Full-Support Priest 101
A simple guide of skills that a priest commonly uses for Support
Foreword:
Basically, I decided to write this original guide because I have felt that some of the things I will discuss below have not been fully shown in Priest guides out here in the internet or if discussed, they have not been fully compiled into a single guide. I would not call this as Part II of my previous guide but feel free to leave your questions and comments below on either my earlier guide or on this one.
Nowadays with the current status of DN SEA, I do believe that at least 30% of the population of players has already geared themselves up to the point that when they enter nests, they run them without need of strategy. And, I don’t blame them for that. This is because at the current patch that we are in, it is still basically a DPS game where everyone invests on FD and Critical while only a few investing on survival and party play. It is common to hear that the only present dungeon wherein Priests are relatively needed is when you are running Apocalypse Hell. In fact some even finish it without the use of a priest without minding sacrificing a blue heart or two.
As a matter of fact, a lot of Priest have re-rolled to the Inquisitor path because they find that support is not as needed as they had imagined it would be, at least not for this patch. Honestly, I see the point of many priests when they say that Miracle relic in PVP is too easy to dodge. Whereas, Heavenly Judgment is too freaking cool to pass upon especially in PVP which is basically an instant kill for a player who gets caught in it. But nonetheless, I still have faith in my full-support path and I wish to share to all of you my take on this role and hopefully win the hearts of others back to Sainthood. Enjoy reading and hope you learn something!
Table of Contents:
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I. |
HP recovery skills |
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II. |
Buffs |
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III. |
Other Relics |
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IV. |
Miscellaneous Support skills |
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V. |
Common skill builds |
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I. HP Recovery skills
How to determine Heal value? The amount of HP recovered is determined based on the actual HP of the player who would benefit from the skill. Thus, based on the skill level, a certain amount of percentage of each player is used as basis for the heal amount.
1. 4M Heal Range
My Heal is currently level 7 which 9% of your max HP + 1074. The heal amount is exactly 9% of the player’s HP. When Aura restoration is applied, an additional 10% is applied on both the percentage heal and the bonus heal.
Honestly, the usefulness of this skill speaks for itself. However, for the purpose of this guide to highlight supporting per se, I would like to draw the attention of the reader to the 4M range of this skill. Knowing the range of this skill is a big factor to effectively utilize this skill proper. It cannot be overemphasized that once a player is out of the range base of the skill, he will not receive any benefit from this skill.
For the purposes of showing how far this 4M range is, I have with my guildmate BlockBudao, conducted a little experiment just to show the maximum range of Heal:
The most convenient manner wherein you can gauge the proper distance will be shown in the Corner view picture wherein you can see that the player is almost cut off from your current frame. Outside this frame, there would be a degree of difficulty of the heal reaching the player especially if he moves further away from it.
From our observation, the same range applies to Heal, Striking buff, Blessing of light buff, Protection shell buff, Aura restoration buff, Healing relic range, and Cure relic range. Not really sure about Bind relic though. It was hard to test its maximum range.
2. Calling for a rally point
One way of ensuring that your heal reaches the party member who needs it is to call a rally point. There are a lot of maps in this game especially inside nests wherein the area would be so big. Take for example the final boss stage in Apocalypse nest. Thus, what I usually do is I call for a rally point. So how do you call a rally point?
Basically, it involves four steps:
I. Estimate the distance between you and your party member in your mini map at the bottom of your screen.
IV. After almost all party members have gathered to the rally point, or after 5-6 seconds of waiting whichever comes earlier, use heal without necessarily waiting for all party members. Just make sure those who need the heal are there. As for the party members gathering at the rally point, they do not need to hug the relic. In doing so, you might be open for a direct AOE attack. Just be mindful of the 4M distance as shown above. You can also take this time to buff your party members.
3. 12% Decrease Cool down or Heal amount increased by 3%
This topic has been discussed already in a lot of forums. Some people defending that the use of 3% increase is better while some arguing that the more heals you can do with 12% decreased cool down will eventually outmatch the heal with additional 3%. However, for the purposes of this guide, I would rather point out the situations wherein one skill crest prevails over the other. And after taking this into consideration, you yourself be the one to decide which one you would prefer.
