


Skill Build
After an explanation and analysis of the above, I chose to use the Skill Build this.

Build PVE

Follow Through
if you read from the beginning may already know the reason why I did not raise Follow Through. The point is because of the potential DPS not too big and can not dikombo with Over Charging.

Leaping Over
In the two tables above, Leaping Over can be ranked first. Then why am I not to increase them? because of the potential for DPS Leaping Over combo skill not Over Charging (please check above). In addition, my calculations on top of that if you managed to hit Hit 20x. If it's less than that, then DPS will come down again.

Beyond The Wall
I can say this is the Skill OP for Machina. Beyond The Wall max can create a Barrier which is based on 20% HP Machina. Before using combo attacks, would be much better to use Beyond The Wall advance so not easy to cancel.

Deus Machina EX vs Strike of Martyr (Man-to-Man)
Both Ultimate Skill is very different functions. Deus EX Machina over to DPS DPS skill because it has potential is huge (can be seen in Table 2). Strike of Martyr over to Support Skill to reduce attacks. I only raise Deus EX Machina just because the function minus the damage etc. Support affair later, while a DPS Ruina must still seek the highest DPS Potential.

Build PVP
To this day I have never tried PVP using Ruina. If you must make Build PVP, maybe I'll make like this.


Skill Plate
PVE:
- Follow Up (damage)
- Beat Down (damage)
- Kidney Blow (action speed)
- Flying Knee Kick (action speed)
Optional: Over Heating  (action speed),  Deus Machina EX (damage)

PVP:
- Flying Knee Kick (action speed)
- Body Check (action speed)
- Kidney Blow (action speed)
- Over Heating  (action speed)
Optional: Deus Machina EX (cooldown)

Guide & Skill Build Defensio Level 90 Dragon Nest

Discussing on Skill Build Defensio will not be long and complicated Ruina. Because DPS Defensio not based Combo Skill long. Skill Build in Ruina, I already said that this Defensio more towards DPS Support. Defensio equipped with skills that can improve def + MDEF, reducing the enemy's attack, heal, and barrier. Not only skill buff / debuff, Defensio also has a skill EX daamge sizable. Among all skill Defensio, I most like to Auto Repair can reduce the Cooldown of all Active Skill.
     The experience of making Defensio Skill Build for the first time this is not as difficult as it seems Ruina. Just calculate the effect of Skill Auto Repair is rather difficult, because it must use assumptions again. Later I will explanation gradual. So you have to read it slowly, so that if there was one I could quickly corrected.


Jade/Jewel
Armor: AGI + VIT
Weapon + Ring: PATK + AGI
Earring + Necklace: AGI + VIT

Heraldry + Talisman
Destruction, Wind, Life Vitality, Health, Shinning (Iron Wall), Tent, Fatal dan Bear/Ultimate

Potensi DPS
I would make the same steps with Ruina Skill Build.

Machina Skill Tree
From the table above, I will discuss only 5 Skill of Body Check, Fly By, Knuckle Charge, Charging Gear and Pivot Gun Shot.

Body Check
Just like Ruina, DPS Potential Body Check is great but you will not be possible to make this skill as a primary DPS as well.

Fly By
This skill is great despite his DPS Most often I use for jumping, or dikombo degan Knuckle Charge. After all you only need 3 Skill Point to raise this skill.

Charging Gear
This passive skills have considerable potential DPS as well. Normal Hit + Charging Gear has a 5.8x damage PATK you. Similarly Body Check and Fly By, Spam Normal Hit + Charging Gear is not the best choice DPS

Knuckle Charge vs Pivot Gun Shot
Pivot Gun Shot + Charging Gear vs Knuckle Charge. Potentially DPS still ahead Knuckle Charge (Fly By). So I would still choose Knuckle Charge only, well although in the end skill in Machina Tree will not be much used for DPS. Because we certainly will be more focus on Skill in Line Halil and Defensio.

Patrona Skill Tree

Ducking
Can reduce the cooldown of Gear Step Skill namely Rock Away, Step Up and Foot Stomping (I gave blue). Ducking level rise will be big cuts cooldown. At level 6 (MAX) Step Gear cooldown is reduced by 90%.