After weighing the pros and cons of your own individual play style and those whom you play with, make the choice of whether you would want to go 3% additional heal amount or 12% CD reduction.
How to determine Heal value? The amount of HP recovered is determined based on the Magic attack power of the Priest. Thus, the higher the Magic attack power, the higher the HP healed. Although it states that it is a light magic, an increase in Light attack does not affect the amount healed. Thus, it would be fair to conclude that the heal amount is only based on Magic attack power and not on light attack increments.
TIP: Casting Aura restoration and striking after the healing relic is summoned will increase the amount healed by it. The two buffs must be cast after the healing relic has been summoned and not before it. If successful, you will notice the Healing relic glow when it is struck by the buffs.
Healing Range: As stated earlier, the range of this skill is the same as Heal which is 4M radius from the caster. It consists of 4 waves with a 2 second interval. Once a wave is released, the player sought to be healed must be within the range of the relic in order recover his HP.
Where should I drop the Healing Relic?
Now that is a good question. The simplest answer to this question is: what is your party composition? This is a very important because the party composition would determine the manner of play of your party mates. Usually, the class of a player would more likely influence his game play particularly on one’s distance on the enemy while using their skills.
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II. Buffs

I am the type of player who always wants to see my party members fully buffed and ready to clash with the enemy. I don’t know why I have this penchant but I really do not like my buffs expiring without rebuffing them back into full duration. Maybe I just fancy seeing bright lights flashing on my screen but most importantly, I strongly believe that providing my party members with full-buffs instills in them confidence that when they are buffed, they are 10 times stronger than them without these buffs.
Order of Priority of buffs
- Protection Shell
- Blessing of Strikes
- Blessing of Light
There hardly is any debate on the order priority of buffs this is because it is common knowledge that if we were to rate these three buffs according to importance almost always this would be the result. However, it saddens me that some Priest do not take time to buff their party members in dungeon just because they are too lazy or either feel that since Priest have heal, never mind buffing and just heal them later especially after the first initial clash. It would seem that they forget their roles as support and switch to some hitter or DPS roles.
A. For Protection shell, it really improves the survival of the whole party. The damage reduction of this buff both from physical and magic damage is definitely visible especially in the harder dungeon runs particularly on Hell mode of nests.
B. The same goes for blessings of strikes. Having that additional damage to kill mobs faster goes a long way for a faster and cleaner dungeon run without dying. The longer you stay inside a dungeon most probably you will incur more damage inside it.
C. Lastly, as for Blessing of light, unless there are other clerics in the party, it would seem that it would be a self serving buff. But hey, it doesn’t hurt your party if you get that additional light attack boost.
I strongly believe that being full-support means that you just heal and buff when necessary and stand in the sidelines when not needed. Dragon nest at this point is still a DPS game and 1 DPS is still damage and is definitely much better than 0 DPS.
Do note however our observation as to the maximum range of casting buffs, the same range applies to Heal, Striking buff, Blessing of light buff, Protection shell buff, Aura restoration buff, Healing relic range, and Cure relic range.
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III. Other Relics
In my opinion, this is one of the most commonly underutilized relics by a support priest especially in DN SEA. Much neglect the purpose of removing debuffs when cast on a party member and would rather just wait for it to expire rather than remove it immediately. While some priests only see this as increasing their Light attacks for 10 seconds rather than utilizing it for its true purpose. Be that as it may, the party still is better off with these debuffs than with them as it only imposes an additional burden which may spell the difference between survival and DPS.
Also noteworthy is the evident decrease in cool down when this skill is raised in level. Plus, the premium skill crest for Cure relic gives a whopping 20% decrease in cool down. Thus, as shown above, when you have a level 3 cure relic, the cool down is only 32.4 seconds. Now, if you were to ask me, I’d rather be using the 20% cool down decrease of the premium cure relic crest than using the 20% cool down decrease for lightning relic which merely gives a measly 2 seconds decrease. See cool down decrease for lightning relic above.
Common usage of Cure relic
Manticore Nest
- Rotten Rock demon- Poison status, Paralyzed status
- Minotaur gang- Stomp/ slow status
- Naga Queen- Poison/ electrocute status
- Stone Golem- Stomp/ slow status
- Manticore- Poison status
Apocalypse Nest
- White Soul- Silences party members
- Death God who fears the light (Hell Mode) – Decrease party members attack
- Giant Wisp- (Normal) Electrocute/Shock status (Hell Mode) debuff which causes huge HP loss and decrease attack power when not killed fast enough
- Fire Ogre (Hell mode) – Burning status
- Skeleton Cow- Freeze/ Burning status, Slow Status
- Thunder Beast- Shock status, Charged Lightning
PVP
- Timestop
- Poison Missile
- Freeze/Burn Status
- Electrocute/ Shock status
- Stomp
- Devastating/ Taunting/ Enervating Howl
- Ankle shot
- Removes Bind
- Some academic skills which causes status effects
Area Debuffs
When a player steps into the range of an area debuff, the player will remain debuffed as long as he stays within the range of the debuff. Common examples of these are: Getting caught in spider webs, Getting caught in the area spell of Dark Shamans, when the Thunder beast places his electric charges on the ground which causes decrease lightning resistance.
As long as the players stays within the area debuff, the player will stay debuffed if he does not get away from the area debuff. Whilst this debuff is not absolutely removable by using Cure relic, there is a way to escape the area debuff. When the tick of the cure relic hits the player caught in the area debuff, he has only 1 sec to escape the area debuff by using slide step or any other dodging skills. After the 1 sec, the area debuff will be casted back. Do not waste your slide step or dodge skills while inside the area debuff especially when caught inside spider web and dark shaman circle, as your escape would be futile.
Do note however our observation as to the maximum range of casting buffs, the same range applies to Heal, Striking buff, Blessing of light buff, Protection shell buff, Aura restoration buff, Healing relic range, and Cure relic range.
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Once cast, the user will be able to block attacks from both player and non-players without incurring any damage. This includes any status effect which may result from the attack blocked. As the skill level increases the number of attacks the player is able to block also increases for 15 seconds whichever comes earlier.
When a player already utilizes all the blocks allowed with the level of the skill before the 15 seconds duration expires, the block effect disappears. On the other hand when the 15 second duration expires without the person utilizing all the blocks allowed with the level of the skill, the block effect also disappears.
The big downside in using this skill is that during the duration of the skill, if there arises a situation wherein the user is attempting to cast a skill and an enemy attack simultaneously hits the user, the casting time of the skill would be interrupted and would give preference in blocking the skill rather than completing the skill cast.
Thus, in using block, be mindful of your surrounding and cast skills at your own peril with the risk of getting cancelled in between. Once cancelled, the skill used will not be usable again until it cools down again.
Well, this skill is pretty much useless as any skill points allocated to it would be pretty much a waste and better spent on some other skills. Not only that, the HP restored is very miniscule. You would be better off having a 4 piece HP set rather than have this skill.
Even if the T-4 rumors are true and this skill will basically get a boost, still it is not worth investing on. The main reason is that according to some cDN players, this skill does not stack with Holy Shield which is a Saint skill. So at this current cap and for future cap, getting this skill is not practical even for a Full-support role.
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V. Common Skill Builds
A lot of people have asked about my current skill build and when I showed it to them, they were curious as to why I did not allocate skill points into DPS skills which are in line with the Inquisitor path. But fear not, I do see your points and I am not here to argue on which is better. Rather, I will try to expound on the strengths and weaknesses of each chosen build and leave the preference to you the reader.
As shown in this skill build, there are no skills taken from the inquisitor path. Rather Grand cross is at level 4 while holy burst was maxed at level 3. Other relevant offensive skills are only Charged bolt and Paralyze bolt.