How to activate it?
To put it simply you can press the Spacebar (jump) when using Gear Step Skill.

Overhowl 

Final Damage buff to increase 10%. Final Damage there is not FD of Plate / Equip etc, but you Damage Put Out. Suppose one of your skill damage is 100,000 (without Buff), after using Howl Over the damage is going to be 110,000 or 1.1x damage.

Repair
This buff can eliminate the abnormal status and reduces the cooldown of skills for all active skills including Repair own. Basically it's 22 second cooldown, but if diligent use cooldown Repair it could be 15 seconds.

Overboost (Defence)
This buff can only be used when the number reached 30. Steam Steam you can you get from the use of Gear Step (Mastery Class I) or using a skill Overclocking. Having consumed all Steam, it would appear Buff Overboost for 160 seconds. Buff function is:
- Heal 16% HP
- Reset Cooldown Ducking
- Final Damage + 30%, + 15% Speed Action and Defence Magic + 22%
- Reduced cooldown when Taunting Blow Gear Step used.

Calculation of Final Damage Overboost stacking with Overhowl, so when using both damage you can increase 1.4x. Ducking initially has a 5 second cooldown, but when using the Overboost will be no cooldown (always reset).

Let's discuss the potential of DPS Gear Step Skill (Rockaway, Step Up and Foot Stomping)

Rock Away + Step Up + Foot Stomping
All three belong to the Skill Gear Step (Blue Table). Potential DPS's not too great if you just do it mediocre (Normal). When you raise Ducking MAX, then the potential of 2.5x DPS could rise as much. That is because you no cooldown reduction effect Gear Step Skill by 90%. Not quite got there, potentials could rise again if you are using the Overboost. The trial results, Gear Step Skill can be used every 2 seconds when the Overboost active. Spam Gear Step can help also to reduce cooldown Taunting Blow EX when Overboost On. I have plans to raise 2 Gear Step I often use that Rock Away and Step Up.

Follow Up vs Follow Through vs Flying Knee Kick vs Kidney Blow
Among the four skill, Follow Up which has the greatest potential for DPS. As for the Flying Knee Kick + Kidney Blow had differences DPS thin and Follow Through smallest DPS still has potential.

Beat Down vs Leaping Over
Both of these skills has a huge potential of DPS for rank 2 and 3. Leaping Over depends on the amount of hits, while the Down Beat has a large area of attack.

Taunting Blow EX
From the name alone is using the word "Taunt". This skill can indeed mem-Provoke enemies, only I do not know if as good as Provoke's Guardian. I'm still more attracted to the enormous potential of DPS when Over Boost.

Combo Skill (Enhance Command)

Step up > Leaping Over/Beat Down
Enhance its DPS potential with greater Command. Therefore, I decided to raise Leaping Over + Beat Down Max.

Follow Up vs Follow Through vs Flying Knee Kick vs Kidney Blow
Among the four skill I had to choose one just because of limited skill point. I'm only interested in two skill alone is Follow Up or Blow Kidney. Follow Up DPS potential is greatest, but Kidney Blow had a greater damage. I see The areas range, Kidney Blow had an area larger than the Follow Up. Therefore, I decided to raise Kidney Blow alone.

Note:
Extra damage to Enhance Command and Rock Away Foot Stomping different from the description Skill. Damage is supposed to increase by 20% but once tested by 50% damage. I do not know if this Bug or how ya, because Damage + 50% when it was supposed to last 80 Cap.


Skill Build
The plan Defensio I use the built in for PVE and PVP

Skill Plate
PVE:
- Beat Down (damage)
- Repair (cooldown)
- Taunting Blow (damage)
- Leaping Over (damage)
Optional: Kidney Blow  (action speed) Step Up, Rock Away (damage) Beyond The Wall, Man to Man (cooldown).

PVP:
- Kidney Blow (action speed)
- Repair (cooldown)
- Taunting Blow (cooldown)
- Beat Down (damage)
Optional: Body Check  (action speed) Leaping Over, Step Up, Rock Away (damage) Man to Man (cooldown).