Strength: This build is for the pure support path in so far as the DPS skill is concerned. This is because, both this AOE skills are useable at a distance which keeps the priest in a relatively safer and more visible zone to see your party mates in your screen. Plus, both these skills give out multiple chain combos of damages. As a matter of fact, when aimed correctly, Grand cross can sometimes reach up to 7 hits especially for bigger bosses. Also, among all the offensive skills of the Priest, Holy Burst has the biggest bonus damage increase increment than all his other skills. Thus, keeping it at max level reaps great DPS benefits.
Weakness: Evidently, you lack skills since your offense is tied up to these two skills. Also, both of these skills have relatively long cool down periods. Grand cross has 28 seconds cool down whereas Holy Burst has 40 seconds cool down. This is not a very solo type build and would be more effective in a party type scenario.
As shown in this skill build, there are a lot of skills taken from the inquisitor line while keeping the full support role in the Saint line. Lightning bolt is at level 1, Mind snapper is at level 1, Chain lightning is at level 3 while detonate is also at level 3.
Strength: This is a good PVE build. As compared to the first build, this one has more skills upon which the priest can rely on. Having this wide multitude of offensive skills to choose from, clearing waves of mobs would be much easier. Not only does this build have a lot of offensive skills, the cool downs of all the skills are not bad either. Lightning bolt has a quick 18 second cool down, while Mind snapper, chain lightning and detonate all have 20 second cool downs.
Weakness: As compared to the first build, the range of this skill requires you to be much closer to your target. Also due to the multitude of skills invested on, learning additional skills would necessarily entail more skill points spent on initial skill learning and less on skill level increase. Thus, as you can see, 2 skills are at level 1 while the other two are kept at level 3. In addition to that, increase in the level of these skills does not really add more damage as compared to their previous level as the bonus damage increase is not as big as that of Grand cross and Holy burst. Lastly, the detonate skill sometimes does not affect huge bosses. From the animation on the boss, it would seem that the enemy flinches when detonate is cast, but It does not deal any damage and I really don’t know why.
Well, this skill build has all the offensive skills a priest could have dream of having. While only sacrificing a little buffs specifically level 3 protection and level 3 blessing of light, you can have your buffet of skills at your disposal. Lightning bolt and Mind snapper are kept at level 1. Chain lightning is at level 3 while Detonate is at level 1. Grand cross is at level 4 while Holy burst is at level 1. As you see, the lightning relic is still at its max level of 9 as well as healing relic which is at level 6.
Strength: This is a mediocre PVE build. As compared to the first and second build, this one has all the skills combined. Running out of skills to throw would be the least of your worries. So spam your skills away!
Weakness: Basically, almost every skill is kept at their pre-requisite level or just enough level to get the auxiliary skills below their line. Thus, expected damage would be minimal whether at PVE or PVP. You might have all the skills, but the lack of consistent damage would practically make you spam more skills just to finish off one wave of mobs. Plus, you are to sacrifice some support buffs in order to complete this build, but to some this might not be a bummer.
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Well, that’s the end of this long guide. Thank you for your patience.
Comments and questions are very much welcomed.
Once again, I would like to thank TEG and the people who supported this site and for allowing me to post my second guide. Good day and have fun playing Dragon Nest!

























Good Job workin’ on this guide.
Hope to see more priest around after this post
Very nice guide indeed the support hybrid type almost like my build. A very useful tips here
First!
Thanks for this Guide for Priest!
very helpful especially the 4m radius of relics and the explanation of the different builds! I’m currently using the Skill Build B. Going to replace Lightning Relic Plate with the Cure Relic Plate
aw, im not first
first in nonsense.
refrain from sharing such stupidity.
Its true and so sad that most people would go for Inquisitor path for DPS. Only few invest on Full Support and Healer Saint builds. But I’m glad to see this kind of Priest Guide so others can appreciate the hardships of the Saint.
Thanks and keep up the good work Lawyered!
Very detailed guide Lawyered. I myself is a FS Priest > FS Saint. I salute to you.
by the way, you said “The two buffs must be cast after the healing relic has been summoned and not before it.” I think only the Striking buff should be casted before the H. relic. because I know Aura Restoration can be casted even before the relic. correct me if I’m wrong.
and I would like to share my Saint build at lvl 50 cap. it’ll be a FS type too. tell me what you think.
http://dnarmory.com/skill-calc?i=4-22-43-50#eVvYAoqJ-9yPHVhZmla
About the Aura restoration, Sometimes it does not work when cast before the relic is dropped, not sure if its a bug or not.
@Saint build
On Cleric Tree:
Level 1 block is bad
You will need at least level 5 block for higher level Nests.. can’t support other when your dead, and block is a good survival skill.
On Saint/Priest tree:
Getting level 7 BoL (19%-20% and Protection shell (29%-30%) only increases it by 1%, the same goes with Holy Shield (30%-31%).
My suggestion would be to keep BoL and Protection shell at level 6, Holy Shield at level 1, and use the extra SP to get Block level 5.
As for the Max cure relic and bind relic, whatever is good for you bro go for it. Guess that’s your personal preference.
But just a precaution, Bind Relic does not work on the bigger mobs and some ghost mobs. So would be kinda a waste keeping it at max level. But it definitely will be good for PVP.
Hi! This is a very cool guide. I’m not yet on my max level but I really am determined to have a great priest character. Thanks for the info.
I have a hybrid type priest for solo runs because I don’t like how the party complain on the clerics’ running speed.
They’re so mean. Anyways, thank you for this detailed guide.
I learned a lot.
Stay strong bro, been there done that especially for the class discrimination thing. Don’t worry about it. When you reach the point where people approach you for parties, be the better man and don’t discriminate back. In doing so, you would expand your knowledge on other classes and get to see their class/party usefulness which is a must for every support priest.
No player’s knowledge of any other class can go beyond what he experiences when he parties up with them. This will improve you not only as a player but as a team player.
Hello inquisitor here. Even that i am getting dps, i am hybird so some support too(Cause yeah priest are still support even with dps
). Okay not good as a support priest but this guide is still useful. I especially like the healing range and where to place the relics as that is the side in priest i struggle with the most. Good guide!!!, the first guide that ever had some much detail into support. Thanks hopefully, i can be even more useful for me team
. I think this guide is useful for all not just saints but every priest!.
Nah, I have nothing against Inquisitors. And yeah you’re right this guide is for support in general, whether full or hybrid.
Have fun playing!
great work but can you explain more about the pros and cons of saint build and inquisitor build and share your insights about light atk8% and mag atk 5.75% TY keep up the good work ^^
About Light attack v. M.attack, I think one of my guildies has already made a guide about this. Just follow the links above under Guide>Cleric>Light attack v. M.attack
On my thoughts about this is that well, a Saint has no where to go but M.attack just for the reason that our Healing relic is solely based on M.attack and nothing else. By pumping light attack/ Crit or FD, you lose out on M.attack and thus give your healing relic a lower heal rate.
As for Inquisitor or Saint as a class:
Well Saint is for Full Support while Inquisitor is for Semi Support/DPS.
The risk of going Inquisitor is that Saints are preferred in Higher level nests due to the high death probabilities in these raids. And generally, the common argument against DPS inquisitors is that you can’t out DPS a DPS class and sadly there are other classes that take precedence over the Inquisitor as a DPS player. Its not about plainly about gears but more of a class attribute related issue.
As for the Inquisitor as a Hybrid/Sub support, although you possess the 2 main skills for recovering HP which are Heal and Healing Relic:
1. Your Healing relic wont heal much because your main focus as an Inquisitor is to raise your Light Attack/ Critical or Final Damage in some cases. As such relevant potentials and skill plates will be dedicated to increasing these 3 attributes will necessarily pull your M.attack down.
2. Even if you have max level heal, the argument can be thrown that a paladin has max level heal too. On top of that, a Paladin can tank while you as a Inquisitor cannot. Again just to reiterate, as a DPS class, a Inquisitor cannot out DPS a Pyromancer, Gear master, or an Artillery.
Thus, these other classes will be preferred over you.
3. Lastly, usually Inquistors to maximize their DPS don’t get full level buffs or just leave them at low levels.
But Inquisitor more fun to play than Saint either for PVP or PVE! LOL
Hope this helps!
oh i see now. i think i will stick to my inquisitor class as a offensive priest. any update of T4 patch on saint or inquisitor?
how come acrobats never have this kind of love. should i be the one to start the comprehensive acrobat guide for 2012?
Builds are horrible since you max Lightning Relic which doesn’t really give that much damage. You can just put the pre-req for Lightning Relic then put some on the buffs.
About the last build, Lv7 Block is too much, since it’s only for PvE, Lv4-6 is sufficient enough then points can go to Righteous Bolt which can really do good damage event for Saint-type Priests.
please note the words full support.
Even being a Full Support, they still become a secondary damager if his partymates are fully healed and fully buffed. Having quite high damage will help you especially in Apoc Nest when tentacles are summoned, without damaging skills like Righteous Bolt(which can somehow 1-skill kill it) and with maxed buffs, it can give you more damage which Saints desperately need in terms of protecting themselves.
let’s just say this is for SDN. and even with the best equipment you can get now, im assuming full Lvl40 epic +12 armors as well as +12 weapons with full fd/crit, you will definitely want at least 1 full support priest on your SDN Team. might not need 2, but you will probably need 1.
Well once 50 cap is released, this said build might/will be obsolete but as of this cap, definitely no, if I were to attempt Sea Dragon Nest (Unnerfed) which is what Addison Kang said that we will be getting, I’ll definitely want a full support priest on my team.
@ Kieron
Dude, I’m using the Full support with no Inquisitor offensive skills. That’s the first skill build. I have level 12 Righteous Bolt, Level 9 Lightning relic, Level 4 Grand cross and Level 3 Holy Burst.
I only placed them as common skill builds. I’m only using one build not all 3. And yeah, like Kazu said, it’s for Full Support type Saints.
Plus you underestimate the power of the lightning relic my friend, at level 9 it gives 92% Magic damage + 1190
Let’s place figures to calculate its possible damage:
My current Magic attack is 3563-4352
Even if we use my Minimum Magic attack of 3563 * 92% + 1190 = 4,467.96.
That is damage which can be inflicted by the Lightning relic every 2 seconds for 15 seconds. And at the 8th second (if you have reduction cd plate) or at the 10th second, you can place another relic which deals the same damage.
The good news is you just have to stand back and watch the relic deal this damage while drawing aggression from the enemy monsters.
That’s is just a low estimate to it as it does not cover other buffs which may increase its damage.
And Yeah, Righteous Bolt is a good skill I agree with you but you have to get really close to the enemy as it is a very close range skill. There are many instances in SDN where you cannot do that skill and would prefer long range skills such as Grand cross and Holy burst to cover your DPS.
And yeah I fully agree with Priest’s being secondary DPS in a party and should contribute to the damage when able to even when it is not that high. At this point especially with the currents nests, dragon nest is still a DPS game and 1 DPS is always better than 0 DPS. So as a priest, spam away your skills but don’t neglect your party especially when they need support.
Oh by the way, if your getting only level 3 Lightning relic at its pre-requisite, where will you place the other skill points in the Priest Tree? Please do enlighten me. Show me your desired skill point allocation and I will gladly show you how a level 9 Lightning relic would be able to out DPS your desired skills.
Very nice guide! I’ve been practicing with my relics, with the drops and stuff. And oh! How very useful cure relic is. lol I’m such a noob. I wanted to be full support but I just love chain lightning and holy burst, I can not not have them. I copied someone else’s build and I guess it worked for me. I went for hybrid because I’m usually doing pve alone. Forever alone
lol Just wondering if it’s okay not to get toughness or is it better if I have? (meh, of course it is) What I mean is, how much does it serve its purpose, the 14%(lvl 5) reduce phy dmg?
)
Thank you again for this guide. You’re the best!
I’ll start my answer with, No player wants to die.
When you do not allocate skill points for toughness, you lose out on a lot of defense. Basically, our cleric class is defined by Defense which more than makes up for our lack of mobility. If you notice, we aren’t the fastest bunch in the group.
Whether in pvp or pve, toughness is of great use to us. And also, toughness adds to our survivability. Thus, it is much better to have it than not.
Lastly, It greatly compliments our buff skill, Protection shell which at level 5 gives -27% Phy and Mag damage reduction.
Just remember this, to increase our Phy defense, we heavily rely on our this passive skill especially if your not that geared enough to pump up your VIT. On the other hand, to increase our Mag defense, we have our naturally high INT stat for that purpose. Thus, if you notice, we have the highest Mag def as compared to all other classes.
May I know the reason behind why you choosing charge bolt over maxing holy bolt for FS with no Inqui skills? this is quite contrary on your statement saying that this build is better staying behind/long range.
Because holy bolt sucks in PVE XD
Whereas charge bolt is quite the DPS when you get the chance to close the gap between you and your enemy.
It is inevitable to always stay within a range as your enemy is programmed to always move in towards you. Just be careful in using it, make sure you have a good angle and dodged first his skill before using. Or else, you are very vulnerable to attacks.
In PVP never mind, don’t use it.
I’m planning to make a priest with zero offense and all defense and buff skills. How about if I max out Block instead of Charge Bolt? Got any thoughts (if there’s any) why shouldn’t I be doing that? Thanks.
The main reason is that you don’t really need level 8 Block. If you look at the nature of the skill of block, as the skill level increases the number of attacks the player is able to block also increases for 15 seconds whichever comes earlier.
At level 5, you will be able to block 6 attacks for 15 secs. For the max level 8 block, you will be able to block 9 attacks for the same 15 seconds duration.
I guess it has been always a consensus among Priests that blocking 6 attacks is already enough as you always couple your block skill with your dodging skills.
If, you want to max out your Block, It’s fine. Skill builds are actually more of a personal preference intertwined with the player’s play style.
But the caveat to this is that whilst you may feel invincible during the duration of the block, there is a risk of you getting your skills canceled over and over again. What does this mean? As I said above “if there arises a situation wherein the user is attempting to cast a skill and an enemy attack simultaneously hits the user, the casting time of the skill would be interrupted and preference would be given in blocking the skill rather than completing the skill cast.”
So the question is, how do you avoid your skills being canceled? the only answer is to dodge enemy skills and getting to a clear/ safe spot. And by getting to that clear spot, you actually consume the 15 seconds duration of block without needing to actually block anything. This is basically the best argument to prove that level 8 block is excessive while level 5 block is just right.
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Thanks for the very nice guide Lawyered! Wow, I really admire you for choosing to be the saint in the team, even though the gameplay is quite boring (no offense). The explanation of the skills was really good, this is the only site that I found the range of Heal and the relic skills
By the way, can you please judge my skill build? I am inquisitor type but will double as aupport for the team. Here’s the link: http://dnarmory.com/skill-calc?c=4&sc=22&tc=&ll=40#bvCMzc5NH9-ZsyhxCa
Thanks again and more power!
Heaven;y Judgement INSTANT KILL???
Haha, that post made me laugh. Perhaps you need to play a Priest more. Heavenly Judgement is one of the least damaging ULTIs out there and it can be escaped from (that’s right, dodge out of the perimeter).
But nonetheless, I digress about the Healing Heraldry part. 3% additional Heal Rate, which brings it to a total of 11% at level 9 is better.
Considering that it becomes a 30% increase in Healing amount as compared to the 12% Reduction in CD.
I’m not saying this isn’t a good guide, it is by far. But it makes people think Priests are classes that need nerfing, which I disagree completely. Given our sub-par damage in PvP and need for extremely precise timing of Relics in there, I’m just saying …don’t make Priests look too good. We’re not and we seriously need buffs.
Heaven;y Judgement INSTANT KILL???
Haha, that post made me laugh. Perhaps you need to observe a Priest more. Heavenly Judgement is one of the least damaging ULTIs out there and it can be escaped from (that’s right, dodge out of the perimeter).
But nonetheless, I digress about the Healing Heraldry part. 3% additional Heal Rate, which brings it to a total of 11% at level 9 is better.
Considering that it becomes a 30% increase in Healing amount as compared to the 12% Reduction in CD.
I’m not saying this isn’t a good guide, it is by far. But it makes people think Priests are classes that need nerfing, which I disagree completely. Given our sub-par damage in PvP and need for extremely precise timing of Relics in there, I’m just saying …don’t make Priests look too good. We’re not and we seriously need buffs.
Well, I hope you know this guide was written at level 40 and was back then following the T3 skill build.
Dragon Nest have changed a lot since then with the new implementation of 50 cap and T4 skill build.
But nonetheless, let me answer your queries one by one:
1. Heavenly Judgment
I never implied that it should be nerfed. But, if HJ is used properly, it can deal significant amount of damage to enemies especially in group PVP. Your’e issue on it being too easy to escape from is mainly an issue of you not knowing when to use your skills well.
If you raised the issue of it being too easily canceled, yeah sure maybe I can deal with that, no arguments there. But seriously? easy to escape from? Ever heard of the Bind Relic + HJ combo? Please.
FYI, I played priest ever since day 1 and never made any alternate character. I play priest both group PVP, 1v1 softban, PVP compensation on or off, 1v1 and 3v3 ladder. Dragon nest has it, you name it, I played it.
Heavenly Judgment as I said is good as it is today. No nerfs needed, nor buffs required. As a fellow priest you ought to be ashamed of yourself asking for buffs just because you see other classes getting buffed.
If you are a real experienced priest, you surely should know that our population is one of the most resilient classes in DN. The priest class is not for whiners, beggars and especially people like you saying stupid things such as damage not being enough, asking for buffs of skills blah blah blah, please, your’e embarrassing yourself.
2. Heal plate 3% v. 12% cooldown
Dude, seriously. I hope you read before you make another post.
I agree with you that at 50 cap with T4 implemented, going 12% cooldown is the only way to go.
But as i read your reply, It seems that you don’t even know what your saying.
What 11% at level 9? what 30% increase in healing amount? are you high dude?
At level 40, the max heal that a priest can get is level 7. That is 9% + 1074 HP.
Now as T4 is implemented, max level of heal one could have is level 8 which gives 13.5% + 14420.
(Both are assuming that you are not using skill rings)
Heals in T4 are a complete overkill now. Seriously, I can heal a person with 1 HP to full HP just with my Healing Relic. Normal heal skill heals about 1/4 the HP of your ally.
But that was not the case back at level 40 cap T3.
When I wrote this guide back in May 2012, Sea Dragon Nest has yet to be released. This guide was mainly for priests aiming to support their parties while doing the Sea Dragon Raid at level 40 cap.
I love the Priest class. That’s why I am promoting it but I did it not in a way as to exaggerate any of it.
And when you come here posting things such that we are sub par in damage, and that we need serious buffs in the future updates is just plain disappointing.
My main character in Dragon Nest Sea is a Cleric. I like the way you explain. It is so detailed I really solute you.
This is my problem… Please don’t laugh
I have a priest who don’t have the basic heal, yes it has basic heal, but it’s only level 1, so I depend to my healing relic who is in Maximum lvl and also to my Holy Shield who is lvl 2 by using the skill ring.
Is my support skill is good enough? My buffs are also lvl 3. If I will be comparing my skill build to your skill build it will be “support with hybrid offensive”, but my skill build doesn’t have block skill, and also basic heal who is level 1. I mostly distribute my sp to my Relics and some offensive attacks like the lightning, divine combo, chain lightning etc…..(I even got both Divine Judgement and Miracle Relic)
Even though my basic heal is level 1, but my healing relic is max level and also has the 13% decrease cd, do you think my support type is good?
I have gone to SDN, and I think my support is good, because I don’t let anyone dies in the party with the help of my healing relic and holy shield.
Still I have this anxiety that my healing is not enough, because if someone knows I don’t have the basic heal they might not include me in their party.(Even though I am doing fine supporting them with my healing relic, holy shield, and buffs.)
Do you think my support is good?
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